Newcomer / Intro What are you up to?

So we're getting a bugfix release end of January, and Update 15 in April. I guess that's good :)

Bug fixes are always welcome - as long as they don't break something else.

As for U15... I'm really interested in what there'll be in that. I mean, on foot Thargoid battles/CZ's/skulking around bases would be marvellous - it would be quite an eerie experience to have an ED take on Alien/Aliens... not knowing where they'll be: "They're coming out of the godamn walls!" and "There they go over there - get 'em" etc.
 
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So we're getting a bugfix release end of January, and Update 15 in April. I guess that's good :)

I'm wondering if there will be a new DLC before long. I resumed playing several months ago, having not played since 2015, paid for Odyssey but was not allowed to pay for all future DLCs in advance (as people who have been playing all along were able to do as I understand it) and will have to pay for them individually as they appear.

I'm also wondering though if all those who paid in advance might be beginning to feel a bit cheated by now, as since I resumed no DLCs have come in in at all. :unsure:
 
I'm wondering if there will be a new DLC before long. I resumed playing several months ago, having not played since 2015, paid for Odyssey but was not allowed to pay for all future DLCs in advance (as people who have been playing all along were able to do as I understand it) and will have to pay for them individually as they appear.

I'm also wondering though if all those who paid in advance might be beginning to feel a bit cheated by now, as since I resumed no DLCs have come in in at all. :unsure:

I bought a LEP (the Lifetime Expansion Pass) that you refer to - it cost me £120 on top of the £40 I had already paid for Elite Dangerous - so £160 for a game I have played for nearly 8 years. Even though I have taken breaks from the game I still think it is reasonable value even though that £120 has only really covered two "expansions / seasons" (Horizons and Odyssey). I say that because I spend much MUCH more than that on Flight Sim addons (MSFS2020, X-Plane and previously FSX and P3D).

If I had known the £120 would only cover two DLCs in 8 years then no I would not have bought it - but having done so I don't feel "stiffed".

(They did give us LEPers some free cosmetics when they went over to "seasons" or whatever but I can't honestly remember what.)

Of course one could always compare this with the situation with NMS - single purchase years ago, multiple huge updates, never an extra penny paid - don't ask me how they do it.
 
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Decided to have another crack at killing Thargoid Interceptors with the Chieftain. Grabbed a new picture of it in the Stygian Blue pain tjob.
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I had robbed the Chieftain of some of its modules to set up my Krait MKII for AX combat using Shard Cannons. So it took me 25 minutes of leaving and returning to the carrier to refit all the required modules as its easy to forget something. A bit frustrating yesterday evening when I did this.
This morning I did manage to find a Cyclops arriving at an outpost under attack as soon as I logged in. Tempting it away from the Scouts was simple enough, and I managed to destroy it in about 10 minutes. 73% hull left. I'm still a bad shot with Gauss Cannons FA Off, but you can get away with landing only half your shots on the heart with a Cyclops when you use the right technique. Pretty pleased, but it still takes too long to find the right target. I had a Hydra interdict me and fought it for a while before running. I think I need premium ammo to have a hope for that fight.
 
Decided my Artemis suit had a "wrong" mod on - improved shield regen: not sure why I decided that was OK. Preference would be greater air reserves for emergencies so that's what I'm going to do now.

As I've got most of the mats, I'm now chasing what I don't yet have - namely PR's and, yet again, MI's.

This would have been the ideal opportunity to be able to move mods around suits and weapons rather than have to create a new build every time. Not sure why the mechanic was ever made to be this way but who am I? Perhaps it was too complex to implement.
 
Not sure why the mechanic was ever made to be this way but who am I to argue? Perhaps it was too complex to implement.
Or even (as often discussed) the ability to remove/replace a mod from a given suit, like you can with ships. And don't get me started on Night Vision; it comes as standard on your ship. It comes as standard on your SRV. So why not the ?!*#ing suits? In fairness, I've found I can cope without it, as all on-foot opponents seem to be able to see you in the dark anyway 😬
 
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This would have been the ideal opportunity to be able to move mods around suits and weapons rather than have to create a new build every time. Not sure why the mechanic was ever made to be this way but who am I? Perhaps it was too complex to implement.

This is my no.1 wish for Odyssey - a transferable/replaceable suit mod system 👍 …it would require more work, but not very much considering this already exists elsewhere in the game - tbh it does look suspiciously like this just wasn’t completed in time for release, so we might still hope for it - perhaps alongside G10 suits with 9 mod slots, so that we will stand a chance against goids-on-foot? 👽 …ok getting way ahead here - in the meantime, i’ll be delighted with just a sensibly ordered list of weapons / suits in loadout editing ;]
 
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Or even (as often discussed) the ability to remove/replace a mod from a given suit, like you can with ships. And don't get me started on Night Vision; it comes as standard on your ship. It comes as standard on your SRV. So why not the ?!*#ing suits? In fairness, I've found I can cope without it, as all on-foot opponents seem to be able to see you in the dark anyway 😬

It feels a bit strange, like why night vision is furthest in the unlock chain, why not the jump assist, or shield regen for example, those seem to do kind of more for you? But in the end, all the mods are just about QoL. I may be too influenced by the fact that i've done most of my CZs in a G3 Dom with no mods (with a torch), but after mods done, i rly kind of underuse night vision... It's still nice to have and i don't think i change it for smth else, but by no mean necessary or required.

Decided my Artemis suit had a "wrong" mod on - improved shield regen: not sure why I decided that was OK. Preference would be greater air reserves for emergencies so that's what I'm going to do now.

As I've got most of the mats, I'm now chasing what I don't yet have - namely PR's and, yet again, MI's.

This would have been the ideal opportunity to be able to move mods around suits and weapons rather than have to create a new build every time. Not sure why the mechanic was ever made to be this way but who am I? Perhaps it was too complex to implement.

Shield Regen on an Art would give you a good possibility to try it in combat, i heard about flying Art build armed with rockets. I never tried in in a CZ, but i was fighting Guardian Sentinels in my Art (usual one tho - my choice was night vision, jump, battery and sprint).

For usual exploration focused Art - in my opinion - jump and sprint are the only really useful mods, after all that's what you do when you scan plants. Then, battery is a good thing, but that starts being optional. Plant scan takes about 12% of normal battery and like 6% of improved one, Art is equipped with 3 reserve batteries - you really need a long walking session to spend all this. I remember myself speding quite a while in some very rough montains that i couldn't stand in SRV and i walked a lot, scanned maybe 5 plants overall there using 2 out of 3 batteries. Was long. Idk if i'm up for even longer walks... So good, but niche. I think night vision beats it (especially as if you walk, the reason is that you're in the mountains = shadows, valleys, and with night vision far plants sometimes are better visible).

Reduced consumption is kind of the same as battery for Art, but i think it'd be worse as you spend some battery on jumps and LS too. Given that, improved battery is an overkill for me, reduced consumption is viable in its place if it's easier to obtain. Then air reserves - it's only for one time, when you're out of power, it ruins that for me. I mean you got 3 reserve batteries, you can make them bigger, you can make your tools use less, and you absolutely got to have jump assist and sprint. All slots taken. Making a super safe Art with battery, consumption, jump and air then? Idk, then you run slower... I also heard combat movement is making you run faster with a scanner in your hand, but i could never see that i'm moving slower with a scanner tbh. Might be wrong.
 
It feels a bit strange, like why night vision is furthest in the unlock chain, why not the jump assist, or shield regen for example, those seem to do kind of more for you? But in the end, all the mods are just about QoL. I may be too influenced by the fact that i've done most of my CZs in a G3 Dom with no mods (with a torch), but after mods done, i rly kind of underuse night vision... It's still nice to have and i don't think i change it for smth else, but by no mean necessary or required.



Shield Regen on an Art would give you a good possibility to try it in combat, i heard about flying Art build armed with rockets. I never tried in in a CZ, but i was fighting Guardian Sentinels in my Art (usual one tho - my choice was night vision, jump, battery and sprint).

For usual exploration focused Art - in my opinion - jump and sprint are the only really useful mods, after all that's what you do when you scan plants. Then, battery is a good thing, but that starts being optional. Plant scan takes about 12% of normal battery and like 6% of improved one, Art is equipped with 3 reserve batteries - you really need a long walking session to spend all this. I remember myself speding quite a while in some very rough montains that i couldn't stand in SRV and i walked a lot, scanned maybe 5 plants overall there using 2 out of 3 batteries. Was long. Idk if i'm up for even longer walks... So good, but niche. I think night vision beats it (especially as if you walk, the reason is that you're in the mountains = shadows, valleys, and with night vision far plants sometimes are better visible).

Reduced consumption is kind of the same as battery for Art, but i think it'd be worse as you spend some battery on jumps and LS too. Given that, improved battery is an overkill for me, reduced consumption is viable in its place if it's easier to obtain. Then air reserves - it's only for one time, when you're out of power, it ruins that for me. I mean you got 3 reserve batteries, you can make them bigger, you can make your tools use less, and you absolutely got to have jump assist and sprint. All slots taken. Making a super safe Art with battery, consumption, jump and air then? Idk, then you run slower... I also heard combat movement is making you run faster with a scanner in your hand, but i could never see that i'm moving slower with a scanner tbh. Might be wrong.
(y)

My aim is; jump assist, sprint, air reserves and battery cap.
 
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