What do we learn from Lugh?

This is actually where I am disappointed. The huge effort that as gone into it, only to be crushed by a cap-ship and the almighty credit. Don't get me wrong, this is pretty much how it would play out in the real world - kind of like Hungary and the USSR in the 1950's (look it up). However, it would have been nice to let the experiment progress to taking over the system before bringing in the heavy fed artillery to take it back.

Z...

For the record, I feel for ya'. It's pretty insane that so much effort has been put into this by many of the players flying CSG colors, and it's a little depressing for all that effort to come to seemingly come to nothing. But, keep in mind, it does make cold, rational, sense. Hardly ever does the little rag-tag group win out over the big bad power houses... Especially when the Big Bad's section of the universe is pretty quiet. Now, if this rebellion happened when a big fight between the Feds and the Empire was taking place, with most of the Fed's firepower pointed in that direction, the CSG would have a significantly better chance of winning (especially if all of the Feds capital ships were tied up elsewhere). But right now, the Feds are using overwhelming force to drive the point home on what they will and won't tolerate.
 
Something completely different but still on topic (I hope): Last night I've noticed that I didn't get paid for some of my kills. I was flying for CSG and shot Feds. The most annoying thing about it is that this mostly happened when I killed a Python or Anaconda. It kinda sucks not to get paid after putting so much effort in killing the biggest threats on the battlefield.

I haven't bothered to check the bug forums yet but I thought this might also belong here because what I learned is: (Low intensity) conflict zones are good for getting kills on other players who don't pay attention but bad for making money with combat bonds.
 
I tried playing the conflict in open for the first few days but it was just utterly impossible to make any money or rake in enough combat bonds to get me up the ladder. This was while running both sides for the money.
Play for the feds: Too much competition with other fed commanders over kills, nobody wanted to wing up or was already in one, no bonds for me.
Play for CSG: Got killed 3 times being supremely outnumbered by federation players, almost lost my ship for good in the process. Organising with other CSG players, using small unit hit and run tactics, jumping instances or just scaring all the feds off never amounted to anything other than being riddled by fed reinforcements 10 minutes down the line.
So I switched to solo (for the first time in my playing career) and now I'm in the top 40%, looking to make enough money for an imperial clipper by the time the war ends. Playing the goal in open was a unique experience working with other players, either being part of a challenge-less turkey shoot or trying to run away from one, but it was absolutely impossible to make any progress on the goal itself. Some fixes to be done but I'm honestly not sure how exactly you would make it so one faction of players can't utterly dominate a conflict zone.
 
I tried playing the conflict in open for the first few days but it was just utterly impossible to make any money or rake in enough combat bonds to get me up the ladder. This was while running both sides for the money.
Play for the feds: Too much competition with other fed commanders over kills, nobody wanted to wing up or was already in one, no bonds for me.
Play for CSG: Got killed 3 times being supremely outnumbered by federation players, almost lost my ship for good in the process. Organising with other CSG players, using small unit hit and run tactics, jumping instances or just scaring all the feds off never amounted to anything other than being riddled by fed reinforcements 10 minutes down the line.
So I switched to solo (for the first time in my playing career) and now I'm in the top 40%, looking to make enough money for an imperial clipper by the time the war ends. Playing the goal in open was a unique experience working with other players, either being part of a challenge-less turkey shoot or trying to run away from one, but it was absolutely impossible to make any progress on the goal itself. Some fixes to be done but I'm honestly not sure how exactly you would make it so one faction of players can't utterly dominate a conflict zone.

There are other Combat Zone other than the three around Lugh 5. Try some of the CZs around the outer planets, very few players there.
 
There are other Combat Zone other than the three around Lugh 5. Try some of the CZs around the outer planets, very few players there.

Not when I was trying, every CZ that wasn't currently being dominated by fed players would be as soon as one of them alerted the masses. Maybe it's changed since the opening days of the conflict but that's how it was for me.
 
Not when I was trying, every CZ that wasn't currently being dominated by fed players would be as soon as one of them alerted the masses. Maybe it's changed since the opening days of the conflict but that's how it was for me.

You have to wing in open in combat zones. Just ask around at one of the stations and put together a wing before you go out.
 
Something completely different but still on topic (I hope): Last night I've noticed that I didn't get paid for some of my kills. I was flying for CSG and shot Feds. The most annoying thing about it is that this mostly happened when I killed a Python or Anaconda. It kinda sucks not to get paid after putting so much effort in killing the biggest threats on the battlefield.

I haven't bothered to check the bug forums yet but I thought this might also belong here because what I learned is: (Low intensity) conflict zones are good for getting kills on other players who don't pay attention but bad for making money with combat bonds.

Could be npcs kill stealing by laying the final blow to the power system - iirc that overrides the "I shot him in the last 10 seconds" rule.
 
And for even more people this will kill the game. People of your kind will leave the game anyway as soon as you get the biggest ships available. So yeah, this will basically kill the game in the long run.

If you're saying that earning more money actually fighting will kill then game.....ridiculous. People whinge about not making money bounty hunting or pirating and now that FD has given the pewpew crowd what they wanted(a buff to earning by shooting)...wow.
And if people leave the game after getting the biggest ship, as you suggest, what difference does it make how they got it? AND PLEASE DEFINE "YOUR KIND"
 
So now that I've been at this long enough to collect 12mil in combat bonds killing CSM terrorists, I have a few new thoughts.

1) It's really stupid and silly that CSM stops going red the moment I drop out of the instance. How many of these chuckleheads do I have to kill to become their mortal enemy? If a faction is in open war with another faction, the consequences should extend into supercruise for the duration of the session. If you want people to have the ability to reset it, just reset it on a log out rather than this already sterile supercruise.
2) Why am I able to dock at their station without the guns opening up on me after all this killing?
3) The current system is really really bad at considering the laws of superior numbers. Once an instance gets a sizable numbers advantage, you can run all day just popping terrorists. If you have something like a Vulture or better, they stop becoming a viable threat even when they target you.
 
You have to wing in open in combat zones. Just ask around at one of the stations and put together a wing before you go out.

Winging it wasn't enough, using small unit tactics in wings wasn't enough, the feds just have sheer numbers to dominate entire zones at a time.
 
If you're saying that earning more money actually fighting will kill then game.....ridiculous. People whinge about not making money bounty hunting or pirating and now that FD has given the pewpew crowd what they wanted(a buff to earning by shooting)...wow.
And if people leave the game after getting the biggest ship, as you suggest, what difference does it make how they got it? AND PLEASE DEFINE "YOUR KIND"

I think the point is that war should be about each side trying to win by achieving a series of objectives, not just go to combat zone and shoot ships for cash.

No war is fought by just sending in wave after wave of people to die. Well, except for the first world war, which is now generally regarded by historians as complete utter insanity.
 
Lugh war is too much affected by the way combat bonds are assigned.
As long as you can to stick to a capital ship and just mark enemies to have them counted as kills, *and* the outcome of the war (aka community goals) is decided on the kills numers, *and* community goals can be played in Solo, the game will be broken.
There's a mixture of things that should be revised IMHO.
Earning combat bonds proportionally to the damage inflicted would be the most effective correction to have a fair, better balanced and not exploited war.
 
My whole complain was and is the ridiculous disproportion of risk <-> reward especially in regard to the reported afk-"fighting" in Lugh that obviously generates a lot more credits per hour than other forms of fighting that are in fact a lot more challenging.
This is total bumwash though, you and many other people (who presumably already made their fortune before rares/luxuries got nerfed) are just using the fact that some people are afking at the cap ship as an excuse to try and get combat income severely nerfed. I'm betting the proportion of players who are afking is tiny and even tinier still if you take out all the people who got killed trying it but even so, there are folks crying about the risk/reward and challenge and the devaluing of elite ranking and yadda yadda yadda, so we'd better break conflict zones so that nobody ever earns money there again.

Rather than awarding only part of the bond based on percentage of damage done, they should reward the entire bond to everyone who attacked the ship - bonds are ridiculously low compared to bounties anyway, so splitting them any further would be stupid.
 
Winging it wasn't enough, using small unit tactics in wings wasn't enough, the feds just have sheer numbers to dominate entire zones at a time.

It depends on the wing and the ships in it. We regularly clean out a combat zone of feds and can hold it indefinitely in a wing of 4 using comms and vultures.
 
Could be npcs kill stealing by laying the final blow to the power system - iirc that overrides the "I shot him in the last 10 seconds" rule.

Oh is that how it works?

Because actually i have stopped targeting the power plant because i tend to want to shoot it out with my weaker gimballed and i THOUGHT what happened was that I didn't get credit because i believed the way it worked for credits was hull damage, and it didn't seem to matter if i did like 90% of the PP damage and officially killed the ship, I thought the game considered that since i'dd barely done any hull damage, i didn't deserve the credit. because i never seem to have problem getting kill credit if i just shoot at the plant with my stronger non gimballed guns.

Anyway, whatever it is, i say, If there's other ships shooting at your target, don't go for the plant. It leads to higher odds of uncredited kills.

Butregardless of plant, sometimes ive had uncredited kills when i'm the only one at the end shooting at it. Often when it tries to go to SC. ill be the only one following it and shooting at it and maybe 30% of the time i ont get any credit. I surmised this might be because it blows up from overheating? In any case, it's REALLY frustrating. Especially since it's always the big ships. The kill crediting mechanics i'm afraid needs to be made even more forgiving than before. if you've done say 1% damage to hull or any component in the last 45 secs you should get credit.

I consider that up until now i probably have easily over half a mil of uncredited kills in Lugh in total. It's frustrating that you can spend ten minutes shooting at a ship non stop and it dies without me getting anything. And other times, i've shot a ship twice shrotly before they exploded and got the credit.... I remember that python once, barely made it in range before it died, fired two shots at it at the very last sec....got credit. Now that is a case when i felt i SHOULDN'T have had it.
 
I tried playing the conflict in open for the first few days but it was just utterly impossible to make any money or rake in enough combat bonds to get me up the ladder. This was while running both sides for the money.
Play for the feds: Too much competition with other fed commanders over kills, nobody wanted to wing up or was already in one, no bonds for me.
Play for CSG: Got killed 3 times being supremely outnumbered by federation players, almost lost my ship for good in the process. Organising with other CSG players, using small unit hit and run tactics, jumping instances or just scaring all the feds off never amounted to anything other than being riddled by fed reinforcements 10 minutes down the line.
So I switched to solo (for the first time in my playing career) and now I'm in the top 40%, looking to make enough money for an imperial clipper by the time the war ends. Playing the goal in open was a unique experience working with other players, either being part of a challenge-less turkey shoot or trying to run away from one, but it was absolutely impossible to make any progress on the goal itself. Some fixes to be done but I'm honestly not sure how exactly you would make it so one faction of players can't utterly dominate a conflict zone.

Thats weak.

I and many others have managed in open and the threat or competition from other players is the whole fun. I really dont support having these goals competitive in solo and they way i look t it you have pushed a brave commander who has fought in open into 70% or worse. You are cheating players who compete out of the prizes.

I definitely agree they need a solo mode for people who are scared or people who are unable to compete but take then off the leaderboards and mke their competition seperate. Make them compete with each other in this uncompetitive environment.
 
Since he was quoting me all I can say is no. I was referring to this thread and its desrciption of a completely cheesy, broken and ridiculous way of "HIGH" income via <cough> "fighting" that some guys in this tread actually try to justify. I wouldn't wonder if this exploit would be removed by now (?)

Ah, my apologies then. Carry on.

(I still agree with the OP)
 
Rather than awarding only part of the bond based on percentage of damage done, they should reward the entire bond to everyone who attacked the ship - bonds are ridiculously low compared to bounties anyway, so splitting them any further would be stupid.

I can agree with that statement.

I do not AFK capital ship farm because, well, I go a Vulture and putting a couple of auto-fire turrets and parking it next to the big bad ship seems like a giant waste of resources. Not saying that a select few aren't doing that, but it seems to me that it might be exaggerated by a teensy little bit, eh?

Besides the point, combat bonds really don't pay out too well. In about an hour, I'll earn around 300k-500k, while being much better than it was before, still pales in comparison to a good RES site. Honestly, I may got to a combat zone to participate in the objective maybe two or three times a week at the most because the money isn't worth it, and it seems that reputation you earn really isn't worth it either.
 
The problem with that is that 90% of the time the sites are filled with feds farming. It would make it impossible to go to conflict zones solo as CSG without running the risk of landing in the middle of 6-8 enemy players.

Don't get me wrong, I'll happily engage 6-8 players, but not until I'm in a good position and have had a chance to find my bearings and see what's on the field.

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Yeah, in my experience feds are there to farm. CSG players are generally looking for fights, personally I tend to clear a site of other players and then farm.

The bit that annoys me though is that despite CSG undoubtedly having killed far more fed CMDRs, feds will win on community goals as they're the side people pick for their PvE grinding and when I kill a fed I'm awarded no more for that than if I had killed some pesky little NPC.

Lmao dude. Really. You need to check figures. Crimson commanders are getting slaughtered to the extent they either went solo, farm cash at the convky or gave up. Your view is severely restricted.
 
CSG "friends" are mad beacuse aint they have capital class to help win them this war... and talkin about balance and complain... lol. While they fly in wings (3 or 4) only for attack lone enemy players in conflict zones. Too bad, that this wont give them even small chance to win against Feds. When such wing kills one Fed cmdr, in same time, dozens of CSG ships are destroyed in return.

When got killed first time in this game by other cmdr, it was in Lugh. CSG wing of Fdls and Clippers. Just jumped into wrong instance and got killed. Losed 6 mill for insurance. Had to find a way to get back these credits that was losed. Finded it, so right now, I just fly around, and take bonds from destroying entire waves of CSG for myself. One wave is usualy 100k atleast.

For me, Lugh its just business to make some creds. As being top 5%, and earned 26 milions from bonds, atleast gonna be richer a bit after Lugh.
 
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