One thing for trading - I tend to throw a heat sink launcher on, in case I decide to do some smuggling. If you start getting scanned on the way into a station, just blow a heat sink and they'll lose it. Far safer than silent running. Also, with exploration, you can save a ton of weight by dropping your power plant to the lowest possible. My Anaconda has an engineered 2A power plant and still has more than enough power to run my ship. One thing too is to use A rank power plants rather than D for the heat distribution. You'll thank me when you try and boost your FSD in a white dwarf cone.
I'm still generally against going 'Oops, all lazers!' It'll eat shields, but even in PVE going through Hulls with just lazers will take some time. While back you said Multi-cannons were the general best, and that hasn't exactly changed. With minimal engineering, you can get Incindiary Rounds for Multicannons which eats through shields just as well as lazers, and since they're still multi-cannons, will eat Hull, too. "But Ammo!" Non-issue, could act as a moderation marker, even; By the time you run out of ammo for your gattling guns you might as well take a short break anyway, get a snack, take a piss, etc. PVP is a completely different circle-jerk-fest that I'm not qualified to comment on.
so to be even remotely competitive in pvp you have to be fully engineered which requires you grind your life away doing the most brutally mundane boring things, most of which have nothing to do with the thing you're actually trying to achieve (combat; not farting around on planet surfaces or collecting space junk or scanning things).
I once made a "berserker" build. Two heavy beams engineered to have as much thermal load as possible with the upgrade to increase damage with ship temperature. It was quite fun build, but highly dangerous.
Addendum for exploration builds: A rated thrusters have a very small mass difference compared to D rated thrusters, but have much more power. Paired with a small shield, they're invaluable for high-g planetary landings. You may need to get a bigger powerplant for them, but the impact to jump range isn't that big.
The myopic focus on exclusively jumprange is pretty funny, considering you get so much for just 3-5 Ly, which doesn't even matter unless you're in a hurry to get someplace or are doing galactic fringe exploration (which most people won't).
Mining laser can also be useful to a explorer going out for a long trip. If you loose your SRV you can mine the mats from rings and asteroids and scoop them up if you need to synth a refill for anything you'll need except heat sinks as they need manufactured materials.
Easy 1 never fly without shield 2 for trade add cargo racks 3 for mining add like 10 pain in the arse modules and dont forget the limpets 4 for combat add *BRRRRRRRRRT*
I would argue that a pure exploration build can easily be done without a shield. Hell, it's almost required on smaller ships, where the extra weight can significantly hamper your jump range. In an Anaconda it's negligible, but in a Hauler it's not worth it. My rule is that if you're taking an SRV, take the shield, but if you don't plan on any planetary landings, a shield is just pointless dead weight.
@@Jmvars I've had a few mishaps with high gravity planets. I'd just rather not risk it out in the black. That said, shields are purely optional for an experienced pilot when you're out exploring. Especially on the galactic fringes where every little bit of range will help reach the next star, and many aren't scoopable.
I started playing this game May 2021. I have only played solo, and I will never play in open soley because of engineering, and how insanely OP it is. I only have a fully A rated conda with no engineering, and I don't plan on spending literally months of my life trying to engineer a ship to try to survive in open play
@@Rock-Bottem1982 I totally agree. For a long time, if you wanted to grind, you chose "Horizons" from the main menu which was good. Now that server is retired, you only have grind. I thought that even in solo, the enemy had engineered ships? If so, the game stacks the odds against you. Totally hate grind.
@@michaelhill6453 I'm not sure if NPC ships are engineered in solo, but I have no issues destroying every NPC ship including the vettes with Elite NPC. I really only do legal bounty missions, along with hunting wanted ships in the usual spots. I think I'm at Dangerous rank(50%) with combat ATM and will do that until I hit elite
@@michaelhill6453 ohh, and I do have odyssey which I bought thr day it was released on PC, made it only 15 minutes before I thought my brand new alienware laptop couldn't handle the game, and quit playing odyssey(then realizing that frontier royally screwed up odyssey by releasing it was to soon). But, I will only play Horizons up until they turn off that server, then I will probably quit the game as I hate odyssey
Autocannons FTW. And if you run out of ammo, you have a f**ing weapon factory in your ship, that can produce all the ammo you need from raw resources in several seconds.
@@f34rl3sss7 9 months late but you need prismatics, you really need prismatics for the FDL the weapons are fine, PAs are the best weapon in the game but you also need to aim them since they're projectiles rails are hitscans so they're great for module snipes beams + MCs was popularized by Rui Rebuy but you need to be quick with those, his stealth fdl build is not as beginner friendly as the PAs + prismas but its very good if you can use it missiles and torps are relegated for more meme/stealth builds of course the FDL is the best PvP ship but a better pilot in a FAS/Chief/Krait can overcome a decent pilot in an FDL, and the Python Mk 2 offers a decent alternative for the FDL
As soon as I can, I'm going to make a Corvette with nothing but turreted cannons in all weapons slots. I also plan on installing the raider addons and rails so that I can have space-pirates running around on it and waving cutlasses in space.
The worst (best?) build I've ever done is a type 10 with every slot filled with pack hounds. Sometimes I'd use a couple Cytoscramblers but I normally just ram them, which works well against shields
Another optional thing for exploration is to have a fighter bay with 1 or more of those really neat looking Guardian fighters on board for screen captures. Also as others have noted good thrusters are required for landing on high G worlds.
@@TheYamiks Only if you're not high combat rank, otherwise you consistently get the final 3 combat rank enemy ships sent after you and they're no slouches. You can mostly escape them, but not always depending on what ship is after you.
@@TheYamiks No no no! I ain't having that! Unless you've got that big flying turd away from the sun and into the blue zone before they snatch you, there's absolutely no guarantees you're getting out of there unscathed.
We should get a player based petition going and send it to frontier with regards to ship interiors. After all Elite Dangerous is a kickstarter game. And in that case the user is always right.
Odyssey would be the perfect time for Ship Interiors, as well. We spent so many years in these ships, what better first steps to take than in the vessel you've been glued into for so long?
Alas, I have been a bad frog. I don't use all lasers for my PvE build. I have two racks of seeker missiles on my Krait and Cutter with beam lasers on all other hard points, and all dakka multicannons on my Chieftain. Then a mix of pulse lasers and multicannons on my FDL. I don't know if this is extremely wrong or mostly right, but it works and I get my bounties and cargo delivered without trouble. Ever since I found out I can fabricate reloads out of engineering mats, I haven't run out of ammo.
Ive just come back to elite and my python build is all muliticannon (PVE). Just watched this and considereing going to laser / poulse laser / burst laser. The phython I see as for doing bounties / mission runs with trade goods. I use my anaconda for trading and my cutter is as well, thought to be honest the insurance cost and the limited funds I have at moment make me hesitant using it (still bit green after not playing for a year or so). So this is good, ill look at re-engineering my kit. I left when all engineering went crazy and I could be a****d with it all. Just trying out Odyssey at moment and so far so good. Good to be back!
Might be a bit late, but for general combat I bought a Krait mk II I use as a bit of a jack of all trades fitted with a class 3 beam laser (only got a tier one efficiency engineering mod on it because I happened to be near the guy), 2 class 3 gatlings and 2 class 2 railguns. Oh and a fighter bay with an F-63 fitted with fixed pulse lasers. I find it works pretty well overall, I also have a multipurpose limpet controller on it I use to refuel or repair friends. For pvp I can't really say much, but if min-maxing the slightest thing and engineering my leg hair is what is needed I guess I prefer sticking to normal combat and at the very most combat with a random player that happens to attack me or something, I generally prefer being peaceful with other commanders.
If you're going in a exploration ship, always bring two AFMU units so they can repair each other, especially if you do neutron star jumps. Anaconda should have space for repair limpets for the hull, SRV bay for collecting synthesis materials, dual AFMU for repairing the modules damaged by neutron star jumps, huge fuel scoop, small shield, the scanner, and a small cargo rack. You don't get the best jump range but you can explore for an infinite duration without visiting a starport, fleet carrier, or traveling in your own fleet carrier. Also I bring a small mining laser in case I get in a real pinch and need to mine some asteroids for synthesis materials. It's slow and painfully annoying but it has saved me on long trips before.
You're wrong about turrets on small ships. A turret on the dorsal hardpoint of the Eagle, for example, is a great way for passive engineering effect application. I prefer multicannons, and have an Eagle with two fixed incendiary underneath, and one turret on top which applies corrosive.
I made a federal coveratte for hunting with 2 class four plasma accelerators plasma slug and beam lasers with thermal vent, so I can stay in haz res zone for as long as possible, I did add two multi cannons with corrosive shells in the class 2 slots to weaken the armour rating of ships im attacking and engineered class D parts with a class A dirty drive thruster to make it manouvarble while still meeting power requirements, I remember chasing down a vulture in a large ship, after flying the cutter to that corvette I just never wanted to the combat to stop.
@@slickrick8279 I just did everything in the game years ago and walking around didn't do nothing for me. I don't have stuff to stride for. If this were a purely offline game I'd just restart probably, but I don't want to delete my character in case in the future there's something more to do. Like that PHAT PANTHER CLIPPER I've always wanted.
@@slickrick8279 The game has repetitiveness issues, especially considering the progression is a finite one. There are a lot of great things about it, but it does get boring after a certain point.
I found out a niche game-build mode for ships many of you will cry in fear and crumble in front of my insanity and monstruosity: DROPSHIP BUILDS! If you manage to make another living being tolerate your presence in the galaxy and go with him on surface combat in Odyssey, this type of ship will actually be fun and can be designed for multicrew builds as well - as long as your PC won't get raped by fps drop rates and connexion lag during the combat session. First, strap onto it an SRV hangar filled with Scorpions, then proceed to add a potent shield and some weapons capable for ground killing with ease like Missile Racks or Advanced Missile Racks (no need for super accuracy when big booms will make puny people below to fly into space, usually 2 will be good enough), add a fixed/gimballed gun on the largest hardpoint (laser or multicannon) and, if more hardpoints are available, go for extra guns or even turrets to allow at least one person with you to go in gunner mode and shoot at people on the ground (although I recommend this only if someone agrees with your insanity and will join you on ground pounding). The extra optional modules should be focused only for shield and hull upgrades, a nice thruster is recommended for primary modules since the D-rated ones will have a harder time fighting the gravity of any planet. I started with my Federal Dropship since - well, it's in it's name and I loved the idea to make it a TRUE DROPSHIP - but to make a succesful one you really need some decent hardpoint count, more than decent survivability in combat and enough optionals to make room for SRV hangar and a good enough shield to survive enemies shooting back at you, like base defense turrets, other SRVs or even on-foot players/NPCs. Multi-crew options are really nice if you like to bring someone with you and this build will make sure to allow you to efficiently attack bases on the ground and in the air.
Ngl these builds in the description are pretty terrible, all of them. FdL: massively overcharged useless powerplants, useless 3x GMRPs (FdL never needs more than 1), wrong engineering on shield boosters, unengineered D-rated FSD which won't even always allow to escape (either engineer it, run A-rated or run 2D), no thermal conduit on PAs which is a massive waste. Ananconda: D-rated powerplant on exploration ship??? and not enough useful optionals included to warrant bringing this giant brick with no thrusters over a DBX / AspX / Phantom.
I also have to agree. Yamiks, whats up? Why go biweave on FDL when it can be a shield tank? And of course the Power supply... Someone give this guy a tutorial starting chapter 1
I think for the purposes of practice, or just preference, using various weapon types instead of just lasers against NPCs is better. As you might want to get the timing down on rail guns and the shot leading on plasma accelerators before you go ahead and try them in pvp against other CMDR pilots. I think in this case lasers aren’t the best to use against NPCs as you’re better of training the weapons that are more effective overall and in pvp for those pvp situations and the kind of flying that you have to do to make them optimal.
Traded all the way to almost elite 3 now in open. Never been messed with. It's slightly disapponting. Dangle myself in front of other players with a full load of metal and a bounty.
I know it's late but I myself have used the Viper mk IV as my main combat ship until I got the Asp Explorer, I think it's basically the best small ship for combat purposes. Heard the Viper mk III is good aswell.
An exploration anaconda done right requires a fair amount of power management. A2 power plant overcharged is much better than the D rated power plant in both mass and output. My anaconda is fitted with a lightweight low-power shield generator, limpet controllers for fuel and repair operations, either best or second best fuel scoop, guardian FSD booster and two AFMUs, all running on a 2A overcharged power plant setup in such a way that module repair operations can only be done when I disable FSD and its booster, thrusters and shields, and my jump range is a nice 74-odd LY. Also, what is this about PvE builds only needing lasers? Ideally you want to combine energy/heat weapons with kinetic weaponry. My PvE Fer De Lance has 4 gimballed high fire rate phasing sequence pulses combined with its size 4 Autocannon. It eats through hull and shields, relying solely on lasers is going to make you run hot and not do a lot of damage in the long term.
You can do laser only builds, but they do require you to module subtarget and/or range manage well, which most people won't do either of, so you're not wrong.
To be fair in exploration I always put the smallest shield possible, but I always put one Reason? Sometimes even on low G planets the smallest impact possible with your landing gear is enough to eat away 1% of your hull Now I get it, 1% every 70-80 landing is not that much, but my OCD really goes crazy when I fly a ship with 99% hull for sometimes weeks. And I don't want to be constantly going to DSSA to repair, let me be a sociopath in peace alone.
I imagine you know the answer to this now, but I will answer in case anyone else is wondering. They have different requirements, how far you have traveled, how much you have traded, reputation with certain groups etc. Then you receive a message from one of them, then they usually have a task for you to complete. Inara has a writeup on all the engineers, what they offer and what you need to unlock them.
@@TheYamiks emphasis yo! You put fuel scoop in the second round, under optional. You know there will be brainless fools cursing you out for jumping into the deep black with only the Yamiks approved bare minimum "booster and fsd engineering"! I recommend you protect your butt from these types with a disclaimer that "failure to consume whole product" isn't covered under warranty. LOL 😜
Lol did you just say no ship can run on a full beam build. The Corvette anaconda and even type 10 easily handles a full efficient venting beam build. I've been running full beam builds for years and it's broken.
I kill assassins in my T9 trader instead of escaping. It rewards with additional mission rewards, materials and bounties, so there is no need, to skip that part of the game.
Anaconda, ALL turreted beam lasers, switch to analysis mode to stop firing for a few seconds to cool off switch back on to melt faces. Oh and make sure to Target the power plants on the bigger ships. 👍🏼 Of course don't try that in open play you will get spanked. Yes it is a b**** build but still takes a little skill to avoid hits, toggle pips and keep them ship lined up to engage all lasers at once as much as possible
@@TheYamiks If you burn through over 2000 bullets on multiple cannons on just three ships, that's a skill issue of range management my guy. Yes, they have limited ammo, but you also have synthesis (which is super cheap) and the option for high-cap engineering (if you can play around the lower raw damage by module sniping).
For PvE combat: Turreted Pulse Lasers on a ship with a SLF are absolutely viable. Engineer for Long Range and set to Fire At Will and let your mothership do half the work for you. A Krait Mk II works great for this with all 3 top guns as Turreted Pulse Lasers. I recommend Plasma Slug Railguns or else Thermal Vent Gimballed Beam Lasers for the size 2 slots. The Plasma Slug Rails will give you something to do while waiting for your SLF to rebuild when destroyed, and can be great for component kills. The Thermal Vent Beams are for cooling the ship down primarily. You don't want to use turrets for these because when the AI pops chaff your Thermal Vents will backfire and start rapidly overheating the ship. For exploration: First, understand the difference between a personal taxi and an exploration ship. Building a personal taxi is braindead simple - D rate everything except your fuel scoop and your FSD. For actual exploration, you want a 1D Repair Limpet Controller, a 2E Cargo Bay, and one or two 3B AFMUs. Second, you want either a 4G or a 6G SRV bay. Unlike SLFs you don't get multiple rebuilds with SRVs so every time you lose one you're one mistake closer to being forced to fly back to port. The larger the SRV bay, the more mulligans you get, the more stupid fun things you can try. Third, you want more than 38ly of jump range, but less than 45ly of jump range. Any more than 45ly and you're likely to skip right past everything worth seeing, but any less than 38ly and you'll need FSD injections too often. And last, you want to find a ship with a good ratio between FSD size and Fuel Scoop size. This will ensure you spend as little time scooping as possible. One of the best in the game is the Dolphin, which has a size 4 FSD but can mount a size 5 scoop (as well as ample room for everything else listed here.) By contrast, the DBX has a size 5 FSD but only a size 4 scoop, meaning you will have to spend a disproportionately long time scooping in the DBX. Time spent scooping is time not spend canning or looking for fun places to visit, so you want to shorten this as much as possible. For cargo: Don't run cargo. It's the most boring thing in the game. Run data courier missions until you can afford an exploration ship (a Hauler is more than capable to start), then sell exploration data until you can afford a combat ship (A Vulture is not that expensive and can wreck Anacondas two at a time.) Then make your real money doing combat. Cargo is absolutely skippable and I highly advise that you do so. And mining is just cargo with lasers and explosions, which is to say it's living proof that even lasers and explosions can't make something boring suddenly be exciting. It CAN be relaxing to mine, but I recommend exploration for that instead.
I Need Your Help CMDS!!!! And seeing the controversial comments this is the place. Lol Ive been using the same FDL build for hi rez for quite some time and want to try something different but that is still as effective and fun. Running a large beam with thermal vent to melt the shield and stay on thermal while unloading one multi cannon with incendiary and one with corrosive and if they try to run i dump a hand full of Pack hounds in their a** and its bye Felicia! Its a Conda Cutter Killer but I need a change. The only ships that give me any kind of challenge is a vulture or viper and they only prolong their eminent death by buzzing around me trying to stay away from my line of fire so I usually share some of Felicia's leftover moisture missiles when it drags on to long. (Like this comment). Its effective bringing in 5 to 8mil before even running out of ammo but I just need a change and haven't found a build im happy with and keep going right back to my Fergie. Thinking of trying a super cold running vulture that is hard to target or something like that. Anyway CMD's I'd appreciate some input on some new builds to try. Thanks
Too much bull in your videos... I get tired listening to your tutorials. Almost all substance could be shorted to a 3rd of the video. But I like listening to you because you sound like an angry Valtteri Bottas being asked to give your position to Hamilton! Still want more substance in a slower pace, that would be more popular I think. Just in a constructive way, not trying to bash.
One thing for trading - I tend to throw a heat sink launcher on, in case I decide to do some smuggling. If you start getting scanned on the way into a station, just blow a heat sink and they'll lose it. Far safer than silent running. Also, with exploration, you can save a ton of weight by dropping your power plant to the lowest possible. My Anaconda has an engineered 2A power plant and still has more than enough power to run my ship. One thing too is to use A rank power plants rather than D for the heat distribution. You'll thank me when you try and boost your FSD in a white dwarf cone.
I've only died on white dwarfs. don't use them use neutrons please
Just dock fast
Yeah...but do you still make the control tower freak out that way? I love doing slient running and they're like, "OMG!! Where did you go?!?!"
@@tomikun8057 it is still more efficient to use white dwarves then to skip them, but yeah, they're dangerous and not very rewarding.
@@dylanharding5720 It's more efficient to skip it if it has a 100% fatality rate when you tried them
I'm still generally against going 'Oops, all lazers!' It'll eat shields, but even in PVE going through Hulls with just lazers will take some time.
While back you said Multi-cannons were the general best, and that hasn't exactly changed. With minimal engineering, you can get Incindiary Rounds for Multicannons which eats through shields just as well as lazers, and since they're still multi-cannons, will eat Hull, too. "But Ammo!" Non-issue, could act as a moderation marker, even; By the time you run out of ammo for your gattling guns you might as well take a short break anyway, get a snack, take a piss, etc.
PVP is a completely different circle-jerk-fest that I'm not qualified to comment on.
You're also a brony, so you're not qualified for a lot of things
so to be even remotely competitive in pvp you have to be fully engineered which requires you grind your life away doing the most brutally mundane boring things, most of which have nothing to do with the thing you're actually trying to achieve (combat; not farting around on planet surfaces or collecting space junk or scanning things).
Yes.
I once made a "berserker" build. Two heavy beams engineered to have as much thermal load as possible with the upgrade to increase damage with ship temperature. It was quite fun build, but highly dangerous.
But not quite
Elite Dangerous?
Addendum for exploration builds: A rated thrusters have a very small mass difference compared to D rated thrusters, but have much more power. Paired with a small shield, they're invaluable for high-g planetary landings.
You may need to get a bigger powerplant for them, but the impact to jump range isn't that big.
The myopic focus on exclusively jumprange is pretty funny, considering you get so much for just 3-5 Ly, which doesn't even matter unless you're in a hurry to get someplace or are doing galactic fringe exploration (which most people won't).
Mining laser can also be useful to a explorer going out for a long trip. If you loose your SRV you can mine the mats from rings and asteroids and scoop them up if you need to synth a refill for anything you'll need except heat sinks as they need manufactured materials.
Easy
1 never fly without shield
2 for trade add cargo racks
3 for mining add like 10 pain in the arse modules and dont forget the limpets
4 for combat add *BRRRRRRRRRT*
I would argue that a pure exploration build can easily be done without a shield. Hell, it's almost required on smaller ships, where the extra weight can significantly hamper your jump range. In an Anaconda it's negligible, but in a Hauler it's not worth it. My rule is that if you're taking an SRV, take the shield, but if you don't plan on any planetary landings, a shield is just pointless dead weight.
@@TheWizard666 My Anaconda is min-maxed for jump range so it has no shields. I'll still be doing planetary landings though.
@@Jmvars I've had a few mishaps with high gravity planets. I'd just rather not risk it out in the black. That said, shields are purely optional for an experienced pilot when you're out exploring. Especially on the galactic fringes where every little bit of range will help reach the next star, and many aren't scoopable.
i watch all your guides even tho i have no clue what youre talking about half the time. lol. youre hilarious
I remember the good old days before engineering when pilot skill was a thing. Or at least a much bigger thing.
I truly miss the days before engineering and shield cell bank.
I started playing this game May 2021. I have only played solo, and I will never play in open soley because of engineering, and how insanely OP it is. I only have a fully A rated conda with no engineering, and I don't plan on spending literally months of my life trying to engineer a ship to try to survive in open play
@@Rock-Bottem1982 I totally agree. For a long time, if you wanted to grind, you chose "Horizons" from the main menu which was good. Now that server is retired, you only have grind. I thought that even in solo, the enemy had engineered ships? If so, the game stacks the odds against you. Totally hate grind.
@@michaelhill6453 I'm not sure if NPC ships are engineered in solo, but I have no issues destroying every NPC ship including the vettes with Elite NPC. I really only do legal bounty missions, along with hunting wanted ships in the usual spots. I think I'm at Dangerous rank(50%) with combat ATM and will do that until I hit elite
@@michaelhill6453 ohh, and I do have odyssey which I bought thr day it was released on PC, made it only 15 minutes before I thought my brand new alienware laptop couldn't handle the game, and quit playing odyssey(then realizing that frontier royally screwed up odyssey by releasing it was to soon). But, I will only play Horizons up until they turn off that server, then I will probably quit the game as I hate odyssey
Always great content, one of 2 streamers that keep my interest in elite
Autocannons FTW.
And if you run out of ammo, you have a f**ing weapon factory in your ship, that can produce all the ammo you need from raw resources in several seconds.
most helpful video i've seen yet
Yamiks, you always deliver thank you bud.
Whatever yamiks said about pvp, plz ignore
Why?
@@f34rl3sss7 9 months late but you need prismatics, you really need prismatics for the FDL
the weapons are fine, PAs are the best weapon in the game but you also need to aim them since they're projectiles
rails are hitscans so they're great for module snipes
beams + MCs was popularized by Rui Rebuy but you need to be quick with those, his stealth fdl build is not as beginner friendly as the PAs + prismas but its very good if you can use it
missiles and torps are relegated for more meme/stealth builds
of course the FDL is the best PvP ship but a better pilot in a FAS/Chief/Krait can overcome a decent pilot in an FDL, and the Python Mk 2 offers a decent alternative for the FDL
As soon as I can, I'm going to make a Corvette with nothing but turreted cannons in all weapons slots. I also plan on installing the raider addons and rails so that I can have space-pirates running around on it and waving cutlasses in space.
The worst (best?) build I've ever done is a type 10 with every slot filled with pack hounds. Sometimes I'd use a couple Cytoscramblers but I normally just ram them, which works well against shields
Never D rate your power plant. A smaller A rated is ALWAYS better than a bigger D rated.
Another optional thing for exploration is to have a fighter bay with 1 or more of those really neat looking Guardian fighters on board for screen captures. Also as others have noted good thrusters are required for landing on high G worlds.
Some dude told me literally yesterday that any thrusters will get me off of any world, I don't know what to believe anymore.
WAIT. The FDL has a secondary cockpit set central and forward of the main cockpit? Why can't we use that one!?
becase that would be fun and FDEV forbids it.
There is an exception to the NPC interdiction rule; it may not apply to a T9. It's not called the flying cow for nothing.
including it
@@TheYamiks Only if you're not high combat rank, otherwise you consistently get the final 3 combat rank enemy ships sent after you and they're no slouches. You can mostly escape them, but not always depending on what ship is after you.
@@TheYamiks No no no! I ain't having that! Unless you've got that big flying turd away from the sun and into the blue zone before they snatch you, there's absolutely no guarantees you're getting out of there unscathed.
We should get a player based petition going and send it to frontier with regards to ship interiors. After all Elite Dangerous is a kickstarter game. And in that case the user is always right.
Odyssey would be the perfect time for Ship Interiors, as well.
We spent so many years in these ships, what better first steps to take than in the vessel you've been glued into for so long?
For PvP, the Chieftain can also make a great hull tank. It is pritty agile too.
Hail to the chief
Hulltanks and PvP don't mix too well.
Shield tanks in pvp have been meta for a long time, hull tanks really can't even compete
Alas, I have been a bad frog. I don't use all lasers for my PvE build. I have two racks of seeker missiles on my Krait and Cutter with beam lasers on all other hard points, and all dakka multicannons on my Chieftain. Then a mix of pulse lasers and multicannons on my FDL. I don't know if this is extremely wrong or mostly right, but it works and I get my bounties and cargo delivered without trouble. Ever since I found out I can fabricate reloads out of engineering mats, I haven't run out of ammo.
I feel like you look down upon my sidewinder with turrets?
Ive just come back to elite and my python build is all muliticannon (PVE). Just watched this and considereing going to laser / poulse laser / burst laser. The phython I see as for doing bounties / mission runs with trade goods. I use my anaconda for trading and my cutter is as well, thought to be honest the insurance cost and the limited funds I have at moment make me hesitant using it (still bit green after not playing for a year or so). So this is good, ill look at re-engineering my kit. I left when all engineering went crazy and I could be a****d with it all. Just trying out Odyssey at moment and so far so good. Good to be back!
love your videos Yamiks, did anyone else notice the pony in the first 30 seconds?
The hauler is definitively the best pvp ship ;-)
Vomit comet? Was it a hauler or adder?
@@slickrick8279 Adder
Might be a bit late, but for general combat I bought a Krait mk II I use as a bit of a jack of all trades fitted with a class 3 beam laser (only got a tier one efficiency engineering mod on it because I happened to be near the guy), 2 class 3 gatlings and 2 class 2 railguns. Oh and a fighter bay with an F-63 fitted with fixed pulse lasers. I find it works pretty well overall, I also have a multipurpose limpet controller on it I use to refuel or repair friends. For pvp I can't really say much, but if min-maxing the slightest thing and engineering my leg hair is what is needed I guess I prefer sticking to normal combat and at the very most combat with a random player that happens to attack me or something, I generally prefer being peaceful with other commanders.
Interesting, helpful addition to the ED video guides out there, thanks Yamiks
If you're going in a exploration ship, always bring two AFMU units so they can repair each other, especially if you do neutron star jumps.
Anaconda should have space for repair limpets for the hull, SRV bay for collecting synthesis materials, dual AFMU for repairing the modules damaged by neutron star jumps, huge fuel scoop, small shield, the scanner, and a small cargo rack. You don't get the best jump range but you can explore for an infinite duration without visiting a starport, fleet carrier, or traveling in your own fleet carrier.
Also I bring a small mining laser in case I get in a real pinch and need to mine some asteroids for synthesis materials. It's slow and painfully annoying but it has saved me on long trips before.
Favorite build so far, 2 pacifiers, 1 hounds and 3 advanced missile racks on a cheiften
Sounds fun.
New player here. You can actually walk around with your character?
Thank you.
Isn't starting Elite Dangerous in 2021 kind of like visiting a petting zoo right after someone accidentally gassed all the animals to death?
no. it's going to an healthy zoo with the option to gas all of the animals for 45 dollars
@@MisterChief711
* an pretty okay zoo with a few issues but the rest yes
@@slickrick8279 nah base elite is a great game imo. odyssey is just an overpriced bad bonus
I just got the game going into 2022. 5 bucks it doesn't doesn't matter if dead
You're wrong about turrets on small ships. A turret on the dorsal hardpoint of the Eagle, for example, is a great way for passive engineering effect application. I prefer multicannons, and have an Eagle with two fixed incendiary underneath, and one turret on top which applies corrosive.
Whats the name of that guitar riff track no 2 in the vid... iv been looking for that shit for a while now ?!!?
I made a federal coveratte for hunting with 2 class four plasma accelerators plasma slug and beam lasers with thermal vent, so I can stay in haz res zone for as long as possible, I did add two multi cannons with corrosive shells in the class 2 slots to weaken the armour rating of ships im attacking and engineered class D parts with a class A dirty drive thruster to make it manouvarble while still meeting power requirements, I remember chasing down a vulture in a large ship, after flying the cutter to that corvette I just never wanted to the combat to stop.
Thi comment gave me an epileptic shock.
Best module in Elite is the un-install button.
I am primarily a merchant, and I always trade in open. I just don't stop moving.
Hi I just got the game and I don’t know how to get better ships, I have the adder but I can only buy 5, do you know how to get better ones?
Did they do unboring of the game yet?
Your probably just not where stuff is happening xD
Go solo some interceptor thargs
Or handle FDLs with a taipan like i did back in the day
@@slickrick8279
I just did everything in the game years ago and walking around didn't do nothing for me. I don't have stuff to stride for.
If this were a purely offline game I'd just restart probably, but I don't want to delete my character in case in the future there's something more to do.
Like that PHAT PANTHER CLIPPER I've always wanted.
@@slickrick8279 The game has repetitiveness issues, especially considering the progression is a finite one. There are a lot of great things about it, but it does get boring after a certain point.
I found out a niche game-build mode for ships many of you will cry in fear and crumble in front of my insanity and monstruosity: DROPSHIP BUILDS! If you manage to make another living being tolerate your presence in the galaxy and go with him on surface combat in Odyssey, this type of ship will actually be fun and can be designed for multicrew builds as well - as long as your PC won't get raped by fps drop rates and connexion lag during the combat session. First, strap onto it an SRV hangar filled with Scorpions, then proceed to add a potent shield and some weapons capable for ground killing with ease like Missile Racks or Advanced Missile Racks (no need for super accuracy when big booms will make puny people below to fly into space, usually 2 will be good enough), add a fixed/gimballed gun on the largest hardpoint (laser or multicannon) and, if more hardpoints are available, go for extra guns or even turrets to allow at least one person with you to go in gunner mode and shoot at people on the ground (although I recommend this only if someone agrees with your insanity and will join you on ground pounding). The extra optional modules should be focused only for shield and hull upgrades, a nice thruster is recommended for primary modules since the D-rated ones will have a harder time fighting the gravity of any planet. I started with my Federal Dropship since - well, it's in it's name and I loved the idea to make it a TRUE DROPSHIP - but to make a succesful one you really need some decent hardpoint count, more than decent survivability in combat and enough optionals to make room for SRV hangar and a good enough shield to survive enemies shooting back at you, like base defense turrets, other SRVs or even on-foot players/NPCs. Multi-crew options are really nice if you like to bring someone with you and this build will make sure to allow you to efficiently attack bases on the ground and in the air.
"High speed planet landing." that is funny.
Can you do the ship that is good for it all like a for all in one ship
The amount of time to switch a module from Ship A to Ship B around 1 minute .. if you know the exact mod + ship etc..
The imperial eagle I have has to beam lasers and grenade launcher but it barley uses any power It might could fit all lasers
Corvette is perfect for everything. If there is anything it's not good at, the carrier makes up for it 10 fold.
Ngl these builds in the description are pretty terrible, all of them.
FdL: massively overcharged useless powerplants, useless 3x GMRPs (FdL never needs more than 1), wrong engineering on shield boosters, unengineered D-rated FSD which won't even always allow to escape (either engineer it, run A-rated or run 2D), no thermal conduit on PAs which is a massive waste.
Ananconda: D-rated powerplant on exploration ship??? and not enough useful optionals included to warrant bringing this giant brick with no thrusters over a DBX / AspX / Phantom.
by no means they are mena to be wannabe-pro level of meta builds with 0.01% till maximum level of CHADDNESS
I also have to agree. Yamiks, whats up? Why go biweave on FDL when it can be a shield tank? And of course the Power supply... Someone give this guy a tutorial starting chapter 1
I think for the purposes of practice, or just preference, using various weapon types instead of just lasers against NPCs is better. As you might want to get the timing down on rail guns and the shot leading on plasma accelerators before you go ahead and try them in pvp against other CMDR pilots. I think in this case lasers aren’t the best to use against NPCs as you’re better of training the weapons that are more effective overall and in pvp for those pvp situations and the kind of flying that you have to do to make them optimal.
Traded all the way to almost elite 3 now in open. Never been messed with. It's slightly disapponting. Dangle myself in front of other players with a full load of metal and a bounty.
What's a decent 1st combat ship to buy for pve hunting I'm sitting around 800k atm
I know it's late but I myself have used the Viper mk IV as my main combat ship until I got the Asp Explorer, I think it's basically the best small ship for combat purposes. Heard the Viper mk III is good aswell.
An exploration anaconda done right requires a fair amount of power management. A2 power plant overcharged is much better than the D rated power plant in both mass and output. My anaconda is fitted with a lightweight low-power shield generator, limpet controllers for fuel and repair operations, either best or second best fuel scoop, guardian FSD booster and two AFMUs, all running on a 2A overcharged power plant setup in such a way that module repair operations can only be done when I disable FSD and its booster, thrusters and shields, and my jump range is a nice 74-odd LY.
Also, what is this about PvE builds only needing lasers? Ideally you want to combine energy/heat weapons with kinetic weaponry. My PvE Fer De Lance has 4 gimballed high fire rate phasing sequence pulses combined with its size 4 Autocannon. It eats through hull and shields, relying solely on lasers is going to make you run hot and not do a lot of damage in the long term.
Yeah powerplant depends on what you put in it, even when disabled D rated is not great, so A rated is better!
You can do laser only builds, but they do require you to module subtarget and/or range manage well, which most people won't do either of, so you're not wrong.
is the game worth coming back to?
Horizons ...sure. Odyssey noooooo
To be fair in exploration I always put the smallest shield possible, but I always put one
Reason? Sometimes even on low G planets the smallest impact possible with your landing gear is enough to eat away 1% of your hull
Now I get it, 1% every 70-80 landing is not that much, but my OCD really goes crazy when I fly a ship with 99% hull for sometimes weeks.
And I don't want to be constantly going to DSSA to repair, let me be a sociopath in peace alone.
how do you unlock engineers
I imagine you know the answer to this now, but I will answer in case anyone else is wondering. They have different requirements, how far you have traveled, how much you have traded, reputation with certain groups etc. Then you receive a message from one of them, then they usually have a task for you to complete. Inara has a writeup on all the engineers, what they offer and what you need to unlock them.
15:31 yamiks don't forget neanderthals actually had a bigger brain that also consumed more energy than Homo sapiens
Im not sure if the size and the consumption make up for the terrible performance
Like a lightbulb is also using more energy but LED's are just better
Does anyone know an easy way to get enough credits to purchase a Type-9?
Road to riches.
i use on my rail guns feedback and sturdy because of the heat
Leroy Jenkins in 2022? "Personalllllll narratiiiiiive"
Two things only, for an exploration build!?? Yamiks, you forgot number 3: THE FUEL SCOOP!!1
did I not say fuel scoop ....listen again!
@@TheYamiks emphasis yo! You put fuel scoop in the second round, under optional. You know there will be brainless fools cursing you out for jumping into the deep black with only the Yamiks approved bare minimum "booster and fsd engineering"!
I recommend you protect your butt from these types with a disclaimer that "failure to consume whole product" isn't covered under warranty. LOL 😜
Lol did you just say no ship can run on a full beam build. The Corvette anaconda and even type 10 easily handles a full efficient venting beam build. I've been running full beam builds for years and it's broken.
Imma making a full beam phantom wo shields. Alto I’m on Xbox so hull tanks still work. And I’ve seen them around, can defo handle 4 eff tv beams.
I use railguns with plasma slugs, better than any laser.
yes
agreed
Analytics!
1:11 " the shields with whom to protect thy anus" 🤭
0:44 he stopped showing how he goes through the letter box.
In defense of FDL users, it's actually an important survival thing to smell your own farts, as it's an indicator of GI health. Very important.
I used my krait phantom to get to the centre of the galaxy
The all great and all powerful one
I kill assassins in my T9 trader instead of escaping. It rewards with additional mission rewards, materials and bounties, so there is no need, to skip that part of the game.
What kind of assassins are you getting?
@@MattD529 Well, probably harmless sidewinders.
A sustained beam laser build? Lol mine charge when fired but pips need to be on all to weapons no it actually does not overheat
you missed the passenger build
Combat Dolphin 🤘
Anaconda, ALL turreted beam lasers, switch to analysis mode to stop firing for a few seconds to cool off switch back on to melt faces. Oh and make sure to Target the power plants on the bigger ships. 👍🏼
Of course don't try that in open play you will get spanked.
Yes it is a b**** build but still takes a little skill to avoid hits, toggle pips and keep them ship lined up to engage all lasers at once as much as possible
Pve Lasers? Nah incendary multicannons!
Incentiary? *giggle
You mean corrosive shell engineering right?
Just add a small caustic dumbfire rack
Overcharged Cytos + 1 corrosive and autoloader multis, no need for weak-ass incendiary that way >:)
3 kills later * click, click click *
@@TheYamiks *laughs in synthesising ammo*
@@TheYamiks If you burn through over 2000 bullets on multiple cannons on just three ships, that's a skill issue of range management my guy. Yes, they have limited ammo, but you also have synthesis (which is super cheap) and the option for high-cap engineering (if you can play around the lower raw damage by module sniping).
For PvE combat:
Turreted Pulse Lasers on a ship with a SLF are absolutely viable. Engineer for Long Range and set to Fire At Will and let your mothership do half the work for you. A Krait Mk II works great for this with all 3 top guns as Turreted Pulse Lasers. I recommend Plasma Slug Railguns or else Thermal Vent Gimballed Beam Lasers for the size 2 slots. The Plasma Slug Rails will give you something to do while waiting for your SLF to rebuild when destroyed, and can be great for component kills. The Thermal Vent Beams are for cooling the ship down primarily. You don't want to use turrets for these because when the AI pops chaff your Thermal Vents will backfire and start rapidly overheating the ship.
For exploration:
First, understand the difference between a personal taxi and an exploration ship. Building a personal taxi is braindead simple - D rate everything except your fuel scoop and your FSD. For actual exploration, you want a 1D Repair Limpet Controller, a 2E Cargo Bay, and one or two 3B AFMUs. Second, you want either a 4G or a 6G SRV bay. Unlike SLFs you don't get multiple rebuilds with SRVs so every time you lose one you're one mistake closer to being forced to fly back to port. The larger the SRV bay, the more mulligans you get, the more stupid fun things you can try. Third, you want more than 38ly of jump range, but less than 45ly of jump range. Any more than 45ly and you're likely to skip right past everything worth seeing, but any less than 38ly and you'll need FSD injections too often. And last, you want to find a ship with a good ratio between FSD size and Fuel Scoop size. This will ensure you spend as little time scooping as possible. One of the best in the game is the Dolphin, which has a size 4 FSD but can mount a size 5 scoop (as well as ample room for everything else listed here.) By contrast, the DBX has a size 5 FSD but only a size 4 scoop, meaning you will have to spend a disproportionately long time scooping in the DBX. Time spent scooping is time not spend canning or looking for fun places to visit, so you want to shorten this as much as possible.
For cargo:
Don't run cargo. It's the most boring thing in the game. Run data courier missions until you can afford an exploration ship (a Hauler is more than capable to start), then sell exploration data until you can afford a combat ship (A Vulture is not that expensive and can wreck Anacondas two at a time.) Then make your real money doing combat. Cargo is absolutely skippable and I highly advise that you do so. And mining is just cargo with lasers and explosions, which is to say it's living proof that even lasers and explosions can't make something boring suddenly be exciting. It CAN be relaxing to mine, but I recommend exploration for that instead.
I Need Your Help CMDS!!!!
And seeing the controversial comments this is the place. Lol
Ive been using the same FDL build for hi rez for quite some time and want to try something different but that is still as effective and fun.
Running a large beam with thermal vent to melt the shield and stay on thermal while unloading one multi cannon with incendiary and one with corrosive and if they try to run i dump a hand full of Pack hounds in their a** and its bye Felicia! Its a Conda Cutter Killer but I need a change. The only ships that give me any kind of challenge is a vulture or viper and they only prolong their eminent death by buzzing around me trying to stay away from my line of fire so I usually share some of Felicia's leftover moisture missiles when it drags on to long. (Like this comment). Its effective bringing in 5 to 8mil before even running out of ammo but I just need a change and haven't found a build im happy with and keep going right back to my Fergie. Thinking of trying a super cold running vulture that is hard to target or something like that.
Anyway CMD's I'd appreciate some input on some new builds to try. Thanks
I smell my own farts.
😎
Significant L to anyone who actually builds these garbage combat builds
I can't get past non-symmetrical builds
I like Federal ships.
Although, I’ll be first to admit my combat piloting skills are kind of shit-
Roman Bellic makes a youtube video
Bruh the thumbnail
bra, what?
@@TheYamiks it looks op, the blurring n all
@@TheYamiks Also can you please make A VERY DETAILED video to start engineering in ED
@@uxsshann shut up
@@aryapotdar2828 find me a video explaining engineering properly and I'll co-operate
MCs all the way gdi
Yamiks you would only know about what ships are used for ganking if you are a ganker 👀
Too much bull in your videos... I get tired listening to your tutorials. Almost all substance could be shorted to a 3rd of the video. But I like listening to you because you sound like an angry Valtteri Bottas being asked to give your position to Hamilton! Still want more substance in a slower pace, that would be more popular I think. Just in a constructive way, not trying to bash.
Second
The problem with being sarcastic 70% of the time is that it makes how to videos terrible.
lol,....xD,..... i killed so many kings and queens with my little scout xD,......
First comment! First view!
Uninstalled this peice of trash. Played other games. All problems solved.
does people still play this scam of a game? jesus....
ED is dead, who cares???