UFFICIALE PC Elite: Dangerous

Ho preso una viper mk3 e sto farmando cr facendo bounty hunting sulle res. Ho praticamente acquistato tutto l'upgradabile per la mk3 e mi trovo con un milione e 2. Per continuare a fare bounty hunting in modo più proficuo che nave mi consigliereste dopo la viper mk3?
è da molto che non tocco Elite, se stasera ci sei si può fare un pò di hunting.

hai Horizon? perché io ancora non ce l'ho //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
è da molto che non tocco Elite, se stasera ci sei si può fare un pò di hunting.hai Horizon? perché io ancora non ce l'ho //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Certo! Ci sono assolutamente, horizon ce l'ho, ho preso il pacchetto completo in saldo.

Ora mi manca un hotas come si deve

 
Scrivete in che sistema vi trovate che magari passo a farmi un giretto //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif

 
Scrivete in che sistema vi trovate che magari passo a farmi un giretto //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif
Io sono nel sistema Kriemann perché la mia viper salta meno di 6ly

 
Ultima modifica da un moderatore:
Fatti questa quando hai un po' di soldi da parte, magari senza vendere la Viper.E' un altro mondo. Tutte le navi da guerra hanno pochissimo salto, la mia Corvette fa 11 ly, non la prendo quasi mai dato che ormai mi sono abituato ai 44 ly dell'Anaconda //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Che genio... fatti questa, e non ti ho messo il link :rickds:

https://coriolis.io/outfit/cobra_mk_iii/0pataFalddasdf40s272424000203334501C52f.Iw1-kA==.Aw1-kA==
Sisi sto pian piano salendo di cr, di oggi ho fatto un altro milioncino, anche se a volte mi capita di arrivare in un combattimento, sparare alla nave a cui sparano tutti (stato wanted) e si incazzano con me e scoppio male. Non ho ancora capito bene il perché

 
E' fatto così il gioco, tra mille target gli NPC decideranno sempre di sparare ad un player. Finchè sei su una nave fragile aspetta che il target sia messo veramente male prima di aprire il fuoco, tanto l'importante è fare danno, basta anche solo un colpo per prendere la taglia.

 


:rickds: :rickds:

 
Ultima modifica da un moderatore:
Ultima modifica da un moderatore:
Stasera fate altro BH?

Comunque ho sentito di gente che con 5.9 milioni è nella TOP 10, quindi spelli forse ce la puoi fare //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Beta 2.2 - Update 6

Stability Fixes

- Allow the "visited stars" map filter to apply to route-plotting

- Fixed crash when starting the game with an HMD for some monitor/resolution combinations

- Fix a low level vertex locking crash

- Fix a crash when self-destructing the SRV

- Fixed JSON error in ship delivery

- If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around

- Server time synchronisation can soft-lock the game fixed

- Ensure that system map materials get destroyed on shutdown

- Fix crash swapping modules in outfitting

- No longer assert when trying to add an item which is supposed to be empty

- Fix for buyback and stored items being deleted in one array but not another

- Don't crash id planet materials are not sensible

General Fixes & Tweaks

- Neutron & White dwarf schematics fixed

- Fixed star-class info not appearing for some systems when initiating jump

- Fixed supercruise motion indicators not being displayed

- Fixed incorrect integrity value for size 1 class 2 refinery

- Prevent duplicate ships being generated on authority transfer

- Docking computer staying 1km above planetary outpost fixed

- Latest translations added

- Various text fixes

- Award combat rank progression when destroying NPCs from no particular faction

Fighters

- Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong

- Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:

- If MC turrets are fitted and set to Target Only, the combat AI cannot fire them

- Can only use one missile launcher, even if two are fitted

- Missiles are fired at long range and are wasted

- AI doesn't use boost to chase and kill targets, instead lets them get away

- When out of ammo, AI ship should drop back into formation

- Player ships with just missiles won't fight

- After requesting docking, all other order hotkeys are ignored

- AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed

- Added clearer message to indicate that the players fighter will be destroyed when they FSD away

- Moved empire fighters hit spheres for the weapons even further forward to help in hitting them

- Use numbers rather than bars for displaying fighter stats

- Wanted NPC has clean fighter fixed

- Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty

- Added loading animation to screen for switching between fighters and main ship

- Fixed missing font glyphs on Role panel when running in Russian

- Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter

- Can use hotkeys to send invalid NPC commands to unmanned mothership fixed

- Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore

- Audio: reduced probability of "no more targts" npc crew message down to 40%

- Audio: Fix for Crew member saying wrong line when asked to attack target

- Fix not being able to deploy an SRV or Fighter after resurrecting

- Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression

Weapons

- We think heat attacks have been reduced a little too far, and need a very conservative buff:

- Diminishing returns for heat now limit at 100% (up from 95% in previous beta)

- Damage penalty for Thermal shock reduced to 20% (from 25%)

- ECM needs some slight tweaks:

- ECM will now fire when hardpoints are not deployed

- ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)

- Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5

- Improved flight speed and hacking time of all hatch breaker limpets

- Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled

- Slight reduction to the effectiveness of Incendiary rounds for Multicannons:

- Remove the hidden 20% kinetic damage that was left over

- Reduce the fire rate penalty from -10% to -5%

- Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.

Outfitting/Shipyard

- Process transaction cost correctly when fetching or selling a remote module

- UI was being unlocked before hardpoint animation was complete. This should now be fixed

- Module distance incorrectly show when transferring a module fixed

- Adjusted the balance areas of the popups to have an auto width, to account for large balances

- Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint

- Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red

- Fixed keeping hold of buyback items once we've bought them back

- Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text

- Prevented focus from being lost when pressing Right on the read more section of the module transfer

- The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected

- Ship loadout doesn't update after multiple swaps fixed

- Updated icon positioning and colouring in the Inventory Browser Screen

- Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'

- Starport UI: fixed quick action button icons disappearing when coming back from outfitting

- Store multiple modules lists incorrect number when unticking categories fixed

- Damage type tagged as 'labelfield' overlapping fixed

- Adjusted colour of "in transit" text, when focused on

- Made the "Stored Ship" tab, glow white when a ship completes its transfer

- Increased Module Storage size to 60

- Tune credits costs of Ship and Module transfer

Engineers

- Make sure we always get the right string key for existing modification name

- Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added

- Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects

- Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed

Passengers

- Passenger missions not displaying or paying out rewards on hand in fixed

- Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone

- Remove commodities bought for passengers when completing a mission

- More balance tweaks for reputation, influence and state effects

- Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed

- Stop passenger cabins containing passengers from being swappable

- Generic passenger generation now fits cabins with Tourists instead of Generics

- Fixed errors in passenger cabin classes and types

- Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back...

- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed

- Fix Passenger mission problems when swapping occupied cabins between module slots

Missions

- Make sure players in SLFs can get credit for kills in assassination and massacre missions

- Added missing strings for illegal delivery missions

Ships

- Fixed incorrect landing volume for Type 7

- Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed

- Fixed some mapping issues on the Cutter

- Audio: Ship drives silent when respawing over planet surface having died in SRV fixed

Stations/Ports

- Fix for faction lighting being applied to the new station inner docks instead of their own lighting

- Audio: Fixed number station audio events not synced due to time step miscalculation

- Audio: The new flight controllers are too quiet fixed

SRV

- Stop data points showing up on a fighter HUD after been scanned in the SRV S

- Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter

Installations/POIs/USSs

- Fixed some misaligned tunnels on civilian installation

- Make sure that persistent POIs cannot spawn within their minimum separation of each other

- Audio: Fix for silent ambience on a secret thing

- Audio: Fix for number station ambience being audible at infinite distance

- Added new mission tipoff locations to settlements

Celestial

- Audio: Fix for Materials sound wrong on planet surfaces

Galaxy Map

- Reduced loading time for galaxy map

- Fixed some stalls loading the system map

- Bookmarks all disappeared and can no longer create them fixed

Player Journal

- When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name

- Fixed journal entry for "ScientificResearch"

https://forums.frontier.co.uk/showthread.php/297115-Beta-2-2-Update-6

 
Ultima modifica da un moderatore:
Stasera fate altro BH?
Comunque ho sentito di gente che con 5.9 milioni è nella TOP 10, quindi spelli forse ce la puoi fare //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Purtroppo no ho chiuso nella top25. Sono a 25,6 mln, perciò vulture incoming

 
Io invece ieri mi sono comprato i Thruster A per la Corvette, finalmente non ci metto 7 ore per girarmi su me stesso, ma solo 6h e 55 minuti :rickds:

Poi non contento ho cambiato le armi, e ancora meno contento ho iniziato a fare le modifiche con gli ingegneri. Ora boosto a 299 m/s (con i D andavo a 255, con gli A non modificati 260), ho 2 LY di salto in più, gli scudi sono più resistenti e la mia Power Plant genera 41 MW invece che i "miseri" 36 di prima.

Ora devo solo trovare la voglia di farmare i materiali così da poter fare gli upgrade di livello 5, dato che questi erano tutti di livello 1 //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
I9i9mq.jpg
 
madò, devo farmi una python appena esce sta nuova patch.

- - - Aggiornato - - -

un fitting di classe per la Python quanto mi costerebbe?

 
Circa 150 milioni per il Python A fitted.

Che comunque non è la nave migliore per esplorare. Io sono contentissimo della mia 45 ly jump Anaconda, se non avete tutto questo budget puntate all'ASP X.

Come distanza di salto siamo lì.

 
Pubblicità
Pubblicità
Indietro
Top