Patch Notes Update Ships beta 1.5.3 incoming

Status
Thread Closed: Not open for further replies.
Agreed. I think this needs to be a mission often seen in stations with huge demand for commodities. Especially Terraforming worlds and recreational outdoor worlds (Tourism).

From the initial release of this game I've felt that since the economy doesn't function with persistent supplies, that an open commodity board setup for trade was a miss. It should be removed and everything trade-wise should become courier missions and/or special purchase/sell requests. The amounts you would be offered would be dependent on your trade rank, reputation with local factions, local economy, etc.. Anywhere from 5 tons to 10,000.
 
Zac

Thanks for the update, but :-
.
Left and right panels are smaller in 1.5 than 1.4
.
Yea we know that, some of us pointed out that was a problem for some people ;), what does the above statement mean? That's how it's going to be? Or is it an acknowledgement of the problem?
.
Thx
Mark
 
the amount of armor the small ships are getting now is absolutely ridiculous, follows the good ol' whining "Viper should win 1v1 anaconda" desire fullfilling. HRPs need to work as the armor reinforcements do; add just a given % of the base hull, not an arbitrary number

seriously, they're fixing one thing by breaking seven
I strongly agree with that!
It makes no sense that a little Cobra can get 1560 + 216 = 1776 hull points, which is almost twice as much as the base hull of an Anaconda...
 
Last edited:
Zac

Thanks for the update, but :-
.
Left and right panels are smaller in 1.5 than 1.4
.
Yea we know that, some of us pointed out that was a problem for some people ;), what does the above statement mean? That's how it's going to be? Or is it an acknowledgement of the problem?
.
Thx
Mark

It's fixed in today's update.
 
great news, but no mention of anaconda hud vertical shift. I struggle to see how hard that is to fix it wasn't in 1.3 just 1.4 . Maybe I'm just a pedant!
AB
 

Hi Zac / FD

Tried out the new 1.5.3 patch specifically with the NPCs - similar test as in 1.5.2 (Shoot a lot of traders and wait for the police to turn up - switch off shields and watch the modules)

- Stacked as many hull reinforcements into the ship (Corvette - I think 7 IIRC)
- Dropped my shields
- Took on 6 police and 2 bounty hunters

First of all the hull reinforcements really do help - I was able to sit there and absorb the shots for (what felt like) a good few minutes. Eventually I did explode, but, just prior to doing it checked the module health:

- Most were around 70-99%
- Power plant was around 23%

(On a side note when your power plant health drops too low you obviously end up sitting there - wow - talk about panic and ":):):)" moments until I realised what was going on - great stuff :D)

Would you mind testing this yourself please just to remove the "liqua" element from the equation ? I am not the best pilot and it could simply be that as I fly about I am presenting my PP to be shot. Maybe this is intentional, I am unsure.

Either way - loving the changes.

(FAS stacked with hull reinforcements / tripple chaff is a beast​!)
 
Does the SCB change double the amount of shield charge gained in total or do you just gain charge at half the previous rate for double the time?
 
...
However a Bounty Hunter should stalk his target, follow it, then take it down. I really would like to use the FdL for:
- Finding a target (PvP, player!) leaving a station.
- Using a Frameshift Wake Scanner to scan his wake (extra utility mount of the FdL come in handy).
- Follow him until he reaches his destination system.
- Interdict in supercruise. Then chase him (speed of FdL comes in handy) and take him down.
- I may need to follow his wake again, if he jumps away.

This sounds much more exciting than blasting mindless NPCs at RESs, right? But this can't be done for the simple fact that FdL has a jump range too short and can't follow anything...

That is my favorite style of playing!
Sadly, but from the time FDL was introduced, most of the tries was stopping at
- Follow him until he reaches his destination system.
And in current 1.5 beta 3 it got even worse...

Really hope FD will swap new C6 PP for +3 LY jump range.
 
Well, 3 things I've noticed.

1) Shields on the Corvette take ages to restore. Even with my 4 Shield boosters powered off. At one time I went into Silent Running. Then once the shields started to re-generate they only managed to get to fill the 2nd ring and the 3rd stayed red for 10-15mins without any further chargning. So I turned off 1 shield booster and that lit it up partial blue so I waited to see if that would charge and it did. I was then able to re-enable the shields booster so that the final ring could charge.
Right now I'm writing this as my shields charge with all boosters off. It's been around 7-8mins and only two rings have charged.

2) The Anaconda sensor hud is STILL out of alignment

3) The 10CR repair 'bug' is STILL there. It is a bug but clearly FD don't think so because as it's so glaringly obvious they would have fixed it by now. So it's either a difference of opinion or incompetence. If it's a difference of opinion then why did they say they it was known and they were investigation the issue when it was reported ?

On the plus side, I like the little touches like "9 jumps to xxxxx" instead of +8 as it was before.
 
3) The 10CR repair 'bug' is STILL there. It is a bug but clearly FD don't think so because as it's so glaringly obvious they would have fixed it by now. So it's either a difference of opinion or incompetence. If it's a difference of opinion then why did they say they it was known and they were investigation the issue when it was reported ?

It's NOT a bug (for the 100000000th time please get some information).

It's a cost you have to pay for them to "check" if you have damages or not. It was stated in a previous patch note (1.4 I think).
 
It's NOT a bug (for the 100000000th time please get some information).

It's a cost you have to pay for them to "check" if you have damages or not. It was stated in a previous patch note (1.4 I think).

It doesn't actually take 10CR off you when you click on it. Nothing happens when you click.

So it could, in all honesty, say "Unavailable". Like the other three unclickable options.

Just sayin'. :)
 
It doesn't actually take 10CR off you when you click on it. Nothing happens when you click.

So it could, in all honesty, say "Unavailable". Like the other three unclickable options.

Just sayin'. :)

To put it into perspective, it's also not exactly a game-breaking bug, so it's not going to be considered as high a priority as e.g. supercruise stuttering would.
 
Hello,
How about having Thermic and Kinetic weapons work as they should against shield and hulls. Thermic very little if any damage against hulls, kinetic very little if any damage against shields. This way, no need for workarounds arounds trying to balance SCBs and HRPs.
Just my 2 cents.
 
Can anyone tell me why i am getting a central server service : internal server error when trying to login to the main game even thought the launcher is logged in ?
 
If you reduce the Jump Range of the Corvette to 10, it's pretty much a useless expensive ship. You can't use it to trade or fortify, you can't use it to undermine. You can only use it for defense, PvP when you find someone in open. Please consider the jump range of the laden T9 for the combat Corvette. If you decide to reduce the jump range of the Corvette than do something about the Cutter as well. The Cutter is the best trading ship, a money making machine, that you can use for several roles, including combat support. On the other hand you have a combat ship, you can't really use, because of the limited jump range.
 
And what about the ships that have only 2 hardpoints? Please stop having bad ideas Falcon_D. 1.5.3 is good
So basically what you're saying is that both hardpoints must have the same weapon? Please stop posting before thinking things through AndrewMil.
 
It's NOT a bug (for the 100000000th time please get some information).

It's a cost you have to pay for them to "check" if you have damages or not. It was stated in a previous patch note (1.4 I think).

It's a bug. In StarPort services when you repair, refuel or re-arm, the respective highlighted box then no longer highlights as you have completed that task.
So, following that logic the 10CR repair should also un-highlight once you press it once. Subsequent presses no longer take CR off your account nor does it further repair your ship. So there is no reason for it to remain highlighted, yet it does, constantly for no reason.

I am very aware about the minimum repair cost being 10CR but that is irrelevant. It is about the hightlighted button 'turning off' after it's been used and only highlighting once it needs to be used again (the same as what would happened for refuelling, repairing or re-arming).
If you want I can tell this to you for 1000000000000 times until you relise that the 10CR repair button needs to fit in the rest of the HUD logic.

Whether it's a game-breaking bug or not is irrelevant. I didn't say I was pointing out game-breaking bugs. Just bugs. But if Frontier have time to change the colour of the seats of the Clipper then they damn sure have time to fix this after it reared its ugly head in 1.4 beta.
If anything I'm trying to consider the sanity of those with OCD.

Hope that's cleared that one up :)
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom