Elite Dangerous Catch-All

Accoring to the stats screen I've just barely crossed the line of my first million in assets. Woohoo!

Had a weird thing where I dropped out of frame space in safe distance mode, but entered normal space directly inside or surrounded by the geometry of the back end of the base. Several collisions later I managed to extricate my ship, but that was weird.
Edit: 59 bounties, 805,103 Cr.
Edit2: 90 systems visited, 94,314 Cr from exploration (basic).

Will look at those weapons.
Also bought an 'auto-landing thing' yesterday. Nearly feels like cheating! Wish I had got that earlier.

Btw, other than weapons, what other ship pieces should you have for combat?

Shadout wrote:

Btw, other than weapons, what other ship pieces should you have for combat?

Power Distributor upgrades energy banks used by weapons. More PewPew less Pew... Pew.

Aaaand since I posted about passing the 1mil milestone a quick visit to a low intensity conflict zone quickly beat me back with a 40k insurance payment. Curiosity killed this Adder. Those 'conflict' things aren't messing around!

Has anybody seen a Fer de Lance for sale on the beta server?

I thought I could use the stress test as an opportunity to test-fly one, but I've been to several places the wiki says sell them without any luck.

misplacedbravado wrote:

Has anybody seen a Fer de Lance for sale on the beta server?

I thought I could use the stress test as an opportunity to test-fly one, but I've been to several places the wiki says sell them without any luck.

I haven't updated it for 1.4 yet, but this list of shipyards near Orcus in 1.3 might help.

Rezzy wrote:

Aaaand since I posted about passing the 1mil milestone a quick visit to a low intensity conflict zone quickly beat me back with a 40k insurance payment. Curiosity killed this Adder. Those 'conflict' things aren't messing around!

Yeah, those can be a bit busy.

The standard strategy for a CZ is to jump to the edge of the furball after you enter the CZ, then pick a side. That way you won't get jumped immediately by multiple enemies. Nobody should attack you until you've selected a side (unless you're Wanted I guess).

I have not had a lot of luck (or experience) so all of the above is second-hand knowledge.

Im having problems with Factions? I guess I don't understand how to advance up to getting better missions? I'm primarily trading, but I still see tons of missions I'm not sufficiently ranked to take. Most say I need to Allied or Friendly with this or that faction. How do you do this without sitting in one system grinding faction for days on end??

Gremlin wrote:

I haven't updated it for 1.4 yet, but this list of shipyards near Orcus in 1.3 might help.

Many thanks! Harawi Terminal in Bhodha hooked me up.

The Random Encounter Gods did not smile upon me this day. Four deaths in rapid succession convinced me that maybe sinking all my credits into power and weapon upgrades rather than hulls or defensive parts may not be the best long term strategy.
So I decided to sell everything and refocus in a Cobra Mk III hull.

Rezzy wrote:

The Random Encounter Gods did not smile upon me this day. Four deaths in rapid succession convinced me that maybe sinking all my credits into power and weapon upgrades rather than hulls or defensive parts may not be the best long term strategy.
So I decided to sell everything and refocus in a Cobra Mk III hull.

The way the game currently works actually makes shields a much better bang for buck defensive upgrade. Not that hull reinforcement is bad, exactly, but shields keep you more safely in a fight for a much smaller cost.

Of course, on the smaller ships outfitting them can be a tougher puzzle, but shield boosters (utility mounts which give a percentage boost to total shields) and shield cell banks (misc compartment items that recharge shields fast at a button press as long as they haven't collapsed) are on every ship I take into combat whereas armor upgrades and hull reinforcements are a nice to have but very optional sort of thing. Basically, if your shields go down, you are one unlucky shot away from disaster regardless of how tough your armor is, so defensive flying is all about keeping your shields up.

zeroKFE wrote:

The way the game currently works actually makes shields a much better bang for buck defensive upgrade.

Info like this is Gold! I think I only bought upgraded shields in the starting sidewinder. Running on blind luck ever since.

I think armour and hull reinforcement packs are going to be much more important once they rebalance module damage and hitting the power plant is no longer the name of the game.

Which is better: shield boosters or shield cells? I know eventually I'll want both, but on a vulture with limited power, I feel like the boosters are better.

Xeknos wrote:

Which is better: shield boosters or shield cells? I know eventually I'll want both, but on a vulture with limited power, I feel like the boosters are better.

I would say try to have at least one cell bank, even it it's not the top grade. Having them available as an "oh sh*t" button is of immeasurable value. But particularly on a ship that already has good shields like a Vulture, those boosters are going to be hugely valuable (again, they are a percentage boost, so the bigger your shields are to start with, the more value they offer).

zeroKFE wrote:
Xeknos wrote:

Which is better: shield boosters or shield cells? I know eventually I'll want both, but on a vulture with limited power, I feel like the boosters are better.

I would say try to have at least one cell bank, even it it's not the top grade. Having them available as an "oh sh*t" button is of immeasurable value. But particularly on a ship that already has good shields like a Vulture, those boosters are going to be hugely valuable (again, they are a percentage boost, so the bigger your shields are to start with, the more value they offer).

What I've done with my Vulture is fly with A shields and a booster.

I also have a SCB, but I have to keep it powered off because I don't have enough juice for everything. So, when that "oh sh*t" moment inevitably happens, I have to:

  • Boost to get some separation
  • Look at my right panel
  • Turn on the SCB
  • Watch as my Oxygen and a few other "nonessentials" go out
  • Fire off a SC
  • Turn the thing off afterward

I've had to do it a few times. It's a nuisance, but better than running away (or dying).

Hrdina wrote:
zeroKFE wrote:
Xeknos wrote:

Which is better: shield boosters or shield cells? I know eventually I'll want both, but on a vulture with limited power, I feel like the boosters are better.

I would say try to have at least one cell bank, even it it's not the top grade. Having them available as an "oh sh*t" button is of immeasurable value. But particularly on a ship that already has good shields like a Vulture, those boosters are going to be hugely valuable (again, they are a percentage boost, so the bigger your shields are to start with, the more value they offer).

What I've done with my Vulture is fly with A shields and a booster.

I also have a SCB, but I have to keep it powered off because I don't have enough juice for everything. So, when that "oh sh*t" moment inevitably happens, I have to:

  • Boost to get some separation
  • Look at my right panel
  • Turn on the SCB
  • Watch as my Oxygen and a few other "nonessentials" go out
  • Fire off a SC
  • Turn the thing off afterward

I've had to do it a few times. It's a nuisance, but better than running away (or dying).

Yeah, this is the somewhat advanced technique needed to get the most out of many ships: actively managing the power to your shield cell banks so that they are only drawing power when you are close to needing them. It's less necessary (or not at all) on many multipurpose ships, but combat focused ships like the Vulture and Fer de Lance generally don't have power generators big enough to power everything you'd want in combat at once.

But, it should generally be possible to set up your power priorities so that the things that get knocked offline when powering your shield cells are your boosters -- so, basically when you shields drop below the level where the boosters are having an effect, you switch on your shield cells so they are ready to fire if you need them. Then, when your shields are recharged mostly to full again (either due to firing a shield cell or from them recovering naturally) you power the cells back off and your boosters will come back online, ready to be charged naturally.

zeroKFE wrote:

Yeah, this is the somewhat advanced technique needed to get the most out of many ships: actively managing the power to your shield cell banks so that they are only drawing power when you are close to needing them. It's less necessary (or not at all) on many multipurpose ships, but combat focused ships like the Vulture and Fer de Lance generally don't have power generators big enough to power everything you'd want in combat at once.

But, it should generally be possible to set up your power priorities so that the things that get knocked offline when powering your shield cells are your boosters -- so, basically when you shields drop below the level where the boosters are having an effect, you switch on your shield cells so they are ready to fire if you need them. Then, when your shields are recharged mostly to full again (either due to firing a shield cell or from them recovering naturally) you power the cells back off and your boosters will come back online, ready to be charged naturally.

I'll have to look into re-adjusting my module priorities to see if I can do that. IIRC, turning on the SCB put me over-limit by more than just a little, so I had to bump a few things to lower priority. I think that included my lasers, since I am usually not interested in shooting while I'm trying to get my shields back up.

I don't have a screenshot of my modules handy, but this is what my internal bays look like.

IMAGE(http://i52.photobucket.com/albums/g20/Kelly-Hrdina/Elite/Screenshot_0140.png)

Yeah, somewhere back around April or May I posted the full outfitting loadout and priority scheme for my Vulture build. I'll see if I can find it or put it together again if I have some free time tomorrow. It's definitely doable, but it is a fun little puzzle to get it perfect.

I'm assuming that if some random NPC direct messages me while I'm on a mission telling me they might have something I'm interested in... that it is a trap. Right? I'm not ignoring some crazy philanthropist throwing some Painite my way?

Rezzy wrote:

I'm assuming that if some random NPC direct messages me while I'm on a mission telling me they might have something I'm interested in... that it is a trap. Right? I'm not ignoring some crazy philanthropist throwing some Painite my way?

They sometimes have a counter-offer, where they convince you to do the mission for them against the original employer.

Speaking of missions, they are getting an update in patch 1.5.

Regarding that 1.5 info

A survival element to missions means that a player will have to survive specific encounters before being able to complete a specific mission, for example delivering secret information to a contact while being hunted. Another aspect for a player to be aware of are those that require them to be completed without being scanned – something I’m sure skilled smugglers will have an advantage with

How do you actively avoid being scanned? Thought it was just random.

Shadout wrote:

How do you actively avoid being scanned? Thought it was just random.

- Smaller ships are less likely to be targeted for a scan
- Colder heat signatures make you less visible; heat sink deployment can temporarily hide you from the radar
- Chaff can disrupt scans, at least for the pirates I've encountered
- Silent running suppresses your heat signature, at the cost of not venting your excess heat
- Breaking line of sight blocks scans; some fancy flying can get you in the station before the scan finishes
- The security in anarchy systems usually don't care what you're carrying and won't scan you in the first place

Shadout wrote:

Regarding that 1.5 info

A survival element to missions means that a player will have to survive specific encounters before being able to complete a specific mission, for example delivering secret information to a contact while being hunted. Another aspect for a player to be aware of are those that require them to be completed without being scanned – something I’m sure skilled smugglers will have an advantage with

How do you actively avoid being scanned? Thought it was just random.

Smaller ships are less likely to be noticed and scanned. Running silent also reduces your liklihood of being scanned. Finally, simply flying carefully and not getting near the authority ships at a station can work too. (It's the patrol ships that scan you, not the station.)

zeroKFE wrote:

Yeah, somewhere back around April or May I posted the full outfitting loadout and priority scheme for my Vulture build. I'll see if I can find it or put it together again if I have some free time tomorrow. It's definitely doable, but it is a fun little puzzle to get it perfect.

So, here's an example; it's meant to be a jack of all trades combat ship that can do combat zones as well as bounty hunting without refitting. If you specialize even a bit further you can make things a bit less fiddly, though.

Actively Power Managed Vulture

Basically, you have to have your shield cell bank off outside of combat. When you are in combat, as I described in my previous post, you only want to power it on when your shields are below the level where your boosters are working -- 50% is a decent rule of thumb. If you've left your cursor in the modules panel over the shield cell bank, you should only have to look right and click once to do the toggle (one more example of how having head tracking improves the game).

Now, you'll also notice that when the KWS is on, power group 4 (the second, smaller shield booster) is off. So, if you are in a combat zone, you just leave the KWS off and always have better shields. When hunting, if you are about to attack a target you expect trouble with, you toggle the KWS off after you scan but before you start attacking, and otherwise you leave it off.

A few other notes: I have a scoop, an interdictor, and a cargo rack equipped in the smaller compartments. If you drop the scoop, you have a bit more wiggle room for other things. For example, you can buy a backup size 2 shield cell bank that you leave powered off until you've burned through your main bank. Or, you can make your interdictor size 2, and have a bit more luck pulling bigger targets out of supercruise. Or you can dump all these extras and fill the space with hull reinforcements. So even in one of the most notoriously power starved ships in the game, you still have a lot of options here -- and we haven't even talked about potentially changing around the weapon loadout either. On the Vulture I generally like the paired large pulse lasers since you can literally just stay out fighting as long as you want as long as you take care of your shields, but tons of other possibilities open up if you swap one out for a cannon, or are confident enough to run without gimbals.

On a whim I tried out mining.

Why does it feel like someone developing this game hates miners?

Giant spinning oblong rock.
Tiny fragment shoots off giant spinning oblong rock. Get close. No. Closer! Great! You now have 20% of something. Do it again! Great! Do it again! Fantastic! You now have 99% of something. Oops! No more fragments left on this GIANT spinning oblong rock. Find a different one!

Oops! This giant spinning oblong rock has different minerals! Would you like to vent the 99% of Platinum into space to make room for them?

Rezzy wrote:

On a whim I tried out mining.

Why does it feel like someone developing this game hates miners?

Giant spinning oblong rock.
Tiny fragment shoots off giant spinning oblong rock. Get close. No. Closer! Great! You now have 20% of something. Do it again! Great! Do it again! Fantastic! You now have 99% of something. Oops! No more fragments left on this GIANT spinning oblong rock. Find a different one!

Oops! This giant spinning oblong rock has different minerals! Would you like to vent the 99% of Platinum into space to make room for them?

Mining is supposedly easier in 1.4 beta, but yeah. It's the red-headed stepchild of the four main game activities right now.

On the Vulture I've found 'C' grade thrusters to be enough for fighting NPCs, I think they probably draw less power than the 'A' grade thrusters ... which might explain why I'm not having as many problems balancing power requirements (A grade powerplant and power distributor).

Well sure, there's plenty of ways to make a ship that's good enough.

The fun part is figuring out how to have your cake and eat it too.

Meh, I don't have to worry about combat too much because out where I am there aren't very many ships.

Sometimes, there have never been any other ships.

My Scout has guns, just in case, but I don't think I've ever even deployed the turrets.

In a fairly kitted out Python and headed to Tombaugh station to join the fun. Very excited for Horizons! Lifetime expansion upgrade rights from my kickstarter tier is starting to pay for itself

Say, zeroKFE, could you re-link to your collection of ship builds?

I can't find them from the first time around, and they're a great resource.