Newcomer / Intro What are you up to?

I love a DBX, and have a combat one and agree. It’s like flying an attack helicopter with machine cannons. Love it. I have just had a similar epiphany with my T6. To unlock an engineer over the weekend I had to land at an outpost, so couldn’t use the Anaconda. Took the T6 and ended up flying it for days. 84T cargo, engineered with a good scoop its a great mission runner loved it. That said I am now back in the Anaconda having finally scraped together the coin for the 8A power plant.

While I have you, can I ask a question? Now that the Anaconda is finished I’m into finishing its engineering and getting through Guardian FSD booster. You recently did that, the ruins run thing. Question is, do I need an invitation to do that, a mission invitation or similar, or can I just turn up at the planet you visited and start scanning stuff? Not sure whether it’s available to me and it’s 34 jumps away so would rather check before the journey! If it’s unlocked then I’ll try it tomorrow morning.
Thank you and sorry to use you as an Elite help desk. I just knew that you have recently done it. Although others feel free to chip in. I have been here for ages but still feel like a rookie so next two jobs are Guardian booster and then Colonia (as apparently some of the engineers are there). Have to get serious, basically!

thank you.
o7
One of the things about dealing with Guardian sites is you need to park your ship with its point defences within range of the whole site or your SRV will get blown all over the place, this might be an issue for your Anaconda but your DBX will be able to land in the ideal spot.

The Colonia engineers won't provide any new blueprints but some of them have higher grades than the bubble and of course you will be able to pin a different variant of the blueprint. Just remember to check you have them all discovered from here in the bubble before you head out there it would be somewhat frustrating to have to nip back to do that for one of them.
 

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D
Remembering the oddball Degraded Emissions - Thread 0 USS that are detailed Exploration/Salvage (fairly uncommon) - as opposed to the standard Salvage-only ones found everywhere in and near the bubble - I thought I'd try to map the area where those spawn. I don't think anyone has ever done it.

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In the process of scanning every System at an extremely granular level, managed to tag quite a few 1st Discoveries within ~500LY of the Bubble in the COL 359 Sector and got some mild success already. On top, filling in a few blanks for EDSM in the process.
It'll take a heap more Systems to confirm any "spawn shell" for those Signal Sources though, so it easily qualifies as a tedious long-term project :D
(only started doing it because I couldn't find a use for the Cargo racks all my bigger Exploration Ships carry)

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After knocking about in the DB series for a while, I'm having a bit of a problem adjusting to the sluggish seeming pitch on the K2.What should i be looking at to correct the problem?
 
What should i be looking at to correct the problem?
G5 dirty drives with drag drives.

The Diamondbacks are both small ships, and will by definition have a better turning circle and turn rate. The DBS has one of the fastest pitch rates in the game.

You can also flip FA-off for the turn in your Krait, and turn it back on to stabilise it, but you're looking at a ship with an inherently slower pitch rate. The massive increase in firepower makes it worth it though.
 
If you don't do so already, bring some (many) collector limpets in that Corvette. It's not the worst way to mine manufactured mats. Just stay in one place and shoot the baddies, while your limpets scavenge their remains. I normally have 9 limpets going at a time. If it gets trivial, you can make a small game in the game, trying to time the explosion of the enemy ship so that it happens as close to you as possible. That way the limpets have to travel a shorter distance to collect the goodies. Hint: Wait-wait-shoot!

I like Compromised Nav Beacons as much as I like Haz Res. You don't have the rocks, but the view is still great because you throw punches close to the star.

Currently I'm working on a T-10 with only frag cannons. It's an old project I found, that was inspired by a ship D2EA tried to build called something like "One hit wonder", meaning one shot, one kill. I normally use rapid fire on frags and screening shell, but if I'm only allowed one shot I might have to go for Double shot and some other experimentals. It's probably not even possible to take down shield and hull in one shot, but it would be pretty epic.

Naming the T-10 is easy: "Broadside" :)

:) I only have two limpets running for the mats, but it works a charm. +1 on the as close to ship as possible game. I do the very same, that's why I have two fire groups, one laser only for shields, and the other, tutti, in good hunter tradition to kill quick and without pain.

I must say though, the thought has crossed the mind that the inbreeded blue bloods from the imperials are as dumb as a big steaming pile of pigshit. - That counts for NPC's exclusively of course, otherwise Jason Baron might complain to the moderators on that post here, har har har har har....! - I mean seriously, Imperial Clipper, Deadly, fly's like I would in a hauler after playing the game for 10 days, nope scratch that, I did better, much better. These degenerated Idiot's had their heads up their supervisor's for too long while being pampered by slaves. How stupid can one fly, even the Elite are not in any way doing better. Pure canon fodder, always flying the same way, you can get them down blindfold. The funniest is when they try to pass over or under you, and you just block their way, so they have to turn away from you, exposing their underbelly.... the rest is an, how convenient, rather ridiculous PLOP sound when their Freudian slip explodes in front of you.

:)

That Defender Frag boat sounds nice! For good measure I'd add a drunken missiles launcher.
 
Just fly on over. No unlock or invite needed :)

Have fun and good luck! If there's anything else you need to know, happy to share (y) Feels odd to be giving advice when I'm, basically, still feeling like a rookie myself! :D

As for Colonia engineers, IIRC, they don't offer anything more than the bubble ones. Happy to be corrected there!

Edit... the point defence on the upper part of your hull is a must at the ruins.

Thank you very much, appreciated. About to try it now (the joys of being a trader - random days off), so will let you know how I get on.


One of the things about dealing with Guardian sites is you need to park your ship with its point defences within range of the whole site or your SRV will get blown all over the place, this might be an issue for your Anaconda but your DBX will be able to land in the ideal spot.

The Colonia engineers won't provide any new blueprints but some of them have higher grades than the bubble and of course you will be able to pin a different variant of the blueprint. Just remember to check you have them all discovered from here in the bubble before you head out there it would be somewhat frustrating to have to nip back to do that for one of them.

Thank you. Left the DBX, DBS and Keelback miles away, only have Anaconda and T6 local, so am going to give it a go in the T6. Fingers crossed!

o7
 
Except, obviously, I am not, as the servers are down all morning for the update. So I'm roaming the old west instead. The area around this Guardian system is a barren, desolate wasteland. I haven't done much exploring - to my shame, on the way over I got the achievement 'travelled 1000ly from starting point' - so this is the first time that I have come across such a run of similarly bleak systems before. Endless SYNUEFE- systems one after the other. Presumably old news to you lot, but new to me!

o7
 
Wow! 😮 Hehe...

So I engineered 9 frag cannons on the T-10 as follows (need-more-mats):

4 x large frags, double shot (G4), incendiary rounds
3 x medium frags, double shot (G3), incendiary rounds
1 x small frag, double shot (G3), corrosive shell
1 x small frag, double shot (G3), drag munition

Next, I went to a nearby high res to test them. First ship that arrived was a ASP Scout, parking right in front of me. With one shot, he lost all of his shield and was down to 36% hull.

There is still quite a lot of punch left in the final engineering of the frags, so it might actually be that you can do the "One hit wonder". At least with small and medium ships. The problem with the T-10 is that it handles like a sack of bricks, even with drag drives. If you don't kill the pirates with the first broadside, then they panic and become difficult to target. "Come back here so I can kill you !" doesn't seem to work (I wonder why), so I might try and slim the ship down a little.

The first time I fired a broadside was spectacular. I litterally went "WUUHUU!!" I'm used to the blue glow of the shield being hit, but with incendiary rounds, holy smokes!

The drag munition on the other hand: I find it hard to notice any effect?
 
Thank you very much, appreciated. About to try it now (the joys of being a trader - random days off), so will let you know how I get on.
Thank you. Left the DBX, DBS and Keelback miles away, only have Anaconda and T6 local, so am going to give it a go in the T6. Fingers crossed!
o7
The T6 should be fine although you may need to check it's hard point utility slot placement for top-mounted PDs - I haven't flown mine for ages. As aRJay says, you'll need to nudge in close to the site for the defence to be effective and it's a little tricky.

If you take the place where the globe will appear as due north, I found a place tight in to the SE corner of the ruins; landing was quite fiddly as there wasn't a lot of room and it took ages to "go blue". But that's OK, nothing happens until you start exposing pylons and shooting skimmers.
 
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Wow! 😮 Hehe...

So I engineered 9 frag cannons on the T-10 as follows (need-more-mats):

4 x large frags, double shot (G4), incendiary rounds
3 x medium frags, double shot (G3), incendiary rounds
1 x small frag, double shot (G3), corrosive shell
1 x small frag, double shot (G3), drag munition

Next, I went to a nearby high res to test them. First ship that arrived was a ASP Scout, parking right in front of me. With one shot, he lost all of his shield and was down to 36% hull.

There is still quite a lot of punch left in the final engineering of the frags, so it might actually be that you can do the "One hit wonder". At least with small and medium ships. The problem with the T-10 is that it handles like a sack of bricks, even with drag drives. If you don't kill the pirates with the first broadside, then they panic and become difficult to target. "Come back here so I can kill you !" doesn't seem to work (I wonder why), so I might try and slim the ship down a little.

The first time I fired a broadside was spectacular. I litterally went "WUUHUU!!" I'm used to the blue glow of the shield being hit, but with incendiary rounds, holy smokes!

The drag munition on the other hand: I find it hard to notice any effect?

The drag munition I tried too, and I could see the effect clearly, the most when shot from close range.

With so many frags, I would propose to not have all of them as double shot, I think it would be beneficial to have the large sucker overcharged

As for your build, I would want overcharged pacifiers( much much tighter spread, Jitter and longer range too!) and certainly beside the Pacifiers a few of them Frags as fixed providing even more devastation.

The defender Frag boat certainly will be a challenge due to lesser manoeuvrability, but when a Conda pops in front of you in no time at all.... well....NICE!
 
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The drag munition I tried too, and I could see the effect clearly, the most when shot from close range.

With so many frags, I would propose to not have all of them as double shot, I think it would be beneficial to have the large sucker overcharged

As for your build, I would want overcharged pacifiers( much much tighter spread, Jitter and longer range too!) and certainly beside the Pacifiers a few of them Frags as fixed providing even more devastation.

The defender Frag boat certainly will be a challenge due to lesser manoeuvrability, but when a Conda pops in front of you in no time at all.... well....NICE!
The reason I use double shot was that I'm trying to get to the point where one shot can kill the opponent. It's not very useful but it's a fun challenge. According to Coriolis, double shot gives a slightly higher dps than overcharged.

I like frags, and I've used them for quite some time. I started out using double shot, then went for overcharged instead, and ended up with rapid fire screening shell. The latter being my favorite. Therefore I already had some frags with G1-G3 double shot, and thought they were perfect for the job.

I would love to have the Pacifiers, but I'm afraid I don't have the patience for Power Play. At least I found working for the pale pirate lord pretty boring. I'd rather spend time getting some of the guardian blueprints I haven't got.

Next up is mining encoded mats at Jameson's crashed Cobra, once the server is back online. I read that you can do it from your ship, so that you don't have to use the SRV, and honestly, the only fun in a SRV is running over geysers on a very low G moon, trying to get into orbit.
 
I read that you can do it from your ship, so that you don't have to use the SRV, and honestly, the only fun in a SRV is running over geysers on a very low G moon, trying to get into orbit.

Interesting! I must try that! Pootling around that site in the SRV can be annoying when you hit rocks bigger than 1mm square and get a hull compromise :D And those canisters have upended me once or twice.

Oh, and the SRV really needs a trailer option so it can pick up more than two units of cargo.
 
Next up is mining encoded mats at Jameson's crashed Cobra, once the server is back online. I read that you can do it from your ship, so that you don't have to use the SRV, and honestly, the only fun in a SRV is running over geysers on a very low G moon, trying to get into orbit.

I was there once, and did not like the SRV hassle, I had problems positioning the sucker in the optimum spot as per cmdr Exiguous and driving around there is as fun as a root extraction. From a ship? I'd be back in a heartbeat of that works.
 
I was there once, and did not like the SRV hassle, I had problems positioning the sucker in the optimum spot as per cmdr Exiguous and driving around there is as fun as a root extraction. From a ship? I'd be back in a heartbeat of that works.
Go get data from 'Bug Killer ' site instead, lot less hassle.
Easy parking.
There's a spot where you can line up the SRV on two of the thingies, click-scan, click-scan, relog, repeat. No need to move the SRV or mess with the turret.

I honestly found it much quicker than Jameson's.
Once I'm full, four jumps back to the Encoded trader at Ray Gateway.
 
Wow! 😮 Hehe...

So I engineered 9 frag cannons on the T-10 as follows (need-more-mats):

4 x large frags, double shot (G4), incendiary rounds
3 x medium frags, double shot (G3), incendiary rounds
1 x small frag, double shot (G3), corrosive shell
1 x small frag, double shot (G3), drag munition

Next, I went to a nearby high res to test them. First ship that arrived was a ASP Scout, parking right in front of me. With one shot, he lost all of his shield and was down to 36% hull.

There is still quite a lot of punch left in the final engineering of the frags, so it might actually be that you can do the "One hit wonder". At least with small and medium ships. The problem with the T-10 is that it handles like a sack of bricks, even with drag drives. If you don't kill the pirates with the first broadside, then they panic and become difficult to target. "Come back here so I can kill you !" doesn't seem to work (I wonder why), so I might try and slim the ship down a little.

The first time I fired a broadside was spectacular. I litterally went "WUUHUU!!" I'm used to the blue glow of the shield being hit, but with incendiary rounds, holy smokes!

The drag munition on the other hand: I find it hard to notice any effect?
Fit a cargo hold full of something “tasty” to incentivise them to come back or fit something long ranged to finish them.

Another thought subtarget their power plant or thrusters.
 
Go get data from 'Bug Killer ' site instead, lot less hassle.
Easy parking.
There's a spot where you can line up the SRV on two of the thingies, click-scan, click-scan, relog, repeat. No need to move the SRV or mess with the turret.

I honestly found it much quicker than Jameson's.
Once I'm full, four jumps back to the Encoded trader at Ray Gateway.

Sounds good, but I never faced Thargoids. Where is that site you refer to?
 
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