*** The Official Elite: Dangerous Thread ***

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The T9 is quite agile when you get some decent thrusters on it. The jump range was what let it down for me and the fuel costs but I am tight and ran a fuel scoop on the 4 bay cargo slot :D
 
Did they nerf the seeking luxuries? or does anyone know of a decent route please? Not been trading and have just been enjoying killing NPC's but need to boost my funds up.

Yes, the FIXED luxuries :) Clearly it was nonsense, so hopefully they've changed it so now it's a nice perk, rather than the be-all-and-and-all of trading :)

There are suggestions the markets are now very dynamic so routes can change quickly, which could be frustrating. ie: Having to find new routes over short periods of time.
 
1450/1350 route, 1 x 15LY jump.
Within 2 hours was down to 1200/1100

Was in Solo so not sure if other people were doing it too.
Seems like one evening can reduce profits quite a bit.
 
1450/1350 route, 1 x 15LY jump.
Within 2 hours was down to 1200/1100

Was in Solo so not sure if other people were doing it too.
Seems like one evening can reduce profits quite a bit.

I think other people have commented on this... I must admit this concerns me.

I don't get a lot of time to play, so if I come online and the first thing I have to do is spend an hour or two finding a new trade route, only to come online a day or two later to find the same again, that doesn't sound good in my books :(
 
Looks like the boom is over,

Incidentally, I did some bounty hunting in the rings of an anarchy gas giant last night, just drop out of SC anywhere in the rings and scan/kill everything that spawns, made about 2.5M per hour, seems way more lucrative than the nav beacons, and more fun - as the game just keeps spawning ships at you,
 
Yep, trading is now dynamic, no more cushy runs that will keep you at 2000/ton + profits all evening. It will aslo make BPC and Thruds less effective. This is something FD need to address as the ingame trade tool is totally inadequate.

So now trading is slowed to a level it should have been from the start, the ship progression is slowed to a trickle for those unlucky enough not to cash in at the start.

Mining might now be option, but it still needs a buff along with exploration.
 
Yes, the FIXED luxuries :) Clearly it was nonsense, so hopefully they've changed it so now it's a nice perk, rather than the be-all-and-and-all of trading :)

There are suggestions the markets are now very dynamic so routes can change quickly, which could be frustrating. ie: Having to find new routes over short periods of time.

I thought the luxuries have only been balanced in the new 1.1 beta update? In the normal game they remain as common as before (except the Tenche on has now finished).
 
Kornelius Briedis did a good video explaining the upcoming Python nerf, I agree with him tbh, it's way OP (I got around 1k kills in mine so I feel qualified :p )

Shields - reduced by 33% (390 to 260 base)
Boost - reduced by 20%
Pitch rate - reduced by 28%

 
Kornelius Briedis did a good video explaining the upcoming Python nerf, I agree with him tbh, it's way OP (I got around 1k kills in mine so I feel qualified :p )

Shields - reduced by 33% (390 to 260 base)
Boost - reduced by 20%
Pitch rate - reduced by 28%


And you missed the speed nerf too!

How did they get it sooooo wrong in the first place?
 
And you missed the speed nerf too!

How did they get it sooooo wrong in the first place?

Yeah I know, it was silly lol..

I had A rated thrusters in mine, and it would happily do 380m/s - which is ludicrous tbh (as fast if not faster than a default Viper/Cobra)... 292 cargo capacity, 3x large and 2 medium hardpoints, with that much speed and maneuverability is seriously OP.

The shields were the biggest problem imo, it's shields are ridiculous, I remember when I encountered a bug at a conflict zone, where about 100 ships all turned on me, all firing at once, I managed to escape and still have shields left...
 
Yep, trading is now dynamic, no more cushy runs that will keep you at 2000/ton + profits all evening. It will aslo make BPC and Thruds less effective. This is something FD need to address as the ingame trade tool is totally inadequate.

So now trading is slowed to a level it should have been from the start, the ship progression is slowed to a trickle for those unlucky enough not to cash in at the start.

What about rares? Have they been nerfed in any way, apart from the quantity allocation thing that's been active for several weeks?
 
Yeah I know, it was silly lol..

I had A rated thrusters in mine, and it would happily do 380m/s - which is ludicrous tbh (as fast if not faster than a default Viper/Cobra)... 292 cargo capacity, 3x large and 2 medium hardpoints, with that much speed and maneuverability is seriously OP.

The shields were the biggest problem imo, it's shields are ridiculous, I remember when I encountered a bug at a conflict zone, where about 100 ships all turned on me, all firing at once, I managed to escape and still have shields left...

Yes, the shields were a big problem! I think the nerfs have gone a little too far maybe? But we'll see I guess.
 
Ooooo, not to sure I like this new trading malarky. I had a nice little run going that gave me some decent returns but not complaining.

Here is my loadout and it is a good all rounder for Trades, combat and exploration. 400T of cargo space with some decent firwpower and a fuel scoop for long explorations.

 
Im sure this has been asked before.

But whats a good layout for a cobra combat/trading (I do a bit of both)

Something like this should do you: http://www.edshipyard.com/#/L=302,4yG4yG7sh7sh3we,316Q6Q6Q5K4s5K6k,0720727RA03w03w03w

I ran a similar spec before moving to an Asp. You could always chop in a Shield Cell Bank in place of a Class 2 cargo rack if needed.

And you could always go for medium multi-cannons and small lasers if you wanted to hammer down the hull a bit quicker.
 
I think you are going to see far less trade route sharing if routes can genuinely get hammered by supply/demand.

It also encourages people to explore a bit more.
 
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