Lets test this persistent universe and see if FD are true to their word.

Hmm does anyone know how far out from Sol NPC stop spawning and how far out you can start being credited as discoverer.

About 800 ly out is a safe bet. Just don't fly into the direction of any Nebulas. Then fly upwards/downwards until you hit the dense star region. Once you are 1500ly out and away from Nebulas and other tourism attractions, you are pretty much guaranteed to be the first wherever you go. And if you aren't, just fly 100 ly in an awkward direction. Like up or down.
 
what's the deal with interdictors?

I think it's the bigger, the better.

As far as the shipyard tells it changes only the distance at which you can engage the interdictor. Which in turns makes it easier to interdict in most cases since the closer you are to a target (relative to the maximum possible distance), the easier the interdiction is. I think that relative speed also plays a role in how easy it is.

But concerning our Fed friend, I interdicted him multiple times with a 4C interdictor yesterday, sometimes very close (less than 30 ls) and while going much faster than him. Yet and even though I managed to keep him dead-centered in the reticle the whole time and he was not moving a lot, I couldn't pull him out of supercruise a single time except if he submitted.

I wouldn't say that I'm the best pilot out there or that I know game hidden rules in-and-out but I've interdicted my fair share of player pirates before, and none had escaped every time with so little apparent effort and me being totally unable to get my interdiction gauge up even by a tiny bit ...

This is pretty suspicious if you ask me.
 
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As far as the shipyard tells it changes only the distance at which you can engage the interdictor. Which in turns makes it easier to interdict in most cases since the closer you are to a target (relative to the maximum possible distance), the easier the interdiction is. I think that relative speed also plays a role in how easy it is.

But concerning our Fed friend, I interdicted him multiple times with a 4C interdictor yesterday, sometimes very close (less than 30 ls) and while going much faster than him. Yet and even though I managed to keep him dead-centered in the reticle the whole time and he was not moving a lot, I couldn't pull him out of supercruise a single time except if he submitted.

I wouldn't say that I'm the best pilot out there or that I know game hidden rules in-and-out but I've interdicted my fare share of player pirates before, and none had escaped every time with so little apparent effort and me being totally unable to get my interdiction gauge up even by a tiny bit ...

This is pretty suspicious if you ask me.




I bet 1M credits this some kind of cheat.
Somewhere in the forum I saw people being 1-shot-killed.
no matter what ship or layout , i pew one death...

if you remember the player name I would advice reporting to FDev , let them look at the matter.
I sniff a cheater!!!!!
 
I am really getting tired over systems listed as "Anarchy" on the galaxy map, but actually under a non-anarchy faction in charge. I hope PP fixes this

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I bet 1M credits this some kind of cheat.
Somewhere in the forum I saw people being 1-shot-killed.
no matter what ship or layout , i pew one death...

if you remember the player name I would advice reporting to FDev , let them look at the matter.
I sniff a cheater!!!!!

1 shot kills can also be a confirmed bug that will get your rebuy reimbursed.
 
So, are we all going to be lining FD's pockets with £5 to get a Vibrant Red paintjob?

paintjob_vulture_vibrant_red_1.png

I might wait until I can stump up for an FdL...
 
I will wait until we can buy single colors instead of packs. Not going to buy 5+ packs only to use the red and maybe blue ones.
 
I will wait until we can buy single colors instead of packs. Not going to buy 5+ packs only to use the red and maybe blue ones.

price of each paint job just over 1$ US ($7 for 6) beats single prices. But then I am/can be a sucker for these things! ;P

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View attachment 28399

finally upgraded :) but definitely not enough red on this thing...i'll be getting that color pack asap.

So smexy! Love the FDL!
 
I'm thinking a half and half pve/pvp loadout...maybe 3 lasers (one of which is a C3 on the bottom) and 2 rail guns?

This kind of build sounds very power hungry. You'll likely have to make some compromise in shield strength, speed, or utilitarian modules to make it viable. The alpha-strike potential would be awesome though. I used to have this kind of setup on my Viper and it was awesome starting a fight by stripping half of the enemy's shield with a dual railgun shot.
 
This kind of build sounds very power hungry. You'll likely have to make some compromise in shield strength, speed, or utilitarian modules to make it viable. The alpha-strike potential would be awesome though. I used to have this kind of setup on my Viper and it was awesome starting a fight by stripping half of the enemy's shield with a dual railgun shot.

http://www.edshipyard.com/#/L=60O,5TP5Rr5Rr9qS9qS0_g0_g0_gmpT3we,2-7_886k729Y6k5A,7Sk7go9tu03w02M

heres the tentative build so far. I had to drop a shield booster and change the C3 from a beam to a pulse. weapons need to be retracted to use FSD/cargo/shield cell.

thoughts?
 
http://www.edshipyard.com/#/L=60O,5TP5Rr5Rr9qS9qS0_g0_g0_gmpT3we,2-7_886k729Y6k5A,7Sk7go9tu03w02M

heres the tentative build so far. I had to drop a shield booster and change the C3 from a beam to a pulse. weapons need to be retracted to use FSD/cargo/shield cell.

thoughts?

If you can fit a heatsink into that empty utility slot, do it. using two railguns on pretty much anything has a pretty high heat buildup, and with the other 3 lasers... you are going to be running very hot my friend.
 
thoughts?

This looks pretty good. I'm not sure which is better though : an A4 SCB or an additional shield booster. I went for the latter for now, so we may be able to draw some comparisons soon.

Regarding SCBs and power management : on my Viper I used to have a railgun set at a lower priority than the other weapons, so that it would deactivate automatically when I had the SCBs enabled. And I always selected the modules tab and the de-activated SCB before entering a fight. This way I only had to quickly tap "4","enter","4" to activate the SCBs when I needed them and then repeat it to reactivate the second railgun and restore my full offensive power.

EDIT : Starschulz beat me to it, but you NEED to had a heatsink launcher if you want to use the rails at the same time as the lasers without cooking yourself alive.
 
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This looks pretty good. I'm not sure which is better though : an A4 SCB or an additional shield booster. I went for the latter for now, so we may be able to draw some comparisons soon.

Regarding SCBs and power management : on my Viper I used to have a railgun set at a lower priority than the other weapons, so that it would deactivate automatically when I had the SCBs enabled. And I always selected the modules tab and the de-activated SCB before entering a fight. This way I only had to quickly tap "4","enter","4" to activate the SCBs when I needed them and then repeat it to reactivate the second railgun and restore my full offensive power.

EDIT : Starschulz beat me to it, but you NEED to had a heatsink launcher if you want to use the rails at the same time as the lasers without cooking yourself alive.

the shied booster and shield cell dont conflict with each other...if you have the SCBs turned off when weapons are deployed. correct? i have the max shield boosters i can with these weapons, and THEN i added an SCB on top of that. like i said, i just have to retract weapons to use it.

or try your thing...find out the minimum number of weapons that need retracting and set those lower priority than the SCB.

also, thanks for the tip on heat sinks. didnt know RGs ran so hot.
 
XAIIPde.jpgdYoUCPx.jpg

here's the FdL with and without the red paint job. not much difference, lol...but totally worth it!

i added a heatsink launcher and set its priority, as well as the SCBs priority, above the railguns, and toggled both modules off. you are absolutely right, the rail guns work, until i go in the module menu and turn either the HS or SCB on. this kicks off the railguns, makes the modules usable, and keeps the lasers firing.

im starting to like micromanagement :p
 
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