So, same all engineer blueprints and experimental effects?
After I pledge allegiance to LYR, do I just do their missions to grind rank to 3 and is there a time limit?
Also, how can I tell which PowerPlay or controlling faction will be hostile to me?
Cheers.
So, same all engineer blueprints and experimental effects?
After I pledge allegiance to LYR, do I just do their missions to grind rank to 3 and is there a time limit?
Also, how can I tell which PowerPlay or controlling faction will be hostile to me?
Cheers.
So, same all engineer blueprints and experimental effects?
After I pledge allegiance to LYR, do I just do their missions to grind rank to 3 and is there a time limit?
Also, how can I tell which PowerPlay or controlling faction will be hostile to me?
Cheers.
What would you guys consider useful for packhound engineering? Inara lists drag no more, instead there is FSD interrupt for all missile types now. But FSD interrupt would not be very useful on my slow Corvette, so what to use? Overload for bringing down shields? Or penetrator resp. thermal cascade, but both of which are rumoured to be nerfed?!
It's eleventh hour (4 weeks pledged) and I re-read the PP rules which state my merit points will be halved after rating promotion. So with 750 merit points, I shall be promoted to rating 3, points halved to 375 but can still buy pack-hound missiles, right?
Also, why can't I find any stations that sell the missile rack in Inara.cz or Eddb.io?
Thanks, it's ironical that I'm hostile in Empire and Fed allegiance systems but can buy LYR locked weapons from them
Suppose I get 15% discount if buy from LYR stations then?
That's incorrect. Go into the mods through Liz Ryder to see the correct experimental available.
That is what got confussed to me. I was in eng base a few days ago, and I didnt see any FSD reboot effect, so I suppose Inara is wrong, right?
Inara is correct. You need to check the Seeker Missile section and not the Missile Rack section.
Drag Is probably the only worthwhile experimental.
Its funny I keep wondering if the drags are worthwhile because I never really see it have an effect. I used to think that making the damage partly thermal was the way to go because then they'd be useful against shields, but now I think that that reduces the usefulness of explosive rounds from damaging external subsystems (ie weapon hardpoints)...
Overload and Thermal is a waste on an explosive weapon with limited ammo.
Well, with an expanded clip, 240 missiles isn't too badI'm not the sort who would stay forever in a CZ/HRez site anyway (tend to take trips back for rearming and repairing anyway). Plus in my rare PvP situations, my eye is on surviving whatever encounter I'm in. So missile count isn't the issue for me.
That said I'm not convinced that the thermal/explosive split damage works in my favor. So I might go back to drag anyway. Given that I fly a keelback, I can use all the maneuvering/speed advantages I can get![]()