Ships The diamondback feedback (and argument summary).

Dear all,

I have been fairly active talking about the diamondback, and find that I am repeating myself a lot, so I thought I would give feedback on this ship as a "serious explorer." I will also address some of the common arguments I hear in one place, to avoid repetition.

What we know: the diamondback is listed as a dual purpose combat/explorer ship. This post is about the exploration role of the diamondback, not the combat role. I am not a serious combat pilot and I have no feedback to give about that. I am not going to list full stats of the diamondback here, as they are not all relevant for exploration. I am not going to talk about how well the diamondback flies or fights, or how good its hardpoint placement is. None of that is currently relevant for exploration.

The stats of the diamondback that are relevant for exploration in the current game are these: 170 T hull mass, a class 4 FSD, a 16T fuel tank, three size 3 internal compartments, and one size 1 internal compartment. Stripped down, the diamondback gets about 29 ly jumps. It looks like it will cost about 500-550k.

The feedback itself:

The diamondback has good supercruise turning speed, and reasonable jump range for its price point. Those are good things for exploration. The diamondback has two major problems, however:


  1. It is the only ship in the game that fits an undersized fuel scoop for its FSD class. Because the largest internal compartment the diamondback can fit is a size 3, the best scoop it can fit is a 3A scoop. A 3A scoop fills a 16T tank in 90 seconds, which is a very long time. A 3A scoop fills the tank after one max range jump (which will take 3T fuel in a 4A FSD) in about 16.5 seconds. This is nearly three times as long as a type 6. Scooping is a very common activity that all explorers do constantly. No other explorer ship (asp or adder) or indeed any multipurpose or even trade or combat ship suffers from this limitation. An undersized scoop severely slows down the travel rate of the diamondback, and while some explorers do not care about that, many do.
  2. The diamondback has four internal compartments total. All serious explorers will fit two sensors and a scoop in their internal compartments. That means there is only one slot left over to pick either a shield to help with possible interdictions on the way to and from civilized space, or an AFMU, not both. The only ships with this limitation in the game are the sidewinder and the hauler, both extremely cheap vessels. Even the adder, an exploration vessel that costs 40k, an order of magnitude less than the diamondback, has five internal compartments.

My proposed fix:

The point of these fixes is to make the diamondback a better explorer without making it stronger for either trade or combat.

  1. Replace a size 2 internal compartment by two size 1 compartments. Explorers like sensors and sensors are size 1 modules. This change allows the diamondback to have dedicated sensor slots while giving it room for both an AFMU and shields. It does not make it a better combat ship (because there aren't critical modules that can go into those compartments) or a better trader (because the overall cargo capacity remains as low as before). This is a buff that will immensely help exploration and leave everything else the same.
  2. Move one size 3 internal compartment to size 4, and nerf the shield hull coefficient. The diamondback needs the right sized scoop for a 16T tank, and the right sized scoop needs a size 4 compartment. However, size 4 compartments can mount size 4 shields, which might make the diamondback shields too good for a ship its size and price. But we know that there is a ship-specific coefficient that governs the strength of shields independently of shield size (we know this because python shields were nerfed before by tweaking this coefficient). I suggest a similar nerf for the diamondback to go along with this change, such that the overall shield strength of the ship stays as it is now. The result will be an enormous buff to scooping speed, the same combat performance, and a small improvement to cargo capacity (but the diamondback cargo capacity will remain quite low compared to the cobra, for example).

Frequently heard arguments:

"Why are you so negative about the diamondback, it's a great little combat ship."

I have no problems with the diamondback combat performance. I am not a combat pilot, and cannot evaluate the ship competently myself, but from everything I heard it is a great ship for combat. But it is not billed as a combat ship, it is billed as a dual purpose combat/explorer ship. It is quite bad for exploration, as discussed above. My feedback is meant to improve the exploration aspect of this ship while keeping it as good at combat as it is now.

"Stats and efficiency do not matter for exploration as they do for trading or combat."

I disagree with you. If stats like jump range or fuel scooping speed really didn't matter for explorers, they would fit 1E FSD and 1E scoop. Obviously almost no one does this, so people do value things like jump range and scooping speed. Maybe some people stop caring about such things past a certain point, but at this point we are just arguing how much of a stat is "good enough." This is a matter of opinion. In fact, the base stats of the diamondback make it objectively worse as an explorer ship than the adder, a ship that costs 40k, or a type 6, a pure trader ship. This indicates to me that explorer stats on the diamondback (an ship with an explicit explorer role that costs about 500k) are undertuned.

"Maybe the diamondback is not meant as an either or combat/explorer, but for hybrid combat exploration gameplay."

Maybe... and this kind of hybrid gameplay is not unheard of. For example, piracy is a kind of hybrid trader/combat gameplay style. A pirate needs both good guns for an alpha strike to intimidate traders into compliance, but also a lot of cargo room for loot! Similarly, one could imagine a hybrid combat exploration gameplay style, maybe hunting thargoids in deep space. But:

(a) This gameplay style is currently not supported by the game. It would be silly for the devs to add a ship to support a non-existent playstyle, and more importantly,

(b) Even if such a gameplay style did exist, the diamondback would be poorly suited for it anyways. This is because you need module room to fit everything for a hybrid playstyle, and module room is precisely what the diamondback lacks. For example, the FDL is a bad trader -- it doesn't have the cargo room. This also makes FDL not a top choice for piracy, despite its combat power. If the FDL lacks cargo room, it will certainly lack room for BOTH cargo and combat stuff a pirate needs. Pirates prefer asps, clippers and pythons -- ships that make good traders but also good combat ships.

Similarly, explorers want to fit sensors, scoop, AFMUs -- the kind of stuff combat players do not care about. Combat players want to fit good shields, good weapons, maybe cells and boosters -- the kind of stuff explorers do not care about. If you are going to have a hybrid playstyle, you will need room for all that stuff together. The diamondback already lacks room for pure exploration gameplay style, exploraton/combat hybrid gameplay style would be even worse.

"You just want the diamondback to replace the asp."

I admit, I do want a better explorer ship than the asp. There are only two ships in the game at the moment listed as explorer ships: adder and asp, and many many many more combat ships. There is no python/fdl or even clipper/type 7 price range explorer. This is unfortunate, but obviously the diamondback is not going to be an asp replacement, and that is not the goal of my changes.

I want the diamondback to be a better explorer than the adder (a ship that costs 40k, an order of magnitude less than the diamondback), or a lakon type 6 (a ship with a price in the same ballpark as the diamondback, but which is listed as a pure trader ship). I think that is a reasonable goal. My suggested changes above will do precisely that.

"Stop whining."

I am giving feedback to help improve the game for explorers. If you don't like the tone of my posts, that's fine, you don't have to read them.

"Why do you think explorers need an AFMU, I went to Sag A* and back without one and was fine. Why do you think explorers need shields, I went back from a long trip and avoided interdictions. Why do you think explorers need really good scooping speed, I explore in an asp with a 3A scoop and that speed is plenty for me."

You can avoid needing to use an AFMU if you are a good pilot and careful, even on long trips. But AFMUs are still great to have if you run into bad luck, or make a mistake. Some people make more mistakes than others. It is pretty obvious AFMUs are a very good thing to bring along on very long trips. You may recall that Erimus' extended trip to the far rim of the galaxy completely trashed his ship. I am sure AFMUs would have been very helpful for him!

Interdictions are based on luck. It is possible to get severely trashed by a powerful NPC ship on the way back to civilization. Some explorers do not run with shields, especially those in powerful ships with good armor, like the anaconda. But the diamondback is small, and can take a lot of damage quickly if you are not careful. Shields are often a fairly standard part of explorer builds.

Scooping speed does not matter much if you scan a lot, because it only accounts for a small part of your overall time spent in a system. But sometimes you want to quickly travel from point A to point B (perhaps because you want to spacehonk, or get to a neutron star field, or you are doing a Buckyball run, or you want to explore a particular arm of the galaxy like in one of Erimus' videos). If you want to travel, an undersized scoop _severely_ nerfs your travel speed. The diamondback is likely the slowest buckyball runner in the game, which is silly for a ship dubbed an explorer.

edit: Apparently the diamondback is not an explorer after all. Quoth newsletter #77:

"The Diamondback Scout is Lakon Spaceways’ attempt to repeat the success of the Asp range at a medium price point. The result was a combat capable ship with good jump capability and was pitched as a light long range reconnaissance ship. After the ship’s maiden flight it was criticized for not having the same versatility as the Asp, but it has seen modest success in the long range reconnaissance, long range interceptor and fast picket ship roles for organisations not able or willing to invest in the heavy price tag of the Asp."

That's a legitimate response, although I have to wonder -- why are there so many trader and combat ships, but only two "official" explorer ships? Yes, I realize the Anaconda is also a great explorer, ship, but really it's just an expensive all-rounder. Exploration is one of the three "officially sanctioned" playstyles in Elite: Dangerous, with its own rank progression. But exploration does not seem to have a ton of ship diversity.

Another slight irony with this response is that my view of a "scout ship" is that of a ship that is speedy, and can travel quickly between many systems to deliver messages and find threats. The diamondback is certainly speedy and maneuverable, but is _terrible_ at quick travel across many systems, for reasons detailed above. The empire's offering, the courier, remains far better as both a scout and an explorer.
 
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Like you, I often have opinions that are independent from the herd mentality of the forums. I too receive unfounded flak. Good post.

Looking at the stats from a combat viewpoint, I think the DB could make a great silent ambusher. Its shields are made of paper, but its hull amazing good - it's got more hull than an asp (10x the price)! It's fast and maneuverable, and has got great hardpoint placement (critical for fragmentation cannons!). Run this bad boy with a small shield (so it comes up quick) and boil up some miners!
 
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Well said, puca. Thanks for making this thread for a place to express this viewpoint that several of us share without ruffling the feathers of others in "their threads" who like the Diamondback for its combat potential while seemingly not caring about its exploration potential.

I hope these changes you are suggesting get implemented as I think the Diamondback is a neat little ship with a lot of "character" that I would like to use as an explorer. It isn't a legitimately viable option for exploration as it is now, beyond that you can use any ship to explore just as you can use any ship to trade, et cetera.
 
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I do agree with this suggested changes; it will not deviate almost any from current ship configuration, but it would make it more useful explorer.
 
Really well made constructive points, even if I didn't care about the DB and its potential uses I'd have given you rep for a decent well articulated post!
The fact is (it's a suspected fact that I can't substantiate) the vast majority of players want to partake in more than one aspect of the game and dual ships like this are vital to really enjoy the game to it's fullest.

We can't expect ships to meet all of our individual preferences and requirements and an ideal ship would be in some ways catastrophic because it would leave you no where else to go. However all of OP's suggestions have real merit, wouldn't negate the significant advantages that the Asp has - just have to hope that ED Dev takes note of your post!!

Also, in case they do, well done ED Dev for introducing another new pretty decent ship that adds to and improves game play without undermining the other ships - almost like you planned it.
 
I think people who are blindly praising the ship are newer players who are used to the cobra and viper sluggishness and poor hardpoint placement and aren't looking closely at its explorer stats and don't care because they are never really going to explore.

I personally have a LOT of experience with combat in both small and medium sized ships. I can understand why they like the ship. I also know that once they can afford a Vulture, the extra jump range of the DB won't be enough because the range of combat ship isn't nearly as important as what you can do when you get there.

DIAMONDBACK COMBAT:

The combat benefits:

-maneuverability - easy to win a circling duel, but can be fully countered by boosting, using reverse thrusters, or toggling FAoff
-small target size - harder to hit from far away, but just get closer and even an eagle will fill up your screen
-strong hull - once your shields are down, the game is over, hull buys you time to run away
-hard-point placement - this is great, but is hindered by weak weapons and a weak power distributor
-decent power plant - this is nice, but again is hindered by a weak power distributor
- dirt cheap - you can replace it easily, and if you take into Open for PvP, you will take advantage of this feature frequently
- fast boost speed - this isn't really a combat feature since the ship isn't designed for jousting, however with the strong hulls and the tail feathers blocking the engines, you have better chance of escaping an interdiction from a greifer, Pirates won't bother you at all.

Combat negatives:

-weak shields - it can't take on multiple opponents or halfway decent lone CMDRs in medium/large ships who know how to counter maneuverability
-weak power distributor - normally you don't notice the weak PD on the Cobra and Viper because it's harder to get the weapons to fire off simultaneously, however on a DB, it is much more noticeable, and significantly lowers the damage over time. The capacitor drains very quickly with energy weapons, this means that the DB is optimal with a Kinetic loadout, but how do you reload an "explorer" in deep space if Thargoids are encountered? The weak PD also lowers the effective strength of shields at 4 pips
-limited SCB slots - shield cells are the "I Win" buttons of ED. This is why the Asp is such a PvP beast. In PvE this matters less, but is still nice because you don't have to head back to the station to reload as often
-weak hard points - the damage from 2 and 1 class weapons means that medium and large sized hulls will take forever to burn down. You won't notice this at an RES because of the low spawn rate and lighter bulkheads on targets. But in a Conflict Zone, where the bulkheads are made of adamantium and depleted uranium, the Diamondback will hit so weakly, that it will have to take the shields down on a ship 2 or 3 times while slowly burning down a hull. And that is in ideal situation were no one bothers you. However since you can't take a hit, even killing an eagle might prove VERY difficult in a CZ because you will be getting shot at quite a bit by several targets, and be forced to flee or use up all of your SCBs just to kill one or two targets.
 
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A size 5 FSD would be far too large for diamondback's hull mass. The lightest ship with a class 5 FSD is the asp, at 280 T -- more than 100 T heavier than the diamondback mass of 170 T. The diamondback with a class 5 FSD would jump into the 50 ly range -- far too good for the price. If you wanted to nudge the jump range up slightly, the best way to accomplish this is to lower the hull mass slightly maybe to 150 or 160 T from the current value of 170 T.
 
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Even with a class 5 FSD, the class 3 fuel scoop would make the DB the slowest ship in the Galaxy. Almost 30 secs of refueling at each stop? Holy crap. The Asp could jump three times while the DB was still refueling...
 
Wants: A class 4 slot, non-nerfed for shields or scoop, as it's already tough enough out there with tanked pirates. Five total module slots, and a class 4 power coupling. Twice the price of a Cobra should get you something.

Absolutely Need: An additional class one module slot, and a class 4 power coupling. Been flying this thing a bit now, and the weapons are a MUCH bigger issue than I first though, as the shields do need a lot of attention. You could get by with a class 3 shield (buffed with a booster or two), but not at the recharge rates of a class 3 coupling with weapon needs.

My worry is this current version of the DB (with the lack of either a class 4 shield or power coupling) would be completely owned in PVP by a tanked Cobra (which cost half a much). It's advantages in speed and maneuverability are negated by commanders simply flying backwards, and the Cobra/Asp's ability to slot a lot of modules with shield banks. Also keep in mind that a tanked Cobra can jump 22+LY, so it also has long legs.

Just food for thought.
 
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/me delurks

Argh... the original post is terribly terribly insighful and seems woefully reasonable...

I entirely agree (okay I could niggle on some details, but the core point is perfect hit)
 
At first I wanted to say "No, the DB is fine, it doesn't need any changes!". Then I read the post and realized... this is all actually very true and good, and I support them. I usually don't expect to see such good ideas on the Frontier forums.

There is one drawback to upgrading the size of the shield though - cost. A size 4 shield is significantly more expensive than a size 3 one, and in many ways the Diamondback is obviously intended to be a "budget" ship (look at that exposed wiring!). The splitting of one of the internal compartments is a no brainer, though.
 
I can imagine that FD intend for the Diamondback to be something for newer players to use to get out there in various systems a bit more and do well enough at PVE combat to progress a little faster. If that's the case, I don't think we'll see much improvement in its combat capabilities, unfortunately.

Heck, there was even a thread not long ago started by someone who was complaining about not being able to get out of one of the starting systems with their Cobra once they upgraded some of its components. How that happened is beyond me, unless they "upgraded" to a lower FSD, or something.

Fortunately though, making this ship a halfway decent explorer shouldn't change it's combat prowess much, if at all.
 
At first I wanted to say "No, the DB is fine, it doesn't need any changes!". Then I read the post and realized... this is all actually very true and good, and I support them. I usually don't expect to see such good ideas on the Frontier forums.

There is one drawback to upgrading the size of the shield though - cost. A size 4 shield is significantly more expensive than a size 3 one, and in many ways the Diamondback is obviously intended to be a "budget" ship (look at that exposed wiring!). The splitting of one of the internal compartments is a no brainer, though.

That's a fair point, but I think it's more of a minor issue than what we have to work with as a "combat explorer" now. Upgrading to high-end components is expensive starting out either way you look at it. I imagine most people just move on before maxing much of anything out on low to mid level capable ships.
 
But this isn't so different from any other ship. The high end scoop for the asp costs 28 million -- more than the rest of the ship and modules put together.
 
I agree with the OP 100%.

The Diamondback is I think a nice looking ship, but performancewise it is basically a mix between Adder and Cobra. Pricewise it is too expensive to fit in between if we assume a factor of 100 from the beta price.
The suggested conversion by the OP of a single class 2 against two class 1 slots I think is an excellent suggestion. In regards to shields, I wouldn't go as far to nerf it but just add a class 4 slot. It is then either combat (class 4 shields) or explorer (class 4 fuel scoop). This would justify its price and it would be a rather small defensive "combat" explorer whereas the Asp remains the offensive one.

P.S. Of course the class 4 module would be several times the basic ship. But this is the case with any ship, and ADS, DSS and AFMU do not come cheap either.
This sad little ship will have a difficult time to compete with the Adder, Type-6, or the Cobra. It does not stand out unfortunately. I had hoped for a bit more. But I will buy it anyway.
 
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At first I wanted to say "No, the DB is fine, it doesn't need any changes!". Then I read the post and realized... this is all actually very true and good, and I support them. I usually don't expect to see such good ideas on the Frontier forums.

There is one drawback to upgrading the size of the shield though - cost. A size 4 shield is significantly more expensive than a size 3 one, and in many ways the Diamondback is obviously intended to be a "budget" ship (look at that exposed wiring!). The splitting of one of the internal compartments is a no brainer, though.

I don't think they'd need to upgrade the size of the shield on this little beauty to make her effective, as the upgrade difference (compared to the Cobra, it's competitor) could be made up with shield boosters. The real problem I'm finding (and it's a very big problem) is the power coupling (outside of the fifth small module slot), as there's just not enough to keep a shield going at a decent rate when getting shot at, especially when you factor in the firing of your own weapons and trying to have some escape velocity when things go bad. The power coupling simply MUST be upgraded to have a chance against a Cobra, a ship at half the cost.
 
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