Fiaura The Tank Girl

Elite: Dangerous - Anyone Out there?

273 posts in this topic

Glad i helped you along! Sorry that you died the first time, i'm still not sure what killed you though. No one was hostile nearby and nothing was shooting at you. 

 

And as much as I wish that I could pretend I was good enough to use fixed on the Corvette, I don't :D It's definitely a fun over optimal build, but it's so engineered and such overkill that it doesn't make too much of a difference. It's rocking two huge efficient beams and 5 overcharged multicannons, all gimballed because i'm lazy. Up against a decent PVP built ship it'd get walked all over. The Vette can definitely use fixed weapons but again - I'm lazy (and semi incompetent, but mostly lazy :D)

 

Bounty hunting is great fun and solid credits until you start wanting more expensive ships. Once you get a Vulture, and can start taking a few hits before your shields pop, it's so much fun. Engineering them adds a whole new level as well, though it isn't without its pitfalls. 

 

Edit: Here's my Corvette build: https://s.orbis.zone/x41

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I ran a combat Cutter up until i got the rank for the Vette. 4 medium turrets, although it is maneuverable enough to get away with fixed if you are willing to put in the effort. Holy crap does it drift though, even with G5 dirties. 

 

I gotta say, the Krait really surprised me. easily one of my favorite ships in the game, it's just so versatile and fun to fly.

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13 hours ago, skyf24 said:

Glad i helped you along! Sorry that you died the first time, i'm still not sure what killed you though. No one was hostile nearby and nothing was shooting at you. 

 

And as much as I wish that I could pretend I was good enough to use fixed on the Corvette, I don't :D It's definitely a fun over optimal build, but it's so engineered and such overkill that it doesn't make too much of a difference. It's rocking two huge efficient beams and 5 overcharged multicannons, all gimballed because i'm lazy. Up against a decent PVP built ship it'd get walked all over. The Vette can definitely use fixed weapons but again - I'm lazy (and semi incompetent, but mostly lazy :D)

 

Bounty hunting is great fun and solid credits until you start wanting more expensive ships. Once you get a Vulture, and can start taking a few hits before your shields pop, it's so much fun. Engineering them adds a whole new level as well, though it isn't without its pitfalls. 

 

Edit: Here's my Corvette build: https://s.orbis.zone/x41

I’m wondering if there wasn’t some sort of server glitch that time I died.  I initiated combat against somebody with a bounty, but I guess he just wasn’t present for you. Very weird.

Did you turn off Flight Assist when you were strafing sideways in that fight?  I haven’t dabbled in that yet.

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10 minutes ago, FlorbFnarb said:

I’m wondering if there wasn’t some sort of server glitch that time I died.  I initiated combat against somebody with a bounty, but I guess he just wasn’t present for you. Very weird.

Did you turn off Flight Assist when you were strafing sideways in that fight?  I haven’t dabbled in that yet.

Probably was a server glitch. The game has a number of them here and there unfortunately, mainly instancing issues but I think i've seen what happened to you once before. 

 

Corvette generally doesn't need flight assist off for most targets (and I was drunk so i wasn't exactly on my A game lol) but here and there i'd be using toggling it. The Vette is amazingly maneuverable for being one of the big 3, the Conda comes close but the Vette is in a league of its own.

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I gotta say, this is a really engrossing game.

If you haven't played since the update, log the fuck on and learn how to do deep core mining.

You can easily make millions of credits in very short order - crack an asteroid in planetary rings, collect 20-30 tons of Void Opals or Low Temperature Diamonds, sell the VOs for up to 1.6 million a ton...profit?  I've got something like 260 million credits right now.

I have a thread on reddit about how ridiculously easy it is to get into deep core mining even if all you can afford is an Adder.

The ideal is probably to just get an Asp Explorer and kit it out like I suggest in that thread.

The other option is to take a Krait Mk II or Python to have even more cargo space, but the AspX's hardpoints are near its centerline, so you can get up to five Abrasion Blasters hitting surface deposits and producing up to five chunks from a single surface deposit; the Krait and Python's hardpoints are more spread out, so it's hard to get more than two chunks released at a time.

Given the short trips needed to sell the VOs and LTDs from deep core mining at maximum price, the Python's superior cargo space is less important than the AspX's sheer speed at producing chunks.  The AspX build I have in that thread is like 17 million.  If you don't have that in the bank, you can kit out a Cobra III for deep core mining, with a shield but without a fuel scoop, for only 8.8 million, ship, modules, and everything.

And if you're dirt poor, there's an Adder build for only 4.4 million.

The progression is pretty quick; one Adder-load of VOs or two of LTDs (at current prices) is enough to afford the Cobra III miner, one Cobra-load of VOs or two of LTDs is enough to buy an AspX kitted out as I said, and one Asp-load of VOs or two of LTDs is enough to get you the Krait or Python builds I displayed.  For the ships with fuel scoops, you can strip that off for more cargo space if you're mining in the bubble.

To be clear: if your AspX has 96 tons of cargo space, and you fill that with Void Opals and sell them for 1.6 mil per ton, that's 153,600,000 astro-dollars in a single run.

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I've been trying to get into that, every time i go out in my mining python i can never find the rocks that explode. Rather frustrating, or im just dumb, which is also a possibility. +1d you both here and reddit for the post, very nice guide.

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13 hours ago, skyf24 said:

I've been trying to get into that, every time i go out in my mining python i can never find the rocks that explode. Rather frustrating, or im just dumb, which is also a possibility. +1d you both here and reddit for the post, very nice guide.

Give me a message next time you get on and we can go mining together.  There are videos that are better at describing the how of deep core mining than I am, but I figured out proper outfitting pretty well I think.

13 hours ago, skyf24 said:

I've been trying to get into that, every time i go out in my mining python i can never find the rocks that explode. Rather frustrating, or im just dumb, which is also a possibility. +1d you both here and reddit for the post, very nice guide.

Oh, and also, despite the larger cargo space, I think the current consensus is that the AspX is the better miner in terms of $$$/hour than the Python.

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On 1/7/2019 at 4:20 AM, FlorbFnarb said:

Give me a message next time you get on and we can go mining together.  There are videos that are better at describing the how of deep core mining than I am, but I figured out proper outfitting pretty well I think.

Oh, and also, despite the larger cargo space, I think the current consensus is that the AspX is the better miner in terms of $$$/hour than the Python.

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.

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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.

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On 1/12/2019 at 10:29 AM, Unavailebow said:

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.
  1. Certainly the only reason the AspX is currently the king of deep core miners is the surface deposit/abrasion blaster feature/bug, where every blaster that hits a surface deposit generates a separate chunk.  The Clipper/Python/Krait all have larger cargo capacity and more self-defense ability, but the AspX can generate chunks much faster, and currently makes more %%%/hour.  The rest of them have such wide hardpoint placement you can at best get 1 or 2 chunks from each surface deposit, while the AspX regularly gets 4/5 chunks if you put enough abrasion blasters on it.  Once Frontier changes that, the AspX's only advantage will be price; it will no longer be the ideal miner.
  2. I agree regarding space, but when mining in or near the Bubble, you don't have to have a fuel scoop.  AspX has a Class 5 fuel tank and fairly low weight, so it runs quite a long while on a single tank, especially if you're sensible about how long your jumps are.
  3. I only run 2 limpets at a time - I reserve the Class 6 spot and a Class 5 for cargo, and so my collectors only run two at a time.
  4. I'm not having any problem getting 4/5 hits regularly.  I never managed to get more than two, maybe three if I got lucky with the Python.  Once Frontier changes things I'll probably mine with the Python just for the cargo capacity and self-defense ability.

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11 hours ago, FlorbFnarb said:

(Fair points)

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.

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6 hours ago, Unavailebow said:

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.

Yeah, I have to start looking for Guardian stuff.  I haven't unlocked any of that.  I've done some engineering, but I only have a few engineers unlocked.

What's a battle cattle though?  And what's the preferred use of a Beluga now that passenger missions seem to be last year's fad?  Exploration in style?

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16 hours ago, FlorbFnarb said:

Yeah, I have to start looking for Guardian stuff.  I haven't unlocked any of that.  I've done some engineering, but I only have a few engineers unlocked.

What's a battle cattle though?  And what's the preferred use of a Beluga now that passenger missions seem to be last year's fad?  Exploration in style?

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. :disco:

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.

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17 hours ago, Unavailebow said:

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. :disco:

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.

At this point I'm finding I need to engineer my shields a bit better, plus I think my weapons need an all-around rework.

The odd thing is that I almost exclusively see ships no bigger than an FAS or thereabouts as pirates.  No Pythons, no Kraits, and certainly no large ships.  Ran into an FDL and a Dropship - the Dropship was better engineered than I would have thought an NPC would be.  Actually dropped my shields and took me to 68% hull, despite my hull reinforcements and military armor, before I finished him.  But regardless, the fact that almost all the ships I end up facing as pirates in RESes seem to be small or smaller mediums is affecting my weapons choices.  I can't really even give fixed weapons a try when all I run into are Eagles, DBXes, and FASes and such.  I can't remember the time I saw a pirate in even a Python, much less an Anaconda.

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7 hours ago, FlorbFnarb said:

At this point I'm finding I need to engineer my shields a bit better, plus I think my weapons need an all-around rework.

The odd thing is that I almost exclusively see ships no bigger than an FAS or thereabouts as pirates.  No Pythons, no Kraits, and certainly no large ships.  Ran into an FDL and a Dropship - the Dropship was better engineered than I would have thought an NPC would be.  Actually dropped my shields and took me to 68% hull, despite my hull reinforcements and military armor, before I finished him.  But regardless, the fact that almost all the ships I end up facing as pirates in RESes seem to be small or smaller mediums is affecting my weapons choices.  I can't really even give fixed weapons a try when all I run into are Eagles, DBXes, and FASes and such.  I can't remember the time I saw a pirate in even a Python, much less an Anaconda.

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.

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That's interesting; I wasn't sure if spawns were totally random or if what I was flying affected it.

But you say *pursuit* pirates spawn according to the ship the player flies, meaning the ones that interdict you?  That's interesting; I'll have to carry a ton of something just to draw them in and see what I'm facing.

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14 hours ago, FlorbFnarb said:

That's interesting; I wasn't sure if spawns were totally random or if what I was flying affected it.

But you say *pursuit* pirates spawn according to the ship the player flies, meaning the ones that interdict you?  That's interesting; I'll have to carry a ton of something just to draw them in and see what I'm facing.

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.

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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.

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10 hours ago, Unavailebow said:

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.

Supposedly they fixed the abrasion blaster glitch, but I'm a few hundred LY out of the Bubble and can't test it at the moment.

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3 hours ago, FlorbFnarb said:

Supposedly they fixed the abrasion blaster glitch, but I'm a few hundred LY out of the Bubble and can't test it at the moment.

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

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I gotta say, the guardian grind is so hilariously drawn out now it's ridiculous. And that's after they toned it down. In any event, Guardian FSD boosters are amazing.

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51 minutes ago, skyf24 said:

I gotta say, the guardian grind is so hilariously drawn out now it's ridiculous. And that's after they toned it down. In any event, Guardian FSD boosters are amazing.

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.

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