I love E:D But really?

Just saying that although the result of a single boost is mediocre, the ability to boost so often gives it an advantage when chasing stuff.

Not while the stuff you are chasing is a player ship.

You are looking at the wrong numbers. The thing to test is the following:
Set FA off, boost in one direction, turn around 180 degrees and boost again.
A ship with a strong boost like the FDL will accelerate to full boost speed in the opposite direction using only a single boost. The Krait will take 2 or 3 boosts to do the same. Sure, you can permaboost with only 2 ENG pips, but 1 boost won't even slow you down fully, you will keep drifting backwards. That's why you cannot tail ships like the FDL, Viper etc . You will keep wasting boosts on just turning around while not really going anywhere.

But testing it in an actual combat situation is worth 100 times more than just looking at numbers.
 
Elite Dangerous' player base is already established, and a small trickle of money from purchasing new licenses doesn't sustain a game that needs maintenance.
That's not what Frontier's official financial publications say.

New base game purchases are by far the most significant source of income; despite increasing PDLC [2] income by around 7x [3] in November 2024 compared with the pre-March 2024 baseline the overall impact on the game's revenue was much smaller. It's very unlikely that more than 15% of Frontier's income from Elite Dangerous comes from PDLC even now, it's essentially mathematically impossible that more than 10% of their income in March 2024 did. (And that includes the Odyssey purchases, Arx will be some subset of that)

The publicity (broadly) impact on new game purchases from Powerplay 2 - even though most of those really new players probably never got as far as signing up for a Power! - was a far more significant income generator than the Mandalay (or PP2's minimal extra cosmetic options).

[1] A term they use elsewhere to cover Arx and Odyssey income combined
[2] One measure of just how insignificant this was: Frontier focused very heavily on the multiplier of the increase, and provided no direct statement of how much that actually meant in £s in the bank. It's possible to infer an upper limit (and not a high one) from other information they did publish.
 
That's not what Frontier's official financial publications say.

New base game purchases are by far the most significant source of income; despite increasing PDLC [2] income by around 7x [3] in November 2024 compared with the pre-March 2024 baseline the overall impact on the game's revenue was much smaller. It's very unlikely that more than 15% of Frontier's income from Elite Dangerous comes from PDLC even now, it's essentially mathematically impossible that more than 10% of their income in March 2024 did. (And that includes the Odyssey purchases, Arx will be some subset of that)

The publicity (broadly) impact on new game purchases from Powerplay 2 - even though most of those really new players probably never got as far as signing up for a Power! - was a far more significant income generator than the Mandalay (or PP2's minimal extra cosmetic options).

[1] A term they use elsewhere to cover Arx and Odyssey income combined
[2] One measure of just how insignificant this was: Frontier focused very heavily on the multiplier of the increase, and provided no direct statement of how much that actually meant in £s in the bank. It's possible to infer an upper limit (and not a high one) from other information they did publish.
Thank you. Way too many posts that appear to assume that the player base remains static and income from Elite would be nil if it wasn't for continued sales of Arx.

Makes their decision to increase shop pricing to rival that of pharmacies, petrol station and airport shops all the more puzzling, unless this is the result of it.
 
Makes their decision to increase shop pricing to rival that of pharmacies, petrol station and airport shops all the more puzzling, unless this is the result of it.
Curiously, looking at the graph they provided of PDLC income, the pricing change itself didn't appear to alter income at all - the effect of more people deciding not to bother with a purchase appears to have cancelled out near-exactly with the extra income they got from people who bought anyway. The increases largely seem to have been from the ship releases (could be either directly or by encouraging Odyssey purchases, hard to say)

It may well have been helpful for comparative stuff: if an early access ship is worth 2-3 paints, that makes it look better than it being worth 4-10 paints.
 
And if it's not, other factors might take precedence. 🤷‍♂️

It's a bit silly to assert that something is objectively inferior based on subjective criteria.

I was talking about objective, empirical data, not subjective criteria.

No other factor takes precedence when you're shooting your own team in the foot by choosing a ship which is objectively bad for the job.
 
It's a bit silly to assert that something is objectively inferior based on subjective criteria.

I don't think this is silly. Indeed, it's probably unavoidable. Dig deep enough and the 'why' is always going to be subjective.

There is no objective way to determine what someone's goals should be, at least without many arbitrary and subjective qualifiers, but the best ways to satisfy those arbitrary criteria can be analyzed objectively. It's the whole doctrine vs. strategy thing. Doctrine is often derived from subjective value assessments, while the optimal strategy to advance doctrinal goals is going to involve the application of sciences that can be tested empirically.

If you don't give a damn about organized wing PvP the question of what ships are most or least advantageous in organized wing PvP is utterly moot...which is not at all the same as the question not being answerable.
 
I buried the idea of putting Azimuth modplasmas on it after 5 minutes of playing around in EDSY…
When I bought my Cobra Mk V, and before fully stripping and selling my old Cobra Mk III (sad face), I transferred my two class 2 Azimuth modplasmas from that ship over to the Cobra Mk V. I’d been using them very successfully on the Mk III for a couple of years, and on the Mk V they are also excellent. Power management with priorities set thoughtfully is extremely important, as I’m sure you noticed from playing around in EDSY. But I’ll venture to say that 5 minutes was probably not enough time there.

Pips need to be Sys 1.5, Eng 1.5 and Wep 3 when commencing an attack run. Flip them back to favour Sys and Eng during recovery (as usual), and then repeat. From my EDSY build here (and in my sig) you can see how much power I have and which non-combat modules are automatically disabled when hardpoints are deployed (by being set to priority 4). You can also see my speed of 454/642 and jump range of 51 ly are pretty decent for a multirole/light cargo/combat explorer. The class 4 thermal resistant bi-weave shields are more than adequate too. The class 1 lightweight missile rack is for air-to-ground attack, and to support the modplasmas when enemy shields drop, both class 1 overcharged multicannons have corrosive shell (because symmetry!).

Edit: module class correction
 
Last edited:
I was talking about objective, empirical data, not subjective criteria.

No other factor takes precedence when you're shooting your own team in the foot by choosing a ship which is objectively bad for the job.
objectively bad for wing PvP perhaps..... but not all tools are good for all things.

That said i am struggling to find a genuine use for the Asp Scout which isnt objectively better in a different ship. (and i even used one for a few sessions to try to find a niche for it)

But the krait.... if you want a semi decent multirole which is still enjoyable to fly but also still has an SLF bay.... then the krait mk2 is a solid choice.

its not the one i made as the krait was not about when i filled that role., i try to have 1 ship for each role i have in game and i already have a FGS for that job (even tho i think maybe the krait will be better).

i specced mine for fighting Thargoids and it seems fairly capable for that. Perhaps others are better but i just dont find the massive ships fun when pew pewing
 
Last edited:
When I bought my Cobra Mk V, and before fully stripping and selling my old Cobra Mk III (sad face), I transferred my two class 2 Azimuth modplasmas from that ship over to the Cobra Mk V. I’d been using them very successfully on the Mk III for a couple of years, and on the Mk V they are also excellent. Power management with priorities set thoughtfully is extremely important, as I’m sure you noticed from playing around in EDSY. But I’ll venture to say that 5 minutes was probably not enough time there.
Sure, I could make it work (figured all the what-s and how-s out in that 5-minute tinkering session), but not in a way I would prefer to run my ship: Armoured power plant for lower temps and more damage resistance and 2 class 4 Guardian shield reinforcements (these work really, really well with biweaves, especially on ships that have low(ish) shield strength). I might do a specialized modplasma build for fun, but my everyday C5 would need to have too much compromizes in other areas that I personally find more important🙂
 
Back
Top Bottom