Combat: Difference between revisions
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== PvE Combat == | |||
There are roughly 4 important parts: ships, outfitting, money making and flight. This guide is courtesy of ''Asleep Round 4053''. | |||
=== Ship progression === | |||
The general ship progression goes something like this: | |||
# [[Viper Mk III]] | |||
# [[Vulture]] | |||
# [[Alliance Chieftain|Chieftain]] | |||
# [[Krait Mk II]] or [[Python]] ([[Python Mk II]]) | |||
# Big 3 ([[Federal Corvette|Corvette]], [[Anaconda]], [[Imperial Cutter|Cutter]]) | |||
This list is optional. Almost any ship can do combat from the [[Sidewinder Mk I|Sidewinder]] to the [[Type-10 Defender|Type-10]] so don't feel stuck in your ship, just do what you like but if you need a next ship, this is a good place to start. | |||
If you are already rich '''do not''' buy a big ship with a ton of [[outfitting]], because the rebuy will be unnecessarily high and you won't have a good grasp of your skill. People tend to overestimate themselves and under estimate NPC’s-Even in a fully A’d out [[Anaconda]], an Elite [[Fer-de-Lance]] will tear down your [[Shield Generator|shields]] faster than you can think. Just start with a [[Viper Mk III]] or an [[Eagle]] (you will die often in one though) to learn combat and only then should you move on. As a general rule: Harmless or Mostly Harmless CMDR’s should stick to small ships only. Novice or Competent can move onto cheap (>20,000,000 CR) ships. Medium, Expert and above should be where you buy your first [[Krait Mk II]], [[Fer-de-Lance]], [[Python]] etc. | |||
=== Outfitting === | |||
In general, a PvP ship should have weapons that don't use much, if any, ammunition, do good sustain damage and are easy to use. However, if you do [[Mission Board|missions]] which require [[Assassin|assassinating]] a single powerful target, other options are more viable. | |||
==== Resource Extraction Sites ==== | |||
For long runs in a [[Resource Extraction Site]] or killing 5+ targets in one run: | |||
# [[Multi-cannon|Multi-cannons]]: will be your best friend | |||
# [[Burst Laser|Burst Lasers]]: pair great with [[Multi-cannon|Multis]] to have the best sustain damage of any laser | |||
# [[Beam Laser|Beam Lasers]]: best when paired with Multis, very high damage, but comes with high heat and capacitor draw | |||
# [[Pulse Laser]]: best for starters, easy to use, high efficiency. | |||
==== Assassination ==== | |||
For quick assassinations, weapons with more ammo and ease-of-use are less important, because ammo count doesn't matter if you are dead. These weapons will also serve you better in PvP if that interests you. | |||
# [[Railgun|Railguns]]: high damage, high skill. It will tear through shields like a hot knife through butter or, if you're a bad pilot it will make your ship hotter than a star. | |||
# [[Pacifier Frag-Cannon|Frag cannons]]: while multi-cannons are generally better, they wind up and if you only see your target for a few fractions of a second, the frag cannon make the best use of it. They have extremely high burst damage, | |||
# [[Multi-cannon|Multi-cannons]]: as mentioned have high sustain and require low skill | |||
==== Internal Modules ==== | |||
For internals, the following A class modules are recommended: [[Power Distributor]], [[Shield Generator|Shield]] (if possible), [[Power Plant]], and [[Thrusters]]. The rest should be D class, as it makes your ship better and lighter without much power draw. For a shield tank; get [[Shield Cell Bank|Shield Cell Banks]] and [[Shield Booster|Shield boosters]]. Hull tanks should grab HRMs and MRMs. Adjust as needed if your modules are getting destroyed first or your hull goes first it might take a bit of playing with the ratio. | |||
=== Money making === | |||
This is usually done via [[Bounty Hunter|bounty hunting]]. Here's how to get the best buck for your bang. | |||
You should always try to get missions that ask you to kill ''wanted.'' Get the bounty on top of the mission which is basically free money. There are essentially 2 types of missions; kill a bunch of “X” faction [[Pirate|pirates]] or kill 1 pirate for a lot of money. Either is fine, just do what you find fun. Follow the instructions on the missions outline. If all else fails use your [[Discovery Scanner]] and look for blue signals on the navigation tab which will usually lead to your target. You also will most likely need an [[Frame Shift Drive Interdictor|FSD interdictor]] as it significantly speeds up the process of catching targets. Make sure you aren't doing missions for [[Independent]] or [[Alliance]] aligned [[:Category:Factions|minor factions]], because they don't have Navy ranks. This is a very long grind that you can start early by doing missions that increase your rank to unlock a [[Federal Corvette|Corvette]] or [[Imperial Cutter|Cutter]]. | |||
=== Flight === | |||
The best way to increase your flight skill is by playing. Here are a few tips: learn [[Flight Assist|Flight Assist off]] early. Press Z on the keyboard to toggle flight assist. Having it on increases stability by using computers to cancel inertia so that it feels like flying a plane Earth. Flight assist off removes this luxury. For newbies FAS off will be very hard. Get accustomed by starting small, try to dock and undock with FAS off (all pips to SYS) and use it while making straight, flat turns in combat to speed up your turns a bit. Once you feel comfortable enough, try watching videos on more complex maneuvers with FAS off. By making a conscious effort it will greatly increase your skill. In general, stay in the blue region of thrust, don't go too fast and imagine the tip of your ship is tied to the rear of the other ship with an invisible cable: don't go too far or it will break and don't let the other ship flip on you or it will snap. Beyond that, it's just a learning process of what works. | |||
==Notes== | ==Notes== | ||
*It takes approximately 2,225 experience points to go from Deadly to Elite Combat ranking. This equals 1,780 Elite kills, or approximately 2,400 kills based on a more average distribution of ships.<ref>[https://1drv.ms/x/s!Ar0FSkyFAeo_l_sqLZ_kByyQHSFerA Statistics collected by CMDR Remy Monsen]</ref> | *It takes approximately 2,225 experience points to go from Deadly to Elite Combat ranking. This equals 1,780 Elite kills, or approximately 2,400 kills based on a more average distribution of ships.<ref>[https://1drv.ms/x/s!Ar0FSkyFAeo_l_sqLZ_kByyQHSFerA Statistics collected by CMDR Remy Monsen]</ref> | ||
*If a player has | *If a player has [[Multicrew|crewmembers]] (including AI crewmembers), combat experience points will be evenly split between them. Having one AI crew member roughly halves the experience points gained, doubling the number of kills required in order to rank up. | ||
*All ranks above Elite (Elite I-V) were added in ''[[Elite Dangerous: Odyssey]]''. | *All ranks above Elite (Elite I-V) were added in ''[[Elite Dangerous: Odyssey|ED: Odyssey]]''. | ||
*Odyssey release | *The [[Elite Dangerous: Odyssey|Odyssey]] release version notably "removed the zeroing out of Rank Progression points for Combat and Mercenary Rank when killing an enemy a given number of ranks below you."<ref>https://forums.frontier.co.uk/threads/elite-dangerous-odyssey-patch-notes.575175/</ref> It remains to be tested how much experience those rank differences give and if this is also applied to the base version. | ||
== Videos == | == Videos == | ||