You gave the FDL a bigger Power Plant...

I beg to differ: FAS ~80 million - FDL ~100 million- Clipper ~150 million


Now you are just trying to compare apples to oranges
Sure you can build some ridiculously pricey loadouts, but they are not effective loadouts or fair comparisons. Do I really need to explain why a 28 million credit fuel scoop and 51 million credit shield is a bad purchase when you do not have military armor and are running undersized SCBs?

Here is a much more fair comparison. Clipper and FAS are very close in price. FDL comes out to about 15-30 million more, depending if you do the comparison with or without military armor.

FAS http://coriolis.io/outfit/federal_assault_ship/26A6A5A5A6A4A4C--------------.Iw18cQ==.Aw18cQ==
Clipper http://coriolis.io/outfit/imperial_clipper/26A6A5A5A6A5A4C----------------.Iw18aQ==.Aw18aQ==
FDL http://coriolis.io/outfit/fer_de_lance/26A5A4A4A6A4A3C----------------.Iw18aQ==.Aw18aQ==


So seeing as how the FDL is a combat ship (the clipper is multirole) that costs more, has a worse jump range, and less internals than the clipper and FAS then it is only logical that it should have some advantages over those two ships.

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There was another thread on giving the cutter a better power distributor.... Give me i size 8 shield generator for my corvette.

Of all the things that they could do for the ships, buffing the Corvette's shield is the least useful one. We already have the best firepower in the game and the 2nd best shields in the game.
 
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We can't just be buffing ships willy-nilly, some ships need disadvantages, not every ship should be well suited for everything. Also, when 2.1 comes out, I think a lot of this stuff will be irrelevant as we should be able to buff our ships ourselves a little bit.
 
True dat.

you really don't want a "God character" in a game. A genius in a basic fighter should be able to take out a top ship, given a sufficient skill difference.
 
I would do a simple thing to FDL: remove 3 utility slots (leaving only 3).
This would make the ship much more interesting.
 
The powerplant increase only seems like a buff because originally the FDL was released in a gimped state. A class 6 Powerplant was a requirement to bring it in line with the other two ships that compete at that price tier, the FAS and Clipper (FAS, FDL, and CLipper are priced very similar to each when fully A rated). There is also no valid reason as to why an FDL with its huge hardpoint and 48 Million credit hull should have the same powerplant as the ASP with its medium hardpoints and 6 million credit hull.

Because the Asp is a bigger ship with smaller modules and larger hull mass and a worse flight model
 
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....for a ship of that price?
Ridiculous.

Price does not and should not equal linear increases in power in Elite. There's a reason the Anaconda can't out-turn a Vulture.

Price should buy you additional PvE efficiency, and more access to roles in PvP. The wealthiest pilot should not have the single most OP ship, but access to every ship and every role.

It would not be ridiculous at all. Compare it to the DBS. FDL has an equivalent flight model, double the eHP, better shield tanking, can boost more, more than double the distributor power, better heat distribution and more hardpoints.

Reducing the number of uhardpoints by one would hardly gimp it. It would be impractical only because hardpoints are baked into the ship models and can't be changed

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The powerplant increase only seems like a buff because originally the FDL was released in a gimped state. A class 6 Powerplant was a requirement to bring it in line with the other two ships that compete at that price tier, the FAS and Clipper (FAS, FDL, and CLipper are priced very similar to each when fully A rated).

The FDL outclassed the Clipper even before it was buffed: especially so now that mindless SCB stacking is harder.

The FAS being OP is no excuse for the FDL being OP, they both need to be brought into line. Ships of that size PD should not have the ludicrously OP flight models that they do
 
Sure you can build some ridiculously pricey loadouts, but they are not effective loadouts or fair comparisons.

Not effective? I can assure you, the loadouts I linked are good for farming ~5 million per hour on any Hazardous RES in all three ships.

Do I really need to explain why a 28 million credit fuel scoop and 51 million credit shield is a bad purchase when you do not have military armor and are running undersized SCBs?

My fault on the scoop. Force of habit, I'm afraid. I don't apologize for the shields, however; the Clipper is already pretty gimped in that department.

Here is a much more fair comparison. Clipper and FAS are very close in price. FDL comes out to about 15-30 million more, depending if you do the comparison with or without military armor.

FAS http://coriolis.io/outfit/federal_assault_ship/26A6A5A5A6A4A4C--------------.Iw18cQ==.Aw18cQ==
Clipper http://coriolis.io/outfit/imperial_clipper/26A6A5A5A6A5A4C----------------.Iw18aQ==.Aw18aQ==
FDL http://coriolis.io/outfit/fer_de_lance/26A5A4A4A6A4A3C----------------.Iw18aQ==.Aw18aQ==

If you're talking about PvP, you have a point. My linked builds did not take into account any sort of bulkhead upgrades. As for PvE, IMHO they're not necessary unless it's a pilot's first time in a Haz RES.

So seeing as how the FDL is a combat ship (the clipper is multirole) that costs more, has a worse jump range, and less internals than the clipper and FAS then it is only logical that it should have some advantages over those two ships.

The FDL already has plenty of advantages. I'm not asking for a nerf, I really enjoy flying mine now that it sport a decent loadout. I am only trying to get a point across: the power distrubutor for the Clipper and Cutter is rather small.
 
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We can't just be buffing ships willy-nilly, some ships need disadvantages, not every ship should be well suited for everything. Also, when 2.1 comes out, I think a lot of this stuff will be irrelevant as we should be able to buff our ships ourselves a little bit.

And which would be, in your opinion, the "willy-nilly" argument?

2.1 may give us that or it may not. FDev has not released enough details about that yet.
 
I would do a simple thing to FDL: remove 3 utility slots (leaving only 3).
This would make the ship much more interesting.

It would make it gimped.
I am seeing a lot of hate for the FDL in this topic and I really dont understand why. It is not such a dificult ship to afford. 100 Million credits is not some sort of unattainable sum.
The FDL was clearly designed to be a dedicated combat ship with no possibility of doing anything else, unlike the FAS and Clipper. Based on its price it is also clear that FD intended the FDL to be the top combat ship. So any changes to the FDL would have to ensure that the combat ability of the FDL stays above the FAS / Clipper.

For those of you that are flying lesser combat ships and think the FDL is so OP, then go buy one yourselves. I am sure that a Viper seems very powerful to someone flying an Adder.
 
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It would make it gimped.
I am seeing a lot of hate for the FDL in this topic and I really dont understand why. It is not such a dificult ship to afford. 100 Million credits is not some sort of unattainable sum.
The FDL was clearly designed to be a dedicated combat ship with no possibility of doing anything else, unlike the FAS and Clipper. Based on its price it is also clear that FD intended the FDL to be the top combat ship. So any changes to the FDL would have to ensure that the combat ability of the FDL stays above the FAS / Clipper.

For those of you that are flying lesser combat ships and think the FDL is so OP, then go buy one yourselves. I am sure that a Viper seems very powerful to someone flying an Adder.
I think people are looking to avoid a gameplay state where everyone is flying the same ship in combat in a game with something like close to 20 combat-oriented/configurable vessels.

Like, you can see that right? You understand how absurd it sounds on the face of it? You understand how much healthier the game would be if any of the following could be seen in a wing and pose a unique sort of threat?:

- Eagle
- iEagle
- Viper
- Cobra III
- Cobra IV
- DbS
- Courier
- Asp Scout
- Vulture
- Asp
- Dropship
- Assault Ship
- Clipper
- FdL
- Gunship
- Conda
- Corvette
- Cutter

Imagine if the composition of a given wing of any of the above ships changed how said wing has to be engaged and how they need to engage. Imagine if having 4 FdL's was an *awful* wing composition for the same reason having 4 Soldiers in TF2 or 4 carries in Dota 2 or League of Legends or having a team full of snipers in Call of Duty is an awful comp. Imagine if ship selection strategy went deeper than shields/hull/silent running/pitch speed/PD such that picking an Eagle or Cobra instead of a FdL made strategic sense.

No don't. To imagine so would be to imagine a better game. We don't have that and in so far as I can tell, combat ships will never have a balance interesting enough to make diverse wings a thing. We almost had that before the Horizons patch where you'd at least see the occasional Vulture in a wing. Now it's just FAS/FdL w/rails + whatever big ship you want someone to anchor with. 5, maybe 6 truly viable ships in a game with almost 20 and about the same number of viable weapons. gg

It's too bad. If FDev had balanced these ships like most other space combat sims over the last 25 years balanced theirs (unique loadout options for each ship instead of every ship having access to every weapon), switching ships would look and feel far different and more rewarding. Instead we have 30 ships that all strangely feel very similar and everyone wondering why. lol.
 
[QUOTE
The FDL already has plenty of advantages. I'm not asking for a nerf, I really enjoy flying mine now that it sport a decent loadout. I am only trying to get a point across: the power distrubutor for the Clipper and Cutter is rather small.[/QUOTE]

I agree in regards to the Cutter.
The power distributor on the clipper is the same as on the FAS and they both have the same hardpoints. So it can be argued that if you were to give the Clipper a C7 PD, then you would have to do the same for the FAS.
 
I think people are looking to avoid a gameplay state where everyone is flying the same ship in combat in a game with something like close to 20 combat-oriented/configurable vessels.

Like, you can see that right? You understand how absurd it sounds on the face of it? You understand how much healthier the game would be if any of the following could be seen in a wing and pose a unique sort of threat?:

- Eagle
- iEagle
- Viper
- Cobra III
- Cobra IV
- DbS
- Courier
- Asp Scout
- Vulture
- Asp
- Dropship
- Assault Ship
- Clipper
- FdL
- Gunship
- Conda
- Corvette
- Cutter

Imagine if the composition of a given wing of any of the above ships changed how said wing has to be engaged and how they need to engage. Imagine if having 4 FdL's was an *awful* wing composition for the same reason having 4 Soldiers in TF2 or 4 carries in Dota 2 or League of Legends or having a team full of snipers in Call of Duty is an awful comp. Imagine if ship selection strategy went deeper than shields/hull/silent running/pitch speed/PD such that picking an Eagle or Cobra instead of a FdL made strategic sense.

No don't. To imagine so would be to imagine a better game. We don't have that and in so far as I can tell, combat ships will never have a balance interesting enough to make diverse wings a thing. We almost had that before the Horizons patch where you'd at least see the occasional Vulture in a wing. Now it's just FAS/FdL w/rails + whatever big ship you want someone to anchor with. 5, maybe 6 truly viable ships in a game with almost 20 and about the same number of viable weapons. gg

It's too bad. If FDev had balanced these ships like most other space combat sims over the last 25 years balanced theirs (unique loadout options for each ship instead of every ship having access to every weapon), switching ships would look and feel far different and more rewarding. Instead we have 30 ships that all strangely feel very similar and everyone wondering why. lol.

Exactly what roles do you see all those ships serving so that each one is useful in some way? You have to accept the fact that some of the ships you listed are multipurpose (cobra, asp, clipper, conda), some of them are just stepping stones to more powerful ships (viper, eagle, etc), some do not have a well defined role because we do not have any meaningful way to play a support role (Dropship, Gunship), and some have just been horribly gimped by FD for reasons unknown (Cutter).

Of course it would not make any sense for an eagle to be a major threat to any of the ships that cost 100 times as much as an eagle.
 
The Cutter regulator is small for a reason; it's not the warship that was promised; it's something else.

I love mine. I love that the cap forces concessions. Same with agility. You have to fly it like a large ship, not a viper. Given it's a large ship? I am okay with that. But even with a larger CAP, it's not going to cure the decision Frontier made. Frontier do not want it to be a warship. It's very clearly compromised, on purpose. It's not a "mistake". It's a design decision. All imperial ships have a smaller-than-required regulator.

It's a trader; that can do so with absolute impunity; until a couple FDL rock up. Then it's all over red-rover, unless you bug out. Pretending it can ever be 'the' PVP ship of choice, even with a larger cap, is borderline delusional. This game is not built with large ship combat in mind. It should. Really honestly it's about time it should. But it doesn't. A wing of FDL can utterly destroy virtually any large ship at will. There's no counter. Because the ship's simulator is basically built on rules that everything must out-pitch to win and simple, pure DPS is all that's needed.

Large ships should be scary as hell and a real mouthful for even a competent wing (including AI). Brown trousers time if you pick a fight with one. They cost a fortune to rebuy, but the combat model is still based on ships that have < 2 mil rebuy. It's still a small ship game. Which is why it's so easy to punch down an AI anaconda in even a small ship like a vulture or courier. Not so much because AI is (so much as making it fish in a barrel) - it's just so stupidly easy to blast out the power supply and then wail on it till it goes 'pop'.

And I tend to think given where the design and development team are fixating on? Probably never will expand beyond that; because it means a fundamental re-write of the entire combat mechanics. Smarter AI just means it takes a little longer to pop that reactor. It's still trivial to take one down. I've never been convinced that that should be the case.

I love what Frontier have done so far. I have some grievances, sure, but they are honestly pretty minor (wings and matchmaking notwithstanding). Lots to love. But the game just isn't designed for large ships. This makes me a little sad, but I hope, one day, frontier actually address that.
 
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Because the Asp is a bigger ship with smaller modules and larger hull mass and a worse flight model

The asp is not much bigger than an FDL. The rest of your post is just untrue.
The ASP has the same pitch rate as the FDL and better internals
The ASP has a 6,5,3,3,3,2,2 internals
The FDL has 5,4,4,2,1 internals

The ASP hull is 280T and the FDL hull is 250T

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Actually, the ASP Explorer is smaller than the FDL when compared by volume

http://elite-dangerous-blog.co.uk/B...s-to-scale-for-all-ships-post-horizons-launch

ASP E 56.5m x 51.3m x 19.7m = 57099.45 m^3
FDL 73.6m x 51.6m x 15.4m = 58485.504 m^3
 
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