Been doing 240 critically injured passenger runs from time to time but I can't seem to find any information on if selecting influence on the mission rewards screen increases the bar faster. Anyone know?
Time-consuming to absolutely prove, but what I've seen suggests not.Been doing 240 critically injured passenger runs from time to time but I can't seem to find any information on if selecting influence on the mission rewards screen increases the bar faster. Anyone know?
This is almost certainly correct the faction influence reward just raises that factions influence in that system like normal missions do it has nothing to do with the progress bar. I've done hundreds of critical evac runs in my cargo cutter stacking 20 missions at a time what I really want to know is if this is the best way to progress a invasion system. On average in a hours time I can complete roughly 3 runs completing 60 missions and delivering 900-1200 people.Time-consuming to absolutely prove, but what I've seen suggests not.
AFAIK, tissue sampling is by far the most efficient way to progress systems.This is almost certainly correct the faction influence reward just raises that factions influence in that system like normal missions do it has nothing to do with the progress bar. I've done hundreds of critical evac runs in my cargo cutter stacking 20 missions at a time what I really want to know is if this is the best way to progress a invasion system. On average in a hours time I can complete roughly 3 runs completing 60 missions and delivering 900-1200 people.
If combat or tissue sampling would be a better use of that same hour I would do it I just wish it was easier to tell what's the best thing to do. For alert systems tissue sampling is definitely the best thing atm so no question there. Cmdr Aleks Zuno said in the OP that the critical evacs have a strong effect so that's why I usually do them for invasion systems and I've seen other info elsewhere that concurs with that so until I'm told otherwise I'll keep doing those when I find damaged stations. I've gotten fairly good at dodging the dozen incoming enemy alerts that come with stacking 20 missions.
But to make it clear whatever impact the evac missions have I'm sure it's purely based on mission completion I would be incredibly surprised if reward choice had any influence.
Even for invasion systems? If that is indeed the case I'll swap to my 6 mod plasma charger ax cutter and start doing that instead.AFAIK, tissue sampling is by far the most efficient way to progress systems.
Agreed with that sentiment definitely best to make your ship builds as strong as possible. I spent a crazy amount of time grabbing 24...yes 24 lol weapon fragments to unlock 6 size 2 and size 1 modded shards and chargers. Been watching vids by Cmdr Riz and others for build ideas I'm hesitant to take off my prizzys but seems going shield less is what most do. No idea about voice attack I use a ds4 on my PC was originally on console and have heatsinks bound to the share button. Gl cmdr and happy hunting o7The moral of this story is go big or go home:
So I had enough materials around to build a Federal Corvette modified shard cannon Thargoid killing machine (or so I thought..).. Here's the thing.. I didn't have enough materials handy to build 6 class 2 Cannons.. so I ended up with 3 class 2, and 3 class 1's. WELLLLL... that cost me $60,000,000 in rebuys... LOL. I took a few with me.. but I got in over my head when 2 were on me... twice... so the grind gets back on tonight to build 3 more class 2's.
So.. if you are going to build a big boy Thargoid killer.. go in with 6 class 2 Shard Cannons.. if that is your weapon of choice...
I run Gauss cannons on my Cheiftain, but I think the Shard Cannons are going to be fun. The shard cannon's ammunition gets on target so fast.. aiming is SOOO much easier. AND always load up on PREMIUM ammo. WOW! Have your field neutralizer handy.. you have a few seconds to fire it after the bugs go green.. or you get the "Energy surge detected" notification on the HUD. I have it set as secondary fire (2) to all weapons on primary fire(1).. same setting as discovery scanner... in combat mode the neutralizer fires. AND LOTS AND LOTS of Heat sinks. LOTS.
If you use VOICE attack.. you will want to turn off the auto launch of heat sinks feature.. or you will burn through them very quickly when you really do not have to.
Does anyone know if you can change the temperature on VOICE attack for when it auto deploys a heat sink? I haven't looked into it.. but that would be a cool feature (PUN INTENDED!!)!
Long Live Humanity! Death to the Thargoids!
o7 Commanders!
Even for invasion systems? If that is indeed the case I'll swap to my 6 mod plasma charger ax cutter and start doing that instead.
So I had enough materials around to build a Federal Corvette modified shard cannon Thargoid killing machine (or so I thought..).. Here's the thing.. I didn't have enough materials handy to build 6 class 2 Cannons.. so I ended up with 3 class 2, and 3 class 1's. WELLLLL... that cost me $60,000,000 in rebuys... LOL. I took a few with me.. but I got in over my head when 2 were on me... twice... so the grind gets back on tonight to build 3 more class 2's.
Been watching vids by Cmdr Riz and others for build ideas I'm hesitant to take off my prizzys but seems going shield less is what most do.
Have your field neutralizer handy.. you have a few seconds to fire it after the bugs go green.. or you get the "Energy surge detected" notification on the HUD. I have it set as secondary fire (2) to all weapons on primary fire(1).. same setting as discovery scanner... in combat mode the neutralizer fires.
There's a key binding for the field neutralizer now. Bind it to a key so you don't need it in your fire groups!
oo so I can have one key for both heatsinks and neutraliser? Only played this game for 5 years was not aware of a "held" key binding X)Additional bonus—use a held button! One has to hold the Neutraliser active anyway, so it is as well to use a held button for it so that tapping the button is still available to be used for something else. Personally I set it so that holding my Chaff button activates the Neutraliser instead.
Yeah.. I was definitely nervous switching to shield less. My Corvette was all shields all day... and they NEVER came down!Even for invasion systems? If that is indeed the case I'll swap to my 6 mod plasma charger ax cutter and start doing that instead.
Agreed with that sentiment definitely best to make your ship builds as strong as possible. I spent a crazy amount of time grabbing 24...yes 24 lol weapon fragments to unlock 6 size 2 and size 1 modded shards and chargers. Been watching vids by Cmdr Riz and others for build ideas I'm hesitant to take off my prizzys but seems going shield less is what most do. No idea about voice attack I use a ds4 on my PC was originally on console and have heatsinks bound to the share button. Gl cmdr and happy hunting o7
I hear you on the Field Neutralizer.. but I HATE going from Throttle / Stick to keyboard and back again... ESPECIALLY IN VR..and especially when the window for deploying the field is pretty tight!There's a key binding for the field neutralizer now. Bind it to a key so you don't need it in your fire groups!
For my AX Anaconda I have 6 modified guardian shard cannons and 2 turretted long range thermal vent beam laser, split 3+1 on each of left and right buttons so I can alternate fire or blast all at once. Its very effectiveI've gone shieldless with 2 GMRPs and 7 GHRPs for 30% caustic resistance and 10600 caustic hull using a build posted in the forums a few days back. WIth that I can pretty much face tank Cyclops and Medusas but had to run from the Hydras. I also tend to start by mopping up the scouts so I don't end up with a pack of them firing on me when I'm facing an interceptor.
I've been having to land at the surface port under attack to repair/reload fairly frequently, but managed to take out 18 interceptors last night having only ever killed one before
Trying to decide if its worth dropping one GHRP and one G5 HRP for a limpet controller and cargo rack - I feel a bit vulnerable without any means to repair myself, but not sure how well that would work. Also going to investigate how effective caustic sink launchers are with this build for planetary attack scenarios.
[edit] caustic sink launcher did seem to help prolong my hull's life however an annoyance is that with more than one caustic sink, I run with them all in a fire group with all but one disabled, however after a shutdown - which I always seem to miss the warning for :s - they are all enabled and I have to go and disable all but one again. So going to just run with two caustic sink launchers in a fire group one on each button.
Only got 2 size 4 caustic racks so I'll have to dip back to my carrier frequently I would use more but don't want to shave off anymore armor on top of dropping the prizzy.
Might go ahead and steal that cutter build you posted a few pages ago for doing tissue runs.
I'm guessing with tissue sample gathering you dont bother fighting the interceptors and carry all that flak to easily frag swarms and the ax multis are for dealing with scouts presumably? As in I shouldn't bother trying to kill them and just focus on tissue samples as much possible when doing that?
Continuing experiments with ground attack (solo) it seems having a repair limpet controller and cargo is wasted as you can't restock limpets at the base. So looks like a pure hull tank build is best with a couple of caustic sink launchers instead of heatsinks.
Been doing 240 critically injured passenger runs from time to time but I can't seem to find any information on if selecting influence on the mission rewards screen increases the bar faster. Anyone know?
On the same subject, anyone know if bringing in supplies in the missions tab move it?Time-consuming to absolutely prove, but what I've seen suggests not.
On the same subject, anyone know if bringing in supplies in the missions tab move it?
How about just looking at what's needed in the commodities listing?
Personally, I tend to go for commodities because I find it hard to believe any station needs to fight an invasion with 500 tons of onionhead.
According to Sally Morgan-Moore, items requested by a delivery mission count as if they were in-demand, and doing that also counts for a mission completion as well!