Does anyone know what the fastest death is ? As I think I have the new record.

For even more context, my Cobra V brings 1300, my Viper IV 2000 armor. Both multirole mission runner builds.
Either one which would survive by having a defence of not being hit in the first place due to size and manoeuvrability. Not a defence you could apply to a Cutter.

My other pointer with the build above would be the rather confused shield build. A thermal resist fast charge biweave is absolutely fine, but you use this in combination with resistance engineering on a small number of shield boosters to minimise recharge times. This would be in combination with a lot of hull because that shield is probably going to drop at some point (although since its back up in less that minute, that's going to be fine). What you don't want to do is stack a bunch of heavy duty boosters as you're working against the strengths of the thermal resist biweave. A reinforced high cap biweave is much more workable, but I'd suggest a class 8.

With regards to hull as well, lightweight armour should always be engineered with heavy duty, because a percentage increase of weight from zero is still zero, so there is never a good case for using lightweight there. That engineering is really for military composite or reactive armour where you're trying to save weight on what should be a manoeuvrable ship- which a Cutter is not.
 
Well it does raise the resistances. But lightweight armor shouldn't even be considered for intentionally taking into combat, let alone with lightweight engineering applied to it.
 
Well it does raise the resistances. But lightweight armor shouldn't even be considered for intentionally taking into combat, let alone with lightweight engineering applied to it.
Well it raises kinetic and lowers the others. Which is kind of bad when they shoot rails and lasers at you. I take lightweight into combat all the time, but with HD/DP and ideally additional HRPs. In any case, lightweighting lightweight isn't exacly best practice.
 
Last edited:
Maybe there is a misunderstanding here. I was asking if you were the only ship on your side of the conflict, not if you were the only commander, or maybe I am misunderstanding something.



Your time stamps show 22 seconds from targeted to death, split down the middle at shields down

View attachment 433216
No there were lots of other craft about on both sides as like I said Medium Conflict Zone, 22 seconds seemed like 1 :) :) :)
 
You showed a lot of information about your build that has little relevance to your toughness and hence the TTK (distributor/PP, weapons, cargo racks!! etc)
which I suspect is the problem.

What are your hull HP and there resist values
What are your Sheild MJ and resist values?

A 6C on such a heavy ship is borderline utility grade (protect form toaster rack bumps and iffy landings) not really something you expect to last.

Shield Boosters boost shields based on the erm... base value of the shields. So boosting paper shields gives you an extra sheet or two of paper.

As such you should have had a seriously reinforced hull underneath it

You did have a cargo rack though… in a combat CG’s CZ… which is… curious.

Spec Ops are hard core.
Max shield and max hull reinforcement.

Only purpose-built builds will cut it against Spec Ops. Especially if you’re the only human in a n instance. I learnt that this weekend with my Corvette, and people on here helped me out.

— edit. You hand one HRP on reread.
Still, not enough IMO.
Shield Strength 833
Regen 3.7/s | 9.3
Resists +23.8 +48.4 +45.9
Integrity 1152.8
Armour 70
Armour Resists -12.2 +39.0 -30.9

That's as much info as I can see on the screen.

Whats with with empty cargo racks aren't they 0T ie as no mass ?
 
For CZ purposes, that fitting is paper thin. It might last you in regular mission work, but no way is that viable one bit for a CZ, even a medium one.



The 6C Biweaves are going to be a big killer here. Bi-weave in a CZ is only really viable if your optionals are wall-to-wall HRP... but also, bi-weave combined with Heavy Duty is.... not great. It defeats the purpose of bi-weaves somewhat (quick regen).

But yeah, spec ops melt shields. If all 4 were wailing on a cutter with a single HRP, you gonna have a baaaad day.

EDIT: To contrast, @OP, here's your specs:
View attachment 433238

Here's my battleconda using a 7A Shield Generator w/ Reinforced, and Military Grade Armour w/ Heavy duty and... well... contrast these stats before I've added SBs and HRPs... noting Shield is comparable (slightly weaker) already, but Armour is quadrupled:
View attachment 433239

Now let's add all my HRPs and SB's
View attachment 433240

To call it out specifically, I have about twice as much thermal resistance EHP, three times raw EHP, 4-5 times EHP for the other two resistances in shields.
Meanwhile on Armour... yeah... it's nearly 10 times as much on all fronts except Raw, but that's still 6-7 times.

You need to replace those cargo racks with HRPs.
Holy hell that's a build and a half, I guess casual gaming and ED don't mesh anymore. Too many changes over the years to keep track of.

I'm over 40 mill on the CG so I'm in line for my 75% extra kit and about 304 million in the bank. It just really stings as the last time I had to do a buy back, I had an argument with a space station and it ripped me to shreds back in 2019. :)
 
I kind of disagree a little bit, as you might know from previous arguments :D. I always fly Bi-Weaves, and largeish ones too in the range of 1000 to 1400 MJ, works well for me even in CZs. But not for a giant target like a Cutter. Also I never skip hull day and always bring two MRPs (one large and one for the percentage).

1000 MJ as per the above link is eaten up FAST if your Cutter has Spec Ops on your ass.
I did about 15 MCZ missions to get the 40 million I made for the CG, when in trouble I've always noticed and boosted out. Granted once it was with about 25% hull left, but I still got out of dodge and got fixed up to the tune of 800k.

That's why I'm kinda worried about the build now :)
 
For the record, I've had my PvE 'vette targetted by all 4 spec ops ships at once during a CZ.

When you blown through 5 6A engineered shield cells, 4400 mj of shielding, and lost 70% of the hull (armored to 6000+) you begin to consider that the spec ops guys are pretty serious.

Which leads to the spec ops tactic..... leave them alone until they are well seperated, then pick 'em off one at a time.

Bill

'Or go full on Brave Sir Robin'
 
For the record, I've had my PvE 'vette targetted by all 4 spec ops ships at once during a CZ.

When you blown through 5 6A engineered shield cells, 4400 mj of shielding, and lost 70% of the hull (armored to 6000+) you begin to consider that the spec ops guys are pretty serious.

Which leads to the spec ops tactic..... leave them alone until they are well seperated, then pick 'em off one at a time.

Bill

'Or go full on Brave Sir RoRobin'

100% this. If only one side spawns spec ops ships.. you can pretty much call the fight for that side even if a capital rocks up for the other.

You gotta leave them alone at first and wait for them to separate out, at least to wait until you'll only aggro two at the same time. The alternate is make sure you stick with the allied blob[1] moving target to target, and wait for them to target one of the spec ops, that way they help take the fire.

Alternately, if you ever do get targeted by all four... don't try and fly away out of the battle, fly through your allied blob as this will usually result in retargeting by allied and enemy ships alike.

[1] allies seem to pick new targets by based on the nearest threat, noting that can be overridden by events... but this usually results in a blob or "wrecking ball" effect, wher the nearest enemy is common to most of one side, so they all target that and take it down quick... resulting in the same occurring for the next ship, and so on.
 
Is that old trick about starting with the highest Spec ops number ("gamma") and work your way down to Alpha to have them not gang up on you still working? Asking for a friend.
 
OP - a couple of pointers about combat zones.

1) NPCs will generally target the highest threat in the area unless they are under attack. You're flying a Cutter, a high threat ship, so NPCs that are not currently engaged with another opponent will generally target you. It can actually be safer to fly in a CZ in a medium combat ship as you get less attention.

2) No matter how tough your ship is, avoid getting in the center of the CZ and focus on targets on the edge of battle, ideally those already engaged in combat with your allies. Always try and outnumber your opponents. For this reason, a faster medium ship can be much better for a CZ than a lumbering large ship (ok, Cutter's no slouch, but it turns like a train). Boosting around the battle to take out outnumbered enemies is quicker and safer than charging into the center with more firepower and shields.
 
Is that old trick about starting with the highest Spec ops number ("gamma") and work your way down to Alpha to have them not gang up on you still working? Asking for a friend.
As long as they have occupied themselves with other ships, that seems to be a method that reduces the chance of them coming back to lend a hand.
Recently SO were rarely appearing in Highs, but were a plague in Med CZ - but that is only in a small sample so not gospel.

Last time I went from Alpha the others were more inclined to come see what was going on...
 
Is that old trick about starting with the highest Spec ops number ("gamma") and work your way down to Alpha to have them not gang up on you still working? Asking for a friend.
The best trick for me is not to go like "ooh a Spec Op" like a dog chasing a squirrel the moment they arrive, but to wait until they're all engaged with some other fool. It might be imagination, but attacking Alpha too soon when the rest are still near tends to put them on your tail, but I've probably as often killed Alpha first and then the rest. Just not jumping ass first into the middle of the pack the moment they drop in seems to be my best tactic.
 
Last edited:
Back
Top Bottom