Consumer Report: DON'T BUY AN EAGLE!

That isn't what i mean by stranded.

The jump drive is physically incapable of leaving these four star systems, all the others are too far away for it.

Even with zero cargo and full tank?

The Eagle (and the viper I expect) are pure combat machines. It's no winder it doesn't have the range of the sidey which is a long range scout.
 
Can anyone confirm selling guns let's you go further? I have 4 and have thought maybe that's stopping me. But I like the set up too much to sell.
I could definitely go further with my Hauler after I got rid of the laser.
Weapon size probably matters as well. On my Viper I currently have two class 2 and two class 1 pulse lasers, and I still have good range as far as I can tell. I don't have any other equipment installed yet however.

If I were to guess it would be that a ship's range is limited by its total tonnage; cargo, equipment, weapons, everything that weighs something. The more it weighs the more it limits your range.
 
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I went from my little 'sidewinder', then - 'eagle', now - 'hauler'.

Hauler is a nice enough ship with a good cargo bay. I tend to use the Bulletin Board at the moment more than the markets, very useful, get some good runs (dels). Always put a little other stock in to take along for the fuel money, sort of works, not always,

But at the moment its getting into it, I think, like many, I just need to get to know the routes better, it shouldn't be too bad. Just have to write things down as my memory is terrible.
:)
 
Even with zero cargo and full tank?

The Eagle (and the viper I expect) are pure combat machines. It's no winder it doesn't have the range of the sidey which is a long range scout.

Well they better fix it, because if deciding to fly a combat ship renders me unable to play, that is the sign of something inherently wrong with the game design. (especially since they expect you to fly 10ly+ for most combat missions)

Though i have not been on since they released a patch somewhere around noon, maybe they already fixed it, because i'm sure they weren't intending this.
 
Eagle troubles aside (funny, by the way!), I wholeheartedly agree with this.

Now, FD has said before, waaaay back in one of their dev diary videos, that the intent is to make all professional as equal as possible. So far this has not been the case.

For the longest time it's been combat trumping trade. You could make crazy cash in prior builds by just farming out NPCs at conflict zones or resource extraction sites.

Now we have the opposite situation where trading is super strong and bounty hunting is way sub-par. (and piracy is so worthless as to not even be worth a mention).
I find it really illogical that trading legal goods without risks or much market analysis has such a high profit margin.
This was a big flaw in the previous Elite games and I don't want ED to follow this route. IMO only risky things or having analyzed the market should make high profits. Alpha 4 had the balance right.

Getting rich and more importantly staying rich should be a rare thing and not the norm.
 
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I find it really illogical that trading legal goods without risks or much market analysis has such a high profit margin.
This was a big flaw in the previous Elite games and I don't want ED to follow this route. IMO only risky things or having analyzed the market should make high profits. Alpha 4 had the balance right.

Getting rich should be a rare thing and not the norm.

Yes I posted a thread Slow Market Forces cause Exploitable Trade Routes about the problem of high profit trade routes of which the demand and supply barely changes. I think players grind the same high profit trade routes till they have millions of credits within 24 hours of playing.
 
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There most certainly is something wrong if decking out your ship with modules and weapons gimps it out of jumping between systems.

Games without progress tend to fail. In a game like ED getting the next ship is progress. Getting more firepower is progress. Shorter jump when upgrading ship is not progress.
 
There most certainly is something wrong if decking out your ship with modules and weapons gimps it out of jumping between systems.

Games without progress tend to fail. In a game like ED getting the next ship is progress. Getting more firepower is progress. Shorter jump when upgrading ship is not progress.

Not so sure about your analysis. Could be an interesting mechanic to leave ships more vulnerable over/before/after making long hyperspace jumps, before they refit their weapons.

Necessitates some careful thinking if one is carrying valuable cargo, or trying to get somewhere 'special' for whatever reason... and may create some nasty bottlenecks to get through.

The balance may need tweaking, however... it's still early days in the fuel/weight/hyperdrive/supercruise experiment ;)
 
NOW ABOUT THE EAGLE

Ive been wanting one of these since i backed a while ago, not my final cup of tea, but a sleek vessel focused around combat that would make a wonderful start to a budding mercenary career. After buying it, and fitting it with pulse lasers, i decided to take on another of those courer missions, since my bank acount was hovering around 400 credits (300 after i accidentally violated a no fire zone) and the courier missions are easy and pay well. That is when i learned that the eagle has the most worthless frameshift drive in the universe, thus leaving me stranded on a metaphorical island consisting of 4 star systems, none of which happen to be my delivery destination.

Additionally, its power plant requires a buff. You can't even deploy 3x class 1 gimballed burst lasers without overloading it. I understand that more than one rail gun should not be viable on an Eagle, but 3 lasers, come on.
 
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I went from my little 'sidewinder', then - 'eagle', now - 'hauler'.

Hauler is a nice enough ship with a good cargo bay. I tend to use the Bulletin Board at the moment more than the markets, very useful, get some good runs (dels). Always put a little other stock in to take along for the fuel money, sort of works, not always,

But at the moment its getting into it, I think, like many, I just need to get to know the routes better, it shouldn't be too bad. Just have to write things down as my memory is terrible.
:)

Same story here.
I'm currently using this tool to help me with trade routes.
 
Not so sure about your analysis. Could be an interesting mechanic to leave ships more vulnerable over/before/after making long hyperspace jumps, before they refit their weapons.

Necessitates some careful thinking if one is carrying valuable cargo, or trying to get somewhere 'special' for whatever reason... and may create some nasty bottlenecks to get through.

The balance may need tweaking, however... it's still early days in the fuel/weight/hyperdrive/supercruise experiment ;)

I totally agree, carefully planning out your fit to acomplish certain tasks is part of the fun, and removing modules to save on fuel or increase range should certainly be a factor in long range exploration (assuming your ship isnt good enough) but when you need to remove the weapons from a combat vessel to reach your combat mission then maybe the ship is just a pile of garbage eh? :p

either way i restarted my save, none of the stations on my little island had sidewinders for sale so i scrapped the whole ordeal.
 
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