News Beyond - Chapter Three Launch Announcement

Nice to see some basic engineering in Colonia, I headed there in my DBX after unlocking Farseer and Elvira, I already have G5 FSD & G3 DD pinned but other blueprints would be useful or the ability to add experimental to current effect :)
 
Well it all sounds great. However planetary wing missions raises the question "Will there be a fix for the SRV glitch on consoles?" Since the beginning of beyond we have not been able to meet on the ground without a full game crash and it has been completely ignored by Fdev!!
 
I was really hoping the Crusader would be a LARGE Alliance ship, Anaconda size, but with the Chieftain/Challenger profile.

And instead of a cockpit we would get a bridge using similar windows to what the Conda has on it's bow underside.

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Hope that's just the top of the iceberg. Beyond was meant for core improvements instead of nore unfinished content. While chapter one was good, chapter two was not even half completely, 30% of what should have been done. Networking, balancing and restrictions, lack of challenge are all issues that urgently needs attention. We still can't mod shock cannons and the like rendering any tech broker module useless if they have a modable sibling.

Just one of many issues that need improvement. FDev's optimisation and improvement routine is approaching its minimum effort line. Yes I know this phase falls under the 20/80 rule but that's to be expected from a triple A++ game.

Modable tech broker modules
Networking and instancing overhaul
Balancing in PvE, PvP, missions, economy
Visual improvements, antialiasing, distant detail rendering
Combat logging and hacking prevention

Just to mention the most important ones.
 
I mean no offence but dude, you're flying across the galaxy shooting aliens...

No offence taken, but I must note that there is a line between "plausible" and "straight up kooky" and Elite games always gave me the impression as ones trying to stay on the side of the former. Well, for the most part. Kinda. Used to... eh, well, I shall say no more, save for stressing it again that this was my personal opinion and a preference. ;)
 
Ever since I watched The Expanse I have been hankering for large turreted multis. They just seem perfect for my 'conda, Mordakka. Welcome to bullet hell.
 
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Interesting update. The fighters are a must have. Crusader is worth a look only because the Challenger should've had a fighter bay from the start. If it has a class 7 PD then it could be a must have.
 
Hope that's just the top of the iceberg. Beyond was meant for core improvements instead of nore unfinished content. While chapter one was good, chapter two was not even half completely, 30% of what should have been done. Networking, balancing and restrictions, lack of challenge are all issues that urgently needs attention. We still can't mod shock cannons and the like rendering any tech broker module useless if they have a modable sibling.

Just one of many issues that need improvement. FDev's optimisation and improvement routine is approaching its minimum effort line. Yes I know this phase falls under the 20/80 rule but that's to be expected from a triple A++ game.

Modable tech broker modules
Networking and instancing overhaul
Balancing in PvE, PvP, missions, economy
Visual improvements, antialiasing, distant detail rendering
Combat logging and hacking prevention

Just to mention the most important ones.

The core improvements are lagging behind as usual.
 
Only grade 3 as maximum is not really a motivation to grind for those, as we still need to have unlocked some previous engineers it's more likely that people continue to use pinned blueprints instead.
But those guardian fighters look awesome! Can't wait to try them out :D
 
Will the Colonia Engineers offer anything not already available from existing Engineers? It would be nice if they did for veteran players, and would offer more incentive to visit Colonia to everyone.
 
Greetings Commanders,

Elite Dangerous: Beyond - Chapter Three is launching on August 28, and is the second of our two smaller content updates before the larger update called Chapter Four at the end of the year. Here’s a breakdown of the key features that we talked about at Gamescom:


Guardian Beacons

New Guardian Beacons have been discovered in the galaxy. These will lead you to new discoveries and help you uncover new Guardian secrets. The puzzles you solve at these giant structures will lead you to unlock some incredible new technology.


New Ships – Hybrid Fighters

The Hybrid fighters combine the best of both standard and Guardian technology to make them hyper-effective combat machines. They come in three variants:

  • The Trident armed with a plasma charger
  • The Javelin with a shard launcher
  • The Lance with a gauss projector

These ships are light, fast and agile with strong shields to let them dart into the fray. The trade-off, as with other smaller fighters, is that they have weaker hulls.

To acquire a Hybrid fighter blueprint you will need to investigate new Guardian beacons which will point you in the direction of the sites to investigate.

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New Ship – The Alliance Crusader

A new member of the Alliance ship group, the Crusader acts as a midpoint between the Chieftain and the Challenger with one very important difference: A fighter bay!




Engineers in Colonia!

The Engineers have arrived in Colonia! The engineers will be found at planet bases across the Colonia region and will only be available to players who have purchased the Horizons expansion and have done some engineering previously.

The new Engineers will only make contact with Commanders who have interacted with Felicity Farseer, Elvira Martuuk, The Dweller, Liz Ryder and Tod “The Blaster” Mcquinn. As with all existing Engineers, the new additions will all have to be unlocked before they make their services available.

Given that Colonia is a human colony on the fringe of space, not all technology will be available at first. Commanders out in fringe will need to work together with the Engineers to expand the available tech. That means the more a recipe is used the sooner will the improved version be made available.

Each Engineer will start as level 1 and as usual you will need to complete a request to unlock the engineer before you can upgrade any modules. The community can work together to raise the level of these engineers from 1 to 3! The current grade of the Engineers will be show on a local news article.




Wing Missions

Commanders will have the opportunity to take on planetary Wing Missions, further increasing the mission types you can take on with your friends.


More Weapons!

The galaxy grows ever more dangerous, so we've increased the available firepower to help you defend yourselves. The following weapons have been added to outfitting:

  • Large Dumbfire Missile
  • Large Seeking Missile
  • Large Torpedo Launcher
  • Large Multi Cannon (turret)

The following weapons have been added to the human tech broker:

  • Small Shock Cannon (turret)
  • Small Shock Cannon (gimbal)
  • Small Shock Cannon (fixed)

The following weapons have been added to the Guardian tech Broker

  • Small Guardian plasma launcher (turret)
  • Small Guardian plasma launcher (fixed)
  • Small Guardian Shard Cannon (turret)
  • Small Guardian Shard Cannon (fixed)
  • Small Guardian Gauss Cannon (fixed)

Thanks again for your continued support Commanders. We can't wait to see what you think of these new additions! o7

Hello Paul, can you confirm if whether or not we need Thargoid cargo to do this Guardian content?

It was a royal pain for anyone to get a hold of tissue samples, thargoid sensors, links and probes - I hope this isn't the case this time around?

Will we require, as per the last Guardian lore patches involving the Monolithic Network, ancient relics and the like?

Or is this content something we can do straight away without having to worry about collecting stuff beforehand?
 
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