Should the Corvette get a better jump range?

Speaking of which.. where does this 10ly range come from? To my knowledge all weapons in the same class weigh the same, so throwing random crap on a Corvette, filling it with the largest HRPs, putting military armor on it, fully A rank it.. I still can't get it below 12ly. Am I forgetting something? I tried to make it as heavy as possible: http://coriolis.io/outfit/federal_c...40404044k2d2d2d2d2d2d322b29.Iw18Z5A=.Aw18Z5A=

And as a reference, if I fill up my Python to the brim with goods, it can only jump 13-14ly >.>
 
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That already happens, there IS a best ship, which is the Anaconda

When i return from Distant Worlds, i sincerely hope to never fly an Anaconda ever again. The turn rate in SC is a killer. Best is not always best, if you get my drift.

I don't even like the Anaconda for combat, FdL is as big as i like for combat, and even then its not really manouverable enough for me. I prefer speed and manouverability over firepower and shields for combat.
 
C: don't care about 'best' ship. At the moment the best ship in the game for me is a humble little red T-6. I would not change it for a Corvette, Cutter or Anaconda even if they came with a year's supply of Cheesy wotsits.


That's not logical.

1. There is no end game
2. Why is the cost of the ship you're buying important?
3. Especially if the more expensive ship doesn't suit your needs?

You know in advance what you're grinding towards, so if even with that knowledge you decide to grind for a ship for the only reason that it's the most expensive, then yeah, you're going to be disappointed, and you have no one but yourself to blame.


You're a lovely person I'm sure, just a little overly focused on the number that represents the value of a ship. :)

What is not logical is that you think the T-6 is better than other ships, what can it do that the Asp can't?

The number also represents all the hours you pour into the game, and there must be a reward for all that work, right now, the Cutter doesn't fill any needs other than trading, which is absurd for a military warship.

Tell me, what is the role of the Cutter in this game? What can it do that the Anaconda can't do better for less? What needs does it suit?

Yeah, trading, but what will happen when the Panther Clipper is out?

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When i return from Distant Worlds, i sincerely hope to never fly an Anaconda ever again. The turn rate in SC is a killer. Best is not always best, if you get my drift.

I don't even like the Anaconda for combat, FdL is as big as i like for combat, and even then its not really manouverable enough for me. I prefer speed and manouverability over firepower and shields for combat.

If you think the turn rate of the Anaconda is bad, try flying a Cutter. The turn rate of an Anaconda is actually pretty good.
If the cutter had anything to compensate for its terrible turn rate and drift... but it doesn't, it gets even worse, the power capacitor is smaller, the jump range is shorter... at twice the price and with a wall of rank grinding on top.
 
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Deleted member 38366

D
Speaking of which.. where does this 10ly range come from? To my knowledge all weapons in the same class weigh the same, so throwing random crap on a Corvette, filling it with the largest HRPs, putting military armor on it, fully A rank it.. I still can't get it below 12ly. Am I forgetting something? I tried to make it as heavy as possible: http://coriolis.io/outfit/federal_c...40404044k2d2d2d2d2d2d322b29.Iw18Z5A=.Aw18Z5A=

And as a reference, if I fill up my Python to the brim with goods, it can only jump 13-14ly >.>

I run mine as a Heavy Mining Rig, something like 10.3LY Jumprange. In full Trade config I see 10.1LY Jumprange.
Essentially that's the full Cargo/Mining load adding to weight... but arguably that's not the Corvette's primary role, so I accept that as a downside for "repurposing" the Ship.
 
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I run mine as a Heavy Mining Rig, something like 10.3LY Jumprange. In full Trade config I see 10.1LY Jumprange.
Essentially that's the full Cargo/Mining load adding to weight.

Yeah, but that's not combat is it? I thought it had 10ly range when fitted to combat. At least that was my impression. Mining and hauling does take its toll, yes. But complaining about that.. you'd think the T9 drivers would be first in line, the jump on range on the space cow plummets when filling it up completely.
 
Speaking of which.. where does this 10ly range come from? To my knowledge all weapons in the same class weigh the same, so throwing random crap on a Corvette, filling it with the largest HRPs, putting military armor on it, fully A rank it.. I still can't get it below 12ly. Am I forgetting something? I tried to make it as heavy as possible: http://coriolis.io/outfit/federal_c...40404044k2d2d2d2d2d2d322b29.Iw18Z5A=.Aw18Z5A=

And as a reference, if I fill up my Python to the brim with goods, it can only jump 13-14ly >.>

You're forgetting the complimentary 7A Prismatic shields :D

http://www.edshipyard.com/#/L=70z,A...CgB69Y7_CgC_8I,7Vt53w0R216y16y16y16y1LU2jw2UI
 

Deleted member 38366

D
Yeah, but that's not combat is it? I thought it had 10ly range when fitted to combat. At least that was my impression. Mining and hauling does take its toll, yes. But complaining about that.. you'd think the T9
drivers would be first in line, the jump on range on the space cow plummets when filling it up completely.

Yep (edited my post whle you were typing as well) ;)
 
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Ah crud, those indeed are heavy. But still, I think looking at what the ship has to carry around, it's a respectable jump range. Especially seeing how my Python is gimped by something as simple as.. fish.

Yep (edited my post whle you were typing as well) ;)

Whoops, need to type slooower ;)
 
i don't recall the last time i took my Corvette out. each time i'm tempted to, i remember the puny jump range and think "forget it, i'll take the (insert name of almost any other combat ship) instead"
 
What is not logical is that you think the T-6 is better than other ships, what can it do that the Asp can't?
No, not THE T-6, the T-6 I'm flying right now called "Dilbert". It's the best ship in the game since it has history with me.

Furthermore, the Asp is buttugly. The T-6 has brick-like charm and personality.

The number also represents all the hours you pour into the game, and there must be a reward for all that work, right now, the Cutter doesn't fill any needs other than trading, which is absurd for a military warship.
This is really odd to me. So you spent all that time in a game, knowing beforehand what your reward will be, and when you get that reward, you say that it wasn't worth your time.

Perhaps stop worrying about it and go for the ship that suits you best, however much or little it may cost. This is what I mean by being too focussed on the number that represents the ship's value.

Tell me, what is the role of the Cutter in this game? What can it do that the Anaconda can't do better for less? What needs does it suit?
No, you tell me. Because I don't know, nor care.

Yeah, trading
Well there you go :)

but what will happen when the Panther Clipper is out?
Then the choice of ships you have is increased by 1.

So?
 
Ah crud, those indeed are heavy. But still, I think looking at what the ship has to carry around, it's a respectable jump range. Especially seeing how my Python is gimped by something as simple as.. fish.



Whoops, need to type slooower ;)

A stripped down Corvette, capable of landing on planets (hanger and D shields) would have about a 17 ly jump range so that isn't to bad (if you wanted to explore in one), but eventually there will be aliens that we come across and so I think it may still be relevant to have a combat fitted Corvette that could make 15 ly. Not that there's going to be a war between human's and alien's... but we are kind of harvesting barnacles,
 
No, not THE T-6, the T-6 I'm flying right now called "Dilbert". It's the best ship in the game since it has history with me.

Furthermore, the Asp is buttugly. The T-6 has brick-like charm and personality.

This is really odd to me. So you spent all that time in a game, knowing beforehand what your reward will be, and when you get that reward, you say that it wasn't worth your time.

No, I didn't know, up to 1.5, the more you paid, the more efficient the ship was.

But I knew the Cutter was coming so I kept playing to save enough cash, and then what I got was an expensive downgrade in every way.


Perhaps stop worrying about it and go for the ship that suits you best, however much or little it may cost. This is what I mean by being too focussed on the number that represents the ship's value.

Suits me for what? The only thing you can do in this game is earning more credits, and the only thing you can do with credits is buy ships. I already had the best ship for that purpose. What I should have done is move on to another game, but how could I know that they would make the top tier ships this garbage?

No, you tell me. Because I don't know, nor care.

I tell you, its supposed to be a warship according to its description, and it is not, it is a trader, and it wont even have that role when the Panther Clipper is out. So effectively, its only role which shouldn't be, will not last.

Then the choice of ships you have is increased by 1.

So?

No choice, trading is linearly better in this game, once the Panther Clipper is out, there will be no role for the Cutter.


All that there is right now are two big factions at war, one with ships that can fight and the other with ships that can't, so even if you go for roleplay, you are still screwed as an imperial, because the enemy gets all the good ships.

Let me take the liberty to strawman you in your response to this last point, observing your responses to my other points, I imagine you would say: "I don't care about that"
Well, I'm glad you don't, as you will enjoy the game much more than people like me who do care.
 
A stripped down Corvette, capable of landing on planets (hanger and D shields) would have about a 17 ly jump range so that isn't to bad (if you wanted to explore in one), but eventually there will be aliens that we come across and so I think it may still be relevant to have a combat fitted Corvette that could make 15 ly. Not that there's going to be a war between human's and alien's... but we are kind of harvesting barnacles,

Frakly my Python can't go too far either if I fill it up with HRPs but I see the allure of a better jump range. But honestly, if I would want to take something as big as the Corvette all the way to Maia, I would probably lose some weight, at least for the time being, while deep space is safe. Incidentally, for the Barnacle CG we did show up with the least useful ships with my friends. I was too lazy to go home for my Asp, so I set out in a Python, the other two came in a Clipper and a Cutter xD The Cutter had to do 92 jumps in eco route to Maia.
 
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…The Corvette however is a star cruiser, meant to help control the systems around the empire and is EVEN meant for long range patrols. It does not make sense then, for this ship to have such a low jump range, it's useless to have 2 huge hard points if you can't even get to the battlefield on time.

It would be nice if the Corvette had a 15 ly jump range in full combat outfit.

But:

a) Lore
The Corvette is a ship that is designed to be part of the Federal Navy. It is not designed for some super wealthy CMDRs. The Federal Navy has no problem to deploy Corvettes together with other combat ships to any system they want. That's why they have the Farragut class ships. These capital ships are big enough to carry some Corvettes and other ships.
From looking at the spaceships in Elite Dangerous I get the impression that FD tries to create "believable" ships (one of the reasons I like ED btw). Designing the ships with the simulation part of the game in mind. Giving them roles that might not (yet?) be part of the game, but make the ship look real within the lore of the game.

b) Balance - game mechanics
I think the poor jump range of the Corvette (and other poor aspects of other ships - DBX I'm looking at you) results form the balance between modules, weight and price.
I think it was part of a Pre-Horizons stream where M. Brooks mentioned some aspects of ship designing in ED.

I think it's like this:
Adding a better FSD would result in a higher jump range, but probably in a much higher jump range than desired (turning the warship into an explorer). To counter the excess jump range more mass would have to be added to the Corvette, resulting in extreme slow speed and almost no maneuverability because the thrusters are now too small. This would require a bigger thruster module and that would probably result in a ship that is too fast and agile. And that would require to add more mass resulting in a too low jump range…

The problem, in my opinion, is that the modules are all the same for all the ships and their effect is only slightly adjusted by the individual ship. There are no in-between class modules (a 6.5 class FSD instead of a 6 or 7 for example).

The result are ships that don't exactly fit the intended role. The Corvette having a to low jump range (unable to reach some systems in the bubble because they are 12+ ly away from the next system). The Keelback and the Diamondback Explorer being really bad in combat even if they are said to be combat ships (both have thrusters one class too low). These are the extremes I know, there are other examples.
 
Suits me for what? The only thing you can do in this game is earning more credits, and the only thing you can do with credits is buy ships. I already had the best ship for that purpose. What I should have done is move on to another game, but how could I know that they would make the top tier ships this garbage?
There's a lot more to do in this game than just earn credits, provided you like to look beyond 'making credits'. This might very well be a difference in how we approach gaming. And you might be right that if you're only in it for maxing out efficiency, you're not going to be satisfied by this game.

I tell you, its supposed to be a warship according to its description, and it is not, it is a trader, and it wont even have that role when the Panther Clipper is out. So effectively, its only role which shouldn't be, will not last.
Of course it will still have that role. The Clipper will have some aspect that will infuriate players just as the Cutter or Corvette does. Huge hauls, but awful manoeuvrability. Then the choice is: do I take the awful handling for granted and haul more, or am I satisfied with less and have a better ship to fly.

If I'm guessing, you would go for option 1. Something I would never do.

No choice, trading is linearly better in this game, once the Panther Clipper is out, there will be no role for the Cutter.
You don't know that, since you don't know the drawbacks of the Clipper.

'Has more cargo space' does not tell the whole story.

All that there is right now are two big factions at war, one with ships that can fight and the other with ships that can't, so even if you go for roleplay, you are still screwed as an imperial, because the enemy gets all the good ships.
Are you really actually suggesting that imperials don't get good ships? Then why do I see flying i-pods everywhere?

Let me take the liberty to strawman you in your response to this last point, observing your responses to my other points, I imagine you would say: "I don't care about that"
Well, I'm glad you don't, as you will enjoy the game much more than people like me who do care.
Not really strawmanning, but alright. No, I do not care, but that doesn't mean I can't discuss it.

I have and will never grind for rank. So my beef with ship choice is actually quite a lot bigger than yours. I detest FD putting a large part of the game behind ranking. I hate not having the choice of ships if I'm not jumping through the grindy hoops FD has set for me. I have paid for this game using money, I will not pay for content with hours upon hours of mindless grind.
 
Yeah, but that's not combat is it? I thought it had 10ly range when fitted to combat. At least that was my impression. Mining and hauling does take its toll, yes. But complaining about that.. you'd think the T9 drivers would be first in line, the jump on range on the space cow plummets when filling it up completely.

As a t9 driver.. jump range is actually higher than a corvette. I think even laden I can do 16 ly. If I have to complain it would be about the handling... The T9 has no forgiveness! You will regret every single mistake. Not to mention how hard it is to get it into the mail slot lol.
 
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As a t9 driver.. jump range is actually higher than a corvette. I think even laden I can do 16 ly. If I have to complain it would be about the handling... The T9 has no forgiveness! You will regret every single mistake. Not to mention how hard it is to get it into the mail slot lol.

Could be something with Coriolis.io then, but the best I could get out of the T9 without leaving it completely defenseless (which one could argue that just the shield won't save it for long) was this: http://coriolis.io/outfit/type_9_heavy/03A6C6A5D4A4D6C---------07064i040303020201.Iw18eQ==.Aw18eQ==

Which has a laden range of 13.28. If I would not downsize the PP, Thrusters and the distributor, you get 12.6 out of it. But as said I just threw this together on an impulse, it probably could be optimized some more. And honestly, this is still impressive, seeing as it can go almost as far as my Python with one jump, with 2.5 times the cargo :D
 
This is a weird argument. What's so special about combat ships and jump range? The cororally would be why can't my AspX be fully kitted for max range and have epic combat ability? Or what can't a trader carry max cargo and also be a great miner? All ships have a tradeoff or there would be just one uber loadout that we'd all be forced to grind towards.

A Transit van is a better bet for moving your sofa than a Ferrari, a cheapo 4x4 is a better offroader than an 18 wheeler, my knackered old Alfa is easier to service than a Challenger tank. Bigger and more expensive doesn't mean better at everything.

I've been using my Vulture to do the current Onionhead CG - a class 4 fuel scoop and 8 tonnes of cargo from the small compartments. It meant ditching the SCBs and hull reinforcements but a new A rated FSD means it's a pretty easy trip with no issues from CMDRs or NPCs when I get to Altair. If you've got a massive great hulk like a Corvette you're going to have to strip it down if you want to move it around. Requipping it won't be as easy as it is for the Vulture.
 
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