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Everything posted by DocRandal
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From what I've seen, professional Python-eers use gimballed, fixed, or turreted beams to take down small (vulture and under) ships and put cannons or rail guns for larger ships only, targeting subsystems. Wookiee, what's the fastest way to cycle through targeting subsystems on your current target? And are the power distributors still the subsystem of choice to aim at if you want to blow ships up the fastest? Edit: Up to 80M loose credits; the third smuggling run I made failed when I got pulled out of super cruise by system security and, even though I activated hard points, I forgot to actually toggle to my guns and he got the scan off on me </sad trombone>.
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Idle Thumbs 245: Psyching Out That Bear
DocRandal replied to Jake's topic in Idle Thumbs Episodes & Streams
Those letters about bridge and specifically the comment about euchre reminded me of the similar "tricks" based card game I would always play with my cousins in Wisconsin: Sheepshead. From https://en.wikipedia.org/wiki/Sheepshead_%28game%29 : "(Sheepshead) is the Americanized version of a card game that originated in Central Europe in the late 18th century under the German name Schafkopf. Although Schafkopf literally means "sheepshead," it has nothing to do with sheep; the term probably was derived and translated incorrectly from Middle High German and referred to playing cards on a barrel head (from kopf, meaning head, and Schaff, meaning a barrel)." When playing with family, giving "tells" to people were almost unavoidable since we knew each other so well. The real trick was doing a "tell" that was undetectable, which is probably the meta for all the games of this type (sheepshead, euchre, hearts, bridge). My most vivid memory of playing this game with my brothers, cousins, and uncle was an unfortunate nickname given to me as a result of my play style. After the cards are passed out, there is a number of cards put in the center of the table known as "the blind". Each person, starting with the person to the right of the dealer has a chance to "pick" the blind, and then they have to win a certain number of high-value tricks in that round of play; if they cannot, they lose a large number of (play session) points. When I was just learning how to play I would play very conservatively, "passing" the blind even when I had a relatively strong hand. Passing on a strong hand was called a "Mauer" and is generally frowned upon as it's unoptimal play and you can end up spoiling the game for someone who picks later on. I ended up doing this often enough (unconsciously) that I was given the title "The Tower of Mauer." (it rhymes). [if no one picks the blind, the game becomes a "Leaster" which effectively punishes anyone who "Mauers".] Thanks again for the podcast and the memories guys! -
I'd probably put 3 large gimballed pulse lasers and 2 gimballed multicannons to start if you're not going to go turrets.
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So it's the spring update then. That's fine, I need to make credits smuggling before they re-iterate the mission system.
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Wookie, when is 2.1 slated to drop again?
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Badfinger, You're welcome. I'm still only at 50m net worth now, so congrats on surpassing me (I haven't had time to play much). An outfitted Vulture for combat is going to be my first real reward from the smuggling until I have enough cash for a fully outfitted Python. I did see my Trade rank go up from making deliveries. It's strange that it doesn't show up as smuggling profits; I don't have the game where I am right now, maybe it's under Black Market Profits (which is what smuggling profits may be, I don't remember).
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Although Frontier would probably want everyone on the Open server for more emergent game play, I'm glad they have both the Solo (classic Elite) and private server (play with your friends in a Wing or a group) options, simply because the power differential on all possible ships gets pretty large at the far end. Additionally, you have to adjust your loadout if you're expecting to encounter player pirates, and they'll usually have the drop on you if you're not specifically optimized to fight them. As for the travel, that's what you get when you approach faithfully replicating space. Thankfully the insurance costs is only about 5% of the actual ship costs.
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Badfinger, I have to apologize. Robigo is camped constantly on the open server by players who already have tons of money that enjoy just popping people coming in for smuggling missions because it's a lawless system and they can. Hindsight, but do not go there on the open server. Look at the list and find a system that actually has security, or only smuggle on the Solo server (which is what I do because I'm still building up a credit buffer and have long since developed an aversion to griefing players. Additionally, I don't have enough game time IRL to suffer setbacks from PvP encounters.) Yeah, the Open server has the Killer problem, especially if you're doing community goals and/or the currently profitable metagame (right now, the smuggling missions). The only thing I use the Open server for is to check for extra missions. If you still enjoy playing with other people there's a large PvE only server - the Mobius group (https://elitepve.com/).
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Here's the fit I put together for the Cobra: http://coriolis.io/outfit/cobra_mk_iii/04A4A4A3D3A3D4C---18--0303452o0101.Iw1-kA==.Aw1-kA==?bn=Cobra%20Smuggler No extra fuel tanks, so you have to scoop, but it's only 7.2M credits. If you have to cut corners be sure to leave the Frame Shift Drives and Thrusters A class. You can definitely skimp on the shielding if necessary. e: Your proposed outfitting looks great, go for it. Ideally you'll never have to use those guns, but it's a good idea to have them if you need them. I don't bother with a chaff launcher and put in a point defense for missile protection. Right now the common wisdom is "chaff doesn't prevent scans any longer, it only helps you in pvp in Open play." With 32 tons you should be able to get 3-6 Shadow Delivery missions stacked.
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If you search for "Elite Dangerous Smuggling Missions" you'll find a bunch of guides. I found this one to really be the best: https://www.reddit.com/r/EliteDangerous/comments/3xpahv/psa_guide_to_longrange_smuggling/ If you're just starting out I would get into a Cobra MkIII and outfit it for smuggling (one gun to make the law spill its coffee when it tries to scan you, an extra fuel tank to minimize fuel scoop stops, a fuel scoop for when you have to stop, and just enough shields to take a hit or two when you're boosting away from pirates). After 1-2 runs you should be able to upgrade to an Asp with an extra fuel tank, which has a max jump range of ~380LY, ensuring you can get to that first dropoff point without needing to refuel at all (I still have a scoop equipped because it's my security blanket). The Asp Explorer refitted for smuggling is what I'm using. Essentially, you take any "Shadow Delivery" mission worth ~2M or more, then take any others that deliver to the same region. Since you're at an "outpost system" far away from populated space, all the missions tend to be deliveries to populated space so they end up being in the same area. You can load up on missions until your cargo hold is full and then take off. I'd take 5-8 missions max, because each mission taken increases the chances that some pirate/law enforcement will be after you. Once you find your comfort level you can take as many as you like. My last run with 6 missions had anywhere from 0-3 guys coming after me with each jump. 6 missions should net you around 12-20M for about an hour of work. The higher your Trade level, the more shadow deliveries will be available to you. The good news is that these payouts will increase your trade level quickly. Be sure to see where you're delivering to so you don't end up delivering to a outpost 0.3LY away from your jump in point. That will take a while. Also, delivering to outposts is preferred as they tend to not have any system security present when you jump in. Because of this I tend to make my first stop at an outpost to ensure I get some return from the trip, as one successful scan makes all your missions fail. That's the risk. Here's a list of long-range outposts to get the missions from (Robigo and Sothis are popular) CeosSothis Takurua Fehu HIP 11913 HIP 2761 HIP 8711 Iota Tucanae Shorodo Tsakapai BD+22 4939 Aditi Canopus New Yembo 17 Draconis Exphiay Quince Robigo HIP 74290 Almagest
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Badfinger, Shadow Delivery long-distance smuggling missions appear to be the best credits/hour payout right now, unless you can sit in a combat zone popping anacondas constantly. Vasari, I go at max velocity until 6-7s from your destination then drop my speed to the middle of the blue bar range (maximum maneuverability for your current ship). The gravity well associated with the star dock will slow you down enough to get under 1mkm/s and allow safe disengagement of supercruise. There are a bunch of other little tips and tricks (e.g., come in from planetside direction to ensure you're right in front of the star dock's "mailbox slot") but that's the basics.
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Fitted out a Cobra MkIII as a smuggler to run some of the high-paying Shadow Delivery missions. Took 4 missions that all had delivery points in the same region of space about 200 light years off. Had pirates on my tail 90% of the time as well as the authorities in the populated systems. Had to stop to fuel scoop twice when I could, keeping my back to the star in order to make interdictions difficult (they have to get behind you to interdict and if you're close enough to the star the gravity well drops them out of supercruise). The most exciting jump was when I came out of witchspace (Elite's "hyperspace") and was immediately interdicted. My ship seemed to careen right towards the primary star and I got tossed out of supercruise...but evidently I had gotten too close to the star and it dumped me out of supercruise before the interdiction could complete and the pirate or system patrol could join me. Took a lot of heat damage but jumped out of the system and completed the deliveries, making about 12M credits. Traded in my Cobra for an outfitted Asp Explorer so I can handle more deliveries. Hoping to get enough money to eventually trade up to a general-use Python. The game is still 90% "make your own fun" sandbox. But it'll be interesting to see what's going on in 1-3 years.
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They've already said that sparrow racing will come back in 2-3 months or so. They've planned another temp event and then some new content (read, more pve maps) first.
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Got a Saitek X52 Pro for Christmas. I foresee more Elite in my near future.
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Idle Weekend December 18, 2015: Destined for a Reboot
DocRandal replied to Chris's topic in Idle Weekend Episodes
Rob, I too am an unwilling convert to Limitless. It was the 8-bit Naz combat sequence that finally hooked me. The latest episode has a number of expositions that, given the movie, just put the overarching plot into motion. -
In addition to making sure you have the new launcher (the old one just puts up a brief popup saying to download the new one, easily missable), make sure you have your graphics drivers updated. Update: David Baraben gave a very diplomatic, classy end of year statement on the Horizons Launch: https://forums.frontier.co.uk/showthread.php?t=214169
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http://www.polygon.com/2015/12/16/10293298/destiny-leveling-bungie-taken-king-grind Polygon makes a very good point that Bungie is monetizing friction rather than trying to eliminate it, a bad precedent for the game. Hopefully this is an experiment that will be discarded or minimized.
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Kojima Productions reanimated corpse comes to life!
DocRandal replied to Kolzig's topic in Video Gaming
Cardboard box with "Kojima Productions" label drawn in sharpie seen in front of Sony HQ. (Seriously, though, good to see Kojima carrying on.) -
The new leveling sales on top of the free "level one character to 25 and the start of The Taken King content" boost seem to be for those people who got Destiny given to them in order to encourage them to play without needing to level. Since you can just play level-adjusted crucible to level, I don't see the point, but I think they're trying to get players that don't know this. (Edit: This will give them a leg up if they dive right into crucible since they'll have all the subclass abilities immediately available for the character slot they *didn't* use the free level 25 boost in.) It certainly doesn't get rid of the grind to get to 300+ Light at the end, or imbalance the game. It just saves someone a few days of time leveling a subclass.
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Definitely play in solo mode until you get comfortable with the mechanics. And realize that unless you specifically dive 100% into combat, Elite takes exploration (space is big) and trading (Euro Space Trucker 3000AD) seriously. The game tends more towards realism in those areas (as real as we currently know about, with simplified mechanics for trading/smuggling for now until they release further content).
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Time to turn everything down to lowest settings. I was hoping to wait until next fall to upgrade my CPU/GPU in order to take advantage of the 14/16nm FinFet GPU die shrink.
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Dwarf Fortress- Or how I learned to stop worrying and love the rum.
DocRandal replied to Sombre's topic in Video Gaming
Dwarf Fortress 0.42.01 released today. Strike the earth! Changelog: Here is the new version we've been working on all year! The flow of fortress life is quite a bit different now -- specific breaks and parties have been replaced by taverns and performances and needs and inebriation. You can designate a tavern, temple or library from a meeting area zone, bedroom or dining room using the new Assign Location option. The location list ('l') will let you know what sort of furniture and items you need, and you can set tavern keepers, scribes and other occupations there as well. You'll need to set up a drink stockpile and a chest for goblets in taverns for drink service to work properly, but dwarves can still drink without a tavern as before. You can assign multiple rooms/zones to a single location. There's a lot more -- see the feature list below. The bug fix list below is partial. Large chunks of the game were changed, which has a way of making old bugs go away while bringing in new ones to take their place. We'll be focusing on bugs old and new in subsequent releases, starting with crashing saves and moving down the list. The next set of bug-fix releases will be measured on a scale of days and weeks rather than months, as usual. New stuff Ability to designate taverns, temples and libraries in the fortress Taverns and libraries also exist in adventure mode and world generation Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise) Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list) Art forms are randomly generated for each civilization Instruments are now all generated, instruments can be used in both modes Most instruments are constructed from multiple pieces using different materials Personalities and values lead to needs which can be met by various actions in both modes The fort has visitors, residency petitions and eventual citizenship, including non-dwarves Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers Can set details for clothing/armor jobs to make them for other races that can equip items Monster slayers can petition your fortress to go down and fight monsters once you discover the underground Performance troupes are active in world generation and into play, visiting the fort, can be formed in adventure mode New knowledge system divided into nine branches (though it has very few practical effects so far) Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings Fortress scribes can copy works in your library Scholars can visit your fortress libraries, bringing knowledge from around the world Devoted historical figures can visit your fortress temples Three forms of writing material: papyrus sheets, paper sheets and parchment sheets Papyrus sheets are made directly from the plant at the farmer's workshop Paper is made from pressed slurries (start at the quern/mill, then go to a screw press) Parchment is made from hide and milk of lime at the tanner's (bake quicklime at a kiln, then make milk of lime at an ashery) Sheets are used to make quires or with rollers to make scrolls -- these are then used for writing Quires can be bound into codices with bindings after they contain writing Dwarves read books in the library (they don't need to be scholars) Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills) Animal people are playable as adventurers, arrive as fort visitors and sometimes live in towns in (playable) populations Children play with toys now, and they can also play make believe, in both modes Personality can be customized/randomized in adventure mode, appearance can be randomized as well Temples can be defiled in both modes, dwarf temples can be assigned to particular gods Adventurer can rent rooms in inns Adventurers can compose new poems, music and dances Adventurers can write material down on empty quires or scrolls Alcohol causes inebriation, erratic behavior, unconsciousness, death Festivals occur in world generation, though we haven't gotten them out of there yet Dwarves will wear trinkets again Major bug fixes Fixed some army pathing issues Goblins have mounts again Fixed long-standing flow bug with unit occupancy Stopped some issues with brawls escalating to non-lethal Other bug fixes/tweaks Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now Fixed inversion problem with half of the child/parent conversation thoughts Lots of historical figures that weren't around from the beginning didn't have deities when they were supposed to Allowed site finder to look for 1x1 sites Human civilizations now have randomized values Added ability to set invasion wave cap size -
Next mission: Fraps a base assault and post it on youtube to the tune of Space Asshole.