- Does anyone know how many rolls it takes to get G5 engineering? (during this time of reduced costs) I know so far it goes 1-2-3-3-?. I'd like to plan ahead but I don't know if it takes 4,5,6 or more rolls for that final G5.
- Is it true that freshly mined ore is not considered "cargo"? From what I understand, once you jump to supercruise (or log off/log back in) it becomes "cargo" and pirates will see it when they scan you. I'd like to mine in a RES but I can't remember if freshly mined ore will trigger their attack?
- When fighting NPCs, and the combat evolves into circling each other, facing each other, and driving towards each other while shooting (like a jousting match), what's your method of breaking that pattern? My fights with NPC's consistently go into this jousting match.
- When building a ship in the Coriolis website, I tend to always build something that "NEVER" drains weapons systems. What's your suggestion, or your personal limit, for how low you'll go (time-wise) with regards to this stat? (draining WEP systems)
- I just bought an Alliance Chieftain. WOW. Just...wow. Tactical Ice and Blue laser mod for it. I'm happy. I'm currently working on gathering materials to engineer 6 Efficient Burst Lasers (w/ Oversized), for efficiency's sake, to do PVE bounty hunting. Are there any "meta" PVE builds that I should know? (I'm very nervous about Fixed weapons. My joystick is incredibly sensitive and I don't know how to change it's sensitivity, and I struggle with any fixed weapons, so I use gimballed)
Thanks!
Dustin
My 2 cents :
1. My personal ROT (Rule of Thumb) is 1-2-3-4-9. You'll likely find that i.e. G2 can often be completed in 1 roll, G3 in 1 or 2 rolls; but it doesn't have to be that quick. My ROT is a worst-case planning on G1-G4 and then takes a common average from personal experience on the G5 amount of rolls. I always went fine with calculating that avg. of 9 to complete a G5 - while it can be finished in 7 but also easily take an annoying 12 rolls on occasion.
2. As soon as you refine Ores to go into your Cargo Hold in 1t charges - you have to expect to get demands from Pirate NPCs. If you must mine in a RES, you can deploy "mechanical chaff" by Jettisoning unwanted refined Ores. These will attract and bind alot of Pirate NPCs and keep them busy scooping - and eventually it'll also cause other Pirate NPCs to scan and engage that unfortunate Pirate NPC that i.e. scooped up some of the Gallite you dropped. It's not a 100% failsafe life insurance - but it
can keep you out of alot of trouble.
3. This really depends on your Ship, Weapons, Opponents and Engineering state. If you mine in a heavily armed and engineered Cutter, chances are you can remain stationary and simply face the threat down head-on all the time. If you mine in a weak Mining Rig, things are very different and jousting can be very beneficial to keep yourself out of weapon fire. You i.e. don't want a Wing of GunShips to keep firing at you from close range all the time. When you gotta move - you gotta move.
4. IMHO it's more than sufficient to have the WPN Capacitor allow for enough energy to cover your expected offensive Time On Target, the phase where the enemy is ahead of you, inside effective engagement Range and you have a firing solution. When making frequent passes during maneuvering, the time spent where you turn around your own Ship again after a pass to point and get closure going again is the time when the capacitor can replenish - you don't have a firing solution during that phase anyway, so no need to cover it unless you frequently plan to have intense multi-bogey engagements where you switch to the next Target of Opportunity and continue firing within Seconds.
5. The only "meta" is a mere recommendation based on how the Weapons fundamentally work : use Energy (Thermal) Weapons to strip Shields, use Projectile Weapons on exposed Hulls after Shields are stripped (on top of Energy/Thermal Weapons). Engineering made that line somewhat fluid and a grey area, so there's quite a few builds to experiment with. But in general, one small Weapon with Corrosive Special Effect is recommended to have in the mix, i.e. a Class 1 MultiCannon, often G5 Overcharged w/ Corrosive. Having a 2nd Weapon with Emissive Munitions is reportedly helping to counter some of the jitter caused by the Target deploying Chaff.
I wouldn't waste much time with fixed Weapons, unless you plan to become
really good with them. Being just "80% good" is already putting you way behind power curve vs. Gimbal Weapons. In Ships with a far-reaching firing arc (which can be surprisingly large in some Ships) the advantage of Gimbals is almost impossible to counter, as that'd require aimbot-like qualities.
It's notable that i.e. NPCs flying your Mothership while you fly the SLF
can provide that "Aimbot" at very high Rank - nothing is more fearsome as a Cutter or Corvette firing fixed Weapons with grim accuracy over upto 6km Range

These NPCs can snipe a boosting SLF over these ranges and easily snipe a low-profile Viper Mk.III - which is impressive and can be a tactical consideration.