Patch Notes Update Elite Dangerous 2.2.03 - Update incoming.

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@ FD ^^This

As have every 2nd post asked, please tell us you have removed commodities from blueprints but failed to mention in patch notes!! Also diminishing returns on boosters/ shields. K, thx!

BTW, loving the networking fixes!

I'd guess, and it is only a guess you understand, that as it is not on the patch list then it did not get done in this patch. Seems sort of obvious to me.
 
Thank you very much.

Questions:
  • What about the Big Three hardness increase? Corvette 210, Anaconda 200, Cutter 210
  • What about the Big Three shields values increase? Corvette +10%, Anaconda +10%, Cutter +15%
  • What about the tripled and doubled weapons penetration increase?
  • What about the Shield Boosts cap maximum value? 150% max

@SandroSammarco

Thanks for your time :)
 
Did a lot of beta improvements (booster stack limits, hardness increases, engie commodity removals) get scrapped or are the patchnotes incomplete?


I think engineer commodities don't have to be carried around anymore, not sure if they are scrapped all together though.

Does anyone have a definitive answer on this ?
 
Can you explain the phasing damage change please?


"Phasing damage multiplier reduced to 20%"

Does that mean it's reduced to 20% of its previous patch damage so in effect has a 80% damage reduction? Because that's how it reads to me
 
Why are the Diamonbacks not getting military slots? Any technical reason?

THX & cheers from zurich

Because FD hate the DB's , they're not really military ships in anycase (and have no use for military slots imo) what it does need though is an extra scanner slot, wont happen though.
 
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Question remains if engineering changes will apply to already engineered equipment... :S

Yes and No.

There's several posts about this and one or two YouTube videos, but FDev stated that any current modded equipment will retain the mods but recalculated for the new blueprints where appropriate....or something like that.
 
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There's several posts about this and one or two YouTube videos, but FDev stated that any current modded equipment will retain the mods but recalculated for the new blueprints where appropriate....or something like that.

Existing mods will be adjusted to the new values. This worked pretty well in the beta, so I wouldn't worry about it too much at this point.
 
Yes and No.

There's several posts about this and one or two YouTube videos, but FDev stated that any current modded equipment will retain the mods but recalculated for the new blueprints where appropriate....or something like that.

Question remains if engineering changes will apply to already engineered equipment... :S

If a MOD is not part of the blueprint anymore, it will be removed
If a new MOD is added to the blueprint, it will be added and calculated at random
If an existing MOD changes the value interval, it will be recalculated so the value falls within that interval (eg, if current value is 10, but new interval is [4-8], a recalculation is made. If current value is 5 and new interval is [4-8], current value stays as is).
 
This you mean: Imperial Cutter: 2x size 5?

Clipper. Different ship category.

The Federation now has a huge advantage in CZs. Their medium ships take as much time to kill as the old big 3 now, everyone else's is just as squishy since neither Python or Clipper got any slots.

- - - Updated - - -

Because they're not military ships? :D

Actually, they are. They were supposed to be long range fighters. Especially the scout.

It's the reason why the DBX has a large weapon, unlike the Asp.
 
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