Newcomer / Intro What are you up to?

If I learned anything from playing STO, that would be that FAW is good for drawing the attention (aggro) of hostile vessels away from "glascannon" teammates to your tank so they can take the enemies out without risking to get scrapped. When fighting on your own, it is only effective against single targets, although even then there usually are better suited options.
I am not sure if this would work with Thargoids, though.
Targeting systems in Elite can be very prone to generating friendly fire incidents which can be made worse by FaW it used to be considered a potentially profitable (you would be contributing to more kills) but risky (you could easily get both sides hostile to you) option in Conflict Zones.
 
My brain would refuse to lay this to rest, so I spent some time in Coriolis...

T-10 Defender AX Tank

Feel free to share your thoughts about this.
I would tweak it like this for added coldness and a tiny bit more speed.

I have adjusted power priorities and switched off the AFMU to compensate for the loss of power a bonus of which is it will still jump even with a severely damaged power pack.
 
Ah, you need to set it to fire at Fred and Joe also, should do the trick.
:ROFLMAO: :ROFLMAO: :ROFLMAO:

I am no longer a fan of Fire at Will as a setting for turrets for two reasons.
With Thargoids, I think the fire at will doesn't work because your scanners can't target them. You have to manually do that and even then you get no information about them at all. It's all just garbled junk.

I'm thinking that's why the fire at will doesn't work - they can't tell there's an enemy, or anybody else, there to begin with.

I think I'll barrow Gomez's design, it seems he might have the right setup or use all the same components in a Krait Mk II
The problem I had with the Mk II is that it just can't turn fast enough to keep it's guns on target, especially with Scouts. It takes FOREVER to kill a scout with Mk II in my hands.

I'm sure guys with hot HOTAS setups and all can do a far better job of it, but the Challenger or Chieftain can literally run rings around the Mk II. You spend far more time killing the target than trying to just get your guns on it.

The problem with the Chieftain I had was that it's just so twitchy. I love using it for Pirate missions but to me the Challenger is much better at being smoother when it comes to Scouts.
 
OK guys, update on the Exobiology:

They DID NOT rescale the levels. I just logged in to check and those 4 little samples I got yesterday took me from 35% to 74% of Ecologist Rank. It's going to be ridiculously easy for everybody to max the levels out now.

It took me DOZENS of samples to get to 35% of that level. Now, in just 4, I've more than doubled it.

FDev really dropped the ball on this. Big time.
 
Use your turret - easy peasy, you just drive to ensure fragment is not screened by the stalk - just like you have to do with every other bio and geo mat.
Oops - I didn't even have a key binding for turret but I do have one now. I'm now on a different moon with more shards but haven't found them yet, but I tested it out on a nearby geyser and seems good as I got some chromium, cheers.

It sure will be a lot simpler if having to disembark every time can be avoided. And will save time.
 
That's when a big one is coming in and they launch the wave that knocks all the power to your ship out. That's why I carry the shutdown field neutralizer. You hear that FSD incoming, you pump that up and your power doesn't get knocked out.
Frameshift anomaly detected also heralds the arrival of Thargoid Scouts now. It least it has been the last few days at Ampere Dock in the Imeut system.
If an Interceptor arrives, the conflict zone controller warns you over the radio if you're in a conflict zone.
 
I think I must have got lucky with that first moon I tried with the crystalline shards and was able to fill me boots with polonium. I found the shards almost straight away on that one, but since then I've tried a couple of other moons where the shards drop different mats, but in spite of skimming low all over the place for ages I haven't yet found them.

So I'll forget about the shards for now and try some other systems in this region looking for other exobiology.

@Fnord Velkor - Btw when you mentioned using the turret to shoot for mats, were you talking about Odyssey? Only that's where quite a few people have had trouble shooting from the SRV and why they go into Horizons. I play Odyssey. Anyway, I'll check it out again in Odyssey next time I'm surface prospecting to see how it goes.
 
Took my Challenger out for a test run. It did not go very well.

I found an outpost that was under attack. Flew around it for a while, but there was nothing to do, no enemies.

Went to another outpost, and this time as I flew past I got the message "Frameshift Anomaly Detected" but saw nothing. Next thing I know my ship was shut down completely. I could not move or do anything. When my ship powered back up I had 1% hull left (so much for being able to take the hits with all this armor and hull reinforcement I put on).

This is the last thing I saw, right after my ship came back to life:
View attachment 335682

Then it was the rebuy screen and a 5 million credit loss. Groovy, baby.

The game stuck me into a station I had never visited, in the same system. I expected to resurrect at the last station I docked at, namely my carrier, but nope.

I restocked my limpets (for repair) and tried again.

This time there were a few scouts and I was able to test the weapons at least. AX multicannons seem very weak to me. Scouts did not die fast at all, and when they did they sprayed me with caustic goo. This appeared to be unavoidable. I turned away immediately but got hit with it every time.

I was able to cleanse it by overheating my ship, so that works. I also had some repair limpets, but they were insufficient, only doing a couple percent worth of repairs. I had the Xeno multi-limpet controller. It's no good for this. Maybe a full-fledged repair limpet would be better.

Stuff I learned:
  • AX Multicannons will NOT FIRE when set to Fire at Will. Period.
  • Xeno multi-limpets sound cool but are mostly useless.
  • "Frameshift Anomaly Detected" might mean more Scouts, or it might mean a bigger ship. If it's a bigger ship that's very bad news.
  • I didn't have a Xeno Scanner, so I couldn't tell what anything was from a distance. I also could not see how much damage they had taken while fighting them. I was just shooting blind. I didn't take one because the Anti-Xeno Initiative site said it wasn't needed for Scouts. I disagree, I guess.
I did get in a couple of kills, but at 80000 credits each it would take 63 or so kills to offset my one rebuy. Not really worth it.
View attachment 335689

I guess the bubble is gonna burn. I sure ain't much help.

I will probably try again, after getting a scanner and better limpets. But I think I'm outclassed.
It's been a while since I used AX multi cannons, so will try them again. Shard Cannons only seem to be good for exerting an interceptor heart quickly. Not much good for Scouts.
Guardian Gauss cannons are amazing on Scouts when you can land a shot. I have two on one fire button and two on the other fire button. If I press one fire button and press the second button a second later a get a volley of shots spread over a period of about 1 second increasing the chances of a hit.

The AXI initiative will tell you decontamination and repair limpets smaller than class 5 are barely worth the space taken up in your ship.
I use silent running and firing Gauss cannons on the next target to generate heat and burn off the caustic goo. I then have a small AFMU for emergency repairs. The AFMU saved my ship yesterday. Brought my thrusters back from 0% and dead to 2% allowing me to high wake out of the conflict zone for repairs. I got busted up trying to land for repairs at the Ampere Dock outpost.
My Chieftain has over 4100 hull so it tends to be module damage that gets me despite having 2 x 4D module reinforcements.
 
The AXI initiative will tell you decontamination and repair limpets smaller than class 5 are barely worth the space taken up in your ship.
And they are completely wrong. I've been using class 3 with perfect results for quite a while.

My Chieftain has over 4100 hull so it tends to be module damage that gets me despite having 2 x 4D module reinforcements.
The problem though is that unless you have Guardian Reinforcements, you have ZERO protection from the caustic attacks, which is about 95% of the damage that Scouts do. That's why the AXI initiative tells you to use class 5 because they repair and decontaminate quicker.

If you're running the Guardian Reinforcements, you don't need that because not only do you have over 20% resistance to all caustic damage, it protects your modules as well because they can't get through your hull to begin with.

I usually can take 8 or 10 attacks from a scout before they even land a shot that contaminates my ship. After that, I lose about 1 hit point ever two or three minutes. That gives me plenty of time to just keep on fighting until I get a break.

By then, I'm probably at 95 or 96%, so I launch a decontaminator limpet and that repairs me right back up and I go right back in to fight some more.

Back when I used conventional hull reinforcements, I'd get infected instantly. Several times. My hull would drop at 1% every 10 seconds instead of 2 minutes. It also took a lot longer to decontaminate and repair, so I carried a class 6 storage rack full of limpets.

Going with the Guardian Hull Reinforcements was the single best thing I ever did to a ship. It really does make a night and day difference in how tough the ship is against Scouts.
 
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Getting late and didn't have much time, but I ran out to a few systems and managed to get 4 biologics scanned in. Ran back to the carrier, and wow. Just wow.

I think they totally overdid it on the payouts. To me, about a 2x (100%) or so increase in payouts would have been nice, but they've taken it out a whole new door. Under the old values, those 4 samples would have been worth 805,000 credits.

View attachment 335671

But they gave me 17,700,000 and change for them.

View attachment 335672

That is roughly a 2,000% increase in payout.

Unless they changed the rank values accordingly, everybody will be Elite V Exobiologist in a matter of days.
I sold a single sample to my carrier it wasn't a first discovery and made 2,414,700 rather than an estimated 78,500 about a 30 times increase
 
Frameshift anomaly detected also heralds the arrival of Thargoid Scouts now. It least it has been the last few days at Ampere Dock in the Imeut system.
If an Interceptor arrives, the conflict zone controller warns you over the radio if you're in a conflict zone.
I usually play with sounds off or very quiet because my wife is in the same room on her computer. I guess I’ll have to don the headphones!
 
And they are completely wrong. I've been using class 3 with perfect results for quite a while.


The problem though is that unless you have Guardian Reinforcements, you have ZERO protection from the caustic attacks, which is about 95% of the damage that Scouts do. That's why the AXI initiative tells you to use class 5 because they repair and decontaminate quicker.

If you're running the Guardian Reinforcements, you don't need that because not only do you have over 20% resistance to all caustic damage, it protects your modules as well because they can't get through your hull to begin with.

I usually can take 8 or 10 attacks from a scout before they even land a shot that contaminates my ship. After that, I lose about 1 hit point ever two or three minutes. That gives me plenty of time to just keep on fighting until I get a break.

By then, I'm probably at 95 or 96%, so I launch a decontaminator limpet and that repairs me right back up and I go right back in to fight some more.

Back when I used conventional hull reinforcements, I'd get infected instantly. Several times. My hull would drop at 1% every 10 seconds instead of 2 minutes. It also took a lot longer to decontaminate and repair, so I carried a class 6 storage rack full of limpets.

Going with the Guardian Hull Reinforcements was the single best thing I ever did to a ship. It really does make a night and day difference in how tough the ship is against Scouts.
I actually have much of the materials needed, I just need to go shoot some Sentinels and get the rest. So now I have a plan!
 
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