Arizona Sunshine II | Dry Review
10:06
How is Elite Dangerous Doing?
11:21
Star Citizen Is Warming Up
9:49
7 ай бұрын
Пікірлер
@rweninger
@rweninger 4 сағат бұрын
AFM cannot repair canopies.
@wily_rites
@wily_rites Күн бұрын
I just can't bring myself to log in and out for benefits, so doing completely breaks my suspension of disbelief.
@CMDR_CWolfxUK
@CMDR_CWolfxUK 3 күн бұрын
Excellent! I only use my T10 for mining, even though I got the ship kit! I am going to try out your guide when I get time to grab the mats needed. o7
@SigridFire
@SigridFire 4 күн бұрын
Hey, do you mind if I share this on the ED forums in a SCO science thread? its a great overview. There appears to be ship constants that affect SCO use, with the Type-Xs and P2 being some examples. P2 seems to benefit from a lower ship constant (0.60) than others.
@DryHeatAndSand
@DryHeatAndSand 4 күн бұрын
Go ahead.
@daithuan
@daithuan 5 күн бұрын
07, great explanation cmdr!
@runpullfourskinz6796
@runpullfourskinz6796 7 күн бұрын
"Zero grind AX build" *Costs 80m credits*
@DryHeatAndSand
@DryHeatAndSand 7 күн бұрын
Grind occurs when a game requires players to do something they don't like in order to get something they want or need to progress. Players can choose how they want to earn credits, but cannot choose how they unlock an engineer or broker item. So yes, it's zero grind because you can do the things you like in elite to earn that 80mil.
@crashmonday5997
@crashmonday5997 8 күн бұрын
any plans of doing more plane reviews for nuclear option? :D
@DryHeatAndSand
@DryHeatAndSand 7 күн бұрын
I've reviewed all the current options, but am going to do more as they get added in.
@crashmonday5997
@crashmonday5997 7 күн бұрын
@@DryHeatAndSand oh wow, i asked because i had missed the medusa one, sorry! but now i will watch it haha
@CMDR_CWolfxUK
@CMDR_CWolfxUK 9 күн бұрын
I do love my packhounds but barely ever use them... you have inspired me to try them again!
@WiseOwl_1408
@WiseOwl_1408 10 күн бұрын
Virgin status confirmation @4:52
@brianschwarm8267
@brianschwarm8267 12 күн бұрын
I can’t be the only one who doesn’t know where to find Sirius Corp megaships
@DryHeatAndSand
@DryHeatAndSand 12 күн бұрын
Skip to 0:54 in the linked video below for specifics on inara search: kzbin.info/www/bejne/qoqQonxtfpt9gJYsi=l3yVNKm2E9sF76sj
@austinmartin612
@austinmartin612 13 күн бұрын
I tried running these on the Python Mk 2 with 2 Large Thermal Vent Beam Lasers, 2 Medium and 2 Large Shock Cannons; It's fairly successful, I can't stay in combat forever with it but it can kill 5-10 elite ships at a compromised nav beacon before needing to rearm, which considering the resistances on some of those large ships is not terrible. Being able to hug the belly of your target on the large ships makes these quite effective for deleting hull, point blank and in quick sets of rapid fire, it'll go through a Type 10 or an Anaconda in no time. They really are satisfying to use, and I do wish there was some limited engineering that could be done to them to make them last a little longer, even if all you can do is add ammo reserves with the engineering that would be great.
@isidroj.pineiro5558
@isidroj.pineiro5558 13 күн бұрын
Weren't this 7 heatsinks before instead of 5?
@DryHeatAndSand
@DryHeatAndSand 12 күн бұрын
Sirius heatsinks have five total charges, engineered caustic sinks have seven total charges.
@EnderGraff1
@EnderGraff1 13 күн бұрын
New player here, do I want to place SCO in basically everything? I have just got my asp explorer upgraded to the Sirius pre engineered FSD but I’m wondering if it’s best to just engineer my own SCO
@DryHeatAndSand
@DryHeatAndSand 13 күн бұрын
Yeah, you'll want an SCO drive in pretty much everything.
@kerbalairforce8802
@kerbalairforce8802 14 күн бұрын
I like to climb to max altitude, giving the bombs more "range" when dropped
@kerbalairforce8802
@kerbalairforce8802 14 күн бұрын
If you select targets as the pilot, your gunner will prioritize those first if they are in range.
@kudosbudo
@kudosbudo 14 күн бұрын
7:31 ouch so theres multipleways for griefers to buggers up these events.
@kudosbudo
@kudosbudo 14 күн бұрын
huh, all the ax guides say you cant do ax unless you are engineered. But clearly you can.
@EnderGraff1
@EnderGraff1 15 күн бұрын
3 years later i ask: Would you still suggest normal FSD for explorer builds? Or is the SCO just better?
@DryHeatAndSand
@DryHeatAndSand 15 күн бұрын
SCO is better.
@Pizzaguy2
@Pizzaguy2 15 күн бұрын
what is the laser bean for ? take his shield or keep heat low ?
@DryHeatAndSand
@DryHeatAndSand 15 күн бұрын
It's for the shield, but also let's players grow into engineering using this build as a foundation.
@garethde-witt6433
@garethde-witt6433 16 күн бұрын
I hate the damn thing am happy with the old FSD
@zepovinho200
@zepovinho200 7 күн бұрын
I have found out that these SCO drives are the long sought remedy to avoid gankers in open. You see a hollow triangle or triangles getting ideas about positioning itself behind you? Fire away the SCO and blaze away until the triangle or group is left behind. I have done this and no one has been able to interdict me. In the Oolite game (a modern adaptation of the original 1984 Elite, there is a module called the Witchfuel Injector. You see a group of hostile ships? You are mass locked? Fire away the injector and leave the group in the dust. It also really shortens the trip between the entry point and the space station. And yes, it consumes lots of fuel.
@Hackanhacker
@Hackanhacker 17 күн бұрын
:p
@guhak
@guhak 19 күн бұрын
A note about the double engineered drives, for the current set of stats for the drives the class 6 and 7 SCO drives will fall behind a double engineered normal drive at max jump range. There was no size 7 CG drive released so that figure ends up not mattering though. *All* of the drives (except size 2), however, are worse at *fuel economy* than the double engineered drives, at varying amounts depending on the size. What I mean by that is for jumps costing the *same* amount of fuel, the double engineered drive can go further. It’s only jumps at the absolute max range that start to win out over the double engineered drive, at the cost of a bit more fuel. Of course, in exchange you get the SCO feature, so that’s not saying the double engineered drives are all secretly better still. But it’s not entirely true that for all use cases the SCO drives completely out do the double engineered ones.
@4naconda
@4naconda 17 күн бұрын
In my case it gave me a few more years of range and especially when I went to the titan HADAD system with the normal engine it took a while to arrive and they intercepted me many times with the new engine and that function reached the titan cloud quickly without being intercepted so many times . Of course there is a learning curve to handle the new engine well.
@Newt_Newt
@Newt_Newt 19 күн бұрын
Thargoids gangster till the no shield full shard cannon Corvette shows up.
@neocav1
@neocav1 19 күн бұрын
Excellent information! Thank You!
@Spike553
@Spike553 19 күн бұрын
I noticed on your way to a HGE at the 7:30 mark, that you use the Supercruise Assist module, but do not use the 'trick' of rolling throttle past the 5 second eta (while in manual throttle control) and back to 50% throttle before overshoot... effectively snagging your fsd in a poi lock. Im sure you know this.. but just forgot or chose not to use it for demonstration purposes. Congratulations on yet another excellent reveal of the gameplay mechanics of Elite Dangerous!
@DryHeatAndSand
@DryHeatAndSand 17 күн бұрын
I wasn't playing aggressively, I mostly use the SCA for consistency rather than speed.
@andysherris7949
@andysherris7949 19 күн бұрын
I would say the SCO is one of the biggest game changers ever by Frontier
@Blaze10523
@Blaze10523 20 күн бұрын
Great vid. A few notes about the fuel draw and jump range, The SCO Overcharge fuel usage is dependent on the stock fuel tank size of the ship not the size of SCO module, so ships with undersized tanks like the Clipper tend to do well while the Beluga is uniquely bad for overcharging because of its 128T tank, it can get up to almost 15kT/h. While the 5A SCO beats the V1 FSD by +0.28ly, the class 3, 4 and 6 CG FSDs still win by roughly +0.27ly over the SCO variants. o7
@zepovinho200
@zepovinho200 7 күн бұрын
To me, they .27 LY is a huge deal. I specialize in exploring the central galactic ceiling and cellar-systems that are 3000 LY above or beyond the plane. That area is so remote and risky that every bit of range counts. That .27 LY was the difference between first tagging of Synauloo AA-A h0 (3301 LY below the plane) and not being able to reach it at all.
@Mort3na007
@Mort3na007 20 күн бұрын
i would get an SCO Drive. buuuuut Ps5 Player here. so u know wee dont get the new fun stuffs o7 :c
@TalonAvex
@TalonAvex 20 күн бұрын
So, I know this has been up for a while, but I'll pass off my favorite use for the Flechette Launcher: They are great to clear out pirates and scavengers when you are doing base power-up / restart missions. Pair this with a missile rack and you can clear most bases in a minute. Makes doing the base restart missions a lot easier. Where the on-foot soldiers can hide from exploding missiles, flechettes are a better 'area of effect' weapon. It clears out the little areas where the NPCs like to hide.
@mrcrabs3765
@mrcrabs3765 22 күн бұрын
My question is how are you following the missiles
@DryHeatAndSand
@DryHeatAndSand 21 күн бұрын
If you have the map open, any object can be tracked by clicking on it. Best done from spectator mode.
@mrcrabs3765
@mrcrabs3765 21 күн бұрын
Thank you
@shadowmystery5613
@shadowmystery5613 26 күн бұрын
I want to hook up my genetic sampler to the ship or SRV sensors so that I don't have to randomly fly a hundred kilometers until I find the next sample of Osseus or whatever 😂
@jamesbigglesworth4677
@jamesbigglesworth4677 26 күн бұрын
"With the deployment of a new more agressive funding model..." Yeah hopefully they spend it on the game that earnt the money and not another one of the failed speculatory projects!
@Daniel-hf8qg
@Daniel-hf8qg 27 күн бұрын
Great video, as always. Keep it up and thank you Cmdr!
@jaheba
@jaheba 27 күн бұрын
100% Would like to know when my cold mining ship is detectable...
@JazzRadioFfm
@JazzRadioFfm 27 күн бұрын
jaheeeeeeeeeeeebaaaaaaaaaaaaaaaaaaaa
@christopherdaffron8115
@christopherdaffron8115 27 күн бұрын
Great Video! I personally would like to see ALL the information on a contact while selected in the contact panel without having to target the contact in order to get the additional information.
@nikisepps
@nikisepps 27 күн бұрын
The one question I need to ask is...what is the minimum arming distance? I remember being told once that under 400 m, the missiles will impact but not actually detonate. Torpedos I was told, had...something like a 900 m arming distance. I think. I cannot find sources for this information but I remember seeing this discussed by many
@DryHeatAndSand
@DryHeatAndSand 27 күн бұрын
In my own gameplay I can confirm the arming restrictions for torpedoes. I do not know for sure if missiles have these restrictions, or when they activate. I have not noticed it during typical gameplay.
@williamvorkosigan5151
@williamvorkosigan5151 27 күн бұрын
I am less than impressed when I select, Most Hostile Target and it selects a Hatch Breaker Limpet instead of the ship that is laying fire into me.
@Youda00008
@Youda00008 27 күн бұрын
Another improvement could be to make the detailed surface scanner display a real heat map showing the true hotspots of raw materials. Or another - display station facilities (repairs, outfitting, trading, ...) landing pad size on the left navigation panel so that you don't have to open the system map.
@Youda00008
@Youda00008 27 күн бұрын
There are tons of possible QoL improvements like these that could dramatically reduce the tediousness of the gameplay. But none of them will ever happen because the product manager will never be able to justify spending time on them to the top management or share holders, because there is no direct money income from it.
@kessilrun6754
@kessilrun6754 28 күн бұрын
Can you synth ammo for it? That might be the only single advantage of it (premium ammo). They should just make all of the experimental line of weapons able to be synthed for human and thargoid ammunition, like the multis and missiles.
@DryHeatAndSand
@DryHeatAndSand 27 күн бұрын
Yes, but the recipe is expensive and difficult to acquire. If I remember correctly it has manufactured material requirements that are difficult to get.
@kessilrun6754
@kessilrun6754 26 күн бұрын
@@DryHeatAndSand That's a shame.
@andrewlee9933
@andrewlee9933 28 күн бұрын
Strongly Agreed!
@CMDR_CWolfxUK
@CMDR_CWolfxUK 28 күн бұрын
Completely agree. The ability to recycle any tech for some of the mats back would be great. More than 200 units of storage at stations would be nice too. I still miss that in Elite 2 and Elite 3 (Frontier First Encounters) you could buy a Used Spaceship for reduced cost (but work needed on them).
@DrTarte
@DrTarte 28 күн бұрын
I find myself buying spare type 10's and loading them up with all the modules and weapons I've engineered and never us red d.
@sexyboi6938
@sexyboi6938 29 күн бұрын
is anaconda better in every way than python
@sexyboi6938
@sexyboi6938 29 күн бұрын
i would also consider for hardpoints 1 medium turreted beam laser 3 small missiles and large shard cannons
@sexyboi6938
@sexyboi6938 29 күн бұрын
amf cant even repair canopy
@philipharris-smith5889
@philipharris-smith5889 29 күн бұрын
Coriolis shows APA has a higher rate of fire compared to PA. This is advantageous in multiple ship PVP engagements lol……if you are not in an FDL.
@bradgrandorff1058
@bradgrandorff1058 Ай бұрын
Nothing quite like playing this in VR :)
@cwolfxuk-other
@cwolfxuk-other Ай бұрын
Hang on... Turrets don't act like Fixed without a crew... you set the mode in the right hand display, then you select a target, pull trigger and the Turrets aim and fire themselves whilst the lock is on. Means you can shoot things behind you! They are the weakest option though. Fixed has higher damage, then gymbals then turret. For total madness you can choose Fire At Will.
@DryHeatAndSand
@DryHeatAndSand Ай бұрын
Unless they have changed it, certain specialized turret modules require a multi crew gunner to function as a turret. Remote release weapons and the shock cannon being two prominent examples.
@cwolfxuk-other
@cwolfxuk-other Ай бұрын
@DryHeatAndSand ah, I knew about the release flak, I haven't used Shock Cannons so was unaware! See, can fly for literal years and still learn new things! Thank you for the reply.
@SavageTactical
@SavageTactical Ай бұрын
So I’ve been taking a break from the game and thought the SCO drives were just C rated. You’re telling me they now have higher jump ranges, all classes, and all sizes? I don’t think I’m coming back to the game. Frontier is literally just trying to rope people into spending countess hours into grinding and re-engineering all their drives. That’s just disgusting. It could have been interesting if they made trade offs with the SCO drive, but there practically none. The game needs an expansion of gameplay mechanics and the removal of some gameplay blocks (I.e. I can’t enter the gunner station on my own ship in single or multi crew). This is the exact opposite.