If you feel like FD has yanked the fun out from under you since 2.1, here are some suggestions

Use engineer mods for crying out loud.
I don't have a single Engineer mod because I keep losing the cargo necessary for engineer updates when my ship gets blown up. I keep getting shot up when out looking for Engineer materials to put in my cargo bay. So your chicken - egg solution is a bit flawed.
 
Rep to the OP for the post, save for encouraging combat logging. No to that.

Resetting combat rank isn't a path I'll be taking. This game is all about advancement. If you have to be a twenty something with Olympian reflexes and hepped up on Red Bull to advance in combat rank, then I'll just be playing less. I suspect there are a lot more people that share my opinion than are happy at the moment. Time will tell.

I've died eight times at the hands of NPC's since 2.1 dropped. All of them caused by never-miss railguns while I was using FA Off maneuvers. Take railguns off the NPC's for a month and we'll see how tough the AI is.

The "git gud" crowd are arm-chair quarterbacks looking at a situation well after the fact. "Well, you should have done this..." comments don't really help. I'm not you. I didn't have the luxury of reviewing the after-action video frame by frame before deciding on a course of action. I had seconds, if not less, while having my ship being torn up around me.

This is a game folks. Having fun needs to be the prime reason for playing a game. Combat in Elite used to be a fractional part of the whole. Now, the entire focus is being shifted onto combat at the expense of everything else. Missions, mining, piracy, smuggling, etc. are now secondary, because at the drop of a hat during those activities you're going to get interdicted and have to fight your nuts off perfectly, every, single, time, just to survive. Now according to the armchair quarterback crowd I need to be in a dedicated combat ship, crammed to the gunnels with armour plus no cargo space with mandatory SCB and heatsinks. That isn't fun for me and it certainly isn't the game I bought (three times).

> I think this isn't posted enough. Combat was always a part of the game, but it was a part of a whole. Now, if you're in 'the bubble', combat is looming behind every action. I've seen people attempt to quote parts of the description of the game trying to say that Elite is a cut-throat galaxy and you should be on the run if you can't hold your own, but I think that is being disingenuous. This is a game with different activities for different interests. I truly don't believe that Elite was meant to be a space-combat game first and a space-adventure game second. (and this is coming from a RES combat junky ;))

In my opinion, the focus of development should be balancing the game for everyone. I don't know the best way to do it, but I think security zones would go along way. That's been discussed to death by now, so a quick forum search will reveal many conversations on that point.
 
Rep to the OP for the post, save for encouraging combat logging. No to that.

Resetting combat rank isn't a path I'll be taking. This game is all about advancement. If you have to be a twenty something with Olympian reflexes and hepped up on Red Bull to advance in combat rank, then I'll just be playing less. I suspect there are a lot more people that share my opinion than are happy at the moment. Time will tell.

I've died eight times at the hands of NPC's since 2.1 dropped. All of them caused by never-miss railguns while I was using FA Off maneuvers. Take railguns off the NPC's for a month and we'll see how tough the AI is.

The "git gud" crowd are arm-chair quarterbacks looking at a situation well after the fact. "Well, you should have done this..." comments don't really help. I'm not you. I didn't have the luxury of reviewing the after-action video frame by frame before deciding on a course of action. I had seconds, if not less, while having my ship being torn up around me.

This is a game folks. Having fun needs to be the prime reason for playing a game. Combat in Elite used to be a fractional part of the whole. Now, the entire focus is being shifted onto combat at the expense of everything else. Missions, mining, piracy, smuggling, etc. are now secondary, because at the drop of a hat during those activities you're going to get interdicted and have to fight your nuts off perfectly, every, single, time, just to survive. Now according to the armchair quarterback crowd I need to be in a dedicated combat ship, crammed to the gunnels with armour plus no cargo space with mandatory SCB and heatsinks. That isn't fun for me and it certainly isn't the game I bought (three times).


sorry i forgot to mention the npcs never missing a shot as one of the cheats they use. im half convinced that the ones who circled me not shooting before i quit playing were probably not shooting because they could not 100% guarantee a hit. they either hit or dont shoot.
 
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I don't have a single Engineer mod because I keep losing the cargo necessary for engineer updates when my ship gets blown up. I keep getting shot up when out looking for Engineer materials to put in my cargo bay. So your chicken - egg solution is a bit flawed.

Interestingly, the early upgrades often do not require any commodity item that can be lost. The problem with a lot of people using engineers is that they think they HAVE to get all of this stuff so they only have to visit once. Bottom line is that their are plenty of ways to upgrade your ship with lower level mods that don't require those materials that should be used. I had to play very nicely and run from everything for a while until I got my Python into shape to face the new dangers of the galaxy when 2.1 dropped. In fact, the only ship that I've had that couldn't simply submit, boostx2 and FSD away from interdictions reliably was my unshielded Type 9 I was flying when 2.1 first dropped. I lost that thing 3 times until I got frustrated and sold it off for a Python.

One more tip, and I'm being serious here now, is stop upgrading to ships that you cannot afford. A big part of the problem with new players is that I see them get into this really shiny new ship that they can only afford D modding, and think that should somehow be better than their previously A-rated whatever. The trick there is, a lot of ships that aren't mostly A fit, are pure garbage, and will likely get you killed.
 
FA off is essential as you need to be moving around your opponents to force them to reposition

No, it's not. Did you even read my post?

Thrust, boost, and lateral thrust control (in addition to normal spin and pitch movement) is just as effective - more effective, in my view - with FA-on as flying with FA-off, double-joystick jockeys like Isinona notwithstanding.

you shouldn't encourage newer players to shoot themselves in the foot.

That's precisely why I'm speaking up. Giving them a false idea that "FA-off means you will turn faster!" is what gets so many people into worlds of trouble.
 
No, it's not. Did you even read my post?

Thrust, boost, and lateral thrust control (in addition to normal spin and pitch movement) is just as effective - more effective, in my view - with FA-on as flying with FA-off, double-joystick jockeys like Isinona notwithstanding.



That's precisely why I'm speaking up. Giving them a false idea that "FA-off means you will turn faster!" is what gets so many people into worlds of trouble.

Thanks for pointing it out, I tried it myself (timed w/FRAPS) and sure enough didn't turn any faster with FA off, only boost helped, so I updated the main post..
 
No, it's not. Did you even read my post?

Thrust, boost, and lateral thrust control (in addition to normal spin and pitch movement) is just as effective - more effective, in my view - with FA-on as flying with FA-off, double-joystick jockeys like Isinona notwithstanding.



That's precisely why I'm speaking up. Giving them a false idea that "FA-off means you will turn faster!" is what gets so many people into worlds of trouble.

I didn't say FA off helps you turn faster. I said it gives you better control of lateral thrust. You should try it some time, it might open your eyes!
 
Well a suggestion then, as well as what mission or cargo your carrying perhaps vary the response of the NPCs depending on what game mode your in. Solo (or offline mode if it ever becomes a reality) get a moderate level of NPCs like those in earlier builds. Then us oldies with arthritis can still fly about and have fun [hotas]. Next step up, private groups. These might get a little boost to the abilities of the NPCs to make em a bit more challenging for friends who want to wing up and fly together :O. Finally Open mode. This gets the full on NPCs with big pointy teeth [where is it].

And for those wanting to experience how big and empty space is... A "Player Only" mode - which is NPC free, so the only encounters you will have will be with real players. Basically you only meet during community goals.
 
the only ship that I've had that couldn't simply submit, boostx2 and FSD away from interdictions reliably was my unshielded Type 9 I was flying when 2.1 first dropped. I lost that thing 3 times until I got frustrated and sold it off for a Python.

One more tip, and I'm being serious here now, is stop upgrading to ships that you cannot afford. A big part of the problem with new players is that I see them get into this really shiny new ship that they can only afford D modding, and think that should somehow be better than their previously A-rated whatever. The trick there is, a lot of ships that aren't mostly A fit, are pure garbage, and will likely get you killed.

The current gameplay discourages use of the trade ships. I'd fly a T-6 confidently. A T-7 or T-9? Nope.

Buying a new ship before you can afford module upgrades is a bad idea. A rated is great but overrated. C rated modules, even the FSD, can perform pretty well at a fraction of the cost of A rated. C rated FSD will get you roughly the same distance as an A rated. It will just take about 2 more jumps with fastest route.
 
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I don't want to play a game where the mode dictates the difficulty. I choose the mode depending on how I feel that night, mode is about playing with others or alone, not how hard you want the game to be.
Well, it was only a suggestion. Ok then, if I may ask, do you have an alternative suggestion? Given that the present situation is not one many out there are happy with I think at least **something** needs to be done.

And for those wanting to experience how big and empty space is... A "Player Only" mode - which is NPC free, so the only encounters you will have will be with real players. Basically you only meet during community goals.
An NPC free mode?
startrek-eyebrow.gif

Why not, although it's not a suggestion I would have considered myself, but when you think about it.....yea. :)
 
if people are saying that players should not upgrade to ships that they cannot immediately A-grade outfit then they are wrong OR FD vision is wrong. if FD is wrong, then do away with outfitting. just make all ships cost represent the current all A grade outfitted model. no variety. because any other modules except A grade are pointless, and why include pointless junk?

the fact these modules exist means FD intend for them to be used. they do NOT intend for there to be only ONE optimum A-grade loadout. the fact that you used to be able to do trading and mining and can get modules like the hangar and SRV and mining laser and limpets indicates that a one optimum COMBAT FOCUS for ships is unintended, thus its a consequence of the current state of the game that players are recommending other players dont upgrade as a real trader would - because no trader would pass up the chance for more cargo capacity, in favour of the lottery of making constant profit until you can a-rate it. they go for what they can afford, and some will factor rebuys into it also, but some desperate ones wont; and then they will adjust their trading destinations according, sticking to higher sec systems until they can upgrade to the spec they feel they need to trade or mine how they want.

thats what a sandbox means people. you choose what you want to do, the ship you want and how to equip it. right now this is a combat sim. you choose what you want, and die if it isnt a pure a-rated combat ship loadout. and probably die even then, just less often. maybe they are pushing all players to go combat (the only way i could do this is SELL the combat Federal Assault ship i have part built AND the asp explorer and buy some cruddy viper or vulture btw so i still would not survive) in preparation for the thargoids war that is quite obviously imminent. why else would FD make any other way of playing near impossible to make money with because you die so much?

this game isnt Elite : Dangerous.

they were giving away Arena for free a few days ago; and i know why - the pewpews didnt play it, they just nagged FD into making the main game into it. welcome to ELITE: CQC. arena is now the main game. have fun with it until your billions of rebuys run out.
 
oh, and i have one modded weapon from non cargo mats. but it made no difference at all to my being destroyed. it was like spitting at a crashing jumbo jet or supertanker and expecting it to stop dead.
 
There is so much wrong with that rant I'm not even sure where to begin.

It's trivially easy to avoid combat in this game, you just gotta go fast. As long as you can outrun anything that can mass-lock you, they can't make you fight no matter how many times they interdict you.

If you think you need to sell a 20 million credit ship AND a 6 million credit ship to buy a 143k credit ship, you're even worse at math than you are at the game. You could buy 181 Vipers for that much and have money left over. The Imperial Clipper is a good intermediate trade ship on your way from the Type 6 to the Python: 22MCr, pretty tanky with a Class 6 shield generator, a class 7 compartment you can leave open for cargo, good jump range, and it can out-run anything that can mass-lock it. Options for medium pads are a bit more scarce, but the Federal Dropship is a good step-up in durability for a trader even if it doesn't really gain any cargo space over the Type 6. It can also out-run anything that can mass-lock it, thanks to its strong boost. It's easy to get, just 14MCr. and just Midshipman rank. Both of these ships can get away with an almost pure trading fit, as long as they have A-rated thrusters and shields.

The Type 7 has just always been kind of junk and needs a buff or something.

If you do want to trade in something big and slow, like a Type 9 or Anaconda, you're going to have to set some space aside for tanking. Equip a good shield generator. Stick HRPs in some of your class-2 and class-3 slots, those small slots give you a lot of extra HP for very little weight or cargo space. Bring some shield boosters. Almost nothing can mass-lock those big ships, and with a little tanking-up nothing can kill them before they jump either.
 
if people are saying that players should not upgrade to ships that they cannot immediately A-grade outfit then they are wrong OR FD vision is wrong. if FD is wrong, then do away with outfitting. …

the fact these modules exist means FD intend for them to be used. they do NOT intend for there to be only ONE optimum A-grade loadout. …

There is so much wrong with that rant I'm not even sure where to begin.

It's trivially easy to avoid combat in this game, you just gotta go fast.…

… Both of these ships can get away with an almost pure trading fit, as long as they have A-rated thrusters and shields.


At least you both agree on the main point. Needing A-graded modules.
 
Nice post.

You can up your range my almost 2ly by upgrading your sensors from E to D - still works, power-wise with the hangar powered off/prioritised down. (You might've just forgotten to change the sensors in coriolis, though, yes, yes)
 
There is so much wrong with that rant I'm not even sure where to begin.

It's trivially easy to avoid combat in this game, you just gotta go fast. As long as you can outrun anything that can mass-lock you, they can't make you fight no matter how many times they interdict you.

If you think you need to sell a 20 million credit ship AND a 6 million credit ship to buy a 143k credit ship, you're even worse at math than you are at the game. You could buy 181 Vipers for that much and have money left over. The Imperial Clipper is a good intermediate trade ship on your way from the Type 6 to the Python: 22MCr, pretty tanky with a Class 6 shield generator, a class 7 compartment you can leave open for cargo, good jump range, and it can out-run anything that can mass-lock it. Options for medium pads are a bit more scarce, but the Federal Dropship is a good step-up in durability for a trader even if it doesn't really gain any cargo space over the Type 6. It can also out-run anything that can mass-lock it, thanks to its strong boost. It's easy to get, just 14MCr. and just Midshipman rank. Both of these ships can get away with an almost pure trading fit, as long as they have A-rated thrusters and shields.

The Type 7 has just always been kind of junk and needs a buff or something.

If you do want to trade in something big and slow, like a Type 9 or Anaconda, you're going to have to set some space aside for tanking. Equip a good shield generator. Stick HRPs in some of your class-2 and class-3 slots, those small slots give you a lot of extra HP for very little weight or cargo space. Bring some shield boosters. Almost nothing can mass-lock those big ships, and with a little tanking-up nothing can kill them before they jump either.
yes i could buy lots of vipers. i would NEED that many rebuys. no i am NOT a pure trader. i like to do many things. i am an ARMED trader of the kind from the original game. the kind that traded with the cobra mk iii in places where the haulers didnt go. you know, the kind that kept the economy going, not the kind that made profit on 100% safe runs (in lore - they didnt exist in original elite games except to haul to planet from the station) by buying bulk cheap low profit commodities.

elite total combat is no fun. elite dull boring grind with no combat is no fun. and in any case being in a hauler just means death. tank? yeah right. then i get the REALLY big pirate combat ships after me.

easy to get 14 mill? yes it was in elite. it only took me 500 hours of PLAYING not farming res, to earn my way to the asp ex and part built FAS. i dont want a ship that cant fight. i dont want a pure combat ship only. if the FAS was fully ready i might be able to stick it out until the game gets balanced properly, but it isnt and the asp i am stuck in credits since i barely break even on the cost of the last rebuy when some instainterdictor in a combat ship blast it to pieces, and YES i have tried turning and boosting past until the fsd is ready. last time i got smashed on the way past because it altered and head on rammed me despite my attempt to avoid as i went past, then it took out my systems as i attempted to jump. countdown aborts im sitting duck no thrusters nothing. i didnt have time to try and reboot and i was dead.

no this game is for combat only now. and who says i am bad? i had one rebuy in 2.0 and this is why - i knew what my ship can do, and i knew when i was outmatched and ran when i had to - which wasnt often. so i must been pretty good pilot. i even took down a dangerous anaconda once though it left me with single digit canopy. that was exhilarating, and i should have run, but for some reason i chose to fight, and won. now, even a vulture can kill my asp. while i appreciate your trying to help, with advice again, it would only be a matter of time before im interdicted, and with any hauler god only knows what the ship would be that the dangerous or master level npc is in. probably a corvette, or fer-de-lance, o FAS. and again i would be toast unless it was tanked up with shields and scb and heatsinks and hull reinforcements and no cargo - and why should i have to choose ONLY to trade? a hauler would NEVER go near a low sec. only the armed trader would. and without any of those they would die slowly or have to appeal for help to a superpower to become hi sec.

wheres the fun? its gone.i dont want constant interdictions i have no hope of winning. i already am forced to submit and sometimes i dont even get that choice with the really bugged ones because interdiction escapes broken totally. i have not had one work properly in 4 attempts. i want REALLY random levels interdicting. im not talking about missions, im talking about if i have 1 ton of biowaste i get a dangerous or master in a vulture or imperial cutter after the cargo? seriously? all the time? and the devs here say the add levels for my skill at finding things or selling for a profit because obviously the staff in walmart must all need elite special forces to take down seeing as walmart makes so many $ right? Sir ranulph fiennes may have been ex SAS but hes lost a lot of digits to frostbite now. and not all explorers are ex special forces soldiers. so why does that rank have ANY bearing on the ranks of the enemy npcs generated for me?
 
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I have two suggestions:


  1. RESET YOUR COMBAT RANK. Put in a support ticket and ask FD to reset your combat rank. This isn’t as crazy as it first might sound. Your combat rank was earned by beating the old AI which we can all agree was much more docile than the new AI. Remember the old spin of death? Since your combat rank is how this game determines what’s an appropriate challenge for you in interdictions (which affect your trading and smuggling, not just combat-oriented activities), it only makes sense that your rank should be reset so that the game can evaluate you against the new AI. You’ll progress to the rank that is appropriate for your ability against the new AI, and you’ll probably be able to handle the challenge much better. I think this should solve the problem for most people. I don’t know why FD didn’t just offer this as an opt-in when they improved the AI, or why they don’t allow you to enable “adjust rank down” for combat. In any competitive sport you can rank up and down with your skill and with the new pool of players every year. It’s no fun for anyone if the metric for determining difficulty can only rank you up and doesn’t adjust when the difficulty adjusts.
    A personal note: My combat rank is Dangerous. I get interdicted by Deadly and Elite ships routinely. Before I figured some of the stuff above out, I had considered having my combat rank reduced, but I’m OK with how it works now.


This makes me feel nauseous. Has this been confirmed to have happened?




  1. House Rules. Combat log (only If you only play solo or in a private group and your group is OK with it). Call it House Rules. I think I read that someone said it’s against the TOS. But honestly, if you are playing solo, as most of the folks I’ve read about do, you’re essentially cheating in a single player game. Who hasn’t kept rolling saves in single-player games so that they could undo mistakes that would otherwise cost them hours or days. I know hard core players will sniff and poo poo the thought, but that’s OK. The point is you want to have fun, you don’t want to be frustrated by your game. You can decide if you’re cheating yourself out of a good time or if you’re just taking some of the frustration out of your game play. Let’s be clear, combat logging against humans is cheating against humans. You wouldn’t cheat in a chess match against someone, so don’t do it against people here. PVP is 100% optional in this game (open mode = PVP, if you want to play PVE and still see humans there are groups like Mobius there just for that). So there’s really no reason to combat log against people.
    NOTE: Mod removed the command I listed that you could put in a batch file to close the ED game client because it's considered cheating. The command can be used to close a hung game client. I have to use it every few days when the game gets hung after I exit to desktop. It's just more convenient than starting task mgr and killing the ED game client by hand. If you'd like a copy of the command purely for resolving this annoying post-exit bug, PM me. If the mods still don't think that's "fair use", we'll drop it.



So you are advocating cheating. I realise at this point FD appears to care about exploiting and cheating but I do. Weak, really pathetic.
 
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Stopping by to point out the FA-off advice is flatly wrong.

The idea FA-off helps you turn faster is a myth.

The one thing FA-off is really helpful for, is boosting then flipping on your tail, while continuing to move on the original trajectory.

Otherwise it lends no advantage to maneuvering in combat, and anything that can be done in FA-off can be accomplished in FA-on with lateral thrust & throttle control (as well as ENG pips management).

FA-OFF gives you are much faster initial acceleration into a maneuver, especially noticeable in larger ships. What FA-OFF does not do is give you a higher sustained rate, roll/pitch/yaw max rates are limited by the flight control computer. I can demonstrate this in videos if needed.

The maneuverability of my larger ships is drastically increased with FA-OFF, heck I wouldnt be able to pull off half the stuff I do in my T9 or Cutter if I flew FA-ON
 
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