An aerospace focused gaming channel with occasional experiments in VR. I favor making reviews and tutorials for more complex games, including character loadouts and equipment overviews.
Current focused games are Elite Dangerous & Star Citizen.
Slow motion is a local game keybind you can look up in the settings. Spectator mode is usually available before joining a faction, but you can still enter look about mode before a respawn by selecting objects on the map, including missiles and bombs.
All your proposed mechanics will cause is griefers and gankers to troll and take out other prayers carriers for nothing more than the lulz. It is beyond problematic as a suggestion. It is downright reckless.
One important aspect of the missiles has not been mentioned though: their minimum arming distance of 500m. If your target is within 500m, the missiles won't arm and do no damage. You need to keep at least 500m distance to your target.
That is a hard question to answer in a post, and would probably need its own video to cover completely. I'll see about doing that video sooner rather than later.
@@DryHeatAndSand It was mostly a rhetorical question. The fundamental problem with all space "sims" today is that they aren't "sims", they are basic space shooters, 3D reboots of Galaga. The core game loop is pure PvP, everything is geared towards making things simple for the gankers. In an actual "sim", the ships would be an order of magnitude faster than they are now.
New sub here that is returning to ED after about 6yr. Just wanted to say thanks for making your content. I am enjoying the module reviews and the ship builds you have done. Take care and keep up the good work
I rejoined after a 2 years can't stand the Thargoids...and I may have to just drop it after Wednesday, it's been too long for them to address the things they just should have, games like DayZ even though I have paid for it still update and they add stuff, this game has been out a long time and really has not excuse! They should have bases or Starport rental pads for people by now I never wanted a carrier when they came out, thought it was a waste and just not my thing. Hey, but good info, and thank you!
Dude, with this update, I wouldn't count on any sort of scrapping Dynamics at this point. You just need to sell those modules to gain the credits and MOVE ON!
Super condensed. Loved your take on this but i just cant bend my mind around how similar you sound to a RU-vidr i knew who went by the alias "Sepulcher Geist". I swear the similarity is really high.
I think they went too far, Its all great until you look at your current engineered modules/ships and think wow that was a waste of time, the only thing that made me any good at this game was my fully engineered ships, now any yahoo can get what I have with little effort compared to a good part of the 12k hours I put in the game in the last 3 years grinding mats.
Engineering broke a lot of balance between ships and modules, and the game has never really recovered from it. It feels like a system from a single player game got tossed into an MMO, and gives such an edge to engineered kit that the skill of individual players becomes secondary to the equipment. I hope that engineering gets additional tuning in the future to help resolve this, but that would require reducing the performance of some engineered ships and blueprints.
@@DryHeatAndSand And I wouldn't want that. I've spent a while balancing my Courier, Corvette and Chieftain to just how I like them. I definitely wouldn't want any of those modules to be reduced in effectiveness, otherwise it was a massive waste of time.
What will be our modified suits? My Maverick suit with enhanced backpack capacity; it has 30 goods capacity. It will be change automatically or what? Still 30, or 40 or 80 (15 to 30 means double, 40 will be 80 this logic)?
I would imaging that the engineering blueprints will apply their percentage improvement to the new base value automatically. You your engineered suit will automatically get increased storage when the upgrade drops.
Revisiting force shell again. Nice video. Thanks. I am playing around with a flechette launcher build and I thought about using large force shell cannons with long range for velocity along with that. Not to bring the shields down but to disrupt the opponents flight path while I pepper them with the flechette launchers to disable them. Once disabled, the cannons can wreck the power plant. This is also fun when going against targets next to a station that have a warrant. As CMDRs try to hide against the station, pushing them into the station with force shell might be fun.
Some notes: In newer versions, MBTs and IFVs may engage slow aircraft using their main guns or ground-to-ground missiles respectively. AA guns cannot engage above a certain angle, rendering them useless against dive bombing. There is a new, particularly dangerous ground vehicle in the game. The StratoLance R9 Launcher fires long-range SARH missiles, shutting down almost all high-altitude operations until it can be dealt with. It has no radar of its own, and must link up with a nearby HLT Radar Truck. In addition to ground forces, there are also two ships in the game: the Shard-class corvette and the Hyperion-class fleet carrier. The Shard-class corvette is armed with a 57mm cannon, a 20mm CIWS, and a vertical launch system containing RAM-45 missiles. Additionally, its helipad allows helicopters to rearm and refuel from it. The Hyperion-class fleet carrier acts as a mobile airbase, capable of deploying all but the FS-12 Revoker and SFB-81 Darkreach. Its point defense battery consists of two MMR-S3 launchers, a RAM-45 launcher, and two 30mm CIWS turrets. It can store up to 24 KR-67 Ifrits, 8 T/A-30 Compasses, 4 SAH-46 Chicanes, 4 EW-25 Medusas, and 2 CI-22 Crickets. It is always escorted by 4 Shard-class corvettes.
The Medusa is by far the best SEAD platform in the game, capable of rendering even the most heavily-defended airbases vulnerable. A pop-up saturation attack from an Ifrit loaded with PAB-80s may do the job, but a Medusa can do the job better.
The Ifrit's extreme speed and large payload makes it especially good as a high-altitude dive bomber, both conventional and nuclear. I've vaporized an entire carrier group using it once, and even escaped their defenses.
The Revoker now functions as a cheap, yet effective light multirole fighter, capable of carrying several smaller bombs, or even two bunker busters for hardened targets. If the opposing team's long-range SAMs are down, even just one Revoker can be devastating.
The Chicane is a slow, but very powerful helicopter, and is by far the best aircraft for low-altitude strikes. It struggles against anything flying above it, however, and is more expensive than the Cricket and Compass. It is, however, resilient, especially against infrared missiles.
The Compass is now the second cheapest aircraft in the game, while still being one of the most versatile. It's a great aircraft for fast, low-altitude strikes, and it can better defend itself from both air and ground forces than the Cricket.
The Cricket is now by far the cheapest aircraft in the game, costing only $11.5 million while even the Compass costs almost double. This extremely low price makes it a good fallback aircraft for when you can't afford anything better.
I've found Chicanes to be a nasty thing to trip over no matter what I'm flying. Cricket, Compass, Revoker, doesn't matter, if he's got his nose pointed in your general direction, an you're within a mile, your dead. Missile to the face, not enough time to cut throttle and pop flares.
It’s more like predominantly YF-23 with a SU-57 cockpit section and F-22 thrust vectoring. Great plane tho and I love the fact that it looks like the YF-23. One of my favorite planes
So I have managed to get a kill using the Madusa's laser *once* and I still have no idea how it happened. Been trying to replicate it with no success I fired the laser as a Cricket that was within a few hundred meters and it just... died
if you know using the chicane its the best ground attacker in the game. the cannon is extremely accurate against aircraft too. the ability to just stay under a hill is a crazy useful against air defences
The single issue is that The Hammers upside is an 8.4% increase in damage per burst but the downside a 65% increase in heat. Thats more heat then even short range (though you have the advantage of range, obviously). Problem is, as shown in the video you’ll be overheating all the time either forcing you to deploy a heatsink (requiring utility mounts) or hold fire (negating the minor upside). I run 4 rails on my Gunship (shieldless low emo cold runner), I have 2 Sirius heatsinks and 2 sets of rails one being long range Hammers and the other being SRB vanilla, both are all super pen. The SRBs have never outpaced my heatsinks while the Hammers will chew them up regularly. Something else to note is Super Pen requires all 3 shots to land to kick in, making it nearly useless on Hammers as even the best will miss enough to negate the upside (8.4%, thats really not worth the 7.5 million credits for the PowerPlay grind). Gonna swap my Hammer loadout to normal rails, just too much heat. They are good as Feedbackers on big ships (Corvettes love em ironically).
I built a DBX for running missions in the bubble. Got the urge to try out exobiology and it was quicker/cheaper to take the DBX rather than finish building my Phantom. I'm bouncing around uninhabited space 800+ lightyears from my base. My 43ly jump range hasn't held me back at all. Scooping with an undersized scoop hasn't been an issue. I think jump range minmaxing is just a pissing contest with no real value. There's more to exploring than jumping as far as possible. My DBX is still mostly outfitted for missions. It has guns, A-rated thrusters, max powerplant, max distributor. Kept it that way so I could shoot brain trees and such for engineering mats. However, I also think the DBX is a bit overrated as an exploration ship. Again, it's hyped for its jump range... which I consider largely irrelevant. Internal space is pathetic in the DBX. I have the SRV hangar, fuel scoop, collector limpets. So I stress every fuel scooping or every minute on the ground I could potentially bump something. Repair modules are essential for real exploration. So I'm looking at the Anaconda as my exploration ship. Unless I can fit everything in the Krait. But whichever way I go, it will still have max thrusters for maneuverability and enough power to run everything without needing to shut off half the ship at a time. A 50ly range is more than adequate.
Definitely interested in anything ax. If possible would definitely like to see a vid from you about a really good solo ax build. I don't really fly with anyone. Lone wolf till I hit the box. Love your content, that's why I'm mentioning a solo ax build from you. Keep up the awesome work brother. Definitely subbing.
This is a great game, I wish it appealed more cool ppl like DCS players and simulator, RP and so on, and I wish for a more player interaction with devs as it was "back in the days good game design was happening" ... Too much toxicity flooding forums and gaming in last 10 years.
with our modules being capped at 100 they are trying to force us to dump our old FCS's with no way to get at least half the mats returned for the long mat grinding to be avoided. nope they want us to lose those old outdated FCS's and go back to the grind of weeks to upgrade the new crap! f you fdev i hate you and your stupid gameplay idea! bye bye elite ive deleted this shit game already!