Elite Dangerous | Update 18.07 - 5th July 2024

The Ram Tah breakthrough helps protect modules against damage. The fighters are ships, not modules, so the protection does not apply.
MOD Shards are modules... Could Ram Tah maybe look at those, instead of the hull reinforcements that don't have integrity anyway? :)
Humanity would be grateful.
 
Last medium color run I did saw 8 cyclops, 1 basilisk, 2 medusa. Which was a pretty good roll, I thought.
I posted a couple weeks ago. If you don't want to kill a lot of interceptors but only 2, then just don't kill them. Kill only scouts until they stop coming. After that there will be only two interceptors left and that's it. I think in high and very high zones as well. So it is quite possible to fly with 6 machine guns.
 
That's an interesting claim and I'd love to know the source.
After 18.06 I didn't have to fly in ports but zones in space. I did about 10-15 medium and light. Killing scouts I also collect from them parts of weapons, now I always have 150 of
them.

By the way, when killing interceptors, you need to circle near the center of the conflict zone. There are revived new pilots and they immediately enter the battle, rather than sticking around and yelling on the radio ... where the bugs are.
 
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MOD Shards are modules... Could Ram Tah maybe look at those, instead of the hull reinforcements that don't have integrity anyway? :)
Humanity would be grateful.
how many modifications can you apply to a module? only one (with some preengineered being exception - having two at once)
what happens to a modification when you want to put another on the same module? the old ones disappear

if you feel the need to replace the neat double mod with the ramtah one, you might just as well buy a new gun for the occasion ;)
 
Bit late to this party, but wouldnt had been more productive to just remove the anti-guardian field? (instead of making guardian weapon useless, then having to farm rare materials in a medium that may disappear soon to mod the modules and make them immune to anti-guardian field and thus make the anti-guardian field useless and make guardian weapons useable again, as they were before the introduction of the anti-guardian field :unsure:)

Just saying 🤷‍♂️
 
After 18.06 I didn't have to fly in ports but zones in space. I did about 10-15 medium and light. Killing scouts I also collect from them parts of weapons, now I always have 150 of
them.

By the way, when killing interceptors, you need to circle near the center of the conflict zone. There are revived new pilots and they immediately enter the battle, rather than sticking around and yelling on the radio ... where the bugs are.
Ok. I'm getting the impression we're talking about different things.
I'm interested in difficult ax combat. I ignore scouts and kill the interceptors until the CZ completes and then the bonus boss fight.
I think it's nice that they made some combat accessible to (almost) everybody. But the high-skill ax combat hasn't seen any love since the battle of HIP22460. Back in those glorious times we had great instances with lots of medusa and exiting capitol ships going on, and missions which could actually be completed because they asked for 1 or 2 of a variant that would actually spawn in the instance in the same system... And the worst bug we had to contend with was making sure to kite the interceptor away from the cap ship before the kill so we got paid for it!
 
Bit late to this party, but wouldnt had been more productive to just remove the anti-guardian field? (instead of making guardian weapon useless, then having to farm rare materials in a medium that may disappear soon to mod the modules and make them immune to anti-guardian field and thus make the anti-guardian field useless and make guardian weapons useable again, as they were before the introduction of the anti-guardian field :unsure:)

Just saying 🤷‍♂️
its called playing the game :p
should maelstrom be removed for caustic sinks being available for cr?
should asteroids be removed and swapped for floating mats because we have mining lasers?
 
My anecdotal story on access to the Titans being made easier:

It was the ability to buy the necessary equipment at Rescue Megaships that finally enticed me into trying the AX side of this game at all. Since then I've been spending a significant chunk of my playing time plinking at the angry space flowers, I even did some of the little mini-quests to the Guardian sites in order to get the better AX weapons that still can't just be bought with credits.

At least in my case, lowering the barriers to entry has resulted in more engagement, and I suspect that I'm far from the only one.
This is a mirror of my experience as well. Having reset my CMDR early in the year, there is no way I could be contributing to the Thargoid war without this accessibility change, or at least, not without a massive time investment beyond what I already have put in. I'm very glad for the changes and no issue justifying it in-universe as technological progression.
I've seen similar and more complete pictures from other commanders as well. It turns out all modules except modified weapons.
I always think that everything is done for a reason and there must be an explanation that we are not told. And in the case of damage restoration is more or less understandable purpose, but as for the other modules - I do not understand.

Why ? Of all the modules only the module amplifier is still worthy of attention, all the rest why ? I don't understand.
Pre-modded weapons are no different to pre-modded modules. They've already got modifications on them and therefore cannot be re-modded. You have to choose what you need; a really good damage weapon that gets hurt by the AGF, or a stock damage weapon that's immune (now thankfully not worse than a stock weapon). If the anti-AGF effect was an experimental then sure, slap it on the pre-modded Guardian weapons, but it isn't so you can't.
 
I get that the salvation guns already have a mod so following the established logic of the engineers they can’t be additionally modded.
However, the HRPs can be modded, and with no effect since they didn’t have integrity in the first place. So let’s not pretend that where we are is a result of considering all the factors involved…

Additionally, the mod shards and mod plasma made those guns viable as in the same tier as gauss. Where previously there was 1 option, now there was 3. Yay!
Now, in the cz instances where glaives can show up (where high level interceptors are being fought) there is only one option which can be immunized.

Look, the AGF was a gameplay choice.
And now the choice for how to counter it is an immunization mod. If we are still in a partial step of not having all the guns be protectable, then I guess that’s a choice, too; but I’m still upset about the tease of saying “every” module.
(It should be an experimental)
 
I get that the salvation guns already have a mod so following the established logic of the engineers they can’t be additionally modded.
However, the HRPs can be modded, and with no effect since they didn’t have integrity in the first place. So let’s not pretend that where we are is a result of considering all the factors involved…

Additionally, the mod shards and mod plasma made those guns viable as in the same tier as gauss. Where previously there was 1 option, now there was 3. Yay!
Now, in the cz instances where glaives can show up (where high level interceptors are being fought) there is only one option which can be immunized.

Look, the AGF was a gameplay choice.
And now the choice for how to counter it is an immunization mod. If we are still in a partial step of not having all the guns be protectable, then I guess that’s a choice, too; but I’m still upset about the tease of saying “every” module.
(It should be an experimental)
I get what you're saying, but the core of that problem isn't the anti-AGF being an engineering effect instead of an experimental, it's base Guardian weapons not being equal, Salvation weapons not being equal, and the subsequent effect of the anti-AGF effect only being available on one of three perceived "usable" weapons, when really the choice between anti-AGF engineered stock or Salvation pre-mod should be a toss-up based on use case.
 
I have no issues with the AGF. I get kind of annoyed by glaives but they add a new strategic level to high CZ which was missing when modshards & weapon stabilisers came along. For a long time the mod weapons were way more powerful than other AX weps which resulted in lazy cmdrs in big ships just gibbing cyclops and basilisks. The only challenges were from medusa and hydra.
With glaives, AGF and more aggressive scout activity it forces players to equip different weapons and pilot roles in the wing. It’s a decision - do you anti-AGF the shard cannon or run modshards with afmu. It makes you prioritise - do you drag the glaive as far from an interceptor before either reverski targetting or letting a wing mate take it from behind.
By balancing the strength and applicability of weapons, I think it gives it deeper gameplay. It also makes high CZs more challenging and should be welcomed by cmdrs like jntracks.
 
Aren’t regular Gauss with AGF protection a very good / the best choice now? Good damage and AGF immunity.
Wherever rearm is available, they are likely high on the list. The biggest problem with Gauss has always been the ammo totals. Something like 2800 damage, versus mod plasma which has something like 19,000.

Honestly, the biggest Game Changer has been the release of the experimental weapon expanders. Back when you can only have four, it didn't make much sense to bring one or two plasma Chargers or Shard cannons or whatever, because you would have to end up supplementing your damage with Gauss anyway. Nowadays, I'm not strictly sure that going for all of one weapon type is always the best choice.
 
Everyone so far is asking the wrong question. The question is Why can all Guardian modules be fitted with the Anti Thargoid field? My speculation is that the current mechanic of Titan gameplay continues past the the last Titan in Human Space. As the FSD booster can also be modded, then that suggests that we need to travel to an area where the field is everywhere.
This may mean access to the formerly permit locked areas where Thargoids are the dominant life forms ;). The time invested in the gameplay loop of Titans, Spires etc. if it stopped completely would be the end of what has become for some their main gameplay. I expect it will continue in some form or other, with the above speculation being an extension in taking the war to Thargoids scenario.
 
Everyone so far is asking the wrong question. The question is Why can all Guardian modules be fitted with the Anti Thargoid field? My speculation is that the current mechanic of Titan gameplay continues past the the last Titan in Human Space. As the FSD booster can also be modded, then that suggests that we need to travel to an area where the field is everywhere.
This may mean access to the formerly permit locked areas where Thargoids are the dominant life forms ;). The time invested in the gameplay loop of Titans, Spires etc. if it stopped completely would be the end of what has become for some their main gameplay. I expect it will continue in some form or other, with the above speculation being an extension in taking the war to Thargoids scenario.
We didn't have an FSD amplifier before, and also flew quietly throughout the galaxy. An FDS amplifier is not some special device that allows you to get into places you couldn't before.
(I know about special jump ships and the distance between systems at the edge of the galaxy, this is not the case).
 
We didn't have an FSD amplifier before, and also flew quietly throughout the galaxy. An FDS amplifier is not some special device that allows you to get into places you couldn't before.
(I know about special jump ships and the distance between systems at the edge of the galaxy, this is not the case).
Frontier should never have rendered guardian tech useless. People lost interest in the game after all that hard work to get guardian weapons was dumped into the bin. Personally I think the FSD booster was a bad change. They should have just given the SCO drive a larger range. Taking an extra slot in a combat ship that has very few spare slots means I don't bother with FDS boosters. I simply deliver my combat ship to the combat zone or a system close to it. It is totally useless for combat ships. I log in, deliver my ship, then log out and go play another game while the ship gets delivered. And that means I sometimes don't return to ED for days. I'm in maintenance mode while I wait for frontier to sort their mess out.
 
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