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Everything posted by Tezcatlipoca

  1. You should see her in Black Sails
  2. That won't work on anything bigger than a Cyclops, though, so I need to get back to practicing with the Guardian Gauss Cannon and the Remote Release Flak Launcher.
  3. Last year, the Canonn Research Group became the first player faction to get its very own Megaship, via a Community Goal: The Gnosis. It has a jump range of 551 ly, and jumps once per week during the Thursday downtime (subject to Canonn's monthly jump schedule being approved in advance by Frontier). In August, Canonn announced plans for The Gnosis to jump from Outotz ST-I d9-4 to Cone Sector FN-J b9-0 on Thursday 6 September, for a four-week tour of the Cone Sector. The Cone Sector is only a couple of thousand light-years from Sol, but it's surrounded by permit-locked systems and so is unreachable by any standard ship, no matter how big the FSD is or how much it's been Engineered. Canonn's plan was to take advantage of The Gnosis' huge jump range to leapfrog the permit-locked systems and jump into Cone Sector FN-J B9-0. Things didn't quite work out as planned... http://elite-dangerous.wikia.com/wiki/The_Gnosis#Cone_Sector_expedition GALNET: 30 AUG 3304 - New Thargoid Interceptor Encountered Despite the warnings, some 11,000 CMDRs made the journey to Outotz ST-I d9-4 (or earlier stops) to board The Gnosis for its journey into the unknown. In addition to CMDRs from Canonn, the expedition included members of the Anti-Xeno Initiative (AXI) and other player groups, as well as many independent CMDRs out to do some exploration, or bug hunting, or griefing... In the final runup to this morning's scheduled departure at 8am BST (7am Galactic Time), GALNET prematurely published the following article, before the server downtime / megajump: GALNET: 06 SEP 3304 - Gnosis Stranded The spoiling of what was going to happen, coupled with the disappointment of those who were so keen to explore the uncharted, led to much salt on the forums, reddit, Twitter, Facebook, Discord, etc... Some people decided they'd go back home once the servers were back up, others decided to stick with it and explore the "accidental" destination, or go fight the new Thargoid Interceptors. Alas, the bugs had other plans: Frontier worked quickly to address the main issues regarding insta-death when launching, fines for shooting Thargoids in the no fire zone, etc: Status on Gnosis-related Bugs And talked about the situation as a whole: Let's talk about Gnosis and the Cone Sector https://forums.frontier.co.uk/showthread.php/445812-Let-s-talk-about-Gnosis-and-the-Cone-Sector?p=6986326&viewfull=1#post6986326 Canonn have commented on it (in RP): Gnosis Jump Fails I took my (AX build) Krait Mk 2 to the Gnosis last night. Not logged on since this all happened, but I'm curious to see the state of things when I do...
  4. Update 3.2 Patch Notes: (Tagged due to length.)
  5. Frontier Forums: Beyond - Chapter Three Launch Announcement
  6. Beyond - Chapter Three is due out on Tuesday 28 August.
  7. If you want as fast a recharge as possible for the shields, you definitely want to avoid Prismatics. Even with the Fast Charge experimental effect they take ages. The Krait is easily fast enough to run with Bi-Weaves. Even better if you mod the Thrusters. This is my current build, without Engineering: (Still got more work to do, so haven't bothered putting the numbers into Coriolis yet. It's got/getting the usual mods I add - Thermal Resistant Shields, Dirty Thrusters, Shielded Life Support, Charge Enhanced Power Distributor, Armoured Power Plant, Increased Range FSD...) https://s.orbis.zone/GrmU-AqG It'll be getting Pacifier Frag-Cannons on Thursday, in place of the Beam Lasers.
  8. The requirements are what is needed for one roll of a grade, not for completing a grade - that always seemed fairly clear and obvious to me, given the progress bars. Reputation with an Engineer is a separate thing. Yes you need to be e.g. Rep Grade 5 to do a Mod Grade 5, but it's not like you have to rep up again with the Engineer every time. It also does not take very long to rep up with an Engineer via crafting, plus as mentioned before there are other ways to increase rep. Some resources are no trouble at all to acquire, some are a major grind. The traders make it much better then before, though. I hate to think how you would have reacted to the old Engineering! ;) Yes you do also post nice pics :) I bought a Krait last week so I can do decent size cargo runs at outposts (all my other ships are either small or huge). It's a great ship. Decent hard points, nice and agile, etc. Prismatic shields are very good, but very slow at regenerating - even with the fast charge experimental effect. (They're also heavy and power hungry!) I've got them on my Cutter, as I use it for short combat sessions, such as assassinations or wetwork. On my Corvette, though, I've got Bi-Weave shields as I use it for longer combat sessions such as Conflict Zones or RES. (Also use them on my Krait, Cobra, and Vulture.) Not as strong, but massively faster to regenerate. I always go for Thermal Resistance as the main mod on shields, with Fast Charge as the experimental effect on Bi-Weaves and Hi-Cap as the experimental effect on Prismatics. Reactive armour is great, but expensive. Also really helps to have Thermal Resistance on it to counter its negatives, rather than Lightweight. The stock armour can be modded with Heavy Duty to strengthen it, without a mass penalty. A good option between those two is Military Grade armour with the Lightweight mod. Better strength than stock armour with Heavy Duty, lighter than Reactive with Thermal Resistance.
  9. But it does tell you? I use Inara to check blueprints, EDDB for trade routes (before the in-game trade tool)... But I've never needed to use an external site to explain the concept of a progress bar. Subsequent rolls of the same grade are not just to unlock the next grade - they are to improve the current grade too. Every roll is an improvement on the last. It's not one and done (except grade one of course). There is a very clear progress bar for each grade, clear progress circles for the pros and cons (with only roll one of each grade having any cons), and clear requirements for each one. Do you only play this game so that you can moan about it here?
  10. I thought that it made it fairly clear about each grade? - There's a progress bar for each grade, that fills more with each roll. - When a grade has progressed sufficiently, it shows that the next one below has unlocked. - The circles for the modifications have values on them, and also show their progress You can see where you are, what will improve, what will get worse (only on the first roll, as subsequent rolls are better) , what it will cost... The Engineer rep grind is not much of a grind, at all. And although you do have to grind for materials and data, it is * a lot * better than it used to be - not just because you can now trade them.
  11. You can also increase Engineer reputation via other ways. E.g. Farseer takes exploration data, others take bounties or combat bonds or have a commodity market. The higher your reputation with an Engineer, the quicker you'll go up through the different grades when doing a modification. You can generate an upgrade again for the same module because - aside from grade one - it takes more than one roll to complete a grade. [ It generally takes one roll of grade one to unlock grade two, two rolls of grade two to unlock grade three, and so on. Once grade five is unlocked, it can take from 6-9 rolls to fill the progress bar and totally complete that mod (depending on what you're working on). ] If further rolls are available for a grade, then that grade is not finished and further rolls will not to be to "no effect". It is possible, though, to unlock the next grade before the current one is complete, so if you have the materials/data for the next grade and that next grade is unlocked then there's no need to finish the progress bar for the current grade. It also warns you with each roll that it will use up materials/data, and asks for confirmation. The experimental effects are explained. It tells you what materials/data are needed, and what the effects will be.
  12. It's not quite that convenient, but you can trade any material of the same overall type: Encoded (data), Raw, or Manufactured. E.g. If you need Datamined Wake Exceptions for a Grade 5 Increased FSD Range mod, you can visit an Encoded Material Trader and trade other encoded materials towards some DWEs. Each overall type of material is divided into subgroups, and each material within that subgroup will have a particular value/grade (Very Common, Common, Standard, Rare, Very Rare). The lower the grade, the more you need to trade for something of a higher value. And you can trade in both directions, so if you have something that's Very Rare you can trade it for a shitload of something else that's Very Common. Trading between the different subgroups within a material type is also possible, but "costs" more than trading within the same subgroup.
  13. ... and don't forget that there are now Material Traders for the three types of Engineering resource: Encoded, Raw, and Manufactured. Makes it so much better than before! https://inara.cz/galaxy-nearest/25/367/ Engineers, blueprints, components, etc.: https://inara.cz/galaxy-engineers/
  14. ... and as you rank up with the Federation or the Empire's navy, you unlock new ships to buy and systems to visit. http://elite-dangerous.wikia.com/wiki/Federation http://elite-dangerous.wikia.com/wiki/Federation/Ranks http://elite-dangerous.wikia.com/wiki/Empire http://elite-dangerous.wikia.com/wiki/Empire/Ranks The Alliance doesn't have a rank system to progress through, but does have permits still. http://elite-dangerous.wikia.com/wiki/Alliance http://elite-dangerous.wikia.com/wiki/Permits/Alliance
  15. I've been absolutely loving season 2 of Westworld, whereas I've been struggling to stay interested in season 2 of Legion.
  16. The "Bonus Weekend" was extremely useful for me: all of my Hull Reinforcement Packages are now Engineered to be G5-complete Heavy Duty with Deep Plating (no need for Core Dynamics Composites during that period!) and I did a variety of other mods, finishing off various things that were previously hampered by needing super rare materials Cobra Mk III - Tiamat Vulture - Nekhbet Federal Corvette - Nemesis Imperial Cutter - Illyria The Corvette currently has Bi-Weave Shields, although I've got Prismatic Shields for it in storage. Bi-Weaves actually work very well for the Corvette's intended use: prolonged combat sessions in e.g. a Conflict Zone. Although they don't have the strength of Prismatics, they regenerate much faster. I pledged to Li Yong-Rui earlier in the week, as I've decided I'd like to add a couple of Pack-hound Racks to the Corvette, with the intention of Engineering them to be High Capacity with Overload Munitions. I stuck with Prismatic Shields for the Cutter, as when I use it for combat it's intended for shorter duration fights - assassinations, NPC piracy, wetwork... The Cutter's four Pulse Laser Turrets have now been replaced by my four spare Imperial Hammer triple-shot rail guns, all recently Engineered to be G5-complete Sturdy with Super Penetrator. I initially tried a couple on the Corvette, but the placement of its Medium Hardpoints was too annoying. The Cutter's Beam Lasers - like those of the Corvette and Cobra - are now G5-complete Efficient with Thermal Vent instead of G5-complete Efficient with Oversized.
  17. Frontier Forum, Will Flanagan: Elite Dangerous: Beyond - Chapter Two Release Date
  18. Yup, 55% is the best you can get for that, and there's no way you'd get it from one roll. https://inara.cz/galaxy-blueprint/2/
  19. Subsequent rolls are always better, but the size of the improvement decreases as the grade nears completion. I love compromised nav beacons They combine the best bits of a RES and a Conflict Zone.
  20. I think that the new Engineering system is far better, overall, than the old one. Sure, you do need to start from Grade 1 with each mod, but: the next roll is always better, materials are easier to acquire thanks to material traders, experimental effects are separate and don't cost reputation, etc.
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