Cannons are disappointing, C3 Railguns would be nice, and some things are needlessly time-consuming.

Hello, for frame of reference I am a newish player having logged ~124 hours starting from late December/early January. I'm aware that I'm still learning the game, but there are a few things grating on me as I progress. I'm playing strictly PVE, so any comments I make related to balance aren't going to apply to the PVP side of things.

1. Cannons, in general.

I've tried them gimballed. I've tried them fixed. I've met reasonable success with both, but they're just plain disappointing. Their projectile speed and damage are too low relative to their ammunition capacity. I actually have an easier time hitting things with Plasma Accelerators because the shots seem to have a wider hitbox and I can approximate my aim more closely after any misses using the brightly visible projectiles. I realize cannons are supposedly useful for damaging modules, but multicannnons - and especially corrosive MCs - do a much more consistent job of it.

Aesthetically, I really want to like cannons. However, they need either noticeably faster projectile speed or higher damage, or perhaps a moderated mix of both. Flashier hit explosions or some sort of tracer effect (the smoke is a bit too subtle) would also be nice.

NOTE: I know Engineering is a thing. I'm definitely planning to try out Engineered cannons eventually, but I think Engineering should be an improvement on baseline weapons which are already "good," not required to make a weapon worthwhile in the first place.

2. Railguns only going up to C2.

I'm currently flying a Vulture, DBS, and DBE. I grabbed the DBS because it was suited to using railguns when I wanted to try them out. And they're a blast. I'd love to fit a railgun on my Vulture to fill the void left by cannons (as discussed above), but it doesn't make any sense at all for the Vulture's limited number of hardpoints. It would be really nice to see some C3 railguns, and there isn't any immediately obvious reason why this couldn't be balanced appropriately.

3. The game wastes a lot of time.

Don't get me wrong; I'm fine with slowly-paced games and for the most part Elite's pacing is pretty great. However, I don't appreciate it when games waste time for no reason. For example:

Detailed Surface Scanner probes are way too slow!
I can already pace myself to minimize overlaps by launching them slowly; why do I need to wait so long for each probe to land? Even getting within 10ish Mm feels sluggish. Sure, it 'takes time for the probes to travel long distances,' but why can't they be faster? It's not like we can watch the probe land in detail; as far as the player is concerned they're just streaks of light. I'm fine with the time spent traveling between bodies, I'm fine with needing to scan upwards of 30 bodies in some systems, and I'm fine with needing to spend time chasing that efficiency bonus. It would be nice, however, to spend less time waiting for results once I get there.

Hunting for ships and parts is cumbersome!
Different ships sold at different stations? Fine. Different ships sold in different regions? Fine. Different parts for ships sold in different stations and regions? Fine. But this is a future in which FTL travel is a thing, so why can't I (at least for stations I've visited or systems I have trade data for) check a location's stock without actually traveling there? I know to look at High Tech systems for ship parts, but that doesn't really help the issue of looking for specific parts. It's still a coin-toss requiring you to actually travel there and check. I know this future has social media, so why is a similar network not in place when it comes to the economy?

Notoriety is just stupid.
To date, I have been stuck with notoriety twice: the first time, a police Eagle rammed into me at full speed without shields and blew itself to smithereens. The second time (currently waiting in an independent port) I clipped a Python with a few too many MC bullets and they subsequently got killed by a couple of pirate FAS. WHY AM I WAITING FOR 2 IN-GAME HOURS?! I support the concept of consequences, but I think penalties should ramp up as deliberate criminal intention becomes more established. If a player has a trend of legal behavior - trading, mining, turning in bounties/shooting down wanted ships, etc. - then initial notoriety cooldowns should be reduced. Something like 30 minutes for intermittent offenses should be reasonable, with time ramping up the higher notoriety goes and the more frequently notoriety is acquired. I would put more stock in the seriousness of the crimes if I couldn't simply switch to a different ship in the meantime.

I don't mind grinding. I don't mind waiting. However, I loathe the feeling of being unable to make meaningful progress toward specific goals either due to RNG (specifically materials) or lack of information-gathering tools (searching for ships, parts, material sources, etc.).

There are probably a bazillion other problematic things covered in much more depth by other posters at this point, but these are the things I personally have found most annoying thus far. That said, the game as a whole is great and I am thoroughly enjoying it; thank you!

o7
 
The thing that bugs me about ship parts is when a station sells a certain ship...and then doesn't sell critical core modules that fit it. It's also annoying when they have the module in question but NOT the grade you need. I've actually run into stations that have exactly four grades of a module I'm looking for but NOT the one I need. Given that we ultimately want either A grade or D grade, that should narrow it down if that wasn't clear.
 
It’s funny because the very righteous ForumDads who are likely to unleash a brutal torrent of abuse and scorn concerning “check your fire” and “situational awareness” - and how amazingly good they are at both - would be the first to complain if they were involved in a tiny shouting match with someone, who later got murdered by someone else, leaving them arrested for murder. They cannot see the disconnect between the two for some pompous immershun reason.
 
Re: Cannons: Its funny because just yesterday I was fumbling around with a new shipbuild and decided to put a cannon on it because its literally years since I tried one. Class 4 overcharged g5 oversized. The strongest the game has to offer.
After a few hours in a cz: Meh
The ammo runs out way to fast, the damage is okay (while it lasts) but not really impressive. In 9 out of 10 cases I can't even tell if I hit something because I cant see the projectile or the impact. At least the sound is fine, if it wasn't for that I had to check the ammo to see if that thing is even fireing. The cannon is now shelfed for the next year, replaced by a multi
 
Cannons are pretty garbage in my opinion as well. They do marginal damage compared to accelerators and offer no real combat benefits over accelerators.

As for module stock high tech systems typically have a wide range in stock. Li-yong-rui's systems have a wide range of equipment in stock as well with a 15% discount.
If you have reached elite in any of the 3 central pilot's ranks you get access to shinrata dhezra
Which has a station called Jameson Memorial that offers every module and ship in the game for 10% off.
If that still doesnt suffice for you use eddb.io to check station stock.
 
1) yes
2) yes
3) yes, but not for the reasons you say...there’s plenty of 3rd party resources that you can use to find ships and modules. Also I’ve never had notoriety in like 700 hours. You must’ve unleashed on that python lol
 
Yeah, +1

The game takes so long to get places, some of the other roadblocks FD has in place only serve to frustrate. And the module and manufacturer situation makes little sense; sure it's a game and that is the ED schtick of module hunting, but so unrealistically implemented along with unrealistic engineering (although recent changes to allow known blueprints anywhere and exchanging mats help), I really hate the implementation. I really think when FD got hung up on the Engineering thing it totally messed up how they could have managed ships and modules in the game and they can't let it go.

I don't mind travel time, but it is still the majority of my game-time. I'd like to at least be able to accelerate and decelerate faster in super-cruise.
 
Detailed Surface Scanner probes are way too slow!
I can already pace myself to minimize overlaps by launching them slowly; why do I need to wait so long for each probe to land? Even getting within 10ish Mm feels sluggish. Sure, it 'takes time for the probes to travel long distances,' but why can't they be faster? It's not like we can watch the probe land in detail; as far as the player is concerned they're just streaks of light. I'm fine with the time spent traveling between bodies, I'm fine with needing to scan upwards of 30 bodies in some systems, and I'm fine with needing to spend time chasing that efficiency bonus. It would be nice, however, to spend less time waiting for results once I get there

You don't have to wait for them to land. Launch your probes, leave the dss and start flying to the next planet you want to map or start the FSD jump to another system immediately, while the probes land. They will still land and map the planet if you're not in the DSS.

If you're like me and already know the pattern for 4, 6, 7, 10 probes, just quickly launch them and move on. Never wait for them to land again. It saves a TON of time.
 
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You don't have to wait for them to land. Launch your probes, leave the dss and start flying to the next planet you want to map or start the FSD jump to another system immediately, while the probes land. They will still land and map the planet if you're not in the DSS.

If you're like me and already know the pattern for 4, 6, 7, 10 probes, just quickly launch them and move on. Never wait for them to land again. It saves a TON of time.

Essentially this. Given a bit of practice you will probably memorize the probe pattern for the smaller planets. It is possible to launch all of the required probes from max range and turn to head to the next planet before ANY of the probes land (you do not need to wait until the probes land to launch more, you just need to wait until your DSS has another one ready). This becomes easier to do if you engineer the DSS for expanded probe radius, since you'll need fewer probes to scan a planet.

Could the DSS probes get their speed increased? Yeah, they could. Do they need a speed increase? No, not really.
 
The thing that bugs me about ship parts is when a station sells a certain ship...and then doesn't sell critical core modules that fit it. It's also annoying when they have the module in question but NOT the grade you need. I've actually run into stations that have exactly four grades of a module I'm looking for but NOT the one I need. Given that we ultimately want either A grade or D grade, that should narrow it down if that wasn't clear.

1) yes
2) yes
3) yes, but not for the reasons you say...there’s plenty of 3rd party resources that you can use to find ships and modules. Also I’ve never had notoriety in like 700 hours. You must’ve unleashed on that python lol

Cannons are pretty garbage in my opinion as well. They do marginal damage compared to accelerators and offer no real combat benefits over accelerators.

As for module stock high tech systems typically have a wide range in stock. Li-yong-rui's systems have a wide range of equipment in stock as well with a 15% discount.
If you have reached elite in any of the 3 central pilot's ranks you get access to shinrata dhezra
Which has a station called Jameson Memorial that offers every module and ship in the game for 10% off.
If that still doesnt suffice for you use eddb.io to check station stock.

Thanks for the responses and tips, guys. I am fully aware of 3rd-party resources, and I am already using them much of the time (especially when searching for places to sell off mining hauls). However, it gets tiresome either alt-tabbing or dealing with the Steam web browser (which is buggy as heck and not very responsive), so I find myself wishing I could just search for the damn information in-game. I'm sure it'd be less of a problem with a multi-monitor setup, but I don't have a ton of desk space at the moment.

It’s funny because the very righteous ForumDads who are likely to unleash a brutal torrent of abuse and scorn concerning “check your fire” and “situational awareness” - and how amazingly good they are at both - would be the first to complain if they were involved in a tiny shouting match with someone, who later got murdered by someone else, leaving them arrested for murder. They cannot see the disconnect between the two for some pompous immershun reason.

Re: Cannons: Its funny because just yesterday I was fumbling around with a new shipbuild and decided to put a cannon on it because its literally years since I tried one. Class 4 overcharged g5 oversized. The strongest the game has to offer.
After a few hours in a cz: Meh
The ammo runs out way to fast, the damage is okay (while it lasts) but not really impressive. In 9 out of 10 cases I can't even tell if I hit something because I cant see the projectile or the impact. At least the sound is fine, if it wasn't for that I had to check the ammo to see if that thing is even fireing. The cannon is now shelfed for the next year, replaced by a multi

Well, glad to know it's not just me on the cannon disappointment, and I'm certainly glad to know that even heavy Engineering investment doesn't really change them all that much. Time and resources saved, so thanks. Wish there were more of a reason to use them.

Yeah, +1

The game takes so long to get places, some of the other roadblocks FD has in place only serve to frustrate. And the module and manufacturer situation makes little sense; sure it's a game and that is the ED schtick of module hunting, but so unrealistically implemented along with unrealistic engineering (although recent changes to allow known blueprints anywhere and exchanging mats help), I really hate the implementation. I really think when FD got hung up on the Engineering thing it totally messed up how they could have managed ships and modules in the game and they can't let it go.

I don't mind travel time, but it is still the majority of my game-time. I'd like to at least be able to accelerate and decelerate faster in super-cruise.

What I wouldn't give for an autopilot across longer distances like the 50k+, 150k+, and especially 1mil+ LS supercruise trips...

You don't have to wait for them to land. Launch your probes, leave the dss and start flying to the next planet you want to map or start the FSD jump to another system immediately, while the probes land. They will still land and map the planet if you're not in the DSS.

If you're like me and already know the pattern for 4, 6, 7, 10 probes, just quickly launch them and move on. Never wait for them to land again. It saves a TON of time.

Essentially this. Given a bit of practice you will probably memorize the probe pattern for the smaller planets. It is possible to launch all of the required probes from max range and turn to head to the next planet before ANY of the probes land (you do not need to wait until the probes land to launch more, you just need to wait until your DSS has another one ready). This becomes easier to do if you engineer the DSS for expanded probe radius, since you'll need fewer probes to scan a planet.

Could the DSS probes get their speed increased? Yeah, they could. Do they need a speed increase? No, not really.

Yeah, I'm aware that you can launch multiple probes, and I'm aware you can leave before they land and still get credit. I do that regularly for the smaller bodies (1-8 probe efficiency targets), but where this change would be more helpful is on the larger bodies (18-22, especially ringed gas giants). It's annoying enough to find a good angle for beyond-horizon shots without hitting the rings, and on the larger ones it's more important to pace your launches to avoid too much overlap.

Obviously this feedback is composed of entirely "unneeded" changes in the sense that the game is obviously playable even without them... but to say they're unneeded kind of misses the point of the requests. It may not be critically important, but what gameplay benefit is there to keeping them as slow as they are? What would be lost by speeding them up? I reckon not much.
 
Well, apparently I can't edit posts, so to add onto the OP:

Another thing that stands out to me is the annoyance of swapping around ship parts, especially between ships. Just today I pulled my Corrosive multicannon off of my Vulture to stick on my shiny new Chieftain... and I had to switch ships, unequip it, switch back, and re-equip it. I understand that the UI needs some compatibility with controller setups (and I use a hat switch myself), but it'd be nice to get the process streamlined a bit to involve less steps and animation-induced waiting. Just let me swap parts between ships from the menu, please, even if the ships have to be at the same station to do it.

I saw a post somewhere else (can't remember the thread) asking for saved loadouts... and I really REALLY want something like that now that I'm expanding my shipyard a bit more quickly.
 
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