Elite Dangeropus Good Place to Go for Easy Combat
PvE Combat
Player versus surroundings (most commonly referred to in MMO'southward as PvE) is the nearly common type of action in Elite Unsafe. PvE combat is the easiest form of combat that anyone tin start in, and can hands turn into ane of the hardest to master finer and efficiently in.
Table of Contents
- Recommended Ship Progression
- Bones Tactics to PvE Combat
- Weapons & Defence force Modules
- Combat Preparation
- Combat Flight Models
- Locations of PvE Activity
Recommended Send Progression
Here you can see suggestions for PvE transport builds: PvE Ship Listing
Basic Tactics to PvE Combat
Anyone is able to first doing combat competently in a Viper Mk 3 or a smaller ship. How you pilot the ship and how you deal impairment finer will help guarantee longevity in your survivability. In that location are some essential basics you'll demand to principal as these fundamental skills are transferable to medium and large ships. If you start in a large transport, information technology is almost guaranteed yous'll make bad habits. Things like face tanking, unmanaging pips and staying withal will brand your ship underperform its potential.
- PIP Direction
Optimal PIP management is a crucial fundamental required in all types of combat activities. PIP direction refers to the player's power to shift energy boost into the transport'south distributor capacitor to manage your ship's power to competently survive heavy burn from enemy forces.-
Redirecting PIPs to SYS
boosts shield strength by a cistron of 2.5x with 4 pips, one.75x with 2 pips
as long equally there is energy in the SYS capacitor, the shield generator will be able to recharge
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Redirecting PIPs to ENG
helps optimize the power to turn at a college speed and gives your send more than maneuverability
helps reduce boost recharging rates
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Redirecting PIPs to WEP
helps reduce thermal loading of all weapons
reduces free energy required on energy heavy weapons like lasers, plasma accelerators and runway guns
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Macros are recommended
an example of a PIP macro can be institute here
you'll need the Auto Hotkeys software to employ the macro
- this macro is linked to keys " 1 ", " 2 ", " 3 " for SYS, ENG, WEP
- " Ctrl + 5 " disables the macro keys
- by pressing one of those keys will send all pips into that capacitor
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Subtargetting Modules
Subtargetting a ship's modules is a good tactic to utilize to disable certain functionalities a send has available. Yous are able to sub target any non-bulkhead modules. In unlike situations, different modules need to be disabled based on the criteria of the impale orders.-
destroying a ship the fastest manner
target the Ability Found and overwhelm this module
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disabling the ability to escape
target the Frame Shift Drive to disable the ability to wake out
Grom Bombs or Baby Grom Missiles tin disable the FSD temporarily
target the Thrusters to disable the ability to maneuver with its flight thrusters
Frag Cannons with Drag Munitions can tiresome down the engines optimal thrust levels
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disabling the ability to recharge
target the Shield Generator to disable regeneration
Reverb Mines or Torpedoes can disable this module without subtargetting
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Flight Assist Off
Flight Help is a program that corrects to match your motion vector to your rotation, and to automatically stabilize rotation. Disabling information technology decouples the ship's move vector and rotation completely, which means y'all'll accept to annul all movements and rotational inputs manually. In space, momentum is conserved, which means the more inputs to put into your ship, the more inputs you need to counteract to neutralize your transport's movement and spin.With flying aid off, you are able to attain more than accurate control of strafing movement, making stock-still weapons with loftier time-on-target projectile weapons more viable. The transport does not counteract normal or rotational speeds fifty-fifty if it would exceed the maximum speed capped past the pips. For most engagements, the weakest signal for whatever ship is at the back of the send. Flight assist off allows you to react and adjust quickly to position yourself behind the ship, and maintaining that position very hands throughout the fight.
For handlers using FA-off on Mouse and Keyboard, setting Mouse Reticle to Relative Mouse will return the mouse position to the center of the screen, making information technology more than easier to handle and aim your transport.
Weapons & Defense Modules
In PvE gainsay, at that place are multiple weapons and defence force modules to fit your ship. These modifications are the almost expensive in terms of costs and maintenance, withal it does allow you to survive for much longer.
Weapon Options
Weapons come up in a variety of damage types, each designed to its specifications and tin dispatch elements of a ship's defensive modules effectively. At that place are 4 dissimilar types of harm, thermal, kinetic, explosive, and accented damage.
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Thermal Based Weapons
The pulse, outburst, and beam lasers are all 100% thermal based, meaning they are effective at removing shields of some other transport. Unlike beam lasers, the pulse and burst lasers have relatively low damage per unit of measurement of distributor energy consumed making information technology a more preferable choice without engineering. When applied science, efficient beam weapons become a superior choice. -
Kinetic Based Weapons
The frag cannon, multi-cannon, and cannon are all 100% kinetic based, pregnant they are effective at removing the hull of another ship. Each weapon has its own benefits and weaknesses; the multi-cannon requires time-on-target to exist effective, frag cannons offer a larger damage pool only constructive at curt ranges, cannons offering good damage merely accept an extremely slow projectile speed. -
Explosive Based Weapons
Missiles, Torpedoes and Mines are explosive weapons yet each can exist countered very hands making them niche weapons for PvE gainsay. Explosive weapons take a large damage puddle, but crave a lot of thermal load from the ability distributor making information technology a hot module. In addition, they depict a lot of ability, they have a very slow projectile speed rendering them useless for general purpose. -
Hybrid Based Weapons
Hybrid based weapons are those that are a very special type of weapon that splits its damage betwixt two or more damage types. Theoretically explosives can be considered as a hybrid weapon as they are partially thermal and mostly explosive, but because their practicality is very limited, information technology volition non exist considered as such. Plasma Accelerators and Runway Guns are the main hybrid weapons. Plasma Accelerators deal 60% absolute, 20% thermal, 20% kinetic damage. Rail Guns deal 67% thermal and 33% kinetic harm. -
Kill Warrant Scanners
The purpose of a kill warrant scanner is to scan all ship's bounties tied to other factions, regardless of their criminal title (clean, wanted, hostile). If the utility is used properly, it tin can negatively impact the outcome of the controlling faction's influence in a arrangement. Utilization of this module is looked down on for BGS influence pushes.
Defensive Modules
Like it's offensive counterparts, customization made to the send is not express past weapons simply Defensive modules similar shield generator, defensive mechanisms and boosters, or hull and module reinforcement packages tin be placed in your ship to improve blot damage from the enemy.
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Shield Generator
Shield generators is a module that activates a bubble that protects the ship from external damage. The corporeality of shield wellness gets tuckered from the system power capacitor and shield strength tin can exist buffed depending on the number of PIPs assigned to the system's PIPs. There are three types of shield generator. A bi-weave shield generator has lower shield force but has a quick regeneration charge per unit. A normal shield generator has decent shield strength and decent regeneration rate. Prismatic shield generators offering the best shield protection at the cost of slow regeneration charge per unit. -
Shield Jail cell Banks
Shield cell banks are modules that have the ability to regenerate damaged shield cells by spooling a pool of shield reserve into the main shield generator at the cost of making the ship extremely hot. -
Hull Reinforcement Packages
Hull Reinforcement Packages (HRP) are modules that strengthen the overall hull strength of the ship. HRP'due south hull strengths are stackable and do not diminish by the number of HRPs stored in one transport. -
Module Reinforcement Packages
Module Reinforcement Packages (MRP) are modules that redirect damage from modules to a protection reserve. The number of MRPs stored in one ship has a diminishing return. The module protection percent diminishes multiplicatively for every new module reinforcement introduced however the protection amount stacks. -
Armour Bulkheads
Upgrading the bulkheads of a transport tin aid with increasing a ship's hull force. Every ship will default to a lightweight alloy bulkhead module. The secondary layer of protection is the Reinforced Alloy, which is a upkeep version of the Armed forces Grade Composite (MGC) armour. Along with the Military Grade Composite, at that place are two other armour versions; the Mirrored Surface Composite (MSC) and Reactive Surface Composite (RSC) armours. MSC offers more thermal protection at the cost of kinetic and explosive resistance, while RSC offers more than kinetic and explosive protection at the cost of thermal resistance. -
Shield Boosters
Shield Boosters are a utility module that enhances the overall forcefulness of the shields. Yous tin think shield boosters as the hull reinforcement packages for the shield generator. -
Point Defence force
Point Defense force is a utility module that disables limpets or ordnance weapons that are either targeting your ship or virtually the vicinity of your ship by firing small pellets in quick successions dispatching the target. -
Chaff Launcher
Chaff Launcher is a utility module that scatters the targeting systems of gimballed and turreted weapons. Chaff launchers spray a layer of flares to disrupt the aiming reticles. Fixed weapons are the only weapons that are non affected past this temporary consequence. -
Electric Countermeasure
The Electronic Countermeasure (the ECM unit) is a defensive mechanism that disables tracking assists on seeker missiles, torpedoes and fifty-fifty hatch billow limpets. By holding down, the unit of measurement will extend the range of its effectiveness to up to iii km disabling any seekers within its range. The ECM will enter a cooldown phase of 10 seconds and may completely bleed the SYS capacitor.
It is more than optimal to run more Shield Boosters than Point Defense, Chaff Launcher, and Electronic Countermeasures.
Combat Grooming
Preparation earlier combat is strongly recommended as in that location are small steps to accept before engaging your targets. Setting proper power priorities, fire groups and maintaining optimal hull strength before engagement is necessary to forbid ability loss, miss-timed weapon synchronizations, and disquisitional amercement dealt to your transport'south internal modules.
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Ability Priority
Ability priority is a ability management tool should y'all have modules that are overpowering the power plant'south power reserves. This is ordinarily due to weapons being deployed and taking a portion of ability needed to operate all other modules. By assigning them a ability priority, they can automatically shutdown to allocate power for combat-relevant modules.The priorities y'all accept range from i-5; i being the well-nigh of import, five existence the to the lowest degree important. It is recommended that gainsay ships follow this order of ability priorities per module. Planning ability priorities with Coriolis.io or ED Shipyard is recommended if yous are not sure how to properly gear up these power priorities. If you are importing builds from Inara into Coriolis, power priorities will be incorrectly prepare.
- Cadre internals (thrusters, power benefactor, life support, sensors) & weapons
- Defensive modules (shield generator, main SCBs in use, boosters)
- Travel modules (frame shift drives, fuel scoops)
- Utility tools or extra modules (actress SCBs, heat sinks, AMFUs)
- Non-gainsay relevant modules (FSD interdictor, cargo hatch, assist computers)
- Fire Grouping
Assigning burn down groups to the weapons and defensive modules that need to be manually operated is important in determining what weapons get used for different scenarios. Burn down groups can be assigned based on convergence, type of weapons and their resistance, whether its for offensive or defensive purposes. For each cavalcade, listed as letterings, have buttons assigned to the main burn trigger (ane) and secondary fire trigger (2). For every new column, that is a new fire group.
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Convergence of Weapons
Convergence describes conjoining the position of fixed weapons that overlap each other. Convergence is important for fixed weapons with a hitting-scan, meaning, if y'all are subtargetting a module and attempting to disable it, yous'll find it easier to disable information technology with 3 converging weapons than a single weapon. -
Maintenance
Maintenance helps fix the integrity of the transport. In stations, the three main ship services are refuel, repair, restock. Even so, in advanced maintenance the "Repair Integrity" is the most important maintenance as this factor determines the hardness of the armour and decreases damage vulnerabilities.
Combat Flight Model
At that place are two combat flying models, hull tanking and shield tanking. In terms of effectiveness, a good gainsay pilot in a shield tank ship with optimal pip upkeep tin final longer than a hull tank, however the potential to spiral up shield pip direction is more than massive than hull tanking.
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Shield Tank Flight Model
Shield Tanking is the more than optimal flight model used in combat apart from AX combat. The reason being is that CMDRs will constantly PIP manage to reduce the impact of shield impairment from enemy fire. When redirecting PIPs into the SYS capacitor, the shield strength value multiplies upward to 2.5x its electric current value. A shield forcefulness of 5000 MJ tin can stack up to 12,500 MJ when there are all 4 PIPs into the SYS capacitor. Shield tanking works well on both Prismatic Shield Generators and Bi-Weave Shield Generators builds however, each requires their own individual stats:- Bi-Weaves : At least 3000 MJ with all resistances above 40%
- Prismatics : At least 5000 MJ with thermal resistance at least shut to (within 5%) of 30%
- Recall that hull value is important for these builds to counter phasing impairment and potential estrus damage
For general PvE combat, Bi-Weaves is recommended the most for its fast regenerative properties making these builds concluding longer in all fields of combat. Equally per Prismatics, these shield generators are nigh used to clear out conflict zones, and absorb more burn down damage. Ships with Bi-Weaves are able to attain the same tasks with ships with Prismatics.
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Hull Tank Flight Model
Hull tanking is a more inferior flight model in comparison to their shield tanking counterparts. For hull-tanks, you are relying the hull of a ship to exist the defensive component that takes nearly of the impairment. Your ship's hull force value remains every bit a static value dissimilar the stacking values of a shield's strength when you redirect PIP's into the SYS capacitor. Being shield-less and relying on hull to absorb this damage, you are more vulnerable to module damage.A hull tank send accept its resistances too, however the damage dealt on hull is dependent on
- the hull's resistances
- the hull's hardness value
Hull Hardness is a value defaulted by the ship you are flying and does not change throughout the process of modifying your ship's internals. Every weapon will accept a Piercing Rating, which will determine how much damage information technology'll deal to your hull.
- if a weapon's piercing rating is lower than the hull hardness of the ship
it volition deal [ damage ten piercing rating / hull hardness ]
- if a weapon'due south piercing rating is higher or equal to the hull hardness of the ship
information technology volition deal max harm
Hull hardness plays a function in dealing module impairment when you subtarget a transport'southward module. Just similar the principles showed to a higher place, modules have an integrity pool, which is damaged by a weapon's piercing rating and the hull hardness of the ship. For a hull tank, the general stats of a good hull tank build should have:
- around (500 MJ) of shield forcefulness for mediums, (~120 MJ) for smalls
- shield resistances should be counterbalanced throughout reach at to the lowest degree 35% resistance
- effectually 3000 K hull integrity with balanced resistance values at least 35% resistance
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High Resistance vs High Forcefulness Model
Resistances are multiplier factors that subtract the effectiveness of a weapon'due south damage blazon. Say for example, a ship'due south total hull integrity is at 5000, if the resistances for thermal, kinetic and explosives are 25% resistant each, the theoretical resistance value for each resistance type is 6250.Generally loftier strength model builds take a longer survivability rating than a high resistance model. Resistances also have diminishing returns as resistance protection percentages are multiplicative and then resistances tin only go up to a certain value. Having a model with depression strength value with high resistance multipliers has worse protection than a model with loftier force value with low resistance multipliers.
Locations of PvE Activity
There are unlike locations where one tin find pve gainsay and hone their flight skills.
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Resource Extraction Site
Resource extraction sites are points of involvement where pirates can spawn. These locations come in 3 levels of the spawn rate of pirates and system security vessels. Resources Extraction Sites, commonly referred to RES come up in Low, Medium, High and Hazardous security.For beginner combat pilots, stealing kills from system security vessels at a high resource extraction site is very assisting equally the sizes and difficulty of pirate ships are extremely adept.
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Compromised & Normal Navigation Beacons
Navigation beacons are points of interest in human occupied systems. Navigation beacons normally referred to equally Nav Beacons help download organisation information and betoken sources for your particular instance. Nav beacons are also points of interest areas where pirates can be found.If the Nav Beacon is institute to be compromised or corrupted, it is usually filled with high profile pirates with no system security ships present. Ships from a Hazardous RES site tin can be institute commonly in Compromised Nav Beacon sites.
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Megaships & Installations
Megaships and installations are points of interest where a fleet of pirate ships attack the installation. Similar to a conflict zone, the assault coordinator will inquire you to option a side, either side with the pirate armada that kills clean targets and destroy the facility or side with the faction and take out the pirate armada.These locations are sensitive to friendly fire, in the instance you accidentally hit the installation, yous will get a bounty for assault and you volition get attacked past the members of the same group you are protecting.
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Mission Related Signal Sources
If y'all accept a gainsay mission, these signal sources will spawn mission targets. Mission related betoken sources mostly come in 3 different threat levels, threat 3, four and half dozen.Threat three'due south will take targets that do not fire upon you once y'all drop into the instance. Threat iv'south will have pirates that shoot immediately after yous drib or accept higher difficulty ships to eliminate. Threat half dozen'due south will have targets that are difficult to kill, similar to when Spec Ops in a disharmonize zone all begin attacking you.
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Conflict Zones
Conflict zones will generate points of interests when a system goes into a state of conflict. Conflicts have iii intensity levels where the difficulty of the objectives throughout the conflict zone gets harder.-
Depression Intensity Disharmonize Zones
Depression intensity disharmonize zones will harbor relatively competent difficulty ships that are modified to have decent hull and shield wellness. These disharmonize zones there are no objectives to complete except to win the state of war. -
Medium Intensity Conflict Zone
Medium intensity conflict zones will have a mix of competent to harder difficulty ships that have relatively proficient hull and shield health. These conflict zones will ask you to kill either Spec Ops Forces or War Zone Correspondents.Spec Ops Forces are modified ships spawn in wings of four, labelled as Alpha, Beta, Gamma and Delta. Spec Ops Forces come in 2 different variations, either a wing with an blastoff FDL with Asp Explorer or Vultures, or a wing with an blastoff Python with Vultures simply.
War Zone Correspondents are ships similar in difficulty to system security ships that help with the disharmonize zone. If they linger in the organization for long, they will wake out, and if you are unsuccessful in destroying the correspondence, the objective will neglect.
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High Intensity Conflict Zone
High intensity conflict zones will have the hardest difficulty of ships to kill and a multifariousness of objectives to complete. In these conflict zones, you'll be asked to win the war, while completing 2-3 objectives where War Zone Correspondents, Spec Ops Forces, Enemy Captain and power play faction Capital Classed Ships may warp into the battle.Conflict Zone Captains are highly modified ships that tin warp into the battlefield. Captain ships tin be plant every bit Federal Corvettes if the enemy faction is Federal pledged, Anacondas if the enemy faction is Independent or Alliance pledged, and Regal Cutters if the enemy faction is regal pledged.
Majuscule Class Ships are mega ships that enter conflict zones randomly. There are two capital class ships in Elite Dangerous the Farragut Class Battlecruiser which is controlled by the Federation, and the Majestic Class Interdictor which is controlled by the Empire. Capital Grade ships tin be rerouted by destroying all heat relays.
If both factions of the aforementioned conflict zone are pledged to the aforementioned major superpower, no instances of these majuscule course ships volition exist. If either faction of the war is pledged to a major superpower, in that location exists a possibility of a capital letter form ship warping in. If a faction is pledged to the Federation and the other to the Empire, both mega ships will warp into battle. If either faction is pledged to Alliance or Contained, they will not spawn these capital class ships.
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Pirate Activeness Detected Betoken Sources
These betoken sources can often be found in systems in anarchy security or systems of the land pirate attack. Pirate action detected signal sources can spawn from threat 3'south to threat 6's similar to those of mission related signal sources.However the major divergence is that pirate activity can spawn with a threat level seven. This ways you lot'll come across a fleet of pirate ships set to engage with a chance to spawn either a seized Farragut Class Battlecruiser or Majestic Class Interdictor if the pirate faction is pledged to a super power. Winning a pirate activity signal source with threat level vii is like winning a loftier intensity conflict zone, without the help of arrangement security ships.
Source: https://newp.io/pve
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