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Osiliran

@Osiliran

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Joined six months ago

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Flight school: Share your best flying tip!

in Elite Dangerous

75 rewards remaining

Using the cargo scoop or landing gear as a space brake is a great flying tip that was shared with me ages ago. Physics doesn't need to be concerned here, haha, but deploying either one of these will limit the top speed of your ship (if I understand this correctly). The best thing is while this is the case, it does not limit the benefits you gain while under boost such as increased acceleration. So, the cargo scoop is quite handy at controlling top speed while still benefiting from the agility that boosting usually provides. I prefer the cargo scoop over the landing gear simply because you can toggle the cargo scoop as a hold button - the landing gear is just a press for on or off. If your ship outfit is struggling for power, then you may need to use the landing gear as your space brakes!

I wanted to share another tip off the back of Alec_Turner's great one about the mouse widget and exclusion zones. For those who absolutely dislike the widget and exclusion zones, you can turn them off and instead use the proximity warning in the top right part of the screen to gauge if you're on a crash course for the exclusion zone. To illustrate I've left the widget and the exclusion zones on. In the top right, you can see a warning of "Impact", which indicates you're heading for the exclusion zone, indicated by the mouse widget.

If you turn off the exclusion zone, you still get a crash course warning via the Impact message:

Handy if you're exploring and you want to remove the exclusion zones and mouse widget or for when a patch causes problems in VR. Just like the exclusion zone, point the nose of your ship away from the star until the Impact message disappears and you should be good to go for your fuel scooping while avoiding the zone.

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Curated

Share your best solo PvP ship build!

in Elite Dangerous

Closed

I'd like to submit "The Little Paladin".

I'd love to PVP more but the galaxy is not kind to me and makes it difficult finding players. Maybe one day Frontier will update the networking of the game and we can move away from P2P.

I think Viper mk 4 is underrated, very nimble ship under boost and is quite tanky for a small ship. This one is equipped with 2 plasma accelerators, both efficient, one with target lock breaker and the other with dazzle shell. If they connect, it should cause some disruption for the enemy. The two small hardpoints are a rail gun, long range with feedback cascade to cancel shield cell banks, and the other is an advanced missile rack, rapid fire, with FSD interrupt to prevent escape. The build is here:

Some notes: there's no shield. There's enough pressure on the distributor already to worry about recharging a shield. It does require a couple of fire groups to be setup correctly. One for the Plasmas and the rail gun, and then the Plasmas and the missile rack. This build is more suited to a flight assist off approach. The 2nd utility is left blank and is to be filled depending on the situation, another chaff launcher if I feel there's too many gimballed frags around, maybe a heatsink launcher for more off radar cover. Up to you. Everything else is fair standard for what you'd probably expect in a combat ship: armoured plant, dirty drag drives, light weight life-support, CE distributor, long range sensors (grade 3 only as a nice balance between weight and scan distance) and an undersized fuel tank.

As a last thought, I love the Viper mk 4, but just don't find myself in it too often. I do wish it got a little more love from Frontier. It makes for a decent multirole ship too if you can sick of combat. I adore the look of it, much more than the mk 3. And it will accept a powerplay banner too on the back near the spoiler to my surprise.

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