Ships Supercruise Overcharges Use Cases

So the thing speeds you up like anything, eats fuel, creates heat and comes on a fairly light FSD.
So far I'm guessing this is a nice thing to have if for:

  • Visiting far away titans (which we will need to destroy - Hadad, the next one most likely is 39,230 ls from the sun)
  • Exploration / Xenobiology where you need to get to far away planets quickly for scans (edit: and also off planets quickly!)
  • Traders / Miners looking to buy / sell in far away outposts or stations
  • (Edit 2) My Clipper doing passenger evacs will love this too!

I don't know how good they will be at avoiding or helping interdictions (piracy anyone?), I haven't seen any testing on that quiet yet (but am sure it will come soon)

Anyone else any brilliant ideas? :)
 
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The primary thing here is obviously getting on and off planet quickly / getting in and out of gravity wells. Gonna be handy for all those bootleg missions. I don't think it's a coincidence that the "slow down" message disappeared in the previous update.

In fact, I am going to draw some conclusions about the gravity on the Thargoid homeworlds...
 
I tried it and I like this new drive.
It halves jump range but seems like it is a sensible trade-off.
Using it in short (3 second) bursts decreases travel time tenfold without damaging the ship or having to use sinks. Trying to boost for less than 1000 Ls is a guaranteed overshoot.

As you all noted it is most useful to get out of planets and push through gravity wells.
I use it to do Odyssey on-foot missions - mission giver and mission target tend to be in same system, missions often are very short, so most of time it is just travelling.
Before SCO, the fastest way was to high wake from planet/station then come back to be at main star.
A typical taxi ship for these missions already had to be small and with reasonable jump range and fuel tank. Small ships have best stats in SCO. Easy swap in my case :)

With Titan visiting/bombing though, I am not so sure if SCO is always a good option.
Each jump to a Thargoid controlled system has a 50% chance of hyperdiction which doubles fuel expenditure.
I tried to put it on my FdL which gave me a whopping 8 Ly jump range - I could not find a route to Oya with enough fuel for guaranteed way back.
For Hadad and later I will have to do a completely new build I guess...

(edit)
As it turns out, heat generation is proportional to fps...
I checked myself too.
If you want longer bursts, swithc to 30 fps.
 
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Useful for all things OP mentioned, but situationally in trading. It's still the case that in Open play when in high traffic areas the most optimal FSD to run is a G5 Fast Boot with Mass Manager in order to not get locked down by hostile players.

In Solo/PG, Fast Boot is completely pointless for trading and almost every other build in the game as well. However, due to how FSD Reboot missiles reset your FSD as a multiple of your base reboot time depending on which missile + Engineering is being used to apply the effect via missile, getting locked down with it because one is running SCO is very likely to not be the best option. High MJ shields + Fast Boot are still going to be the uncontested king for trading in Open in hostile territory.
 
I tried to put it on my FdL which gave me a whopping 8 Ly jump range - I could not find a route to Oya with enough fuel for guaranteed way back.
If you have a Guardian FSD booster and an AFMU, you can jump to any nearby system, repair the booster and jump home.
 
I've been thinking on this. (Fair warning: this is gonna sound extremely tinfoily)
Titans have a large opening on the front(? top? idk) covered by a membrane that Interceptors can pass through.
I first wondered, would it be possible to use the ThargTech-enhanced FSD to somehow pass through this membrane? Perhaps by trying to overcharge through the maelstrom from supercruise?
But as I thought about it more, I remembered that Thargoid wakes also normally push away human ships, and that we've so far been unable to follow them.
So the Thargoid War's most likely about to come to an end, but we still don't know where the Titans (or Thargoids in general for that matter) came from — like, originally. Then we figure out how to use Thargoid technology to improve our FTL drives.
tbh I kinda doubt anything will come of this right now, but it's possible this could be where this is headed.
 
It's for those situation where your impatient buddy couldn't wait with the ground mission, got himself into trouble and calls for your help... while you consider just SCOing your ship into the enemy on the ground.

Speaking of which, I dared using it when being in glide mode (or was it shortly before that? Cannot remember) and worked surprisingly well, got me within 30 km of a settlement within just seconds. Certainly might speed up the planetary landing process a little. Just do not fly past (or into) the ATC tower that quickly if the staff is just having a coffee...
 
Achilles Aerospace completes additional research on Supercruise Overcharge:
  • A full selection of SCO Frame Shift Drives, ratings E-A and Sizes 2-7 with varying specialisations are now available at many markets across the galaxy.
  • Engineers can now apply the Faster Boot Sequence, Shielded, and Increased Range modifications to SCO Frame Shift Drives.
  • All existing Frame Shift Drive experimental effects can now be engineered on SCO Frame Shift Drives.
  • The safety limits on SCO Frame Shift Drive jump range have been lifted. Please enjoy the best Frame Shift Drives humanity has ever produced.
Supercruise Overcharge balance:
  • Heat generation has been reduced on most ships (notably making ships with low heat capacities more manageable).
oop
 
It's not a meta if everyone can get one for a reasonable cost. It's simply a new baseline. It's a rebalance, and it was badly needed.

Given Odyssey was entirely focused on surface gameplay AND the war effort benefits from it too, you should really be asking why this wasn't put in place two years ago so that people could actually get to, from, on, and off planets without so much dead time that Supercruise Assist became necessary.
 
Given Odyssey was entirely focused on surface gameplay AND the war effort benefits from it too, you should really be asking why this wasn't put in place two years ago so that people could actually get to, from, on, and off planets without so much dead time that Supercruise Assist became necessary.

There are new game designers that work on ED with fresh and good ideas such as this and Powerplay 2.
The previous game designers who approved the tiresome and repetitive grind, tedious engineer stuff, and slow space travel, moved to other projects.
 
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