Locking yourself into a build like that sounds like a terrible idea.
Couple of points and a question. I see two kinds of PVP. One is like the knights of old jousting, with chivalry and a code you follow, I think that's what Bob Lighthouse is into. The other is killing the $%$%# gankers where there are no rules. That's the kind of build I want to have for now. These are the players who ambush normal non-PVP players at places like Dav's Hope and CG's, and they are the ones who say non-PVP players have no place on the open server. One player in my faction was rotating servers at Dav's Hope the other day and had his parked ship attacked when cycling thru open. That's why I advise everyone to dismiss their ship after deploying the SRV and to carry a spare SRV. Or just skip the open server entirely when at those kind of places. I would like nothing more than to setup ambushes for those kind of players.
For the question, I just spend a couple of hours last night at Guardian sites gathering mats and blueprints. Took me 2 g hours to find enough "Pattern Delta" data stuff. I bought the shield boosters thinking they were like the ones we put in utility slots but of course they're not. My bad for not doing more research. I have 1 module blueprint and 1 weapon blueprint (accidentally acquired) remaining plus most the mats I need for another module. I could get the Powerplant, Power Dist, module ref, or hull ref without going back out 800LY's.
So the question is how useful is any of this stuff for PVP builds? Or even PVE I guess since I have all but the human made stuff I can get inside the bubble. And what's the deal on engineering these? I've read conflicting info about the PP, they were supposed to have turned that off and nerfed the ones that got engineered by mistake. I've watched videos on the Guardian Weapons, and I seriously doubt anyone is using those for PVP, or even PVE although some of them look like they could be fun if you don't mind frying some bacon on your ship's components while you fire them.
Once again thanks for all the info.
OK, once again I was confused, pretty much a normal state for me :S The Shock Cannons are Human, not Guardian. I can unlock Shard Guardian Cannons easily now but from what I understand they're just frag cannons, perhaps a little better and are basically used for Thargoid ships. The Shock Cannons do awesome damage to hulls and are decent against shields but have very limited ammo so pretty much a one or two engagement weapon. Probably good for "Kill the Pirate" missions. I might grind out some raw mats later today and get some of those.
I got the Guardian FSD booster first thing when I returned to the game in July since I was planning to do some deep space exploring. That was the only thing I didn't do when I played the game last year. Got my name on 11 Earth Like Worlds. As for the rest of the Guardian tech, unless I decide to fight Thargoids I don't see a whole lot of use for it. The Shield Booster thingie I have unlocked really only helps with Bi-Weaves, not enough boost to matter with other shield types. Since they fit in military slots they're worth having if you don't need hull/module/SCB's in there.
I agree 100% about learning from the "gankers" builds. Two members of my player faction are sacrificing themselves at the CG's against expert PVP players in order to gain experience. I think they're premature, one is even using a Python with gimballed weapons. I'm going to wait until I've got a really good PVP build that tests well for me in PVE then I'll give it a try. Also I'm tied up now managing the group's first expansion. We need to expand 2 more times in order to get to a system that's Industrial (good outfitting) with a large station only 5LS from the Sun. I'm running lots of Inf+++++ missions and trying to manipulate AI factions in the systems we'll be expanding to in order to pave the way.
I would suggest small ship PVP at first.
Build a Vulture or Courier, and just fight each other and other Cmdrs.
If you use all the ammo in the weapon, then use grade 3 synthesized ammo on the guns, then apply the Plasma Slug effect you end up with a permanent +20% damage boost over your baseline damage provided you don't de-equip the weapon that has the effect on it.
hey grim fwiw i cannot repo this
i also think damage buffing ammo should be removed; like potting in mmorpg's, it also affects PvE content having to assume players always use it
Huh, I'll try it out again. It used to work, but may have been broken with the Engineers revamp.
Nothing in Elite's PvE is designed with it in mind, fwiw, but I'm with you on ditching it anyway. Wish they'd move Engineers to starbases, too. Not keen on new expansions adding power that freezes out players of older expansions, especially when those players can still encounter the super-buffed ships.
If you use all the ammo in the weapon, then use grade 3 synthesized ammo on the guns, then apply the Plasma Slug effect you end up with a permanent +20% damage boost over your baseline damage provided you don't de-equip the weapon that has the effect on it.
a re-log also brings back the module info icon 'bug'; just noticedNot to be a downer but that is just a UI bug if you turn the module on and off again from the system panel you can see that the icon is just bugged out and still displayed you are not getting any damage increase even if you never refuel at the station and only scoop or if you store them there is no premium applied to the ammo once fuel is gained the buff is taken off.
also FYI plasma slug 1t of fuel ~ 195 rail bullets, (either size 1 or 2, does not matter)