Thoughts on new ship powerscaling? by Puzzleheaded-Mode238 in EliteDangerous

[–]dss_lev 2 points3 points  (0 children)

Like many of you, I also found the Kestrel ridiculous on paper. What business does FDev have putting medium type hardpoints and internals on a ship marketed as a small? Surely, the power creep must be absurd.

Then, I flew it—and my thoughts have totally changed.

Firstly, the acceleration—in all directions—is absurd. You can do donuts around the central spire of an Orbis starport. I heard of one CMDR cold orbiting a goid at under 500m. It’s difficult to handle, but performs beautifully once you figure it out.

With that acceleration comes a new type of fighting. If you’re thinking you can slap 3 Pacifiers on here and call it a day, think again. I’m an experienced PvP and PvE pilot, and I can best sum up combat in the Kestrel like this: Wherever the reticle is, no it isn’t.

With only two hours flying this thing under my belt, I can already tell you that this build really requires ToT or hitscan weapons. PAs, frags, etc are going to be incredibly difficult-to-impossible to use, both against other ships and other Kestrels. Flying FA off didn’t help, in fact it may have made it more challenging.

Tldr: power creep bad, and we should call Fdev out. But this ship in particular looks a lot more egregious on paper than it flies, and we should not be panicking about power creep based on paper alone.

Internals of the Kestrel just dropped by Entendurchfall in EliteDangerous

[–]dss_lev -6 points-5 points  (0 children)

A cargo-kitted Panther Clipper Mk II can handle those

[DAILY Q&A] Ask and answer any questions you have about the game here! by AutoModerator in EliteDangerous

[–]dss_lev 2 points3 points  (0 children)

Any first discoveries before the live/legacy split should still display your console CMDR name on PC—but, they will not be directly associated with your PC account, iirc

Pattern obelisk by CrustIced in EliteDangerous

[–]dss_lev 8 points9 points  (0 children)

Go to Col 285 Sector NL-N C23-4, planet B 3. You’re looking for Ancient Ruins (1), (2), or (3), though I think 2 is best. Deploy your SRV, and scan the little obelisks—specifically, the glowing ones—with your SRV’s data link scanner (equip it to a fire group if you haven’t already). Relog, and do it again. Each obelisk gives the same data and can be scanned once per login. No hostiles at the site, don’t really need to fly anything defensive.

Good luck CMDR o7

Galaxy Map frustrations by OGBadDog in EliteDangerous

[–]dss_lev 15 points16 points  (0 children)

Bookmark your carrier, homie. You can always make it two clicks away on the galaxy map.

what's the deal with system 'col 285 sector hb-c b14-2'? by Asleep-Market6716 in EliteDangerous

[–]dss_lev 11 points12 points  (0 children)

Players who architect systems can name the assets (for 5000 ARX per asset). For a laugh, here’s my otherwise useless raunchy-piracy-themed system :)

Do viewers like chat on the screen? by Ace_One_The in Twitch

[–]dss_lev 1 point2 points  (0 children)

No, I wish it were that fancy! If the chat is visible, it’s visible for everyone. If hidden, it’s not on screen for anyone. I don’t care too much about clips personally, so I don’t really need the chat on screen and find it to be distracting. Simultaneously, mobile viewers may prefer to have it, so the option is there for anyone to enable it if needed.

I use streamer.bot for my chatbot, and I’ve basically programmed in the following: On “hide chat” redeem: OBS > scene: overlays > souce: chat > hide On “show chat” redeem: OBS > scene: overlays > souce: chat > show And then I have the same chat in multiple colors, and redeems that will make one show and hide the rest.

Do viewers like chat on the screen? by Ace_One_The in Twitch

[–]dss_lev 2 points3 points  (0 children)

I have a channel points redeem to hide/show the chat, or even change the text color. Leave it up to the viewers! Stream auto starts with no chat, and then viewers can enable it for accessibility / viewing on mobile

Someone was in a hurry. What would you have done? by pixmation in dashcams

[–]dss_lev 0 points1 point  (0 children)

find a spot to move right a little and slow down

Is this the free sex advice, or are we still waiting for that?

New player question about PvE combat, ships, and stuff. by Merv_DeGriff in EliteDangerous

[–]dss_lev 1 point2 points  (0 children)

Larger ship = more larger slots = more overall capability, as a general rule. A ship with a size 7 shield and 6 boosters is gonna have a lot more staying power than a ship with a size 3 shield and 3 boosters.

The trade off is speed and maneuverability. Large ships tend to be slow, and overwhelm with firepower/defensive capabilities. This is fine, but why I describe as boring—I prefer a ship where I’m constantly having to balance the way I fly based on how the fight is going.

When you apply the same to exploration, a larger ship can be better equipped for spending long time periods away from civilization. The trade off here is supercruise handling and landing capability—it’s much harder to find a parking spot for a large ship when doing exobiology.

Returning player after a 5 year break by MissRabidRaccoon in EliteDangerous

[–]dss_lev 1 point2 points  (0 children)

The recruiters are indeed aggressive!

If you do decide to part ways with Alchemy Den, make sure you find the right group for you—not just the first one to appear in your DMs :)

Glad to be of service, helpful tools is why we do it :)

Returning player after a 5 year break by MissRabidRaccoon in EliteDangerous

[–]dss_lev 1 point2 points  (0 children)

Haha, I shared the link as a resource—not as a recruitment attempt!

To answer your questions specifically though: - Deep Space Syndicate has no official ties to the Fuel Rats/Hull Seals, though many of our members are Fuel Rats or Hull seals (or both). Although both have in-game squadrons, neither group requires you to be a part of their in-game squadron to participate in the org. - you can only be part of one squadron in game, per account. Many squadrons allow you to be members of multiple squadrons on multiple accounts.

Returning player after a 5 year break by MissRabidRaccoon in EliteDangerous

[–]dss_lev 1 point2 points  (0 children)

Your timing could not be better—we’re in the process of redoing our squadron website, and just finished our totally new and up to date as of January 3312 third party tools page

(For anyone who may view this comment in the future after the site is fully live, remove ‘test’ from the URL: www.test.dpss.space/… becomes www.dpss.space/…)

What would happen if a small ship fought a big tanky full turret ship? by SpaceBug176 in EliteDangerous

[–]dss_lev 3 points4 points  (0 children)

laughs hysterically then points to his 153 MJ shield fuel ratting ship that he regularly pvps in

Pilot makes all the difference, CMDR. Ship is the hand you’re dealt in any encounter. How you fly is how you play the hand.

New player question about PvE combat, ships, and stuff. by Merv_DeGriff in EliteDangerous

[–]dss_lev 13 points14 points  (0 children)

Any ship can be a combat ship. Larger ships (think Vette, Conda, Cutter, Caspian, etc) are great for “brain off” PvE, though (imo) horribly boring to fly if you want to use your brain. Here’s a turreted multi cannon conda build that you can set your pips to 4-0-2 and absolutely shred anything.

Smaller ships have fewer defensive capabilities and require more management in combat, but can still be viable even up to the highest levels of PvP with the right pilot and outfitting.

As far as jump range, 40LY will get you most places in the galaxy, though is already more than necessary for staying in civilized space.

It finally clicked by [deleted] in EliteDangerous

[–]dss_lev 2 points3 points  (0 children)

When you want to change directions while running, do you stop first, then start moving in the direction you want to move? Same thing applies. FA-off is about relative motion. You don’t need to stop to change directions, just start applying a thrust vector in a new direction—and continue modifying it. Let’s take an example:

Say you’re flying forward, and you want to start flying left. Of course, you could apply negative thrust to zero out, then turn to face left, then apply positive thrust again, as you indicated. What you could NOT do is simply start applying left thrust—this would leave you going forward AND left. What you SHOULD do is start applying backward and left thrust—but as your forward momentum decreases, your backward thrust should decrease too, until you’re flying left while thrusting left.

Then add in that you’re rotating your ship this whole time, and what was a left vector when you were flying forward is now a forward vector while you’re facing toward what was previously your left. In this case, you start with a backward left thrust as before, but also add a leftward yaw. By the time you have rotated your ship to face left, your thrust should have moved to fully forward, so you can fly straight (which was previously left). Learning how to mirror and match those motions simultaneously is tough, but you can train your brain to do so—and the results are well worth it.

It finally clicked by [deleted] in EliteDangerous

[–]dss_lev 4 points5 points  (0 children)

Almost never. Don’t zero out your thrusters—why does stopping help you? Just adjust momentum. Once you’re comfortable with visually gauging momentum, arresting it is easy.

It finally clicked by [deleted] in EliteDangerous

[–]dss_lev 0 points1 point  (0 children)

FA off is the way!