Thoughts on Beta 2.2.03

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TorTorden
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Re: Thoughts on Beta 2.2.03

Postby TorTorden » Thu Dec 08, 2016 9:00 am

smartroad wrote:
TorTorden wrote:The reboot repair restoring shields to 50% is nice.

If you need it.


I dont know why they just dont do the sensible thing and link the recharge of shields to the power distributer. class E is like it is at the moment (1MW/s?), D is same as E as it is light weight, C, B and A all give greater recharge/refresh rates, maybe x2, x2.5 and x3?


Last I heard there was some cockamamy bullshit reason that small ships should still have a chance to take out a big target, so regeneration was fixed for all ships.

I honestly find it bullshit to think a solo small ship should be able to engage a large ship in combat.

Like that one salty thread on the fd beta forums where a guy is crying over not being able to take down a fully upgraded player controlled corvette in his vulture...

Most small ships have something to handle big ships already.
Speed.
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Re: Thoughts on Beta 2.2.03

Postby Cometborne » Thu Dec 08, 2016 9:01 am

uvelius wrote:Wasn't there something about alternative engineer materials? So you could swap certain materials for others?


The commodities in the blueprints have been replaced by materials, so you no longer need to fly around with tons of shit in your cargo bay, and attract unwanted attention.
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Re: Thoughts on Beta 2.2.03

Postby Falcon_D » Thu Dec 08, 2016 9:29 am

TorTorden wrote:
smartroad wrote:
TorTorden wrote:The reboot repair restoring shields to 50% is nice.

If you need it.


I dont know why they just dont do the sensible thing and link the recharge of shields to the power distributer. class E is like it is at the moment (1MW/s?), D is same as E as it is light weight, C, B and A all give greater recharge/refresh rates, maybe x2, x2.5 and x3?


Last I heard there was some cockamamy bullshit reason that small ships should still have a chance to take out a big target, so regeneration was fixed for all ships.

I honestly find it bullshit to think a solo small ship should be able to engage a large ship in combat.

Like that one salty thread on the fd beta forums where a guy is crying over not being able to take down a fully upgraded player controlled corvette in his vulture...

Most small ships have something to handle big ships already.
Speed.


There have been quiet a number of threads on the main forum like that.
I'm all for balance and not making big ships into Uber ships. But a big ship should be able to swat away a small ship quiet fast. And a small ship should only be able dodge and outmanouver big ships and only take out a big ship after a long battle if the guy flying the smaller ship is skilled enough. Medium ships should fit somewhere in between.

But that's not to be. Oh well.
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Re: Thoughts on Beta 2.2.03

Postby uvelius » Thu Dec 08, 2016 11:37 am

Cometborne wrote:The commodities in the blueprints have been replaced by materials, so you no longer need to fly around with tons of shit in your cargo bay, and attract unwanted attention.


Any news already which materials that would be for Dirty Drives and long FSD range, both grade 5?
A BIG downside could be that you cannot just buy stuff anymore but probably will have to search for days to get that one more little piece of one-of-a-kind-nothing ... which I find plainly annoying.

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Re: Thoughts on Beta 2.2.03

Postby TorTorden » Thu Dec 08, 2016 4:19 pm

I have mentioned this a few places.

But I just paid Marco Qwent a visit, and he is currently selling all ships, all modules (includer power play modules) at standard beta prices.
He also does all mods, from life support to fuel scoops for fish.

So if you want to try things, Sirius is the place.
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Re: Thoughts on Beta 2.2.03

Postby JohnLuke » Thu Dec 08, 2016 4:36 pm

Thanks for the info, Tor!
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Re: Thoughts on Beta 2.2.03

Postby Dudley » Thu Dec 08, 2016 4:56 pm

Well..jumped into a Haz Res with Tor yesterday having made no changes to the weaponry, shields etc just to see if it felt any different..

I have to say - I can't see any difference to how it all hangs together.

I'm using gimbal Bursts (short range blasters) & Multi cannon (Corrosive) and beam turrets on the Conda, shield boosters in abundance and various thermal, explosive, booster enhancements.

Can comfortably face-tank anything at the moment.. ?? (Not really sure now what I was expecting to happen.. :P )

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Re: Thoughts on Beta 2.2.03

Postby JohnLuke » Sat Dec 17, 2016 10:49 am

Beta 3 change log (sorry if someone else posted it elsewhere)

Notable changes to shield boosters, shield regen, and hull, to name a few things.

Link:
https://forums.frontier.co.uk/showthrea ... Change-Log

here is the change log for 2.2.03 Beta 3:

Stability Fixes


- Crash fix for new DTS functionality
- Powerplay page softlocks on selecting power in turmoil fixed
- Fixed crash caused by the engineer crafting manager trying to callback on the workshop GUI after it has been closed


General Fixes/Tweaks


- Various text fixes
- Updated translations


Passengers


- Updated the bonus rewards from passenger demanded cargo - this makes the reward more worth while for the player


Missions


- Fixed mission progress elements in the ancient ruins template to actually show the inbox messages as the data is discovered
- Reduced the reputation reward for the ancient ruin mission when handed in and not fully completed
- Added a bonus reputation reward for full ancient ruin mission completion
- Massacre Conflict missions will only accept conflict zone targets


Powerplay


- Current Vote Status box doesn't encompass all information heading correctly
- Preparation Overview does not show the current voting ratio for logistics consolidation versus continued preparation fixed


Weapons


- Increased fighter weapon hardness piercing
- Experimental Rebalance of large ship durability issues and weapon hardness piercing:
- Shield booster diminishing returns cut in at about +80%, reaching a theoretical cap of +150% (in previous builds at least +550% was attainable)
- Armour Rating (also called Hardness) of Corvette Cutter & Conda roughly tripled (raised to 210,210,200)
- Base shield of Corvette & Conda increased by 10%, base shield of Cutter increased by 15%
- Armour(hardness) piercing of huge weapons, railguns, plasma accelerators and torpedos all tripled in line with big ship hardness increase
- Armour(hardness) piercing of large weapons (other than slugshot) doubled to partially adjust for the big ship hardness increase
- Adjust to how torpedos and ECM interact:
- Increase "drunk" time from 2-8 to 5-10 seconds
- Add a much more exaggerated kick off target when an ECM hits a missile/torpedo to make it far more likely to miss large ships even at close range (tested to cause ~70% of torpedos to miss a type9 when the ECM fires at a 500m range)
- All shields above size 2 have received substantial regeneration rate increases, with the size 8 getting the biggest boost. At size 8, regeneration rate while broken is doubled for normal shields and bieweaves, and +50% for prismatics. When active, regeneration is now 40% of the value when broken for normal shields and prismatics, or 80% for biweaves
- When scaling down the fire rate of beams, lower their DPS correctly rather than having no effect. this will slightly nerf efficient beams, with a noticeable effect to lower levels, but G5 sees very small difference
- Internal statistics panel now has a combat defences section which should show:
- Shield health
- Armour health
- Armour rating
- plus the damage resistances to all 3 types for both


Ships


- Doubled hull health for:
- Hauler
- Type 6
- Keelback
- Type 7
- Type 9 Heavy


Network


- Fix a race condition in Networking startup, where the initialisation of the Turn code was sometimes delayed due to taking a long time to identify the type of router: this meant that sometimes we would upload incomplete connection details to the server, which would then be passed on to other machines, they would not be able to connect via Turn
- Change the way we interpret appconfig.xml settings regarding manual port forwarding - if port has been set, but routerport has not, we will automatically assume port forwarding in the router, with the same port number on the external WAN side as the internal port number

Thanks!

Michael
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Re: Thoughts on Beta 2.2.03

Postby Xebeth » Sat Dec 17, 2016 11:01 am

Finally managed to get some time to try the Beta (3), whilst I could see the effect of the gimbal change (class c sensors) it didn't really affect my play. I didn't try beta 1 or 2, but in 3 everything seemed to die nice and quick, in fact it seemed quicker than on live (same ship on both), which may be because of the piercing increase.

The improved shield regen rate on the Vette is nice, and they didn't seem to go down any faster so the booster change doesn't seem to have much of an effect.

Whilst only a very quick test, the changes only seemed positive so far.
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Re: Thoughts on Beta 2.2.03

Postby JohnLuke » Sat Dec 17, 2016 11:42 am

Xebeth wrote:The improved shield regen rate on the Vette is nice, and they didn't seem to go down any faster so the booster change doesn't seem to have much of an effect.

Whilst only a very quick test, the changes only seemed positive so far.


I happen to have some data for comparison: :D

Here are some numbers for the changes to shields in beta 3. I'm glad I was documenting things in Beta 2, so that I'd have some data.

Corvette 7A Shield gen and 5 boosters (all modded lvl5) dropped total mj by roughly 8%. Mine was 1826mj, and is now 1669mj.

Regen rate is sweet thought! Regen was 1.0/s and is now 2.9/s. Broken regen was 4.1/s, now 7.5/s. 8-)

So, a small drop in shield strength but a big boost to regen rates. I'll take it!

<Happy Vette commander>
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