Yes. Go back to start. Do not collect £200.So essentially our fleets existing fsd's are now rendered obsolete.
Sheesh
Flimley
Yes. Go back to start. Do not collect £200.So essentially our fleets existing fsd's are now rendered obsolete.
Sheesh
I think you mean that your DBX had a pre-engineered 5A FSDv1?
The difference between that and the fully engineered 5A SCO is about that with that ship.
I may end up replacing 2 ships FSD with the SCO version in the near future...Well, I've already depleted my Datamined Wake Exceptions and have started the round trips between Jameson's crash site and Ray Gateway... for the first bunch of ships.![]()
yes, DC is a Min/Max approach.. a personal taste, i use it on some builds, small ship, small tank, good fuel scoop, and this kind of ship gain most from SCO (Fuel usage tied to default fuel tank, handling in OC mode, thermal load, etc...)If I understand correctly, Deep Charge causes more fuel to be used for a slightly larger jump, while Mass Manager just optimizes the FSD so that it can make a larger jump with the same amount of fuel.
When it comes to ships that have a class-4 FSD slot, you probably still want Mass Manager even if that results in a tiny bit less jump range than Deep Charge, because using less fuel per jump is more useful than that tiny difference in jump range.
As for class-3 and class-2... I'm not 100% sure which is genuinely better.
Only if one just must replace all the drives in their fleet at once and must get them all to G5 immediatelyI'd guess it's thought of replacing all the drives we'd gathered mats for. Plus we've got a new round of mat gathering looming ahead of us.
Still processing this one...
So essentially our fleets existing fsd's are now rendered obsolete.
Sheesh
You don't even lose that much jumprange with the v1 class 5 FSD (one that is the most relevant)—the difference is almost negligible. Basically, it becomes the question of whether fast boot or SCO is more important for a specific build that would benefit from highest possible jumprange. For most combat builds, fast boot SCO drive would be fineyou lose a few ly jump range and don't have SCO
Picking up the DWEs - if done by scanning wakes rather than cross-trading - will also get a huge number of the G1-G4 materials, plus most of those are also available separately as mission rewards.And you don't even need maxed G5 for many builds, two or three rolls are OK.
You don't even lose that much jumprange with the v1 class 5 FSD (one that is the most relevant)—the difference is almost negligible. Basically, it becomes the question of whether fast boot or SCO is more important for a specific build that would benefit from highest possible jumprange. For most combat builds, fast boot SCO drive would be fine
Now, the biggest difference is material cost: v1 FSD costs 18 datamined wake exceptions, getting an SCO drive to full grade 5 only takes 5...7 DWE-s. And you don't even need maxed G5 for many builds, two or three rolls are OK.
I think that the faster boot time is an extremely niche feature. I can only think of two scenarios where it might be marginally useful:What you need to decide is basically whether it's the faster boot OR the SCO what you prefer as a secondary capability.
Varonica, could you please post the build specs of your T9 miner? I'm trying to build a Tritium-only miner for my newly acquired fleet carrier. Thanks!For instance my T9 now has an SCO FSD
Especially if you're willing to wait for the upcoming Engineering changes, and already have the mats ready to go. For everyday mission running, I don't really need the extra jump range G5 engineering gives me, so I'll probably just buy A-rated SCO drives for those ships, and use my pre-existing legacy drives as a Bubble taxi.I suppose the complaint is that now people will have to, once again, grind for materials to engineer the FSD of all their ships.
The inconvenience is very temporary, though.
What is an Infrared + Fleet Carrier combo?the IR+FC combo is interesting
That should have been gone long ago. The existence of unique items and generally the lack of level playing field is the worst possible design decision in any multiplayer game.Would be kinda not nice to the CG people, since their exclusivity would be gone
Slightly disappointed that SCOs became best in slot, as much fun as is the whole "Sirius now has to explain how they lost a monopoly AND became the worst in the market at the same time" that O'Roarke mentioned. Would still prefer if engineered SCOs had shorter jump range than standards, so there was some balance in choosing one.
I agree. From a narrative point of view the approach "These drives have an enormous advantage in supercruise but that comes at the cost of FSD range" makes complete sense.
I was thinking about that whilst I was doing a DSS-all-the-things flit last night (in the Bubble.) I was using my in-system Cobra which is barely engineered, with the SCO FSD from a couple of weeks ago, so there's really nothing particularly "cold" about the build.I can definitely see that, but fuel out in the black would be a concern, as would heat damage.