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  • Morbad's Avatar
    Today, 12:23 PM · 10 replies and 201 views.
    Morbad replied to a thread [Ships] Inertial Impact jitter 1.5 in 2.3 Beta Discussions
    A broad side of a barn can fight another broadside of a barn and still land hits with 3%+ jitter. Not saying the jitter isn't problematic or doesn't relegate the effect to a small niche, but it's not impossible to use.
  • Morbad's Avatar
    Today, 11:02 AM · 60 replies and 1205 views.
    Morbad replied to a thread [Ships] T-9 Heavy buffs in 2.3 Beta Discussions
    No. Volume is not the limiting factor for cargo capacity. Mass is, probably for both thruster performance and structural integrity reasons, if you need something other than 'balance' for the reason. Both the Anaconda and T-9 could fit thousands of canisters in a small portion of their internal volume.
  • Morbad's Avatar
    Today, 10:46 AM · 10 replies and 201 views.
    Morbad replied to a thread [Ships] Inertial Impact jitter 1.5 in 2.3 Beta Discussions
    Or a medium or huge ship fighting a huge one.
  • Morbad's Avatar
    Today, 10:43 AM · 42 replies and 702 views.
    Because people favor credit multiplying handouts to actual gameplay that could possibly be challenging enough justify cooperation.
  • Morbad's Avatar
    Today, 10:40 AM · 335 replies and 10686 views.
    This is an increasingly meaningless distinction. Most ships I fight have essentially equal resistances all round, on both shields and hull. Only if you try to shoehorn loadouts or tactics better suited to other vessels into it.
  • Morbad's Avatar
    Today, 10:18 AM · 19 replies and 213 views.
    Warranty and support is the only thing that really matters in this segment. In the target budget, the AMD part is the better buy. If you are disappointed with Ryzen, you had completely outlandish and unjustifiable expectations to begin with.
  • Ziljan's Avatar
    Today, 10:18 AM · 335 replies and 10686 views.
    The result is the same. The Corvette lost 2 large and gained 2 small. That's an epic downgrade. Not sure how they can justify the current hardpoint setup. It's basically an upside-down ship. The hull breakers are up top and the thermal shield busters are on bottom. That's the exact opposite of where you want them. Which forces the pilot to make a hybrid Incendiary MC build, which in turn defeats the "Burst" benefit of a C8 power distributor, which was the only benefit the Corvette has over the Cutter. The Corvette is like a Frankenstein ship with a hodgepodge of weaknesses and incongruent parts that cause it to trip over itself. Meanwhile the Conda and Cutter each benefit from synergies that make their power more powerful.
  • Ziljan's Avatar
    Today, 9:55 AM · 10 replies and 201 views.
    Ziljan replied to a thread [Ships] Inertial Impact jitter 1.5 in 2.3 Beta Discussions
    I don't mind RNG during the crafting phase, but please Frontier, jitter-RNG should not be a combat mechanic.
  • Ziljan's Avatar
    Today, 9:50 AM · 335 replies and 10686 views.
    Is that true?? They replaced 2 Large with 2 Small hardpoints?? The garbage other stats would make sense with the original hardpoint design. But now? It's a cut rate Conda who's broken design is hidden behind a grind wall.
  • Morbad's Avatar
    Today, 8:28 AM · 6 replies and 158 views.
    I'm finding the GU-97 too slow for the pursuit role. The same low mass that's responsible for much of it's agility cause it to bleed speed faster than any other, and it has a significantly lower boost speed than either the Taipan or Condor. For anti-SLF duty, I favor the beam Taipan. The Pulse/PDT Taipan is also the SLF best suited to survive seeker attacks, as it can take three hits in rapid succession before going down and is the only SLF that has it's utility mount on top of the vessel. The MC Condor is the best pursuit SLF by far. GU-97 is a superb dogfighter against ships it can keep up with and is much better against SLFs than the Condor is, though worse in this regard than the Taipan, IMO.
  • Morbad's Avatar
    Today, 8:22 AM · 2068 replies and 105794 views.
    Corvette; it's the only one I still have on live. Of the big three the Corvette has the best protected power plant, though the Cutter is still safer, by virtue of it's speed. Fighting with the Anaconda, once shields fail, will always be an extremely risky proposition, even in 1v1s, both because of it's relative sluggishness and it's extremely exposed PP location in the front of the ship. A wing of people that know what they are doing are still going to destroy a lone big ship pretty quickly, but the hull isn't going to last longer than an armored PP unless the ship being shot up is taking no evasive action at all.
  • Ziljan's Avatar
    Today, 7:40 AM · 335 replies and 10686 views.
    Ok so after spending the last two weeks test driving the Corvette in Beta, and then earning Rear Admiral in Live, I can say without a doubt: This trashy fed ship is getting mothballed. :( The Anaconda is superior in every respect except for having 10% smaller shields, and this rarely if ever comes into play. Even the 2x C4 top mounted hardpoints somehow feels weaker than the synergy of the Anacondas hardpoint placement. The only plus I can even notice is that the Corvette is a little less drifty, but given that this is a heavyweight toe-2-toe slugfest ship anyway, that side thruster "benefit" is not actually useful since the Corvette won't be dodging anything, except an overly long range PA snipe.
  • wstephenson's Avatar
    Today, 7:20 AM · 5 replies and 115 views.
    Dupe of https://forums.frontier.co.uk/showthread.php/334121-Right-side-of-starport-services-menu-behaves-strangely-given-certain-circumstances
  • Morbad's Avatar
    Today, 5:37 AM · 2068 replies and 105794 views.
    Yes, ammunition was a limiting factor, which was a key balancing factor. Now that those limits have been undermined, there are more problems. I agree that the original limits were too low (eleven shots on a railgun in particular), but I still think the current levels are too high for some. I can't remember the last time I ran out of railgun ammunition in one encounter since the increase to 81 shots. Frag cannon are specialized big ship killers. Increasing their ammo pool has made it impossible for large ships to go toe to toe with a frag heavy setup (unless you pack adequate frags of your own, are part of a regen wing, or have kinetic resistant shields and boosters) but done next to nothing to make them useful against other ships. They used to be specialized hull/module killers, only used sparingly, and almost always used in conjunction with other weapons.
  • jontycampbell's Avatar
    Today, 4:51 AM · 3733 replies and 79046 views.
    Awarded for what?
  • jontycampbell's Avatar
    Today, 4:32 AM · 3733 replies and 79046 views.
    Well! Didn't know there was an argument about myself, nor am I presenting any argument in particular on the OP's concerns, I've no skin in the game. I'm not here to argue with the OP, nor anyone else - I simply like learning from differing insights presented and expounded without rancour or unpleasantness. The are perhaps profound things going on, that can shed light the bases of party politics (that we can get hung up on) and where it all comes from, although I acknowledge these themes may be beyond the scope of this thread, so my apologies if that was anyone's takeaway. There are no solutions to energy extraction, only trade-offs alas. They all suck in different ways in different areas. Choose your selection(s) of suckyness that you are willing to tolerate. Coal I gather is about 90% carbon while Gas is about 90% Hydrogen.
  • Morbad's Avatar
    Yesterday, 11:12 PM · 335 replies and 10686 views.
    I've flown all the big three, at least 100+ hours each, and done a fair mix of PvP and PvE in them. I don't think the Corvette needs a buff. I most certainly don't think the Anaconda is a better combat vessel. I think all those fussing over nonsense like DPS and arbitrarily weighed figures on a spreadsheet are probably the ones lacking sufficient experience with the vessels.
  • Morbad's Avatar
    Yesterday, 11:00 PM · 42 replies and 702 views.
    I'll provide the same reasons I always do: First and foremost, I value the game making sense. I wouldn't change the rate I'd pay for a job because the person I hired decided they wanted to bring more people along. To do so would be idiotic and everyone being idiotic is greatly disruptive to my suspension of disbelief, which is a key part of my enjoyment of games like this. Likewise, costs not increasing with money supply is equally absurd. Everything should cost 20-50 times as much now because that's how much rewards for various actions have increased. Yet, prices remain static, which is another slap in the face to believability. Secondly, money being easy to get has made manipulating the BGS easier, even unwittingly, and has resulted in the BGS progressing in a different direction, at a different rate, than would have been possible had incomes remained plausible. This is, in my view, a decidedly negative gameplay effect. Lastly, it encourages players to behave in absurd ways. I was winged with a...
  • Ziljan's Avatar
    Yesterday, 10:25 PM · 950 replies and 23080 views.
    Sounds entirely reasonable to me. It's not just that new players shouldn't be bypassing the learning curve, but also that veteran players should be rewarded for earning their spot on a crew. We already pay NPC crew members based on their rank because lets be honest, an Elite SLF pilot is going to be A LOT more effective than a brand new player. If that effort isn't rewarded, then ranking up loses its meaning. So thanks Ed, and please stick to your guns on this one :) You're on the right side of history here.
  • jasonbarron's Avatar
    Yesterday, 9:40 PM · 3 replies and 258 views.
    I always enjoy watching your videos, Nightshady. I'll have a look at it this evening after work. Im finding it hard though to believe anybody would target you for assassination btw:)
  • Morbad's Avatar
    Yesterday, 9:00 PM · 2068 replies and 105794 views.
    Frontier decided that SLFs needed to be really good to be fun/viable. Not particularly the direction I would have gone, but I suppose this was easier than allowing ships to launch scads of SLFs at once. Anyway, each hardpoint on an SLF is competitive with a standard large hardpoint weapon, not a small...just porting them over to small hardpoint weapons anyone can buy would depreciate most other weapons in the game.
  • Morbad's Avatar
    Yesterday, 8:50 PM · 58 replies and 1348 views.
    Average players are really, really, bad though...which is fine...and it's just as plausible that lower rank NPCs are equally bad, or worse. However, the demographics of NPC skill and loadouts stop dead so far short of the higher reaches of CMDRs that NPCs are a complete joke to many. Also, it's difficulty to find a credible challenge, even in a small non-engineered ship, that doesn't also require deliberate tactical error. Yes, I can get myself into trouble in a CZ if I tag everything in my unengineered Viper Mk III and try to fight them all at once, or take on wings of 3-5 vastly more powerful ships...but having to both use a vessel that is 0.5% of the cost of the one I'm most commonly in and play dumb at the same time, is asking far too much, in my opinion. Potent NPCs should exist, and for those that lack the skill or tools to engage them successfully, they should be avoided. I feel it's a grievous design error that the average player must be capable of breezing through every PvE challenge. ...
  • the100thmonkey's Avatar
    Yesterday, 8:35 PM · 58 replies and 1348 views.
    Do you have anything to add to the conversation?
  • the100thmonkey's Avatar
    Yesterday, 8:32 PM · 58 replies and 1348 views.
    I concur, but would depend very much on what "to me" means, surely? What kind of loadout would pose a threat to you in a conflict zone, and would that loadout actually be sustainable? Sure, and all-frag Anaconda would pose a threat to me, for example, but would it make sense in context? Part of the problem, of course, is that the contexts where combat happens are somewhat less elaborate than we might like.
  • the100thmonkey's Avatar
    Yesterday, 8:27 PM · 58 replies and 1348 views.
    I love these vids. The multicannon plasmas and the beamlaser railguns are immense weapons, and I demand that FD make them available to mere mortals normal players.
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‘It was a bright cold day in April, and the clocks were striking thirteen.’

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