Patch Notes Update Beta 2.2 - Update 5

I was thinking of making a FGS build to exploit the AI's strengths while flying a fighter... Do you have any idea how that could work?

Depends if you're PvPing or not. If it is then I can't help, but honestly for PvE I can't see you having any issues gently levelling an AI pilot in a Low-Standard-High Resource Extractions with an all turret build.

That said, the AI is very good with Fixed, regardless of rank. So I'd take my FGS to a High Tech system, with the Res Extraction and do something like this (high budget required):
https://coriolis.io/outfit/federal_...q0m0203045n4f2d2727.Iw18aQ==.EwBgjMZeW3skUA==

You can change the KWS for another shield booster if your aim is just to rank the pilot up.

5D HRP being the Fighter Bay. Set turrets to fire at will, pick your targets and let rip.

I can't suggest more without knowing what you want to do, missions, BH, Pirating, jack of all trades...
 
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I was thinking of making a FGS build to exploit the AI's strengths while flying a fighter... Do you have any idea how that could work?

7 hardpoints. Cover it in turrets.

Having said that, the AI has an uncanny ability with fixed weapons regardless of what its flying. Add onto that the new fixed weapons buffs and... maybe it will be good.

But the Gunship is fine where it is. It has its strengths and weaknesses and is one of the better balanced ships in the game.
 
For those all getting excited about the fixed weapon buffs, just remember, this applies to the NPCs running fixed weapons, and we all know how insanely accurate they are with fixed weapons ;)
 

You had one job.....

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Now then, just where would you like this placed? [big grin][big grin][big grin]

Great work on the beta guys & gals, lots of fun bugs to discover, and crash our systems!
Loving the changes to the ships(more stuff inside T7, T6 & keelback).

Keep up the great work and funny feedback(you know we will grill you, right....[noob])
 
I am so not impressed by the Plasma changes. 2% for medium and 5% for large. WHat's with the huge one? It is the most underpowered of all PAs. Worst DPE, DPH and extremely power hungry. No buff?

And why increased projectile speed? Don't lower their skill level. :(
 
I am so not impressed by the Plasma changes. 2% for medium and 5% for large. WHat's with the huge one? It is the most underpowered of all PAs. Worst DPE, DPH and extremely power hungry. No buff?

And why increased projectile speed? Don't lower their skill level. :(

Mate click the little Elite icon on Dev Posts to skip through them!

https://forums.frontier.co.uk/showthread.php/295657-Beta-2-2-Update-5?p=4599057#post4599057

"Out on the subject of the PA/cannon buffs, there's a line that got truncated on the posted changlog, Huge/Advanced PAs got a 14%/10% DPS buff alongside medium/large getting 2%/5%. Remember they're getting increased projectile speeds as well which increases effective DPS notably by increasing hit rates, and that before the end of beta they will also have access to higher end engineer mods (this will hopefully be a server-side change as soon as some wrinkles are sorted out that are hiding quite a few mods).

The primary purpose of the damage changes here is for consistency, for example the small multicannon used to have a ~35% damage bonus for fixed over gimbals, whereas the huge had a 4% - when the range is that large comparisons between fixed or gimballed multicannons as a whole really can't be accurate. But the first step is to make the comparison meaningful, hence the comment in the changelog about further changes probably needed later :)."
 
"Agricultural customisations" conjures up some wonderful images.

A local rustic-type sitting nonchalantly atop a bale of hay or some combine harvesters instead of trucks in the docking bay as you land.

Would be just like it is here in Norfolk! ;-)
 
Don't allow more ships to be transported to a station than the local storage allows



whatever happen to park as many ships as you like at any station your ships can land at?
 
- Cleaned up some of the messaging being used when jumping to a system. We now only show the abort message when the destination is potentially dangerous (currently, when in anarchy)

Fair enough, that's a decent compromise. We certainly didn't need to be told every time, so thanks for that.

- Removed black bar from station services wait banner

YES !!!!!!!!!!!!! WOHOOOO !!! Party time at my place !!! THANK YOU. I know it's asthetically only a small thing but this bugged me something chronic and now it's GONE !!!!
I want to shake the hand of whoever made this happen.


erm... right... pulling myself together now.. cough cough...
 
Wow, that's a lot of progress. Nice work.

Unfortunately I only had time to test for a few minutes: The new loading screen without a black bar is much better, thanks. Module storage seems to be in - at least there is UI for it. And a bug: my bookmarks were overwritten with new, unrequested ones. I hope that doesn't happen on release.
 
This one in regards to the player journal is kind of funny:

- When transferring a ship, report distance in LY not metres

So transferring a ship from Sol to Jaques must have been a HUGE number.
 
There's so much goodness in this update, but these make me very happy indeed:

- Template and text changes to show both factions involved in a mission
- Target faction for missions now shown on the mission board when you accept the mission

:)
 
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