Horizons DBS is now worthless

You just need to adjust a little.

It's not ruined at all. In fact I'd guess you would experience the same problem in any other ship if you took the same approach (medium build on both hull/mass and shield recharge/size - resulting in neither agile nor tanking staying power).

I really love mine right now.

It recharges at the same rate, it's just that with boosters there's more to recharge which means it will take longer for the shields to get back online once they're down because they need to reach a certain percentage of the total before that happens. This is nothing new. Cheers

Heh, I tend to turn boosters off on my Vulture when the shields drop so they are back up faster - even if that means they are back up much lower once I turn them back on. Don't think it's very viable to distract yourself with that on bi-weaves though ...?
 
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The Diamondback Scout has always been a hard fit for any job but maybe smuggling and light combat. It on the positive side it had good jump range, a decent weapons load out that combined with very good speed and maneuverability that made it fun to fly. On the down side it had very limited internals that meant you couldn't carry much cargo and were always working the load out to maximize the mission. A bit of a pain to manage but the ship was a blast to fly with plenty of power on tap to keep everything running full blast. If you got in a fight and lost your shields you could always put 4 pips to the shields, 2 to the engines and continuously boost yourself out of trouble.

When you lose your shields you shouldn't put 4 pips to System since it does nothing to help you at that point. Yes, you will gradually lose your Sys cap as it tries to turn them back on, but you definitely don't need 4 pips. 4 pips is for when your shields are up and you want extra strength under fire. As far as it being a pain to fit for any purpose, I agree with that and is why I don't ever use it. I just found the ship mediocre overall.

Well not anymore. For some reason FD decided to nerf the power plant or distributor and the net result is not pretty. When you deploy the weapons you had better have the cargo hold and other things on low priority for starters. I got in a few matches tonight with some Harmless and Mostly Harmless NPCs and they were no problem. I got into it with 3 other times with Competent NPCs and had a bit of a workout with them. Pip management was important as I took them down. They gave a decent fight (I'm not the galaxies greatest fighter pilot) and I enjoyed it. Then came the first Master NPC... Not sure what it was as it took down my shields on the first pass and I struggled to get out of there. I didn't realize what was going on until I ran into my last opponent, who was a Master in a FdL. Both of these masters jumped me in a threat 0 Encoded Emissions USS (Threat 0) and both took my shields down on the first pass (I'm running 2 of the OA shield boosters and a 3A shield) as I was trying to get a lock on them and see what they were. The last one came close to blowing me up as I had no shield and tried to put 4 pips to them and boost like I always did. I took a lot of damage before I put 4 pips to the engines and got out of there which was a real struggle because even with 4 pips the engine capacitor takes longer to charge now. The ship just can't stand up to anything meaner than a competent NPC now that the power management is toast.

This is the power distributor change, the power plant didn't get any changes. I wouldn't have even noticed tbh, since I haven't flown the ship since before 2.0, which is what they changed it back to... and I believe it's for all ships. Did you try silent running? If there's one thing the DB line was good at, its heat management. Maybe try and see if you can build around that idea instead. Send a PM to Ziljan, he loves these ships and finds the AI to be easy, he might be able to help you.
 
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All the ships have had a rebalance on their Power Distributors.
The DBS hasn't been disadvantaged at all. Well, no more than any other kind of ship.

It's still the best one with the 2 med & 2 small load out. Best agility, heat management, and great weps placement. Not to mention the 4 utility slots. Build it light and get good boost speed, build it tanky without shields and run her cold, or stack shield boosters and give it solid shields. Versatile little ship. Great at small item smuggling, salvage runs, and planetary landing missions.
 
Mod the DBS then? You should be able to get >25LY in a non-armoured combat build, with > 500m/s boost speed and some wicked, wicked loadouts onto it.

The original reason I bought one was to get to a place quickly with some guns. Once you get to 20LY range the pain of moving around the galaxy is less of an offset than the ability to bring big shields and big guns. I'm still keeping the DBs and I'll mod them eventually (those low grade mats have to used somewhere), but they are last in the line.
 
Flushed a lot of time down the tubes as I got rid of the gimped DBS and picked up an Asp Scout. Decent maneuverability and jump range, better internals and cockpit views, and, best of all, no gimped power system!

Speed is kinda sucky but I can fix that. Unless they gimp the dirty tuning... Which I fully expect.
 
Sorry for a possible derail, but I think that the Scout series and their sibling Explorers need a bit of a rework.

The Scouts should remain what they are but have their FSD capabilities swapped with the Explorers. That way, the Scouts have the range to... scout, while the Explorers, now less range worthy, are able to actually bring exploration equipment. The idea that scouts have less legs than explorers is bizarre.

To Scout WHAT?

What is the "scouting" task in this game? Fly to the system next door, look around for... something.... and fly back?

There's no "scouting" in Elite. It's just the name they gave the ship. And like all nice toys, eventually FD realizes people like it too much, and slap it down to mediocrity.

It would break up the geometric progression of more money to get better at everything ships. In the "real world" that we are trying to emulate, you don't just keep going for bigger is better, you optimize the vessel to the task. Exploration is a form of scouting, but most people don't use the Scout class ships because an Explorer of the same general class is better in every way.

My wish to flip the FSD between the two would make a viable choice between having more Internals and having longer range.
 
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The distributor nerf hitted the DBS pretty hard.

Nerf or restore to original when accidently buffed.

We3 had the higher values for what 2 weeks, and people cling to them like they have been high since ago dot, and only suddenly reduced without expliantion
 
Nerf or restore to original when accidently buffed.

We3 had the higher values for what 2 weeks, and people cling to them like they have been high since ago dot, and only suddenly reduced without expliantion


Past, future, doesn't matter, what's matter is that small ships when boosting have a very short burst of speed, now that they can't boost all the time it means that ships that are supposed to be slower than them are faster now, it's not normal
 

El Dragoon!

Banned
Err... your in a ship that was really designed as a cheap long range scouter, not a combat ship. Couple that with the fact you were fighting against high end combat ships and you managed to survive, I think the DBS is doing exceptionally well.

DBS was made popular for its silent running mechanics and relatively good firepower/maneuverability for its size and price. And it still is a good ship.

But you are punching way above your weight class, and the fact that you are still alive is a good testament for the DBS.

The big problem is that pre 2.1 anyone, even in a sidewinder, could take on ANY ship in the game and expect to win relatively easily. People need to move beyond this mindset.

If your in a viper/dbs/cobra/eagle taking on an FDL, you should feel scared, you should be outclassed, and winning should be difficult.




your point is invalid , when a vulture can do 20ly
 
Past, future, doesn't matter, what's matter is that small ships when boosting have a very short burst of speed, now that they can't boost all the time it means that ships that are supposed to be slower than them are faster now, it's not normal

Was boost something that was supposed to be continuously on tap for small ships?

My point was it was not a nerf, but correction of a mistake taking things back to how they were before the mistake.

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your point is invalid , when a vulture can do 20ly

How does that make his point invalid?
Jump range was not discussed in his points that he raised

The jump range of a vulture or any other ship does not change the what Vindicator Jones said about the DBS
 
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Nerf or restore to original when accidently buffed.

We3 had the higher values for what 2 weeks, and people cling to them like they have been high since ago dot, and only suddenly reduced without expliantion

I had the DBS much earlier and I didn't think it was that as bad as it is now. I bought this one just after 2.1 and I see no reason to change it. I put a few upgrades on it and now it is a piece of trash. I hate the fact they keep buffing and nerfing crap, but when you spend time doing the upgrades to a ship and suddenly they just change things that really wastes my time.
 

Deleted member 115407

D
Love my DBSs... I have one I use for a long-range ferry, one I use as a ground attack platform, and another for local systems scouting.
 
Not sure about power plant, but ALL distributors got "nerfed" so that engines/systems are back at pre-2.1 levels.

DBS still a capable ship, but it's best if you learn how to make use of it. One of the best heat profiles in a game? Fit it with two C2 rail guns and for the C1s use missiles. Not something that can hang around for ages until it's got a few important mods/effects, but for a ship to do well, take advantage of its strengths.
 
The DBS was not nerfed all power distributors were dialed back to pre 2.1 because the AI was dialed back, you lot can't have it both ways, I'm actually glad the fixed the PD it was overpowered on every ship now it,s just right. fdev are trying to bring balance to the game as a whole try seeing the bigger picture not just your own cockpit.
 
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I'm actually glad the fixed the PD it was overpowered on every ship now it,s just right.

No it's not, some ships can boost all the time, some ships have a very long burst of speed after a boost, some ships cumulate these two advantage.

and some has none of theses, like every small ships including the DBS
 
No it's not, some ships can boost all the time, some ships have a very long burst of speed after a boost, some ships cumulate these two advantage.

and some has none of theses, like every small ships including the DBS

i'm not sure about the game mechanic here ... but what defines boost distributor draw of a build - thruster class? ship mass? many ships have a 3a power dis, but some can boost permanently (or do i make that up in my mind?)?
 
still my preferred combatzones ship.

far from worthless.

shields are not really its strenght (yes, it misses some MJ to stand the a-punch of a "heavy" combat ship), but with bulkheads, 1 pointdefence, a small hrp it gets really "hard".

its speed and manouverability should allow you to stay out of enemies firing arc. i recommend flying an eagle for some time again, and than getting back into a DBS.

Surprisingly good and tough little sh&#t. I have more concern about having a DBS in my @ss than a Python or a Clipper.
This one is something you'd rather not underestimate.
Just thinking about buying one.
 
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i'm not sure about the game mechanic here ... but what defines boost distributor draw of a build - thruster class? ship mass? many ships have a 3a power dis, but some can boost permanently (or do i make that up in my mind?)?

The major factor is the ship design in itself, for exemple an ASPe who's supposed to be a multi-role explorer can boost all the time with a very long burst of speed, but a fighter like let's say an FdL have a medium duration of boost and can't boost all the time on top of it.

It seems that the cost in distribution is not the same. It's either an error in the design or a designer choice (which doesn't make any sense)
 
i'm not sure about the game mechanic here ... but what defines boost distributor draw of a build - thruster class? ship mass? many ships have a 3a power dis, but some can boost permanently (or do i make that up in my mind?)?

You could boost indefinitely before the latest patch with the distributor nerf. As far as I am aware, boost draw is a constant for each ship. You might be able to achieve indefinite boosting using the right distributor mod, but I can't comment because I focus on overall recharge or weapons based distributors.
 
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