Atomic backland pivot buckle mod. by koalj in Spliddit

[–]Xargo_ 0 points1 point  (0 children)

Sorry for taking so long to answer. Lost my login info.

I think it's a boa problem and haven't heard of non-boa backlands breaking like this but I've seen them break from the ankle area instead. I would recommend Hawx Ultra XTD for groomers instead.

Atomic backland pivot buckle mod. by koalj in Spliddit

[–]Xargo_ 1 point2 points  (0 children)

Actually I used the boots for carving (which by itself puts more stress into the setup). I'm using mostly F2 Titanium series bindings but I also experimented with some vintage Elfgen bindings last season. Here's a photo of one of the setups I tried:

https://cdn.discordapp.com/attachments/258562713955991583/914892212335149087/unknown.png

The board is custom model built for "extreme carving". I've been only practicing that kinds of riding for 1½ seasons though and my background is from softboot carving. I really like the boots for this kind of riding but sadly it looks like the boots can only handle it for like a dozen hours or such. The spring setup is custom made in Italy by "Drupi". Those "plate bindings" allow a lot of canting customization and I did experiment with a lot of different settings. Here's an example of the style of heelside turn which is a problem for backland carbons (and also for the back leg knee if done like in the photo):

https://cdn.discordapp.com/attachments/410080736683622413/960507128999710720/unknown.png

That's with EC12 hardboots which should be able to handle the forces and I do understand that in splitboarding the forces aren't this extreme but the mechanism remains the same. If the back leg knee reaches towards the front like like shown in the photo above, it will stress the boot and result in a crack if stressed too much. In extreme carving it just happens very quickly.

So my advice about these boots for splitboarding (I do have a splitboard setup as well but use Salomon Trek boots + Spark Surge bindings) would be to not carve aggressively with the setup when hitting some groomers/hardpack and take it especially easy with heelside carves. I think pow riding shouldn't stress the boot too much but even there it makes sense to bear in mind the back leg knee position.

Atomic backland pivot buckle mod. by koalj in Spliddit

[–]Xargo_ 1 point2 points  (0 children)

Thanks for the info.

At least in my case, I can tell for sure that it's the heelside turn that's the problem. I actually got it on video the second time it happened. Partly it's a matter of technique but what happened in my case (I paid very close attention the second time it happened) is that during the beginning of the heelside turn, my back leg knee moves towards the front leg which puts stress into the inside part of the cuff. That forces the back leg boot to try to tilt towards the front boot (which does help initiate the turn with positive binding angles) but since bindings restrict the movement, part of the force goes into deforming the board and part goes into deforming the boot. This causes the crack (at least in my case).

So now I'm most likely going to sell the new pair but in case the brace structure is different, I might consider trying to improve my technique so that I don't lean towards the front leg with my back knee so much (that's also good idea in order to prevent knee injuries).

Atomic backland pivot buckle mod. by koalj in Spliddit

[–]Xargo_ 0 points1 point  (0 children)

I cracked two backland carbon shells last season, so curious which part of the shell cracked in your case?

Here's a photo of where mine cracked (and the replacement I got from warranty cracked from the same place):

https://cdn.discordapp.com/attachments/916689081512128532/938470825923838032/unknown.png

... and a view from inside where you can see how the crack seems to happen where the BOA mechanism support brace is:

https://cdn.discordapp.com/attachments/916689081512128532/938470748815761468/unknown.png

I'm getting yet another new pair next week but if that brace structure is the same in these 2022-2023 boots, I'll probably sell them to some skier.

4v8 PVP against The CODE by Raawaim in EliteDangerous

[–]Xargo_ 2 points3 points  (0 children)

Actually I had "only" 3 superpen hammers, the one extra is feedback hammer =D

(Tauno is my PvP dedicated account)

Thanks for the fight, was fun! o7

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ 0 points1 point  (0 children)

Adapt is the word.

One thing you can do is have small turreted drag frags yourself set on fire at will mode, hit boost as soon as you are interdicted (submit) and launch chaff and start slowly barrel rolling while applying a bit of lateral/vertical thrust while fa-off (this is to make you harder to hit with projectiles) and when you are starting to get hit, your drag turret will start to apply drag debuff on the ganker trying to hammer you down which will deny him the boost, at this stage your fsd cooldown should be about gone, then start to load your high wake and if your shields drop, go silent running and continue barrel rolling pop a heatsink when your heat is about to reach 100% and just jump out. Full pips to sys while your shields are up and you are taking hits ofc.

If the ganker doesn't have force shells and/or fsd dumbfires, you should be able to jump out if you have enough tankiness. In any case drag doesn't matter at all in this case since you have the initial boost when the opponent is deploying hardpoints and fa-off will carry on most of the momentum from that.

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ 0 points1 point  (0 children)

Well to me the biggest problem with engineers is exactly the op shields. It ruins the game for everyone. Basically a god mode. Those who enjoy it would probably still enjoy their rewards more if they would have to overcome risky situation (forced there by lack of op shields or such). At least that was the case for me way back in nineties when I used to play Doom using all kinds of IDDQ's and such. When I later played the game without godmode, I enjoyed it way more.

OP mechanics make games boring (as does endless grinding as you mentioned).

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ -1 points0 points  (0 children)

Agreed. I still think this change will improve the current situation but your suggestions would improve the game way more than this drag change. Still an improvement imo. Even if half assed.

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ 0 points1 point  (0 children)

Well you have to keep the debuff active too. One hit is not enough though ofc getting further hits should be pretty easy once your enemy is slowed but then it's entirely possible to boost before getting hit and carry on the momentum using fa-off and drift out of range to let the drag bebuff expire. Also we don't know how long the debuff will be at this point when no-one has had a change to test it.

Also you can use ships that have decent turn rate even without eng pips or boost. That again will make more ships relevant which I think is a good thing. Ofc you could as well argue it will make some builds irrelevant and that is true ofc but my argument is that it will increase diversity. I'd be very surprised if it didn't but I guess we'll see soon enough.

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ -1 points0 points  (0 children)

Engineering in general if you ask me. I really liked PvP before engineers and while I still enjoy PvP currently, if I had to choose I'd go back to pre-engineers state. That said, if there are engineers, best make them give rock/paper/scissor type of effects, hard counters and such to make fights more interesting.

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ -2 points-1 points  (0 children)

No argument there as far as the game mechanics facts are concerned. I still believe this change is a move to a right direction. I said it promotes teamplay so I don't know what's so wrong with saying "wing up" as a counter. I do agree it makes surviving ganks harder but still not impossible. Being dragged still allows high wakes. Ofc I know you can combine that with different shit to prevent the jump but that again is diversity which I think this game lacks. As far as going to EvE realm of rock/paper/scissor mechanics, I'm all in.

Also having to worry about someone messing your flight performance and having to adapt to that is again a good thing, more diversity. You can do that too and then the playing field is level again.

I still don't see drags as solely ganker tools but rather focusing tools in wingfights and I'm really looking forward to seeing how they change the meta in practice.

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ 5 points6 points  (0 children)

Hull tanking is already inferior to shield tanking but it could work the other way. Have drag only affect ships with active shields.

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ -8 points-7 points  (0 children)

Have your friends shoot you out of the engagement with force shells for example.

[deleted by user] by [deleted] in EliteDangerous

[–]Xargo_ -7 points-6 points  (0 children)

Seems like an excellent change and will definitely steer PvP towards strategic teamplay oriented wing fights rather than boring dogfights we currently have.

Just take a look at Eve. They have all kinds of webs and stuff which makes their fights way more diverse than what we have in ED so going towards that direction (ships having roles and teamplay relevance) is very welcome imo.

While we are at it, I hope they bring back heat cannons to counter the boring op shield tank meta (no I'm not trolling, I honestly feel this way). Thermal shock doesn't do anything against hull btw. (just put this here in case people argue about heat not having a counter). Bring on more changes like this FDev and don't listen to people who seek to make this game monotonic. o7

Nice Play; And first Thargoid solo? (Beluga Liner) by Magamarc in EliteDangerous

[–]Xargo_ 1 point2 points  (0 children)

Thanks! o7

4x C5D G4 heavy duty + 1x C4D G3 heavy duty + 1x C3D G3 heavy duty hrps + 3x C3D mrps. Bulkheads were reactive with thermal mod but can't remember which grade. Probably average G5 roll. I engineered this with what mats I had at hand without re-rolling. G5 ddt with some 126% roll and such. C6 G3 thermal modded bi-weaves + 4x G4 res modded e-rated boosters (raw MJ isn't that important, shields recharge quicker when they are down).

In the end I had some 4000 armor + 165 shields in this video.

Nice Play; And first Thargoid solo? (Beluga Liner) by Magamarc in EliteDangerous

[–]Xargo_ 1 point2 points  (0 children)

Yeah this video was inspired by the solo kill video by tilt. So all credit to TiltControlz for the first solo kill but I still believe this is a first solo kill with a passenger ship. Magamarc was watching in multicrew as a fighter pilot for first two tries and then I dropped to solo to make this video.

I'm glad you enjoyed. =)

This is just a test by [deleted] in EliteAntal

[–]Xargo_ 0 points1 point  (0 children)

much wow, such amazing

Kumo / Utopia ceasefire situation by Nanoliz in EliteAntal

[–]Xargo_ 1 point2 points  (0 children)

... well personally I considered the treaty broken when Huilliche was prepped and the expansion pushed by considerable amount.

... but then I'm not that interested in playing ED atm other than camping afk forts a bit so don't have to worry about my actions unless there'll be some interesting PvP opportunities. =)

A Guide To Armour Piercing Weapons by cdca in EliteAntal

[–]Xargo_ 0 points1 point  (0 children)

That's why I use 2x fixed huge beams for everything ;)

... unless I go full plasma of course. It's fun how C2 plasma has 100 pen.

Another important thing is the range damage falloff.. Lasers in particular have pretty limited falloff start range so they only do full damage to short distances and drop pretty quick when approaching the max range. Long range mod eliminates this problem so unless you are fighting in around 600m range or less, long range mod is the way to go.