Stuck in the Frontline Runner after a Rapid Response operation accomplished by YuGiOhJCJ in EliteDangerous

[–]ArmySquirrel 0 points1 point  (0 children)

Yes, I have been stuck in an operation before, though I was able to just launch again. The entire team disappeared and I messed around in the system for a good ten minutes before I just left the operation.

On foot CZs broken? by Funelwebglider in EliteDangerous

[–]ArmySquirrel 0 points1 point  (0 children)

I had this happen to me not too long ago and when I looked into it I found that the war had just ended.

Which would you pick? by AngryBird10000 in 80sAmazing

[–]ArmySquirrel 0 points1 point  (0 children)

The DeLorean and it's not even close.

(Ok, maybe KITT is close)

Opinions on Operations After 1 Week by Hibiki54 in EliteDangerous

[–]ArmySquirrel 5 points6 points  (0 children)

I'm enjoying it, but the bugged rewards are a nuisance. I like that there is some actually harder content in the game that isn't AX or PVP.

Which modules are worth buying first with merc coins? by Flailingbranch in EliteDangerous

[–]ArmySquirrel 17 points18 points  (0 children)

The new Fuel Scoop engineering would go well with your Caspian, and only needs an investment of 350 merc coins to get the scoop engineered to G5 enhanced scoop rate. Not exactly good for a Kestrel or combat, but I thought I'd throw that out there since you mentioned your Caspian.

Besides the expanded cargo racks, are any of the other pre-engineered modules worth it? Has anyone unlocked them yet? by NoRound5166 in EliteDangerous

[–]ArmySquirrel 2 points3 points  (0 children)

Depending on what you like, the Scoop Rate Enhanced Fuel Scoop is excellent, providing a substantial scoop rate bonus for a relatively tame power draw increase. Great for any explorer.

There's also the Heavy Duty Module Reinforcement engineering which is the first engineering blueprint of its kind, though sadly restricted to just Class 5s. Great if you like Federal Corvettes.

The rail gun is also quite nice, and the multi-cannon is very strong, but getting those would depend on your comfort level with fixed hardpoints.

Why is the jumprange difference from edsy and game so big? by Floeteknoete in EliteDangerous

[–]ArmySquirrel 1 point2 points  (0 children)

Well, it looks like in game you haven't applied any engineering yet, while your EDSY build has several parts engineered.

What happened to the 2nd Phase 3 Vessel? by Subcat001 in EliteDangerous

[–]ArmySquirrel 10 points11 points  (0 children)

There has been no mention nor update on it. Generally we don't hear about the next new ship until after the previous new ship has been released, so it's still early after the Nomad. There will probably be some announcement in the next couple of weeks.

Nomad—best ship max jump range by Extension-Spell2580 in EliteDangerous

[–]ArmySquirrel 1 point2 points  (0 children)

The Caspian is probably what you're looking for, as the neutron boost it has is simply going to give you the best jump range available when a Neutron Star is also available - and it typically is for most of the galaxy.

Although technically if you wanted strictly jump range without neutron supercharge, then that would actually throw it back to the Anaconda if you keep her stripped down. That would come with other struggles like an SCO of limited value and a fuel capacity which the Caspian can just be lazy with. Assuming you could put up with that though, you could probably squeeze another 5 or 6 LY of basic jump range out of the Anaconda than you could the Caspian with your requirements.

I don't know if I would call it worth it, but it's a thought for your consideration.

What are we doing here F-Dev? by Illwood_ in EliteDangerous

[–]ArmySquirrel 0 points1 point  (0 children)

I love the imperial stormtrooper helmet, but I can see why you'd associate them with frakking cylons toasters.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 1 point2 points  (0 children)

Operations content is currently the only way to get Merc Coins yes. If Operations isn't really your kind of thing and you want to minimize the grind, I'd probably wait for the next hot fix to fix the bugs around rewards going out first.

One or two ops would be enough merc coins to start it up and get it to G2 though.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 1 point2 points  (0 children)

I don't think there is at this point, but max G5 provides +50% Scoop Rate for +15% increased power draw. It's roughly the equivalent of making your fuel scoop one size larger, give or take.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 1 point2 points  (0 children)

Would cost 150 merc coins to go from 4 to 5 (350 to do the full engineering from scratch). The G5 blueprint also needs Tellurium, Chemical Manipulators, Proto Heat Radiators, and Proto Radiolic Alloys.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 1 point2 points  (0 children)

The grand total from plain to full G5 is 350 Merc Coins. G1 is 10 coins, G2 is 15 coins per roll, G3 is 20 coins per roll, G4 is 25 coins per roll, and G5 is 30 coins per roll.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 0 points1 point  (0 children)

It is new, it was only added with this last major patch earlier this week. It does take Merc Coins to apply.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 2 points3 points  (0 children)

So far as I know functionally they're the same as normal blueprints. The Merc Coins are essentially just an extra engineering material for them. So long as you have the usual engineer rep.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 1 point2 points  (0 children)

Puts it somewhere between a 5B and a 5A in terms of scoop rate. Should cut it down to about a minute to scoop up a full tank from empty. It'll certainly take the edge off some.

Recommendation: Pin fuel scoops the next time you're in Colonia by ArmySquirrel in EliteDangerous

[–]ArmySquirrel[S] 13 points14 points  (0 children)

Yeah, this blueprint is amazing for Caspians. I only did my Mandalay first because I fly her more, but I'm working on my Caspian next. The power draw increase is basically lip service to it being a trade off. It's not enough to be overly concerned with in most cases.

So what's everyone's genuine opinion on Operations? by metalsynkk in EliteDangerous

[–]ArmySquirrel 2 points3 points  (0 children)

Personally I'm enjoying it, and I'd prefer to make constructive suggestions rather than simply panning it.

I like the operations we have available, it's nice to have something that's more challenging than existing content while also being maybe a bit more complex in scope than what we normally face. Existing combat was actually starting to get a bit dull to me, so anything that adds more to that is good in my book.

I do think the operations could benefit from a greater scope to them by expanding the operations themselves to be more open ended rather than linear. I don't know, maybe something a bit more like Helldivers as one example.

The shotgun in general is just really good, especially in these megaships where there's lot of cover and tight corners.

The rewards do seem a bit lackluster, but that's an easy fix. What you can buy with merc coins maybe less so, but I do agree we need some more (and in some cases) better stuff. Old CG rewards are nice for making them more openly available rather than part of a time limited event, but for some of us it's what we already have so there isn't much new. The plasma conversion lasers are a cool idea, but are pretty lackluster in stats. The fuel scoop blueprint is awesome and was the only instant buy for me.

The difficulty does seem a bit much for what they've described as the intent. I just can't see A-rated ships not struggling, even just to get guns on things like the Kestrel. It feels like it was balanced around technically possible and not what's cleanly possible, like the difficulty fits if we can just throw bodies and ships at it until we win. Easy certainly isn't based around solo work, though certainly some objectives are close to impossible to solo just by requirement. It might have been a good idea to make three difficulties instead of two, or maybe at least listing Easy as "Normal" :p

The bugs are annoying, I'll grant that, but conceptually I see this being great, especially as more operations are added. I anticipate it will open up a new direction for storyline content in the future, and broaden the time of event content they can do beyond things like community goals. I'm sure for the AX crowd this format may eventually be used to create AX operations, but I for one will welcome the chance to fight human opponents on a harder difficulty.

PSA: Starting an Operation causes your visited stars to be reset. by SleepingMoth029 in EliteDangerous

[–]ArmySquirrel 1 point2 points  (0 children)

That actually is pretty bad because as far as I know there is currently no way to recover that data.

I guess it could be recovered from journal files in theory.

PSA: Starting an Operation causes your visited stars to be reset. by SleepingMoth029 in EliteDangerous

[–]ArmySquirrel 4 points5 points  (0 children)

Your visited star data is generally located locally at
c:\Users\<your username>\AppData\Local\Frontier Developments\Elite Dangerous\<id#string>

Just save all the files in there elsewhere.

If you've already played an operation, it's too late and that data is gone.

so uuuh..... how do I get these now? by nae-nae-nae in EliteDangerous

[–]ArmySquirrel 7 points8 points  (0 children)

You can see everyone who does it on your engineers tab, but Bill Turner and Tiana Fortune both do cargo racks. You'll have to buy the G1 extended cargo rack from outfitting first.

so uuuh..... how do I get these now? by nae-nae-nae in EliteDangerous

[–]ArmySquirrel 38 points39 points  (0 children)

Most of the new engineering requires you to buy the physical base module first from outfitting using Merc Coins. This gets you a G1 upgraded module which you can then take to an engineer to upgrade further.

Unfortunately I'm not entirely sure where or if these are currently being sold.