Elite Dangerous

Elite Dangerous

TK (Shad) Jun 7, 2018 @ 9:48am
Long range combat?
How does one go about turning your guns to "long range" for the setup?

I can't seem to find any guides.
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Showing 1-15 of 15 comments
Linkan Jun 7, 2018 @ 9:52am 
Engineer them with Long Range mod, it extends the range to 6 km
TK (Shad) Jun 7, 2018 @ 9:52am 
I have to buy horizons for that right?
Linkan Jun 7, 2018 @ 9:53am 
Originally posted by Synapse:
I have to buy horizons for that right?
Yea, but its TOTALLY worth it if you ask me. Engineered ships make one hell of a difference
Last edited by Linkan; Jun 7, 2018 @ 9:54am
TK (Shad) Jun 7, 2018 @ 9:55am 
Done, just bought it.
Linkan Jun 7, 2018 @ 9:57am 
Originally posted by Synapse:
Done, just bought it.
Nice, but keep in mind you'll need to unlock that particular engineer in the first place and gather some materials for the upgrade. Look up guides about engineering on Youtube etc, you'll need them, trust me ;)
Last edited by Linkan; Jun 7, 2018 @ 9:58am
SHAZBOT Jun 7, 2018 @ 10:02am 
Depends, do you look for a build that can tag enemies at long range, such as in conflict zones, to attain the combat bonds without even getting near two kilometers to hit them, or are you just looking for a regular build that can snipe far?
TK (Shad) Jun 7, 2018 @ 10:05am 
Originally posted by cubeo:
Depends, do you look for a build that can tag enemies at long range, such as in conflict zones, to attain the combat bonds without even getting near two kilometers to hit them, or are you just looking for a regular build that can snipe far?

The latter

In eve I was a sniper style combat ship. I prefer not to allow them near me if it can be avoided.
ReeNoiP Jun 7, 2018 @ 10:06am 
Originally posted by Synapse:
Done, just bought it.
Good on you. Welcome to the world of planetary landings and and super ships.

A quick warning: Keep an eye on that gravity indicator when landing on planets. Make sure you thrusters are up to the task in anything above 1.0 g. I don't think the tutorial emphasizes this enough.
SHAZBOT Jun 7, 2018 @ 12:44pm 
Originally posted by Synapse:
Originally posted by cubeo:
Depends, do you look for a build that can tag enemies at long range, such as in conflict zones, to attain the combat bonds without even getting near two kilometers to hit them, or are you just looking for a regular build that can snipe far?

The latter

In eve I was a sniper style combat ship. I prefer not to allow them near me if it can be avoided.

Then I suppose either fixed or gimbal is your best choice, whichever you prefer. Weapons like rail guns can be engineered to be long range, but it's not recommended to go into a loadout that caters specifically what, maybe one or two rail guns specced for long range, then perhaps a few beam or pulse laser engineered the same way too. Preferably go with pulse, not only do they do the job, but they do it pretty well. Your only concerns beyond this point are the grade and class of your ship modules, these weapons can drain your capacitor rather quickly. If you still have trouble at that point, that's where the engineering of your power distributor comes in! That's really up to you, you could go with charge-enhanced to decrease overall capacitor capacity, but the trade-off of very fast capacitor regen for all of your three system types. Or a weapon-focused mod, so you can keep shooting for an extended period of time (four pips to weapon systems can usually remedy the issue of capacity drain, keep that in mind).
This is as far as I could really help you though, without information of your ship and what modules you run with, I can only give help to what I see applicable. If you'd like further help, you could tell me what ship you're running and what type of mods you'd hope to see of it, such as a faster ship, a more powerful shield, higher capacitor capacity, etc. -- I can concoct a somewhat decent loadout for a ship of your choosing with Coriolis.
Last, but not least, as someone mentioned above, you'll need to unlock engineers. Engineers are a whole different monster if you aren't sure where to start and for that, I HIGHLY recommend using this website: https://inara.cz/galaxy-engineers/
EXTREMELY helpful if you want to know how to unlock engineers and what to do to gain access to them, along with recipes to the mods you want to apply, that way you can simply look at the site for engineering material requirements without having to physically go back to the engineer.

I hope some of these tips helped! Good luck, CMDR! o7
TK (Shad) Jun 7, 2018 @ 1:01pm 
Can you guys recommend any newb guides for the very BASIC of engineering, how to do it, where to start? I can't find anything reliable in my searches, it shows me HOW but not where I go to start it
Long-range weapons should be reserved for fixed mounts, not Gimbal. Because of the inherent jitter of Gimball weapons, you're not gonna put any shots on target outside of 1.2k, even for hitscan lasers.
TK (Shad) Jun 7, 2018 @ 2:04pm 
Originally posted by Hobo Misanthropus:
Long-range weapons should be reserved for fixed mounts, not Gimbal. Because of the inherent jitter of Gimball weapons, you're not gonna put any shots on target outside of 1.2k, even for hitscan lasers.

Not sure I understand what you just said other than fixed vs gimbal
Originally posted by Synapse:
Originally posted by Hobo Misanthropus:
Long-range weapons should be reserved for fixed mounts, not Gimbal. Because of the inherent jitter of Gimball weapons, you're not gonna put any shots on target outside of 1.2k, even for hitscan lasers.

Not sure I understand what you just said other than fixed vs gimbal


If you put long-range mods ona gimbal weapon (One that automatically tracks target in front of your ship) it doesn't work out too well because gimbals have a built-in level of inaccuracy (Jitter) which makes hitting the enemy at long-range consistently almost impossible. Depending on the size of the target ship, you could have almost 0% accuracy (Small ships) at ranges over 1k, though big ships you can probably hit somewhat consistently out to 3k
SHAZBOT Jun 7, 2018 @ 2:47pm 
Originally posted by Synapse:
Originally posted by Hobo Misanthropus:
Long-range weapons should be reserved for fixed mounts, not Gimbal. Because of the inherent jitter of Gimball weapons, you're not gonna put any shots on target outside of 1.2k, even for hitscan lasers.

Not sure I understand what you just said other than fixed vs gimbal

What Hobo means is that gimbal weapons create a "jitter aim" as opposed to fixed. Fixed will hit 100% of it's shots where you aim your reticle at, whereas for gimbals, when you target at an enemy, the reticle sways around (aka jitter) and thus increasing the chances of you /missing/ enemies beyond 1.5km+.

Originally posted by Synapse:
Can you guys recommend any newb guides for the very BASIC of engineering, how to do it, where to start? I can't find anything reliable in my searches, it shows me HOW but not where I go to start it

As for this, I found this guide to be the most friendly for beginners (even showing pictures to guide you further: http://www.elite-dangerous-blog.co.uk/post/Engineering-30

If you're not sure where to start out, I would recommend what I believe to be one of the most crucial and important upgrade to any ship: increased FSD range. Felicity Farseer holds up to the max available upgrade for FSDs, grade 5. She also has other available upgrades like thrusters and sensors, but only up to grade 3. Her base, Farseer Inc, is located at Deciat (131.43 Ly distance from Sol) if you wanted to try out your first Engineer.
Wolf Jun 7, 2018 @ 3:21pm 
i wouldnt recomend going with gimbaled for long range. it not very accurate after 3km. go with fixed even fixed weapons have alittle bit of a gimbal effect at longrange.
if you absolutely want gimbaled, tack on a wepon with emissive experimental effect. it will improve gimbaled targeting.
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Date Posted: Jun 7, 2018 @ 9:48am
Posts: 15