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

New alien ruins discovered, only slightly different from the others.

NGC 2516 SECTOR UT-Z B2.

Planet: A 1.

One major bonus in game now, seems when you get to a system & honk, the ruins show up on your list of things in that system.
Also marks it on the planet for much easier guiding in.
 
Make sure you have space for any cargo awards that go with the mission. If you do not have the space, the mission can't be closed and won't appear in the mission board. Also check the transaction UI as it will tell you the issue with the mission.
You were right stuck a cargo rack in there and i could claim my reward. Thanks
 
Yes, the Diamondback. It was buffed in 2.3 to give it an extra internal slot so it is now a very good ship indeed.

The ASP Explorer is probably the best all-round ship in the game but it still costs an awful lot of money early game to fit out and the re-buys are also expensive when it is A-Rated.

The Diamondback is a great, early route into making cash quick by being able to move around the bubble (and outside of it) very quickly whilst also being able to conduct all sorts of missions.

Cool. I've got enough for a DB Explorer so I'll give it a try. I've always liked the look of them, and I imagine that you the cockpit view is pretty spectacular in VR.
 
Yes, the Diamondback. It was buffed in 2.3 to give it an extra internal slot so it is now a very good ship indeed.

The ASP Explorer is probably the best all-round ship in the game but it still costs an awful lot of money early game to fit out and the re-buys are also expensive when it is A-Rated.

The Diamondback is a great, early route into making cash quick by being able to move around the bubble (and outside of it) very quickly whilst also being able to conduct all sorts of missions.

Though can you link to a decent Diamondback Explorer build? As usual I'm flummoxed by the various options...
 
something like that but with the addition of a two slot SRV module perhaps?
What do you need an AFM and Heat Sink Launcher for, when you don't even have any weapons?

Even if you're going unarmed, I'd also suggest a Class 4 shield, bumping the power plant to 4A, adding point defence and chaff/ECM, maybe maxing the power dist, thrusters, life support and even the bulkheads too.
Known too many people returning to the Bubble who got splatted on the last leg by a random NPC encounter, losing many millions in data.
 
The build is an explorer, data delivery and mats collection build, in order to make a good stack of credits out of exploration, data delivery and material collection.

If the ship is engineered, the NPC's won't catch you, lest shoot at you.

Point defence, chaff and the like just adds weight, reduces jump range and slows you down, evasion is key.

Doing exploration without an AFM is like running without shields to trade with, its always a great idea until you are staring at the insurance re-buy screen.
 
The build is an explorer, data delivery and mats collection build, in order to make a good stack of credits out of exploration, data delivery and material collection.
Which may still need protection when you come in to sell up.
NPCs can still catch you outside stations and if interdicted by one of those wings with an Anaconda and two FdL escorts, a fully kitted Python is toast in under 4 seconds...
 
sorry pal but if you are interdicted by a wing of 4 in a diamondback with no cargo your only recourse is to run.

i have no idea what a python has to do with this discussion.

i will maintain that in a diamond back 99/100 times you will be on the edge of a 3km weapons range before NPC even start shooting and with a Grade 3 dirty drive that's more like 100/100.

submit and run should be #1 choice at all times in a explorer build, eventually the player will have other ship choices for combat.
 
i have no idea what a python has to do with this discussion.
If they can drop a top end Python in 4, how quickly do you think they can kill a DBX...?

i will maintain that in a diamond back 99/100 times you will be on the edge of a 3km weapons range before NPC even start shooting
Who's to say that the 100th time won't be the one where you're carrying something worth a fortune, though? Or that the 100th will the the 1/100 that leaves you staring at the rebuy screen... or that the NPCs never get weapons to bear until after you get away... or that you'll not simply make a mistake?
 
Just the the lolz, I'm going to stick a mining laser on my Corvette later, in mining config my ASPExp cant take on wings of 3 pirates :/
 
If they can drop a top end Python in 4, how quickly do you think they can kill a DBX...?


Who's to say that the 100th time won't be the one where you're carrying something worth a fortune, though?

its a choice you make, neither is perfect. you make it sound like adding these things won't get you killed either. the diamondback is a fragile beast and it's better not to be shot at all.

sure you can weigh the ship down and hope the chaff and PD buy you time or make the ship as fast as possible to avoid getting shot.

in the diamondback i personally have had more success with the latter approach.

like i say once G3 drives are unlocked by the player the NPC won't see which way you went and so using up utility slots with worthless items using weight and power does not seem efficient.

good luck CMDR 07
 
materials and data do not take up cargo space e.g polonium, strange wake solutions and things you need to unlock engineers and do big one off light jump boosts and ammo damage increases via synthesis.

if you have a look in your right hand panel you probably already have some and don't know it ;)

frontier say that as these items are not measured in tons (i would imagine that a ton of polonium gives off quite a bit of radiation!) it works out but you still keep them if you die. it's a compromise between realism and keeping things fun.
 
its a choice you make, neither is perfect. you make it sound like adding these things won't get you killed either. the diamondback is a fragile beast and it's better not to be shot at all.
You make it sound like speed is a substitute for situational awareness and a magic pill that somehow counters being surrounded.
It's better not to be shot, but IMO anything that helps you not be shot is even better. Since no-one is perfect, mistakes will be made and circumstances will conspire against you, relying on speed alone is as good as trading without a shield.

Submitting (if you do it fast enough) and running can work most of the time, but not always. You do sometimes drop out to find yourself surrounded. I've also been jumped while fuel scooping and while approaching stations, where your options are very limited.
This also assumes you're playing Solo and not in Open, where all bets are off, pretty much.
 
See
Submitting (if you do it fast enough) and running can work most of the time, but not always. You do sometimes drop out to find yourself surrounded. I've also been jumped while fuel scooping and while approaching stations, where your options are very limited.

I was going to post about this....

Since when has it been the case that you are informed that you are going to be interdicted???? I came to the realisation this weekend that if I just dropped out of supercruise, waited for them to drop into where I was and boosted off, they never get a shot and are not on my 6....

I am sure they never used to give a warning
 
Here we are again... spent another 3/4 downloading a patch....

Spent 20 mins going to alien ruins.... Same as all other alien ruins.

Logged off,
 
Since when has it been the case that you are informed that you are going to be interdicted????
Since ages back.
You get a message on the Comms panel, something like, "The rumours were true! Coming here with a cargo like that, you are asking for it, Commander. Now you're MINE!"... I don't have Music enabled, but it probably goes Dun-Dun-DUUUUUUUUUUUUUHNNNNN as well!
Thing is, you might get a couple of seconds before they interdict you, especially if they're close and you're busy with something else or haven't noticed this one warning.
I mostly get caught out after a long trip, or if I'm coming to the end of my game session and am tired... which is no consolation for losing many millions. I also get caught out because if you don't submit quick enough, that counts as a struggle and even if you then submit, you end up spinning out and taking damage, so even if you hit Boost the instant it's available (which you can while still in the spin) you're already under fire from either the interdicting NPC or more likely his escorts who have Wingman NavLock and drop in under full control, weapons out and in position to head you off.
Happens like this more at the upper end of the Combat ranks, with NPCs in bigger, tougher, engineered ships, but can still be a problem for lower ranks, too.

I am sure they never used to give a warning
They did, but it was one line in the Comms. I expect you're only noticing it now because the flag is much larger, with an NPC's avatar displaying. Before it was easy to miss, especially as you're most likely focussing on not crashing into the whacking great star in front of you... and that's where the 'mistakes' happen that end up getting you killed. Perfectly human mistakes, of course, but still one of the reasons why I prefer to have some measure of additional defensive options.

Spent 20 mins going to alien ruins.... Same as all other alien ruins.
Oh no, we are SOOO sorry to hear about your troubles and dissatisfaction with the game.
Is there anything we can do to make it up to you? Perhaps direct you to Frontier's contact page, wherein you may request a refund or direct your complaints to them along with a list of exactly what features you feel they should implement in order to provide the experience you require of them, or would you rather we suggest you go play Star Citizen?
 
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