We've all found ourselves trying to push our builds to the extreme. Whether it's trying to get the G5 low emissions + thermal spread to work with as much power overhead as possible, or, in my case? Trying to get the AX Cutter Shield Tank with G5 overcharge + monstered to maintain 8A Prismatic shield, SCBs, boosters and as many Guardian weapons as possible. Not to mention, 3x heatsinks and 1x caustic launcher.
A tiny little change in gameplay may make or break that dream build. Right down to the Megawatt.
For a minute there, it was looking as if I'd need to ditch another booster for a measly 1.13MW (thereabouts) of deployed power, but then? I remembered and suddenly concluded, "Hey! Why don't I add a slightly more thirsty module to the ship and put myself even further into power deficit?
That said? My new thing for these sort of builds is a No Life Support build... Well, kind of. Many already know that placing your life support low in priority (higher value) is one of the good ways to settle reduced power scenarios due to power plant damage, but many don't consider aiming to go without life support in the combat zone in the first place!
That said? I now rock a A-rated life support for the extra 20 minutes of uptime. This places me even further into deficit, but not "deployed" deficit. So I now set my life support priority to that of a cargo rack or fuel scoop (priority 5) to trim 1MW+ of power, in order to get me back down to 99% If, for some reason in an AX conflict zone (or the like) I need more O2? I can simply retract my weapons, wait a few seconds, then redeploy them.
I also prefer this from an immersive standpoint, as playing this way reminds me of those bits in Halo Reach, where you spacewalk and fly the Longsword and all you can hear is the atmosphere of your helmet/ cockpit and everything else was muted and muffled. It's not 100% space accurate but adds a certain "spaciness" to the gameplay.
Meet the no life support AX Cutter (in case you want to hear/ not hear the sounds)
Source: https://youtu.be/YJZk7T1UuXY
My build (differs slightly on Coriolis since modified shards aren't listed there and are slightly steeper in power draw):
s.orbis.zone
A tiny little change in gameplay may make or break that dream build. Right down to the Megawatt.
For a minute there, it was looking as if I'd need to ditch another booster for a measly 1.13MW (thereabouts) of deployed power, but then? I remembered and suddenly concluded, "Hey! Why don't I add a slightly more thirsty module to the ship and put myself even further into power deficit?
That said? My new thing for these sort of builds is a No Life Support build... Well, kind of. Many already know that placing your life support low in priority (higher value) is one of the good ways to settle reduced power scenarios due to power plant damage, but many don't consider aiming to go without life support in the combat zone in the first place!
That said? I now rock a A-rated life support for the extra 20 minutes of uptime. This places me even further into deficit, but not "deployed" deficit. So I now set my life support priority to that of a cargo rack or fuel scoop (priority 5) to trim 1MW+ of power, in order to get me back down to 99% If, for some reason in an AX conflict zone (or the like) I need more O2? I can simply retract my weapons, wait a few seconds, then redeploy them.
I also prefer this from an immersive standpoint, as playing this way reminds me of those bits in Halo Reach, where you spacewalk and fly the Longsword and all you can hear is the atmosphere of your helmet/ cockpit and everything else was muted and muffled. It's not 100% space accurate but adds a certain "spaciness" to the gameplay.
Meet the no life support AX Cutter (in case you want to hear/ not hear the sounds)
My build (differs slightly on Coriolis since modified shards aren't listed there and are slightly steeper in power draw):
Coriolis EDCD Edition
A ship builder, outfitting and comparison tool for Elite Dangerous

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