Great Community Goal - well done FDEV!

Psst....

The landing gear is supposed to be under the ship...

I remember visiting a spire site the day they appeared in game (I was a jump away from one site at the time) and flying in, going "Wow!" at the spire, got a bit closer, then getting shutdown, heading gracelessly toward the surface. It was amazing!!! (I was high enough to get power back before parking the ship nose first at the base of the spire)
 
Yeah well, when your ship suddenly disappears from under your arx and later, in the rebuy screen, you see "killed by Obsidian Directive", you learn fast to take care where you're shooting.
Yep, ate the first rebuy in a long time, because I had the stupid idea to use frags.
Shoot the engines, problem solved :)
You can also move to their side, so the megaship is no longer in front of you and blast them that way.
 
Shoot the powerplant! :D
That's actually a lot more difficult than usual in this CG, especially the anacondas and pythons. Based on the 1-2% plant damage I was doing with penetrator munitions dumbfires (which have 100% chance to do 20 module damage), those two ships in the CZ must be packing a ridiculous number of Module Reinforcement Packages. Their hull was dying when the plant still had integrity in spite of good aim and favorable breach chance rolls.
 

rootsrat

Volunteer Moderator
That's actually a lot more difficult than usual in this CG, especially the anacondas and pythons. Based on the 1-2% plant damage I was doing with penetrator munitions dumbfires (which have 100% chance to do 20 module damage), those two ships in the CZ must be packing a ridiculous number of Module Reinforcement Packages. Their hull was dying when the plant still had integrity in spite of good aim and favorable breach chance rolls.
CZ ships are usually built tougher than the regular ones, that's true.
 
That's actually a lot more difficult than usual in this CG, especially the anacondas and pythons. Based on the 1-2% plant damage I was doing with penetrator munitions dumbfires (which have 100% chance to do 20 module damage), those two ships in the CZ must be packing a ridiculous number of Module Reinforcement Packages. Their hull was dying when the plant still had integrity in spite of good aim and favorable breach chance rolls.
Yep, the Pythons and Condas are durable. Kraits, Cobras, DBS, Viper, Vulture all pop quite easily, especially the Cobras, often at 70% hull still. It's an all new strange ship mix this time, even FdL appearing as non spec ops.

I really wish every power always had it's own selection of ships exclusively filled up by more generic ships. Imperials should have Couriers, Corsairs and Cutters exclusively, Clippers are meh. Feds should have their 3 bricks and Corvettes, maybe Vultures too. Alliance should have the 3 C, T10, DBS/DBX. Independents should have Python MK 2, FdL, Mamba, Conda. That should be a pretty balanced ship selection, with ships like Cobras, Vipers, Asps, Kraits and Python MK I everywhere.
 
That's actually a lot more difficult than usual in this CG, especially the anacondas and pythons. Based on the 1-2% plant damage I was doing with penetrator munitions dumbfires (which have 100% chance to do 20 module damage), those two ships in the CZ must be packing a ridiculous number of Module Reinforcement Packages. Their hull was dying when the plant still had integrity in spite of good aim and favorable breach chance rolls.
I noticed this too. I am used to the tankiness of CZ ships, but I thought the Anacondas and Pythons were especially resilient this time around.
 

rootsrat

Volunteer Moderator
I really wish every power always had it's own selection of ships exclusively filled up by more generic ships. Imperials should have Couriers, Corsairs and Cutters exclusively, Clippers are meh. Feds should have their 3 bricks and Corvettes, maybe Vultures too. Alliance should have the 3 C, T10, DBS/DBX. Independents should have Python MK 2, FdL, Mamba, Conda. That should be a pretty balanced ship selection, with ships like Cobras, Vipers, Asps, Kraits and Python MK I everywhere.
Definitely confusing to see Archer or Yong NPC's in Imperial ships.

Also, much immershun!
 
I'm sorry, I'm always one to give credit where credit is due and not complain about 'nothing' things, but this CG is either extremely poorly thought through or somehow broken.

First of all, I dunno if you did this in open, but if you did, you will definitely have noticed that with other cmdrs in the instance is a total lagfest, you even have boost delays.

Secondly, the stations (if you fight around them), should be closed. It's completely stupid to land and repair/rearm in the middle of a fight (and it was with thargoids too). In pvp, just being able to land and repair then take off again and start shooting the same person who is now low on ammo and health because of the fight, and destroy them easily, essentially it's 'who lands first' that's not fun. Poorly thought through.

Thirdly, where is the CG progress bar? Where are the objectives to get the spec ops out, or the reporters? Where is the completion goal? When am I supposed to take a break! I'd be surprised if you don't have players dying in their gaming chairs cos they never stop shooting :D (that was a joke, but point stands, Elite isn't a game that reminds you to take a break :D ). Poorly thought through.

Also, if you're pledged to another power, you have to go and find a power contact in another system to get your bonds? Again, poorly thought through.

Lastly, the PREVIOUS Power play cg, the war between imps and pirates, was literally perfect. I don't understand how anyone who played that, can then shower this one with praise!? I'm sorry, it's just boring shooting non stop with no goal and the open play experience being horrible.

Credit where it's due though...that last CG was indeed almost perfect. Please let's go back to that format. 🙏
 
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