Unavailebow

Verified Tanker [SEA]
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    362
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About Unavailebow

  • Rank
    M60 Scuba Specialist
  • Birthday January 22

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  • Gender
    Male
  • Location
    Not China
  • Interests
    No income
  • Server
    SEA

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  1. Unavailebow

    Elite: Dangerous - Anyone Out there?

    Enough re-log will do the job, unless you are like me trying to get all the Epsilons, which on my note is 114 units i.e. 38 collects. Blueprints are not difficult if you have enough sulphur and phosphorus All the materials have fixed spawn except pattern data and sentinel drop, which are RNG.
  2. Unavailebow

    Elite: Dangerous - Anyone Out there?

    Farming guardian bp and components for good. The closest sites are only 600ish Ly away. Very doable for an ex-Sothis runner.
  3. Unavailebow

    Elite: Dangerous - Anyone Out there?

    In addition, is somebody doing mining after 3.3.02 landed ? Mining Fixed missing UI when mining in a wing Fixed issues that caused the seismic charge launcher reticule to not show the correct charge level when selecting a target and charging the weapon Fixed UI staying visible after detonation of a motherlode if watched through the vanity camera Fixed visual issue where the ship cockpit glass would render on top of the motherlode fog Fixed some occurrences where surface deposits couldn't be mined Fixed issue where players couldn't scoop material chunks with the Python Nothing about abrasive blasters but I am at a guardian site so can't test it.
  4. Unavailebow

    Elite: Dangerous - Anyone Out there?

    There should normally be a ship spawn at the same time you land on a system or, enter supercruise. Can be a normal ship if system is populated, but if you carry commodities, there is a chance that a pursuit pirate will spawn into SC from any of the stellar bodies, and leave you a comm message “I have been looking for you...” or other things. Those are pursuits, and they are buggy for most. If you avoid their interdiction completely, they will normally drop into wherever you drop few seconds later, for once and should not chase further if you slow wake or high wake. The buggy bit is, sometimes the game did not recogise this, maybe you slow wake out of a ring to dodge a pursuit, the second you drop supercruise again another pursuit pirate will drop in your face and started shooting without negotiation. Pursuit pirates are known to drop few metres away and I have seen few smaller ships died to my Cutter’s forehead even I only carry mines. As for interdiction, from what I know usually they are Navy or pursuit, but I forget if there is any clear way to seperate them from local pirates, as sometimes a pursuit spawns few thousand light seconds away if you slow wake within the system, for example leaving a planet, sometimes so far you see their message but not the ship, landing a system however, pursuits usually spawn close to the landing star, and way before any other ships spawn. In pursuit case, their ships point to you 100% of the time trying to interdict, and always trying to match speed, if you cut throttle you might see them overshoot and then go very slow, same speed as you. There are different ways to get rid of annoyances, one being baiting them into stars and planet, if it is a landable planet, just go into OC and they will get drop, because pursuits npc neither beta testers nor paid for Horizon. Larger diameter and hotter stars are more difficult to bait, as the trick requires you to drive closer to the star than comfort, cut throttle and face away from the star, i.e arse toward the star. Pursuits are well motivated to reach spaces behind your arse for interdiction even few million degrees is no obstacle. Then there is also the good old MLF or SPD method. The last one being keep changing course, do a lot of 360s and let the security handles it when you reach a station.
  5. Unavailebow

    Elite: Dangerous - Anyone Out there?

    Because only pursuit pirate ship spawns according to your ship, or they changed it. The larger you drive, the larger you are likely to see more often (small extent). I primarily reside in Big3s, made them multi-purpose shield tank scavenger. Pursuits were nothing smaller than Python, therefore most likely FGS and Conda. FD implied there should be no Vette and Cutter as those only higher up the navy can own one, definitely not for pirating. One thing to keep in mind (even if you only PvE), all ships classified as “fighters” have better module protection than multipurpose ships, but there are outliers. FAS, FDS, FGS, FdL, Chieftain and its friends, all fighters, add Vette and BattleCow. Conda’s module are cheese and exposed compared to FGS. FAS and FdL, are the mentioned outliers. Back to pirate ships, if you dont count Clipper within the chart (introduced with FDS but actually serves in between FDS and FGS). Cheiftain, before they put in Challenger and Crusader. Hull tanker, very agile, fast, good firepower, enough MLF. You really dont want to see an Elite NPC in it when you are in something smaller or slower than it. As for weapons, I 100% PvE to avoid internet caused incidents. I dont use fix weapons at all, if gimbal available, and small turret on my Big3. With a ship thats over 100m I want my firing arc as wide as possible because I will not face my opponent frontally all time, also when engaging multiple targets. Agile ships benefit from ultra long range engagement and vice versa. Higher rank NPC joust and joust very well, but still dies from FA off maneuvers unless you are really badly kitted. No aim required. The only reason to go fixed is thermal vent beam. I mostly give zero attention to pirates, I bait them into stellar bodies, drop shock mines with trade ships, out mass or out run them. Haven’t put myself into HazRes for a long long time, no point, increase combat rank increase chances of spawning higher rank pirates, other Elite ranks also contributes but Combat rank contribute the most. I hold Elite in trade, so only reason for another Elite is 2.5% discount, and I house in Harm and Arjung, conveniently LRY controlled Empire system, more discount. The next thing for me once I finished Guardian modules will either be completing my ship collection or Colonia.
  6. Unavailebow

    Elite: Dangerous - Anyone Out there?

    I focus on internals engineering, not so much on weapons unless I have to walk pass particular engineer, ranked few of them to 5 before they revamped engineering, blood, wine and bones. Type 9 Space Cow hence Type 10 Battle Cow Since they remove the passenger cabin restriction (for good sake), Orca and Dolphin went out as explorer again, fairly open cockpit with very good jump range and quite agile, dont drift as badly as AspE or Krait. Beluga however, is overkill in terms of internals also with mediocre jump range, plus the size and low thrust power are considered troublesome for high G planets. I would go so far saying they may need to touch Beluga at some point, its 80mil price tag is only cheap Beluga only has 1 Class 8 internal - Life support. We argued about whether a Class 7 FSD was a good decision for a 950T ship FD replied passenger ships were not meant to out-jump ships but better fuel efficiency therefore longer reach per tank, fewer fuel stops, therefore giving it a whopping Class 7 128T stock fuel tank, 4 times more than the Conda. Yet, Dolphin was only priced 500k below DBE (One of the only two ships able to reach 40Ly without engineering) and Orca was 4mil more expensive than a KraitP (which has the same FSD and Fuel tank, and lighter hull). Although we could say previously the Orca-class Torpedo was 580T versus now 290T... and it can now also achieve an obscene speed of 620m/s while maintaining 47Ly max jump range. As for Beluga, best for storage, I have the credit to own one but not point doing so at the moment, made myself an explorer KraitP instead.
  7. Unavailebow

    New US Prem tank destroyer the TS5

    Please snap shot because its 0.44 anyway, btw where to get this version of tank inspector since smellyriver abandoned it ?
  8. Unavailebow

    Elite: Dangerous - Anyone Out there?

    Once Frontier change that I'd probably not do mining or very few occasion, consider how depleted the hotposts will be, relog works but now I am already doing a relog every 3 motherlodes. more importantly I am not really that short of credits after realising I have been a generous boss feeding the crew over 500mil but never used them. This opal rush was just me preparing more credits for future events, having a billion or so in the vault is kind of essential these days. Having said that, I still need to kit a battle cattle, and a beluga, just not urgent compare to unlocking guardian components and gathering materials to revamp modules. Cuz I am also into my last semester, able to spare time following galnet should really be considered a treat.
  9. Unavailebow

    New US Prem tank destroyer the TS5

    If you consider yourself within the "noob team" when winning 14 to 1
  10. Unavailebow

    Elite: Dangerous - Anyone Out there?

    I should add that I prefer Python over Clipper or AspE? You can always do a Cutter. There are few more points aside from landing pad issue. Although less agile (particularly yaw) and slower than AspE, it has 17 MLF so it wont get mass locked by pirate, if they spawn a conda just outrun it. Having 3 Class 6 means equally as much cargo as a Clipper at 196, stock 130 limpets meaning you can do lesser restock as not all outpost has it. Another perk is 2 Class 5 internals (Clipper has non, AspE probably spare for cargo rack), you certainly want a single 5A collector limpet because dual 3As only add 1 more active limpet at a cost of a slot, so the spare Class 5 will be the all important Fuel scoop, which you will be so glad you have brought it. Out of the three, Python have the best shield modifier, with 3 boosters it will achieve 299MJ with a 3A shield while Clipper only has 202MJ (269MJ even with a 4A), AspE only has a 181MJ (333 with 5A). Might not seem a lot, but when 3 collector limpets hit you they can take away a ring if not more, let alone 4 if you run dual 3As Last thing is hardpoint, Seismic launcher is a Class 2 (or M), Abrasion blaster is a Class 1, in order for the bug to work you need to align the surface so all your blasters hit at the same time. Annoyingly for AspE, the Class 2s are aligned with Class 1s as the bottom, whereas the upper Class 1s are slightly further back, therefore trying to get all 4 blasters to hit at the same time requires more micro adjustment (also range), you cant only swap one Class 2 as blasters because either one has to be Seismic launcher. So for most of the time you will only get two blasters aligned to bug yourself double. As for Clipper, aligning shots require longer range shooting as a result of further apart hardpoints, similar issue if you run a Cutter. Python's Class 2s are relatively close, even at 500m range the shots are close enough to trigger the bug. Maybe you prefer not to bug, then I think having two Class 3 Beam lasers to cheese smaller pirates are definitely more preferable than having two Class 1 weapons. By the way, Down to earth astronomy (D2EA)'s tutorial is definitely helpful.
  11. Unavailebow

    Get Ready for the BIG Fist....Lube Up!

    I love how the guys here literally turn this post into real I have both IS-3A before buff and please nerf, I have both 252U and 252U Defender (because thats how you get 70k gold from lootboxes) please nerf.
  12. Unavailebow

    Elite: Dangerous - Anyone Out there?

    It generally doesnt matter, because VO site within the bubble are relatively depleted, and you only look for one shape of asteroids. Having 30 to 50 void opals per hour (consider you use the bug) is very good already.
  13. Unavailebow

    New US Prem tank destroyer the TS5

    Having the same level of armour as T28 would be funny. 63.5mm autobounce forehead while the whole T95 top is 38.1mm because they are not the same tank, not at all. Speaking of T95, how many times the shots pen the roof because people failed to hit the "weakspot" but still autopen, I don't see T28 having that issue. Unless they give the prem thing similar roof/forehead weakness and a big weak LFP I would say the prem thing will be darn better than a T95.
  14. 2.8k base dpm, can't argue, but I even have trouble with that 215AP, let alone 187
  15. I don't know if they are really solving the issue. I see there are other things contributed to gold rounds all the way. Health pool of those stupidly thick armoured tank evenly problematic as their armour. They are hard to be penned but even when they do it doesn't feel punishing enough. Also the chances of shell flying true to centre (Sigma or sth, cant remember) made me feel unworthy of aiming weakspots (if still exist) with credit shells. Either you have to go up close and personal with credit ammo or you gold 75% of the silhouette at any range, the gap between credit rounds and gold are massive, lowing dmg of those shells simply wont do it, because credits ammo just can't do a thing anyway, may as well just dump HE. Again mixed idea on weakspots, adding weakspots for credit ammo doesn't change the fact that high pen gold can cheese armour, I still wouldn't bother to aim for weakspots if I can gold people redline with a bit of damage penalty, minimising damage efficiency doesn't take away gold rounds are more consistent and reliable. If they want people to fire less gold it has to be some kind of a gamble worthy to risk, something like the 100Y / ISU-130 kind of idea, where you get more reliable pen on credit rounds and tad bit of dmg increase and lower pen on the gold. TLDR I would far rather have higher pen than higher damage because less RNG.