Oh, men of little faith!
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.
Oh, men of little faith!
.... (BLINKIN HUGE IMAGE)
There's been a few things I noted when browsing the store the last few weeks in order to figure out what to get next for my Cobra 5... packaged items seem to be back i.e. you have to buy a much more expensive pack to get access to specific skins (remember the old packs of 6 paints in a pack, but worse), as well as kits coming with much fewer parts now.perhaps esp when you get a "free" ship kit with the premium cash ship variants
There's definitely different things that earn different levels of Arx from my experience even between both clients. I played Legacy every now and then but it's become more difficult, perhaps also because they seem to have implemented a mechanism that offers diminishing returns if you perform the same activities (like buying/selling ships and modules at high prices). I don't have any real evidence though, just based on observing what my in-game activities would yield in either client.i keep meaning to install legacy to try an experiment. i think i noticed you seem to gain a fair few arx by trading up and down materials with a materials trader.
am wondering if it would be worth logging into legacy, not playing it but just trading up and down all my materials to get 400 arx, at least until i exhasut my bags.
Not even sure why they still bother with the 400 Arx per week (I'm aware you can get 800 if you include Legacy, but barely anyone will take advantage of that) - especially since most activities that I engage in seem to not yield all that many Arx at all these days - I really struggle to reach the weekly threshold despite playing several hours a week.
The neat thing about them is that they add a flat rate to the base shield strength (normal boosters add a multiplier), so the less pre-boost shield a ship has, the more you gain vs. a heavy-duty normal shield booster. And then add the resistances from normal boosters, and that 200 MJ flat boost becomes something like 600 effective MJ on a biweave build! All the while taking less power than an A-rated normal shield booster.This is interesting. I’ve never tried guardian shield reinforcements. Might give them a go.
It used to be the same for me but lately it's been extremely slow going. I do much less mission grinding though - in fact none at all - I did spend lots of time with PP2.0 early in the year (until I got bored of the hamsterwheel and unpledged), then moved on to Colonisation, got bored of that too.You missed me with this one. No matter what I do I always cap my weekly ARX. It just naturally happens without even thinking about it.
I only had a temporary interest in my Arx balance, as I wanted to get a second skin for my Cobra 5 (already purchased MNB when I got the ship, begrudgingly as MNB isn't worth 10k Arx but it still looks better than the default lame-blue paintjob), ideally without buying more Arx packs.my take on it was mostly that the value of an individual ARX has demonstrably decreased significantly since launch, whilst the 400 hard cap had remained.
so now the suggestion is it is barely worth bothering with the 400, or 800 if using legacy "free"
and then with a side helping of if you do the same thing over and over - which one may have done to max out legacy arx ASAP had since stopped being as effective.
of course that was just my take, maybe i am reading too much into it. the 1st line however is objectively true.
whether the ARX comes slow or fast does depend on what you do. Colonisation for instance esp if using a fleet carrier earns barely anything at all.
Sorry. Send me an invoice for the screen burnout and I'll take care of it.there is a "thumbnail" option you know ....
The question I have for you is how fast? At the moment with my two thermal resistant shield boosters and one resistance augmented shield booster, my thermal resistant class 4 bi-weave rebuilds from collapse in 61 seconds with four pips to SYS. What sort of comparative shield rebuild time could I expect with say, one class 4 guardian shield reinforcement installed in addition to the above (or without the boosters if that helps)… if we were sitting in a pub roughly estimating on the back of a beer coaster?…and it regenerates fast.
It'll add about a minute.The question I have for you is how fast? At the moment with my two thermal resistant shield boosters and one resistance augmented shield booster, my thermal resistant class 4 bi-weave rebuilds from collapse in 61 seconds with four pips to SYS. What sort of comparative shield rebuild time could I expect with say, one class 4 guardian shield reinforcement installed in addition to the above (or without the boosters if that helps)… if we were sitting in a pub roughly estimating on the back of a beer coaster?
I know I could run it through EDSY, but this seems rather more fun.
Yeah I think my issue is that having a multirole build in a small ship, I’m limited in slots which I need for other things (cargo), so I’m more inclined to rely on traditional boosters in utility slots. I also don’t want to increase my shield regeneration/rebuild time if I can help it.Yeah, I kinda agree.
I aim for at least 3 hull and 3 module (one big and 2 small just for the % reduction) reinforcements before I start looking at the GSRPs, as I think they’re more useful, so there aren’t many builds where I have enough space to bother with them.
Yep. And if you look at 4D GSRP it only adds 182 MJ to shields. Why use up a module slot when you can just boost out of the fight for a few seconds to regain that 182 MJ with pure regeneration.Yeah I think my issue is that having a multirole build in a small ship, I’m limited in slots which I need for other things (cargo), so I’m more inclined to rely on traditional boosters in utility slots. I also don’t want to increase my shield regeneration/rebuild time if I can help it.
Yep. And if you look at 4D GSRP it only adds 182 MJ to shields. Why use up a module slot when you can just boost out of the fight for a few seconds to regain that 182 MJ with pure regeneration.
Yikes. That is an issue then , because as much as ED had a good player boost from Ascension and then Trailblazers, there are now three issues which means that is going to be hard to repeat for 2025/6:New base game purchases are by far the most significant source of income;
The question I have for you is how fast? At the moment with my two thermal resistant shield boosters and one resistance augmented shield booster, my thermal resistant class 4 bi-weave rebuilds from collapse in 61 seconds with four pips to SYS. What sort of comparative shield rebuild time could I expect with say, one class 4 guardian shield reinforcement installed in addition to the above (or without the boosters if that helps)… if we were sitting in a pub roughly estimating on the back of a beer coaster?
I know I could run it through EDSY, but this seems rather more fun.
To be honest, rebuild and 50-100% recharge times are completely irrelevant to me. All that matters in the way and for the purposes I build my biweave PvE ships is recharge rate (in MJ/s) and effective shield strength after resistances.It'll add about a minute.
IMO guardian shield boosters are a waste of a slot most of the time. One exception would be if you're going for a very specific amount of shield strength to deal with a specific scenario. For example if you take a high threat pirate assassination mission where you'll be fighting a heavily engineered FDL + 3 Vultures. Once you do enough of those missions you'll get used to how quickly they break your shield. Maybe you need just a little more MJ for the shield to not break during that specific fight.
Otherwise if you have a shield tank build then the shield reinforcement isn't going to add much. And if you're going to for high-resistance low-raw-strength build (most small-medium ships) then that extra shield strength is running counter to your build.