Engineers 2.1 Beta - findings so far

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Roger Wilco Jr
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Re: Engineers 2.1 Beta - findings so far

Postby Roger Wilco Jr » Fri May 06, 2016 2:01 pm

TorTorden wrote:
Roger Wilco Jr wrote:I've had problems navigating menus with my hat switch unless I click something on the menu first. Anyone else having this problem?

Can't use most menus with the hotas as usual.
The mouse pointer never goes away and just sits there and that supercedes selections..
So pretty much forced to use the mouse to hunt and peck.
Which is one of the annoying bits on the new outfitting it and my setup really isn't that we'll equipped to use the mouse.

Once the hat switch 'has focus' it seems to work fine for me. Just selecting something on the menu will do that for me. Works on the map and in outfitting. I'm not sure about the mouse pointer issue, but isn't there something in the key bindings regarding the mouse pointer? You may want to look there.
It's time to give this another go.

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Re: Engineers 2.1 Beta - findings so far

Postby Roger Wilco Jr » Fri May 06, 2016 9:38 pm

Well, after I got back to the game today the menus are really hit & miss. Most/all of the ship menus work, but on the station some work, some work after they gain focus, and some don't work at all. But at least my mouse is working.

Also, they seem to have gotten rid of the gamma setting. They have it set pretty dark, which works for me, but I bet it looks too dark for those that had the gamma cranked up. I'll need to visit a dark RES to see if the asteroids are visible.
It's time to give this another go.

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Re: Engineers 2.1 Beta - findings so far

Postby Phillipus » Sat May 07, 2016 9:45 am

Things I like:

  • New Huge weapons
  • Variety of missions
  • Better Planetary graphics
  • Radio comms at stations
  • KWS works when target fires chaff

Things I hate:

  • The new outfitting screens - a cluttered mess that takes 7 mouse clicks instead of 2 and lots of scrolling. It's a UI and UX nightmare
  • The new mission board - again a cluttered mess
  • NPCs running away (although they are going to fix that)
  • NPCs constantly spamming infinite chaff even though they only have one chaff module
  • Cannons seem to have been nerfed. They don't do much damage now.

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Re: Engineers 2.1 Beta - findings so far

Postby Nethaufer » Sat May 07, 2016 3:54 pm

Phillipus wrote:*snip*


Cannon projectiles are also reported to have reduced speed. NPCs also spam infinite SCBs, with no negatives. No heat damage, no cooldown, no nothing.
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Re: Engineers 2.1 Beta - findings so far

Postby DangerousJim » Sat May 07, 2016 5:12 pm

FDL practically catches fire while fuel scooping now, which coupled with its modest jump range makes travelling even more tedious. Firing a class 4 SCB appears to cause more module damage than before. 4x medium pulses & 1x huge multi does not have heat issues though.
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Re: Engineers 2.1 Beta - findings so far

Postby Phillipus » Sat May 07, 2016 7:18 pm

DangerousJim wrote:FDL practically catches fire while fuel scooping now, which coupled with its modest jump range makes travelling even more tedious. Firing a class 4 SCB appears to cause more module damage than before. 4x medium pulses & 1x huge multi does not have heat issues though.


FDL with 4x pulses and 1x huge MC seems about the only viable ship in this beta. At least in RES.

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Re: Engineers 2.1 Beta - findings so far

Postby Roger Wilco Jr » Sat May 07, 2016 7:36 pm

Phillipus wrote:FDL with 4x pulses and 1x huge MC seems about the only viable ship in this beta. At least in RES.

Depends on what you mean by viable.

I've had good success with a Vulture with the laser of your choice and a large multicannon. I wasn't thrilled with the LMC at first, but I'm getting used to it. It's much better against larger ships. It's nice only needing 2 pips in weapons after my all laser setup. Anyway, I haven't died yet, so that seems pretty viable.


I'm also enjoying the new AI. Only problem is I can take their drive down to single digits and they can still run, and they have the engineering enhancements so they can go really fast. But it does seem more realistic. It may take a but longer to kill them, but it's more fun. But if you are grinding for credits, then I suppose it's a bit slower.
It's time to give this another go.

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Re: Engineers 2.1 Beta - findings so far

Postby JohnLuke » Sat May 07, 2016 8:52 pm

So far, I like the outfitting screen. I don't have to scroll through a bunch of crap when I'm looking for an SCB, cargo rack, etc. I select the category of module, then size, done. I also like the 'fixed/gimballed/turret/" filter when changing weapons modules.

If you are in PP, fair warning.... opposing PP ships will fire on you unprovoked in the RES or CNB. It makes things interesting, to say the least. <and not in a good way, IMO>

I'll be staying out of the RES with the Vette until the "running NPC" thing is changed. It's frustrating to watch your half dead target run away from you and you can't catch it no matter what you do.

Love, love, love bookmarks! :D

New sounds and improved graphics are awesome.

Time to grab some fish at Rafferty's and meet some Engineers. :)
-JL

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Re: Engineers 2.1 Beta - findings so far

Postby Roger Wilco Jr » Sat May 07, 2016 9:12 pm

JohnLuke wrote:If you are in PP, fair warning.... opposing PP ships will fire on you unprovoked in the RES or CNB. It makes things interesting, to say the least. <and not in a good way, IMO>

Just curious, does this happen in their PP area, or in your PP area, or both?

JohnLuke wrote:I'll be staying out of the RES with the Vette until the "running NPC" thing is changed. It's frustrating to watch your half dead target run away from you and you can't catch it no matter what you do.

When their shields regen they will come back, but yeah, it does need some balancing. Beating down there drives should definitely give them a limp.
It's time to give this another go.

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Re: Engineers 2.1 Beta - findings so far

Postby JohnLuke » Sat May 07, 2016 9:16 pm

Roger Wilco Jr wrote:
JohnLuke wrote:If you are in PP, fair warning.... opposing PP ships will fire on you unprovoked in the RES or CNB. It makes things interesting, to say the least. <and not in a good way, IMO>

Just curious, does this happen in their PP area, or in your PP area, or both?


It happened to me in a CNB (where I spawned in Beta) and a High-RES. Both were in ALD space, and I am allied with ALD. If it's going to be that way, I'll probably quit PP for the sake of my nerves. :shock:

Roger Wilco Jr wrote:
JohnLuke wrote:I'll be staying out of the RES with the Vette until the "running NPC" thing is changed. It's frustrating to watch your half dead target run away from you and you can't catch it no matter what you do.

When their shields regen they will come back, but yeah, it does need some balancing. Beating down there drives should definitely give them a limp.


It's frustrating that it take so long to kill the now. We'll have to see how the NPC behavior evolves during beta.
-JL

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