High Tech systemsJust by looking at the nearest 4-5 stations it looks to me like Industrial economies. But that's only conjecture.
High Tech systemsJust by looking at the nearest 4-5 stations it looks to me like Industrial economies. But that's only conjecture.
Totally agree. But after so many years, I'll take a sledgehammer over the nothing I expected.You know what the sad thing about all this is? The acceleration "issue", is only a problem past 100c, and they could have easily fixed that by adjusting the post-100C curve up a little higher, so it accelerates/decelerates is a bit crisper, but leave the below-100c curve alone because it was just fine.
I actually posted this in the suggestions along time ago, along with the calculations of precisely, when the curve's diminishing returns kicks in, which is 100c. A slight tweak in the supercruise engine and that's all that would have been needed. But no, they had to up and reinvent the wheel.
It's so frustrating to take the time and try to use a scalpel to solve a problem, only Fdev to come in and use a sledge hammer.
Speaking of Colonia? Are they available in that area?That very much depends on what you're using it for, so it'll have to be judged case-by-case anyway.
Sol->Colonia? No chance.
noSpeaking of Colonia? Are they available in that area?
When my friend was at 200C in cutter I was at 700 in krait.
This makes two things:
Im sure you can be interdicted or the PvPers would be on here spitting their dummy's out.Does anyone have any definitive testing on the interdiction mechanics? I know that you can't engage the SCO while being interdicted, and I heard on a stream the statement that you can't interdict while SCO is engaged, but I've also read somewhere else that you can.
There's a difference between being able to, and pulling it off.Im sure you can be interdicted or the PvPers would be on here spitting their dummy's out.
O7
Not to mention that if you see a dot coming up from behind you quickly, it might actually be better to slam on the brakes, and drop to sublight and let them speed past you by a week and a half. Then go on your business.There's a difference between being able to, and pulling it off.
For a player ship with a regular FSD to execute an intercept maneuver against a ship moving 10-20x their speed... that would take some serious skill, far more than it previously took to interdict players. Am I wrong in thinking this?
I was curious about a player ship with a SCO using it to match speed with its target, and if it's even possible to use the interdictor while in SCO, but now I realize the question is moot. You can't really set target on the other ship because of the control interference, can you?
Targets are going to be most vulnerable during the cooldown phase. Interdicting is going to be now a cat and mouse game about knowing when to stop and when to keep going, and resource management. I'm really curious what PvPers can achieve under these new circumstances.
Overall, I love this meta shake-up.
So, reactivation of the SCO has a cooldown (though, i can't see it anywhere in the display). That might just be indicating the ship can't activate it at that time.Now this is interesting, "Overcharge Signature Fading":
View attachment 389118
I was usually intercepted on braking towards the target, I need to stop and I brake, the enemy doesn't need to brake and he catches up with me.There's a difference between being able to, and pulling it off.
For a player ship with a regular FSD to execute an intercept maneuver against a ship moving 10-20x their speed... that would take some serious skill, far more than it previously took to interdict players. Am I wrong in thinking this?
I was curious about a player ship with a SCO using it to match speed with its target, and if it's even possible to use the interdictor while in SCO, but now I realize the question is moot. You can't really set target on the other ship because of the control interference, can you?
Targets are going to be most vulnerable during the cooldown phase. Interdicting is going to be now a cat and mouse game about knowing when to stop and when to keep going, and resource management. I'm really curious what PvPers can achieve under these new circumstances.
Overall, I love this meta shake-up.
It's a bit of a misnomer here, yes a gain of 5-10 minutes or more but it's time in essence as a percentage. Either you spend 1 minute flying or 10, I think the translation will work correctly.I don't like it, too many downsides.
I don't want to sacrifice modules and shield boosters for putting heatsinks and extra fuel tanks just for saving 5-10 minutes in some trips.
On the other hand all existing engines can't be redesigned like that, it would make the Supercruise Assist (module) unnecessary.Also flew around and I have just one question for the developers (wish there was an answer):
Did I understand correctly that this is just a prototype, and after some time this function will be equipped with ALL FSDs in the game ?