Bug: Class 3 Fragment Cannons now fail to deploy.

Wow, nice flying! o_O:alien:
I now have lots of questions about your video :D
Firstly, I don't recognise that ship outline - what were you flying?
Second: how on earth do you get the shield percentage displayed on your HUD? It has never shown for me, as far as I can remember (back to 2019).
Finally: HOTAS or HOSAS? :)

Thank you most kindly. At minimum I wish to avoid undue disappointment, so a delighted response feels very welcoming.

what were you flying?
My beloved Mamba, the Hailstorm.

how on earth do you get the shield percentage displayed on your HUD?
Earth is no concern of mine; it would be a priceless record of human history if any of such remained, but it is now a worthless curiosity the Federation keeps around as some sentimental trophy, its former uniqueness ill-preserved and lost.

HOTAS or HOSAS?
Just a single stick, although I have moderate interest in trying each of those options. The difficulties are that I do not want a combined unit, I need quick access to a lot of buttons, and I would need ample time to work with such before I would know whether I still want it or be able to judge it that way.
 
Correct, and an understatement; Pacifiers would not work at all as a replacement for my usual use of Fragment Cannons, or at best would match a pair of Multi-cannons.

I have video capture configured now, and I thought to make a quick demonstration of the class 3 gimbal Fragment Cannons doing what they do best. This was possible in Horizons until 28 days ago.
From your play style of hugging large ships then unloading on them, I believe pacifiers will work just as well. But from what I understand, pacifiers do less dps to account for tighter spread so maybe that's why they don't work for you.
 
I have video capture configured now, and I thought to make a quick demonstration of the class 3 gimbal Fragment Cannons doing what they do best. This was possible in Horizons until 28 days ago.

I know what a pair of large gimbaled frags can do.
I used to run a Vulture with gimbaled frags in a high cz, and managed to win most of those high cz without having to resort to resynth ammo for the frags.

But what you show in that video is how extremely efficient is to use a huge gimbaled beam from point blank against enemy PP. It has nothing to do with frags.
With that style of fighting (targeting the PP from very close range) i would recommend you to replace the large frags with either large beams or large bursts.
Enemies' PP will go boom even faster.
I know that very well because i used a Vulture *() with 2 gimbaled beam in High CZ and most of my kills were from bursted PP (hull was usually 40%+ when they popped)


*(Yea, eventually i got bored of having to go to rearm after each and every CZ, so i switched my Vulture from frags to gimbaled beams)
 
Well, crap. Now I have to go get a Mamba.

Impressive flying indeed! o7

Thank you!


From your play style of hugging large ships then unloading on them, I believe pacifiers will work just as well. But from what I understand, pacifiers do less dps to account for tighter spread so maybe that's why they don't work for you.

The lower damage actually puts the Pacifier very close to that of a gimbal model, so the trade-off is really just to make them fixed in return for lower jitter. This is a bad trade because the gimbals are needed for such a high proportion of pellets from two of them to hit one module simultaneously, and the short distance means that very little is gained from lowering the jitter. Needless to say, using a different starship just to mount two Pacifiers closer together would open its own list of other useful properties traded away.

I view the Pacifier as being something to use more as one would a Plasma Accelerator, though with Kinetic damage and with Fragment Cannon engineering. Now that I think about it, grade 1 Long Range on a Plasma Accelerator would make its shot speed almost exactly the same as the Pacifier...


I know what a pair of large gimbaled frags can do.
I used to run a Vulture with gimbaled frags in a high cz, and managed to win most of those high cz without having to resort to resynth ammo for the frags.

But what you show in that video is how extremely efficient is to use a huge gimbaled beam from point blank against enemy PP. It has nothing to do with frags.
With that style of fighting (targeting the PP from very close range) i would recommend you to replace the large frags with either large beams or large bursts.
Enemies' PP will go boom even faster.
I know that very well because i used a Vulture *() with 2 gimbaled beam in High CZ and most of my kills were from bursted PP (hull was usually 40%+ when they popped)


*(Yea, eventually i got bored of having to go to rearm after each and every CZ, so i switched my Vulture from frags to gimbaled beams)

I intended the video to be a separate and general demonstration to back why I am pushing this issue in particular; likely I should have placed it in a separate message. That said, please take a closer look at how sharply the Power Plant loses integrity when the Fragment Cannons strike; they very much are the primary attack, and in that brief context the Beam Laser is just a bit extra which happens to deliver the final strike occasionally. Even watching the integrity, seeing them together often leaves the Fragment Cannons with too little credit when striking just as the Shield depletes because they have carried the burden of breaking through any Module Reinforcement.

I would replace the class 4 Beam Laser with another class 3 Fragment Cannon in an instant were there not multiple other advantages derived from having at least one Beam, especially when its Thermal Vent enables Shield Cell Banks without any Heat sinks fitted (and without overheating, that is). I am definitely not fitting more laser weaponry though; its damage is evidently slower for me, numerically slower for anyone, will be far too demanding of the Power Distributor, and is much less effective for choosing direct hull destruction. I have found repeatedly that any time to be gained by not having to re-arm is lost by an order of magnitude in actual combat.

Incidentally, my 3306-3307 Mamba loadout with a class 1 Rail gun would clear a High intensity Conflict zone with around one-third Fragment Cannon ammunition remaining; since fitting the Cytoscrambler instead this became one-half remaining, and it can indeed perform two that way (at 10 to 12 minutes each) before re-arming.
 
That said, please take a closer look at how sharply the Power Plant loses integrity when the Fragment Cannons strike; they very much are the primary attack, and in that brief context the Beam Laser is just a bit extra which happens to deliver the final strike occasionally.

You can test by not using the frags (not like you can atm :D) and see how efficient are the huge/large beams on PP from close range.

Yes, frags can hit the PP too, but frags have 5 degree jitter (so quite the spread) and they lunch 12 fragments and usually the PP is not that big.
Actually the PP is small enough for a gimbaled beam to miss it alot (due to the specific gimbal wobble) from distances bigger than 600m
 
As of 3308-04-18, Class 3 Fragment Cannons are still unusable and have been so for 34 days.

Yet more interest in bounty-hunting, and with it more newer Commanders I have to warn about Horizons and class 3 Fragment Cannons being mutually exclusive, at least to maintain an acceptable standard of honesty. As much as anyone, I want to promote the space combat honestly and without having to qualify the best part with such a devastating exception.

I ask again, has there been any advance on the aware/investigating status, and is there anything which would help in any way?


More miscellaneous smaller Odyssey bugs encountered:
  • While on-foot, interacting with the SRV moves the CMDR forward very slightly, such that there must be a small gap available between the CMDR and the SRV for this to succeed. With no gap, the Inventory/Resupply/Board menu disappears immediately.
  • When launching, the landing gear often gets stuck in the landing pad.
  • When auto-launching an Imperial Cutter from some landing pads, it can overshoot forwards and collide with the walls even with a completely clear access corridor and no queue (to an extent this can occur in Horizons, though I have never seen it with an empty corridor, and I have only seen lateral overshoots).
  • When using Apex Interstellar to jump to a system located sideways after egress, the pilot leaves the Mass-lock zone then faces the target system and boosts straight back into the Mass-lock, cancelling the FSD charge. On one departure, this occurred twice before engaging successfully.
 
Unpossible. Consoles were canceled. You're lying. Otherwise why are people doing cool things like this?
I'm glad we are now being positive about the lack of a specific bugs on a now abandoned platform ! Yeah !

Ironically, the bug not affecting console is because they didn't have the patch that make the bug appear in the first place.
Now, I'll make it positive to keep the mood up :Which make it easy to turn into a positive thing :

"End of development on console allow for a distinctive lack of bugs, possibly Fdev plan all along !"
 
As of 3308-04-24, Class 3 Fragment Cannons are still unusable and have been so for 40 days.

I spent some time with my other Mamba to see if I could contrive something at least approaching the destructive power of the class 3 Fragment Cannons, and I surprised myself in getting actually very close, the closest in quite a while.

The idea was to emulate the Fragment Cannons by fitting Burst Lasers engineered with Short Range and Inertial Impact. Some care is needed, both with the WEP capacitor and with heat management, but otherwise the act of recharging and cooling is similar to ammunition reloading. Rather than two gimbal Burst Lasers, I had the most success when I built one fixed Burst Laser and installed it into the same Mamba wing which carries my Cytoscrambler.

As a very brief review of that setup, it tears shields away incredibly quickly but after that it is not quite as swift as the Fragment Cannons to the Power Plant. It does cause Power Plant detonations, but not as reliably, often becoming instead more reliant on hull destruction and demanding more time-on-target than I prefer. I may make a Horizons video of it if any Commanders using Horizons want some inspiration for a Fragment Cannon replacement.

Miscellaneous smaller bugs encountered:
  • Just after pressing Auto-Launch then deciding to quit and switch to Horizons for the favourable automated handling, I appeared outside the starport rather than docked.
  • Not a new bug, but one which I saw a lot this week and is fresh in-mind—when as Massacre mission attracts an incoming enemy alert, those attackers all communicate as if I have cargo they want to steal, despite having been sent to intervene. Also, despite my Mambas having no cargo space.
 
This is scandalous. Such game breaking bug in online game remains unfixed for over a month. I can't imagine encountering such issue in a popular online shooter along with total lack of response by developers. Turns out only Frontier can do it.
 
Correct, and an understatement; Pacifiers would not work at all as a replacement for my usual use of Fragment Cannons, or at best would match a pair of Multi-cannons.

I have video capture configured now, and I thought to make a quick demonstration of the class 3 gimbal Fragment Cannons doing what they do best. This was possible in Horizons until 28 days ago.
Can you share that ship build?
 
I know what a pair of large gimbaled frags can do.
I used to run a Vulture with gimbaled frags in a high cz, and managed to win most of those high cz without having to resort to resynth ammo for the frags.

But what you show in that video is how extremely efficient is to use a huge gimbaled beam from point blank against enemy PP. It has nothing to do with frags.
With that style of fighting (targeting the PP from very close range) i would recommend you to replace the large frags with either large beams or large bursts.
Enemies' PP will go boom even faster.
I know that very well because i used a Vulture *() with 2 gimbaled beam in High CZ and most of my kills were from bursted PP (hull was usually 40%+ when they popped)


*(Yea, eventually i got bored of having to go to rearm after each and every CZ, so i switched my Vulture from frags to gimbaled beams)
When you say gimbaled beams do you mean burst or constant beams? I used to have gimbaled beams in a vulture like that but I never knew about aiming for PP at that time, as I have always had a hard time selecting subsystems.
 
Can you share that ship build?

The 3307 version was originally https://s.orbis.zone/f5xk , and the minor weapon adjustments you see there should become something like https://s.orbis.zone/j1vv .
It had a Rail gun and a corrosive Multi-cannon, and now has a Cytoscrambler and a corrosive Fragment cannon (class 1).

Incidentally, select subsystems using one of two means:
  • If you are using a mouse, set the Scroll wheel for cycling subsystems.
  • Otherwise try setting two buttons, one for each hand, to cycle Previous subsystem. If you are using buttons to select targets, replace those and use the superior Contacts list for selecting targets instead.
Immediately after a basic ID scan, cycle back six times initially, using both hands as above. Almost always, this will place your subsystem selection within the following window:

w0F54H.jpg


Remember to count that from the end of the list. Unless the target is something like an Eagle with no shield, six back-cycles will bring you into that lead-up to the Power Plant, which is always the same each time once you reach the Shield Generator. Eventually you will learn that sequence and always stop on the Power Plant.
 
The 3307 version was originally https://s.orbis.zone/f5xk , and the minor weapon adjustments you see there should become something like https://s.orbis.zone/j1vv .
It had a Rail gun and a corrosive Multi-cannon, and now has a Cytoscrambler and a corrosive Fragment cannon (class 1).

Incidentally, select subsystems using one of two means:
  • If you are using a mouse, set the Scroll wheel for cycling subsystems.
  • Otherwise try setting two buttons, one for each hand, to cycle Previous subsystem. If you are using buttons to select targets, replace those and use the superior Contacts list for selecting targets instead.
Immediately after a basic ID scan, cycle back six times initially, using both hands as above. Almost always, this will place your subsystem selection within the following window:

w0F54H.jpg


Remember to count that from the end of the list. Unless the target is something like an Eagle with no shield, six back-cycles will bring you into that lead-up to the Power Plant, which is always the same each time once you reach the Shield Generator. Eventually you will learn that sequence and always stop on the Power Plant.
Do you bring up the sub-targets window first, or you are just showing that to demonstrate the location?

Thanks for that info I think I'll try to build a ship similar to that.
 
When you say gimbaled beams do you mean burst or constant beams? I used to have gimbaled beams in a vulture like that but I never knew about aiming for PP at that time, as I have always had a hard time selecting subsystems.

Beams

Their nature of providing damage/second can deal a lot of damage really fast to subsystems.
However, as i said, if using gimbals you do need to keep very close to the target because they do have that terrible wobble
 
I thought to make a quick demonstration of the class 3 gimbal Fragment Cannons doing what they do best.
I see you like frags and brawling like yours truly :alien: And as the other folks mentioned, great flying.

Personally, I prefer rapid fire + screening shell experimental. That decreases your reload time to 0.9 sec. It also causes 0.5 deg extra jitter, but frags are only efficient up close, where jitter becomes less of a problem. DPS is lower than overcharged, but the option to fire when in range, and keep firing almost continuously (bam-bam-bam) works rather well for me.

My frag Vulture has two such frags and frags are also very efficient against shields. The only thing I don't like about frags is the way they eat ammo, but an occasional trip to the shards, and exchanging mats at a trader, gives you plenty of mats for ammo synth.

I also have a T-10 with all HPs being incendiary frags, called Broadside. That is also useless in horizon until a fix, and in Odd it's pretty hungry when it comes to using mats, but it does kill even decent ships in one or two shots, and that incendiary firework makes me giggle.
 
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