Dreams-Visions
Member
FWIW, Thrustmaster is about to release a new product or set of products in the Flight sim world. Unless you're in a hurry, I'd recommend waiting for their announcements.
HIP empire grind has you stacking the cut the power/performance evaluation generator bombing and and skimmer destruction. I don't feel like I'm being punished by putting in effort, just in the sense of how little it moves the bar.
I was under the impression this was discovered more or less recently? Is there a Federation equivalent? Not to mention that season 1 players are left out. :-/
I want to get a HOTAS; I was looking at either the Trustmaster T-Flight Hotas X http://www.amazon.com/dp/B001CXYMFS/?tag=neogaf0e-20
or Saitek X52
http://www.amazon.com/dp/B000LQ4HTS/?tag=neogaf0e-20
for its addition of buttons. Plus it looks pretty nice! But then I read some reviews and saw that Saitek is more looks than quality... Anyone point me in the direction for a lightweight user? I play Elite Dangerous casually and might expand it to other Flight sims if the stick works out.
FWIW, Thrustmaster is about to release a new product or set of products in the Flight sim world. Unless you're in a hurry, I'd recommend waiting for their announcements.
Hey guys, it's been a while since I played, did they resolve the AMD issue while supercruise?
Hey guys, it's been a while since I played, did they resolve the AMD issue while supercruise?
This is a really great overview of the current state of the game. A nice companion piece to the recent discussion on Reddit.
I really hope Frontier can inject some fresh excitement into the game, I've put hundreds of hours in and it's still the best feeling I've ever got from flying a virtual spaceship. Just need more human elements and more things to do.
My Hotas X showed up yesterday and its great! Definitely worth 65bucks.
Elite really is awesome how it lets you use the hat switch for multiple functions.
Ive got it set for default Power Management, toggle to head movement and landing thrusters when the landing gear is deployed. Once the Vive arrives I'll be able to remove the head movement and the toggle key to activate.
I think I'm gonna change the throttle to be full range forward with a toggle for reverse. I can't seem to get comfortable with centered being no thrust and only having half range for forward..which you end up at about 1/4 for optimal turning. I think having centered being around 50% forward will work better.
There is only a few keys that I don't have room to a key for, landing gear, sensor range, reverse thrust and galaxy,system maps. For now just binding those to keyboard.
Was watching some ObsidianAnt videos and came across this William Shatner voice attack addon..Man thats so cool sounds like Brent Spinner is doing one as well.
Gonna have to get those this weekend.
https://www.youtube.com/watch?v=1yX5nhBQ2XI
Good news everyone, the new update is gonna be in beta sooner than anticipated and they are finally gonna start talking about it. See below for the latest.
https://community.elitedangerous.com/theengineersbetadate
That shield healing laser seems kool.
I am delighted to announce The Engineers (Elite Dangerous 2.1) will be available to players with beta access in the week ending 8th May.
Our second big announcement today is that Elite Dangerous 1.6, available to all players of Elite Dangerous, not just those with Horizons, delivers significant changes to the core gameplay experience for all players, headlined by a completely re-vamped mission system and having its own vast number of additions and changes, and it will go into closed Beta and be released at the same time as The Engineers.
A support class? Now we're talking.
They really needed to start talking. Bring on the newsletters and streams.
I don't expect anything tomorrow. They'll probably just recap today's announcement. They've done that bs before.They are going to have to crank it up if they plan to release the beta the week of May 8th. I'm pretty excited for tomorrow.
I don't expect anything tomorrow. They'll probably just recap today's announcement. They've done that bs before.
In the next three weeks Newsletters (starting this Friday) well be going into both 1.6 and The Engineers, with articles written by Executive Producer Michael Brookes about all of the new features coming to the game, artwork, in-game images and much more.
Good thing Burny is here to actually read the info. Lol.Yep, regularily, when they had nothing left to say after the dev update. Although there's hope this time:
FWIW, Thrustmaster is about to release a new product or set of products in the Flight sim world. Unless you're in a hurry, I'd recommend waiting for their announcements.
I hope engineers adds enough things to shake up the current meta of the game. There is a lot of emergent gameplay happening right now with people competing for territory but its mostly just to troll each other. They need to formalize something like this but with rewards if they want people to have something long term to do, that doesn't require a lot of maintenance.
I hope the engineers adds more than just combat related improvements. As of yet we've not heard nor seen anything related to the engineers that isn't directly tied to combat.
I hope the engineers adds more than just combat related improvements. As of yet we've not heard nor seen anything related to the engineers that isn't directly tied to combat.
I hope the engineers adds more than just combat related improvements. As of yet we've not heard nor seen anything related to the engineers that isn't directly tied to combat.
Nice!
^ this is actually really exciting for me. I was (and still am) worried I'd be underwhelmed by the Engineers update--crafting weapons that simply add damage or reduce heat, or something like that. A regeneration beam essentially adds a completely new combat role to the game, which is pretty significant.
If NPCs can utilize them, it could add another layer to big ship battles. Maybe an Anaconda or Corvette can deploy a small fighter with the purpose of keeping its shields up.
you can set modifiers for elite
hold X button with Y to get down landing gear, etc
surely a number of these engineer upgrades will be or FSDs, scanners n shit.
right?
Around 30 engineers, all with various requirements (e.g. ranks and alignments) to use their services. And each one has some specialisation. I'd be highly surprised if there wasn't one for non combat modules.
I doubt they'll sell straight up upgrades though. It seems to me that Frontier almost always attaches a notable downside to things...
Edit: I'm hoping for a big info blowout now. 2.1/1.6 seems like the most significant update to date for me, due to NPCs and a number of the smaller things which they revisit. Like giving NSC beacons a purpose and doing away with randomly spawned mission targets over time.
Bah this is next to worthless for solo (not solo mode) players, where are the custom internals at?
Around 30 engineers, all with various requirements (e.g. ranks and alignments) to use their services. And each one has some specialisation. I'd be highly surprised if there wasn't one for non combat modules.
I doubt they'll sell straight up upgrades though. It seems to me that Frontier almost always attaches a notable downside to things...
Edit: I'm hoping for a big info blowout now. 2.1/1.6 seems like the most significant update to date for me, due to NPCs and a number of the smaller things which they revisit. Like giving NSC beacons a purpose and doing away with randomly spawned mission targets over time.
Don't hype it up. I can't go through disappointment after this wait.
...able to improve and upgrade the stats on every module of your ship, and add rare, experimental effects to your weapons for some special outcomes
What's available to all players what is exclusively available in Horizons?
- "The Engineers" update is "2.1", adds loot & crafting and Engineers, Horizons (season 2) exclusive, <Beta date announcement>
- 1.6 available to all Elite Dangerous players, contains "re-vamped mission system", its "own vast number of additions and changes", closed Beta and release together with 2.1 <Beta date announcement>
General changes:
- Persistent, mostly generated NPCs will be added: mission givers + engineers, will have some form of mug shots based on the future commander creator/character editor
- Relationship with minor faction will determine which character will be mission giver
- NPCs will give feedback about the situation of a minor faction and ways to support them
- Options screen will have collapsible sections for easier navigation
- Adding new huge and large weapons (concept for large+huge multicannon shown) <NL #111>
- huge beam laser
- huge pulse laser
- huge multi-cannons
- large multi-cannons
- Missiles getting revamp, won't penetrate, but can damage multiple external modules (drives, utilities, hardpoints), minor increase to shield damage <quote>
- Asteroid graphical fidelity improvements
- Star light has been fixed so that it retains its colour over distance
- Bookmarks will be added
- Systems/planets/stations/asteroids can be bookmarked
- Bookmarks have a custom text, can be edited and deleted
- Bookmarks will be visible on the galaxy map and can be selected as navigation target in route planner
- SRVs will leave tire tracks on planet surfaces <NL #116>
- Community goals will be marked on the galaxy map and system map, will also appear on any bulleting board regardless of system <NL #116>
- Community goals may have multiple commodities involved. <NL #116>
- "Revamp" of outfitting screen, different classes have different purposes, will become more clear <exploration livestream>, <synopsis>
The Engineers, loot & crafting:
- Engineers have their own backstory and specialization
- Engineers are spread throughout human space (initially ~30 engineers)
- (using loot) with engineers "you will be able to improve and upgrade the stats on every module of your ship, and add rare, experimental effects to your weapons" <Beta date announcement>
- Example: Laser that recharges Wing member shields upon friendly fire <Beta date announcement>
- Player ranks/alignments/other parameters affect options offered to them by engineers
- There is a minimum requirement for player ranks/alignment/stats for using an engineer's service
- Engineers are found on isolated surface facilities <concept art, NL 117>
- "Most Engineers are very secretive... and so you need an introduction, and need to find out how to find them" <Beta date announcement>
- Missions can lead to introductions to Engineers
- Some Engineers will introduce you to others
- Wrecks will be added (unclear if surface only or space as well), loot and crafting gameplay will be associated with wrecks, concept art of SRV scanning data recorder in wreck was shown
AI changes/fixes:
- Flatter difficulty curve for low rank NPCs, more challenging high rank opponents
- effective missile + torpedo usage at high ranks (when opponent shields are down)
- Increased damage avoidance by high rank AIs
- High rank AIs flee for recharging shields before attacking again
- High rank AIs will try to counter players who use the reverse thrust tactic
- AI can't use energy weapons when overheating anymore
- chaff spam decreased, only using chaff when taking damage from turrets/gimbals
- AI doesn't get stuck rotationg in one place anymore
- No more hatch breaker spam
- Better pip management for fleeing and pursuing
- Scan & ram: "As far as I am aware, the fix for this issue should be included with 2.1." <quote>
Changes for/to missions grouped by broad high level concepts (dev updates from January to March):
Personalisation
Progression
- persistent mission givers, treatment of player depends on player ranks/reputation/alignment
- Docking greeting messages change depending on alignment/rank
- NPCs remember having had contact with the player before
- NPCs inform player about the status of a faction (civil war etc.)
- NPCs inform player about the effects their actions are having (status changes for minor factions)
- Mission selection improved depending on a factions status
Variety
- One additional positive alignment level will be added to faction alignment (Hated, Disliked, Neutral, Liked, Allied, +?)
- The mission board in station services replaces the old bulletin board
- Expanding the functionality of the inbox so that messages will persist
Consequences
- More missions are available at the neutral reputation stage
- Rank requirement for missions are removed - the rank will now be an indication of difficulty + rewards
- Missions will be generated around players's Pilots Federation rank
- Three stage hierarchy governs mission generation:
- Minor faction state
- Market type at the port (e.g. mining missions in extraction economies)
- Government type of minor faction (e.g. dictatorships => overt assassinations)
- Missions will provide description why they have been offered and what effect their completion will have
- "Barrier of inconvenience" for some of the mission elements reviewed e.g. "not having to drop out of supercruise to listen to alternate offers"
- "The time limits for missions as well as which elements make them easier, or more difficult are being reviewed and addressed."
- The cockpits will receive a clock
- USSs for missions will now generally be located at specific bodies within a system, not randomly spawned as time goes by
- Bodies with USS can be detected with the discovery scanner, normal range limits apply
- Nav beacons can be scanned (in normal flight) to receive system exploration data and to reveal mission locations
- USS placement depends on specific places like "traffic lanes" and "hubs" in a system
- USS can be scanned from supercruise to reveal more information about them!
Rewards
- Exact indication of influence isn’t (!) part of the mission changes (only indicates positive/negative impact) as of 2.1, unlike reputation and state changes, which are indicated
- "With minor faction states we’re intending making their effects more noticeable on available missions, ship traffic and composition, and markets." (Less subtle changes)
- "authority response if they are attacked will be sharper."
- "treasure" locations as new additional mission reward type (missions may lead to cache with vouchers/other items => crafting! )
- Crafting materials as additional mission reward type as well as hard to obtain commodities and "salvage only items". Some commodities possibly only obtainable through missions.
- "varying rewards for effects on minor factions which are getting a balance pass to make changes in state more likely as well as more noticeable"
- "rewards will be balanced to scale better with difficulty and also be more lucrative if you’re well regarded by the minor faction"
- "conducting a pass through the mission templates to make them more reliable and address issues seen in the current build"
- "adding more scenarios for the various mission types and also to better reflect the active states in the system"
Release
- Beta release aiming for May <NL #114>
- Available the week ending 8th May <Beta date announcement>
Bookmarks will be added - Systems/planets/stations/asteroids can be bookmarked
Anyone already playing with the Rift or Vive?
Anyone already playing with the Rift or Vive?
Edit2: I'll just repost the list of announced/expected changes here
I know FD is pretty brain dead when it comes to providing non-combat updates/changes but there's no way they're dense enough not to include module changes.The newsletter has some good info in it but AGAIN it's all combat oriented. I'm happy for all of you combat types, but man I wish FDev would think of other players more often. I'm beginning to think that almost all of the 30 engineers will be focused on combat stuff afterall.....
Everything looks great.NEWSLETTER 120
Mostly smaller new details. All welcome nonetheless. More NPC ships on planet surfaces!
Many small things compared to the game's scope and vision, some big ones as well though. They're going to town with this update.
Force shell looks awesome. That could be really effective on high gravity planets.