Hot take on Ship Health and TTK

If ttk were dramatically reduced across the board though, the game would become much more skill dependent and less gear dependent.

I'd very much welcome that.

However, Fronier actually attempted to baalnce the shield stacking atleast some years ago by adding deminishing returns to HD booster stackling, similar to how resistances work. But thanks to massive cryouts from lots of players that just couldn't face any kind of consequence or the inability to outtank a whole CZ, they abandoned it and today call it "a healthy state".

This is incorrect in one small detail: it was not a massive cryout from lots of players. It was a massive cryout from a few very noisy players, who did not even bother to test. (Some were console players and thus at that time could not test, others openly stated that they would never test it, but rather complained about the proposed change anyway. )

Those people who actually tested the change found it to be very moderate, a step in the right direction but not enough. But a noisy dozen of players cried enough to convince FD to back down. I got the feeling they at that time only looked at the number of postings in the complaint threads, without crosschecking how many people it actually were...
 
What's the secret with all multis and shields. Out the box multis do almost no damage vs shields.
You'll hate the answer...
Engineering: All of my FDL multis are overcharged and use experimentals, including Corrosive and Incendiary (for shields) as well as auto-load to present quite a lot of damage fairly continuously. It isn't as efficient as mixed laser / multi or Frags in taking down big shields quickly, but does work pretty well.
Link to build: https://s.orbis.zone/d2zz

ETA: The docking computer is a remnant from visiting the engineers and is replaced with interdictor in the active build.
 
You'll hate the answer...
Engineering: All of my FDL multis are overcharged and use experimentals, including Corrosive and Incendiary (for shields) as well as auto-load to present quite a lot of damage fairly continuously. It isn't as efficient as mixed laser / multi or Frags in taking down big shields quickly, but does work pretty well.
Link to build: https://s.orbis.zone/d2zz

ETA: The docking computer is a remnant from visiting the engineers and is replaced with interdictor in the active build.
Ah, convergent evolution. I have an FdL like that. Flying it always gives me mixed feelings: it's a great fighter-ace noisy brrrr combat thing, but it's absolutely nothing resembling space flight. :)
 
You'll hate the answer...
Engineering: All of my FDL multis are overcharged and use experimentals, including Corrosive and Incendiary (for shields) as well as auto-load to present quite a lot of damage fairly continuously. It isn't as efficient as mixed laser / multi or Frags in taking down big shields quickly, but does work pretty well.
Link to build: https://s.orbis.zone/d2zz

ETA: The docking computer is a remnant from visiting the engineers and is replaced with interdictor in the active build.
Incendiary? Does the DoT stack?
 
Thanks (y) so the answer is yes.
There are different ways to do it. Each DoT adds damage to a stack to be resolved over time. Each shot could add its own damage and to the stack and the damage would mount up for a period. Increasing RoF would improve this effect. As would buffs / debuffs.
Or you just have the time of the DoT refreshed every application - damage would not increase so much and be more consistent.
 
OH I wasn't judging man, just been trying to theorycraft a ton on lasers lately. So I get with efficient you can fire all day, and there's a small damage boost. I run efficient on my 'Vette with long-range for the huge's.

Just curious though, since you are going for the PP and not just chewing down hull (like my lazy azz does lol), have you tried Focused bursts? As in theory with the piercing boost, they should snipe modules harder right?

Yeah I'm with you on reloading in the field, hate it. But sadly no combination of lasers I've tried can replace having at least one MC with corrosive. But it seems ALL multi's will beat any other comparable setup outside of some power play weapons or being a wizard with landing PA shots consistently.
No worries dude, no offence taken.

I have tried the Focused mod but it isn't really much benefit to this build as it adds heat rather than reducing like Efficient does and makes running 4 of them at once quite toasty and very power hungry.
Also I don't really get much benefit from the added range as I like to be quite up close & personal with my targets, a habit which I really had to unlearn when I started playing with AX combat 🤣
 
No worries dude, no offence taken.

I have tried the Focused mod but it isn't really much benefit to this build as it adds heat rather than reducing like Efficient does and makes running 4 of them at once quite toasty and very power hungry.
Also I don't really get much benefit from the added range as I like to be quite up close & personal with my targets, a habit which I really had to unlearn when I started playing with AX combat 🤣

Yeah I have the same feeling for beams. A lot of wonderful options, and 'experts' say something else, but in the end nothing seems to beat the ability to just non-stop fire. So it feels like efficient is best.

I've thought about going weapon-focused to get more ToT but that's for another convo I think :)
 
The problem with diminishing return systems is that they create as many problems as they solve, and do nothing to address the lack of ship-power economy limitations. I don't think there's any better way than building a relationship between power costs and MJ gains. There's just no con in sight for it.
 
There are no damage over time weapon effects in Elite Dangerous other than the corrosion applied by Thargoids, their artifacts, and enzyme missiles (a human tech broker unlock). Heat could be argued to count, but any damage of time in this case is simply an effect of protracted temperature excursions.
So incendiary just changes kinetic to thermal?
 
There are no damage over time weapon effects in Elite Dangerous other than the corrosion applied by Thargoids, their artifacts, and enzyme missiles (a human tech broker unlock). Heat could be argued to count, but any damage of time in this case is simply an effect of protracted temperature excursions.
Thank you for chipping in with some real knowledge - learning new things is always good!
 
Thank you for chipping in with some real knowledge - learning new things is always good!
I guess the reason the MCs go for dual purpose usage is that corrosion offsets the thermal disadvantage vs hull. Or maybe they retain some of their kinetic potential.
Thermal weapons like pulse and burst and beam don't have their equal counterpart in making a weapon equally or nearly eaqually good in attacking shields and hull?
 
So incendiary just changes kinetic to thermal?

It changes an MC from 100% kinetic to 10% kinetic and 90% thermic, yes.


I guess the reason the MCs go for dual purpose usage is that corrosion offsets the thermal disadvantage vs hull.

The corrosive effect offsets much of the disadvantage of low APV weapons and significantly increases all damage taken while under it's effect, from any source.

Thermal weapons like pulse and burst and beam don't have their equal counterpart in making a weapon equally or nearly eaqually good in attacking shields and hull?

Inertial impact is the only way to get non-thermic damage out of a laser and that has huge trade offs.

However, fact of the matter is that even pure thermic damage from Engineered weapons is more than sufficient to overcome NPC hulls, especially if the corrosive effect is in play.
 
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