Ships The diamondback feedback (and argument summary).

there is new thread in news and updates stating:

"Diamondback is now the Diamondback Scout"

So they fixed it by adding "scout" LOL
Hey its not an explorer its a scout now so its stats are perfectly fine
 
Sorry, I am probably being stupid -- where is the link to that thread/post? Can't seem to find it.

---

I don't know what "scouts" are supposed to do in this game, but if scouts are supposed to travel quickly, the diamondback is very bad at that, for reasons stated in the OP.
 
Last edited:
One thing I've not seen anywhere is about the class 2 module slot size. It could be intentional since the ASP and adder are both the same. Will we get class 2 discovery scanners??
 
It looks like they also posted a schematic, possibly to demonstrate that their hands were tied by the small chassis and a class 4 module just wouldn't fit. Adding a better fuel scoop might have meant a redesign of the ship and/or a delay to the first person expansion.


...maybe they will let us slot 2 Fuel Scoops to make this ship more space-worthy?
 
I'm a bit disappointing that I'm not getting the exploration capable ship I was hoping for from the Diamondback, of course, but I'm glad our concerns seem as though they have been acknowledged and that the intended role of the Diamondback has been better defined than what it was.
 
Good post. I would still rather see a distributor boost and the addition of one new size 1 compartment than your specific suggestions (because long range does not always equal high speed, and I like it's current dragster-style burst speed offset by slower pitstops).

I really think that gives it a place in the game now as an interceptor, and a place in the future game where it can break into winged exploration of hostile space supported by a more multirole maintenance ship.
 
Maybe I overread something, but wouldnt nerfing the shield coefficient make class 4 shields ok but class 3 very useless since the are quite weak on that ship by design already? Or do you think it would still be sufficient for exploration needs?
 
Using shields for exploration is actually ill advised since it increases your base heat which can hurt at certain dangerous non-sequence stars or close binaries. When returning to the bubble it can simply outrun any ship that tries to interdict it. So shields on an exploration specc'd DBS are quite pointless. Unless you meet thargoids?

- - - Updated - - -

Hm, I thought the rename was in reaction to this thread, but https://forums.frontier.co.uk/showthread.php?t=149347&p=2298892&viewfull=1#post2298892 seems to contradict that. I <3'd the OP's suggestion of splitting the C2 for sensor room. Still hoping they'll consider a change.


Does that mean that Michael still wants us to complain about the ship, LOL? Come on guys, lets keep pushing then until we hear those magic words "Class 4 Fuel Scoop!"
 
Does that mean that Michael still wants us to complain about the ship, LOL? Come on guys, lets keep pushing then until we hear those magic words "Class 4 Fuel Scoop!"

Or maybe the words are "faction-specific exploration super-scoop". :D
 
I used to run a 3D shield on my asp until I realized the asp has a strong enough hull to survive 1-2 interdictions on the return trip, and I take barely any hull damage even on long trips otherwise. The anaconda certainly does not need shields either. The worry is the diamondback wouldn't be able to hull-tank hits like that, but I suppose if it has that heavy armor plating on top as long as you present that to your interdictor you will be ok without shields? I don't know.
 
Last edited:
Or maybe the words are "faction-specific exploration super-scoop". :D

These special items are only available to the top 10 players in a faction. So unless you are independently wealthy and can play 24/7 and come back to the bubble every 7 days to keep your rank from dropping, don't count on getting your hands on one. Pretty much ever. If you do get one, and then use it on a trip to Sgr A*, then by the time you come back, you'll have to re-earn the right to use all over again.

- - - Updated - - -

I used to run a 3D shield on my asp until I realized the asp has a strong enough hull to survive 1-2 interdictions on the return trip, and I take barely any hull damage even on long trips otherwise. The anaconda certainly does not need shields either. The worry is the diamondback wouldn't be able to hull-tank hits like that, but I suppose if it has that heavy armor plating on top as long as you present that to your interdictor you will be ok without shields? I don't know.

I would run thrusters that were optimized for twice my loadout wieght so I wouldn't need shields. I could just run away at 434m/s. If they can't hit you, you don't need shields. If they can hit you, shields won't save you. It's worth the jump range cost imo. Especially with assassins at Sgr A*.
 
Last edited:
These special items are only available to the top 10 players in a faction.

Actually they're available at rating 3 (top 50%).
There's also this: https://forums.frontier.co.uk/showthread.php?t=149366&p=2298988&viewfull=1#post2298988
Taking this feedback into account, we're considering an additional mechanic that we think might address both of these issues, without losing the concept of competition that is at the heart of Powerplay (and rightly so in our opinion).

The mechanic would measure the average productivity of each power against every other power at the end of a cycle. This is not the same as how well or poorly the power did, simply how much time and effort its supporters poured into it, as a group.

The power with the most productive average supporter would, for the following cycle, relax the rating 3 requirement, allowing all of its supporters to purchase the power's module.

The next two most productive powers would relax the rating 3 requirement, allowing supporters of rating 2 to also purchase the module for that cycle.
 
Back
Top Bottom