Kill Target Elite Anacondas and Viper 1.1

They didn't increase the difficulty so much as simply fixing a bug where AI were simply too easy. In the training demos before release and up to now, leaving a frame limiter off would cause the game to devote more resources to generating frames instead of handling your enemy's AI. They fixed this. So essentially, people who used features like VSync won't be affected as much as others who left VSync off most of the time. Those who had VSync turned off were simply playing the game on easy mode before the recent fix.
 
My guess is: Everyone struggling now with Elite Anaconda missions has used Dumbfires pre 1.1 and is either still using Dumbfires or has to play without for the first time.
Am I correct?
Looking at you brumster.

Err, no actually! Dual beams and either dual cannons, or dual heat seekers. Mind you on my Asp I'm running quad cannons :D
 
My guess is: Everyone struggling now with Elite Anaconda missions has used Dumbfires pre 1.1 and is either still using Dumbfires or has to play without for the first time.
Am I correct?
Looking at you brumster.

btw., the NPC Anaconda's turn rate was crazy fast before 1.1, that didn't change, but you had Uber SCBs and UBER missiles, so you probably didn't notice, because once damaged, they redirected energy away from the engines. In other words, you were buffed beyond responsibility, using features that were waaaay too powerful to be acceptable and were never used by the NPCs, and you never learned effective piloting. Sorry, I mean no offense. I am sure you will adapt, now that the win-button was removed.

I mostly agree that the turn rate buff was what made the difference, and yes that happened before 1.1.

The main nerf for me is with the SCB's, which with 3-5 uses (hardly filling shields) means I can barely scratch the hull with my Eagle now.

Missiles are absolutely useless vs them now with their 5 or 6 point defences.
 
Anaconda before 1.1 do absolutely not handle the same way. I could get behind them all while staying slightly above them after I've burned off their shields and target the PS. Now it's a miracle if I manage to stay in at the rear. I did it once last night. My hand has never been so sore from using that joystick. Had to really put everything I had into it.

Now I don't mind that. I don't mind their awesome firepower now either (they have far less blind spots now). Or our shield cell Nerf or the dumbfires (I never used them anyway). What I can't stand is their 1km boost while they turn on a dime on me. Even after I'm mimicking their movements, they are just more agile.
 
To be honest, those eilte Anacondas have never been the best buck for your bang anyway. Resource Extraction Sites and Navigation Beacons always offered more profit per hour, as you didn't have to go looking for targets; they came to you.
I can't say if this is still the case in 1.1; I only played for about half an hour last night. But I still made ~40,000 hunting in my preferred ring with just Sidewinders spawning.

Resource extraction sites are still good. Tested them last night after the patch. They don't spawn pirate after pirate like they used to, but you still get a pirate in sidey or cobra every couple of minutes. Still faster money than running Conda missions. Sure wish they would increase the bounties though to bring the BH's up closer to trading level. Same wish I have for mining.
 
Lol a viper could make a cap ship jump out all by itself........

the ana is a 150mil ship it should be able to defend itself like it is one

Thats the secret of the anaconda, using boost to turn to stay with you, with the sudden increase in maneuverability.

And power to engines to charge back to the boost quick.
 
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And a trader makes 2.5-5 million in the same half hour. That's not balanced at all.

2.5-5m in 30 minutes? That would be in an Anaconda or Lakon Type 9 with a really stellar trade route. Annie is 140m base and L9 is 76m base.

You're asking to easily kill Elite Annies in a 150,000cr ship.
We are comparing apples to oranges.

I have a viper for dogfights, I'm not that good and Elite Annies were always a bit of a challenge for me, but with shield cells I could do it without hull damage. I think what the OP describes sounds like more fun. I +repped a comment about increasing the reward for Annies now that they're a real challenge.

And to the dev who made these AI changes, thank you Sarah, well appreciated!
 
Yup. As long as hunting them is worthwhile I don't mind the changes. It can be done. Just not as fast as before.
But as it stands right now there is too must risk to the reward for these types of missions, especially since they pop up randomly.
 
I don't have a problem with the new difficulty. I do think they need to scale rewards appropriately for the new level of risk. For a mission that is as tricky as it is in 1.1, it should pay better, not worse, than "buy a cargo of gold from that station 200 ls away and bring it here". It probably always should have.
 
Still have to try this post-1.1, but my comment is that also before I had instances where it was a lot harder than in others to get behind an Elite Anaconda. I attributed that to more or less luck in my initial maneuvering...

I have always thought the Viper should be a bit nimbler than it currently is, I don't see a logical reason why a Type6 has a better roll rate than the Viper.

(Maybe it just feels like the T6 rolls faster, as its such a cow otherwise ;-))
 
Still have to try this post-1.1, but my comment is that also before I had instances where it was a lot harder than in others to get behind an Elite Anaconda. I attributed that to more or less luck in my initial maneuvering...

I have always thought the Viper should be a bit nimbler than it currently is, I don't see a logical reason why a Type6 has a better roll rate than the Viper.

(Maybe it just feels like the T6 rolls faster, as its such a cow otherwise ;-))

There's still a difference in ai among the condas, but all across the board are harder. The ballet dancers with railguns are even worse than before.
 
It was good they were so easy before, since the payout was awful. A dropship kill should be worth half a million easily, with Python being at 3/4 of a mil, and an Anaconda netting 1 mil minimum.

This game needs to reward bounty hunting better. Every pilot you see in an Anaconda isn't a brutal bounty hunter... he's a trader. This isn't right.

True. Also, the 1.1 changes have made everything more expensive. I had to sell 2.3M worth of armour just to upgrade the power unit in my ASP because as of 1.1 the B5 unit was no longer sufficient.

When all changes make things increasingly expensive, the game gets more boring as it requires ever increasing amounts of grinding to keep playing.
 
Thats a bit like asking "Am I supposed to hunt a Destroyer in a Speedboat?".

Hunting destroyers with speedboat appears a viable tactic (as recent history unfortunately shows). Hunting destroyers with a swarm of cheap, expendable, but loaded with explosive speedboats would be even more effective ;). If E: D 1.2 brings a decent mechanism for small-ship pilots to coordinate amongst themselves (and teaches the AI the same tactic), then lone traders/big ship owners will potentially be in trouble.
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Them we have to wait for the ability to hire AI wing-persons to redress the balance again - assuming that's till on the cards.
 
Seems fine that they are now much harder. Now just add more diverse bounty hunting missions, with lower-profile targets for less profit.
 

Majinvash

Banned
The comparison to having speed boats taking out destroyers, is a weak argument and doesn't work in this scenario.

The "speed boats": Vipers, Cobras etc happen to be carrying powerful weapons. The same size weapons for many a part as the "destroyers".

Medium Hard Points. ( I know there are larger sizes )

If a speed boat was carrying the same weapons as a destroyer and could get in range. It would be able to take out a destroyer and very easily.

All we are talking about here are mobile gun platforms.

Sticking with the ill conceived speed boat argument. All it would need to carry is a 700KG Harpoon Anti-ship missile, to take out any known ship in todays navy. ( Anti missile defence aside )

So in Elite Dangerous, There should be no reason that a decent skill pilot, shouldn't be able to take out an Anaconda.
 
It's fine that they're hard, but payouts should be much higher. They're more time consuming and dangerous than trading by far. A combat rigged Asp could make much more in much less time ferrying metals. These missions should definitely be paying at least a mil, IMHO.
 
My Eagle was just interdicted by a Harmless NPC Anaconda.

It was a very difficult fight. :(

Pfft, I never get interdicted by anything bigger than small class ships :(

Yeah buddy, that 1 hardpoint Hauler really is gonna fck me up ...
Even in my T7 I just kill most of my interdictors by giving them a good ol "full speed ahead right in yo face cuz I ain't got weapons". Have not tested this in 1.1 though.
 
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