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

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So I had a lot of fun being a pirate tonight. Maybe not so fun for the people that ran though.

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I can't decide whether to get a viper or cobra, been doing some trading but might do a bit of bounty hunting as well.

The choice between Viper and Cobra for combat only purposes seems to be down to individual preference due to the positioning of the hard points. I personally like the Viper, but the Cobra is a more versatile ship with better range and cargo capabilities, so if you wanted to mix up combat with some rares trading or missions, its a better choice.
 
So went back on tonight and took a buliten mission to kill a named pirate from one of 3 systems , when I SC to these system how do I find the pirate?

When in one of the named systems, stay in SC and drop speed to the minimum, then check the contacts list in your left side panel and and when you are in range of a USS drop our and investigate it.
 
I'm intrigued by the C1 and C2 mix of multi-cannon and pulse lase.

But to be honest I've always been confused by the rating/class of weapons in ED.

My current weapon mix in my Cobra is:

Medium mounts:
Beam Laser - Rating E; Class 1 (fixed)
Beam Laser - Rating D; Class 2 (fixed)

Small mounts:
Multi-cannon: Rating G; Class 1 (gimble)
Multi-cannon: Rating G; Class 1 (gimble)

I appreciate that that's a bit of a noob weap load-out, and pulse lasers seem to be the weapon of choice. But I simply don't understand the various classifications for weapons.

Should lasers be gimbled too? Are pulse better than beam?

Any recommendations would be welcome...

In terms of module and weapon classifications: The numeral (1-8) indicates the size of the slot, where 8 is the largest and 1 is the smallest.. so you want to be using the largest module/weapon that your slot can take.. e.g. If you have a slot for a size 6 FSD.. dont use a 4 or 5 FSD in it if you care about jump range. If you have a size 4 Huge hardpoint.. dont put a size 2 weapon in it if you care about damage.
The alpha classification is the grade of the model/weapon, where A is best.


So your D2 Beam is better than your E1 beam, so why not use 2 x D2?

In order of damage output Fixed>Gimballed>Turret, so use Fixed where possible, but if you have problems aiming, Gimballed are useful, and if you have a large ship and want all-round protection from people behind/under/over you, Turrets are good.

Beams>Pulse for damage, but use a lot more power and overheat faster.. so it can be more practical to use Pulse in most cases unless you have fully upgraded generator and distributor and surplus power.

a laser/Multi-cannon combo is a good one, lasers for stripping shields and Multi-cannons for hull.. but if you intent to stay for long sessions in a combat zone you may want to drop the projectile weapons to save you having to go and reload every 30 mins or whatnot.

fit some Shield boosters and Shield Cell Banks if you can.. but these will consume lots of power and may require you to use Pulse laser instead of beams. But its a good compromise for the protection you will get.
 
The choice between Viper and Cobra for combat only purposes seems to be down to individual preference due to the positioning of the hard points. I personally like the Viper, but the Cobra is a more versatile ship with better range and cargo capabilities, so if you wanted to mix up combat with some rares trading or missions, its a better choice.

Ended up getting a viper and decided to do some combat type missions, got some good bounties so managed to install some upgrades, really good ship and will do until I want to do some more trading.
 
Took me way longer than it should, but completed my first mission of retrieving data for 703 credits. I had no idea how to complete them, search for systems etc. But it's done now :)

Currently searching for a system to buy grain from for the Gidzenko ring (I think it is)

Go to the Galaxy map and pick view in Navigation, have all systems and trade routes shown but turn off the view for all commodities EXCEPT the one you are looking for. Looking for the trade routes that remain and go to the system where the arrows are coming from. You'll find what you're looking for there.
 
Don't believe these lying ***s about 'quiet' conflict zones. I took an 'easy' combat mission to boost my local rep (trying to up my standing in the Federation and it's hard work). Flew into a quiet zone... you know those scenes in the remake of Battlestar Galactica? Where there are FAASANDS of bloody Cylon ships every-frikking-where? That.

I had to kill 3 in the middle of this melee where the only ships NOT in a wing were Anacondas and Pythons, and these were tripped out versions. In the end I took on a wing of MkIIIs and won by simply ambushing one and praying my shields held. This was after having my cockpit blow out in a fight with a Python and make it back to the station with a minute of air left.
 
If I am not feeling confident I stay on the edge of the war and pick one off then run away, rinse and repeat.
 
Found out the issue, I clicked on the food cartridge by mistake, I thought I clicked and bought fruit and veg, then realised the station didn't even have any...
 
In terms of module and weapon classifications: The numeral (1-8) indicates the size of the slot, where 8 is the largest and 1 is the smallest.. so you want to be using the largest module/weapon that your slot can take.. e.g. If you have a slot for a size 6 FSD.. dont use a 4 or 5 FSD in it if you care about jump range. If you have a size 4 Huge hardpoint.. dont put a size 2 weapon in it if you care about damage.
The alpha classification is the grade of the model/weapon, where A is best.


So your D2 Beam is better than your E1 beam, so why not use 2 x D2?

In order of damage output Fixed>Gimballed>Turret, so use Fixed where possible, but if you have problems aiming, Gimballed are useful, and if you have a large ship and want all-round protection from people behind/under/over you, Turrets are good.

Beams>Pulse for damage, but use a lot more power and overheat faster.. so it can be more practical to use Pulse in most cases unless you have fully upgraded generator and distributor and surplus power.

a laser/Multi-cannon combo is a good one, lasers for stripping shields and Multi-cannons for hull.. but if you intent to stay for long sessions in a combat zone you may want to drop the projectile weapons to save you having to go and reload every 30 mins or whatnot.

fit some Shield boosters and Shield Cell Banks if you can.. but these will consume lots of power and may require you to use Pulse laser instead of beams. But its a good compromise for the protection you will get.

Good advice above - but weapons don't have grades - there is only one grade of weapon per size so don't bother looking for a better grade for a slot (they may well be making different grades of weapon available again like there were in beta but currently they're not in game).
 
yeah, while there are Huge (4), Large (3) , Medium (2)and Small (1) class weapons, each has only one or two grades, with the lowest grade being for the turret (presumably as the damage is lower for those). So not as much variation as the modules.
 
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