Hi-Res Combat - The new Meta

I have noticed something of an interesting phenomenon lately when fighting Wanted ships in RES sites.
It used to be that small ships were but flies on my windshield and the larger ships were the big threat.
But that's not longer the case.

Here are some facts I've garnered over the last couple of days rinsing RES zones:
(Note - some of this is because I am using all-gimbals on my Conda. No Turrets or Fixed. I'm aware that this causes some of the below) :D

1. Sideys, Eagles and Couriers - If you don't kill them in your first Beam volley, they become extremely annoying to try and hit. My turn speed struggles.
Positive Outcome: I've had some awesome training in FA-Off and Boost spins due to this. Yay! :D

2. Pythons are TOTALLY sore losers! If they are losing to you (which is most of the time), they will spin and Ram you at boost speed out of spite. This happens virtually every time.
Positive Outcome: I have had to learn how to boost-evade thanks to this. Also Yay! :)

3. System Authority ships now do a pretty fine job of helping you out, if you give them a chance to aid you. I've often breathed a sigh of relief when they take the heat off me to re-charge my shields or get my bearings.
Positive Outcome: I've learned that it's never a bad option to do a runner, if only to get some distance on that fly-like ship that's buzzing around you strip[ping your shields!

4. Pip management has become so vitally important right now! I'll admit it, I hardly used it much in the old days. Now, it's an absolute must!
Positive Outcome: I've learned that if you're not shooting, get those pips into shields. If you're running away, Engines with boost! If you're firing beams / lasers, you can fill the weapons pips. When they run out, or you lose the line on your target, get the shields back up!

5. 4-pips into a 4-boosted shield is Tank-City!
Positive Outcome: I can go into a fight with a lot more confidence knowing that if I make a few mistakes, my shields can take the brunt of it while I work out a solution to the problem!

6. Don't think you can just sit at range with your ship and pummel away! The smaller ships in particular will chase you down. Or otherwise, they will happily flee if you stay back too far.
Positive Outcome: Consider position and advantage when in a fight.


Lots of good things to learn about combat in general at the moment and adjust to the new Status Quo.
Stay safe, Commanders! o7

If you're struggling and want some advice, let me know! :D

TL;DR - I took on the new and improved RES pirates and didn't die! :p
 
What is the same as before is that even in 2.0 it was always the FAS who could cause me trouble, they are still the most likley to cause me trouble in 2.1 :D
 
I've been having a good time with it until yesterday when I made the mistake of trying to check out powerplay again. Here's a tip for anyone else with the same idea: don't, unless you're a sharp enough tack to take on 3 wings of 2 and one of 3 from different powers. Simultaneously. Because, uh, I wasn't.
 
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YES! haz res mining in 4x shield boosted and engineer modded anaconda with turrets, most of the time i sit there mining while shields and turrets take care of business!
 
rep +100 for another CMDR telling how to do it instead of another complaint (does anyone know how to rep from mobile?)
 
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I've been having a good time with it until yesterday when I made the mistake of trying to check out powerplay again. Here's a tip for anyone else with the same idea: don't, unless you're a sharp enough tack to take on 3 wings of 2 and one of 3 from different powers. Simultaneously. Because, uh, I wasn't.

Undermine in an Anarchy system; there are usually a few every cycle. Why undermine in hi-sec? I always went for Anarchy systems pre 2.1 and now that's even more relevant.

It stuns me, endlessly, that people don't do this.
 
I recently switched from a FAS to a Python and the Python's great for running a variety of missions, but it simply doesn't turn fast enough to keep up with agile targets in a RES. I've found that it's fairly effective with all turreted pulse lasers on top and a multicannon under the nose, but it still doesn't really have the durability for extended RES use. I haven't tried going the full hull-tanking route with it, but I suspect it wouldn't add enough to make up for hindering its maneuverability even further.

I bought a Vulture today to use when I just want to do combat, and it's the one ship I've tried that can still keep up with Eagles in the turns relatively easily. My current configuration lacks shield cells, and I was still able to stay out in a Hi-RES for an extended period without losing shields.
 
Undermine in an Anarchy system; there are usually a few every cycle. Why undermine in hi-sec? I always went for Anarchy systems pre 2.1 and now that's even more relevant.

It stuns me, endlessly, that people don't do this.

I wasn't undermining at that time, I was just trying to bounty hunt normally in an RES while flagged and I got swarmed.
 
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With all he new AI and Security changes since 2.1.
I've Actually found that High, and even haz RES sites are even easier.... lol

Not sure what the fuss was about.
I totally get the insta-kill bug complaints, but the rest of it is pretty much the same.
I've only had to change 1 things about my FDL.
Add limpets.
Which doesn't really matter be cause sonce the FDLs heat nerf, I can no longer fire off 3 SCBs at once so I only take 1 now. Lol

Rep for OP for not rage quitting for no reason. ..

Adapt people, adapt.
 
After ED stripped engineer mods from NPCs, I've found combat to be pretty great, and most definitely an improvement over previous versions. I still think an "easy" difficulty would be great for those players that want it, but for me, personally, the combat is ideal right now. Hard enough to make you cautious. Easy enough to make you feel like a God among stupid criminals. As stated by OP, pip management, FA management, and boost maneuvers are now necessary to do well for extended periods of time. I've become a much better pilot because I was forced to adapt.
 
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Absolutely! :)

And it's possibly also worth noting that an "unwillingness to adapt" is different to a "refusal to adapt".
The unwilling still have the opportunity to make a difference if they can be persuaded - they may be unwilling, but they're not adversed to adaptation itself.
The refuser will continue to ply the same trade and wonder why it no longer works.
 
I recently switched from a FAS to a Python and the Python's great for running a variety of missions, but it simply doesn't turn fast enough to keep up with agile targets in a RES. I've found that it's fairly effective with all turreted pulse lasers on top and a multicannon under the nose, but it still doesn't really have the durability for extended RES use. I haven't tried going the full hull-tanking route with it, but I suspect it wouldn't add enough to make up for hindering its maneuverability even further.

I bought a Vulture today to use when I just want to do combat, and it's the one ship I've tried that can still keep up with Eagles in the turns relatively easily. My current configuration lacks shield cells, and I was still able to stay out in a Hi-RES for an extended period without losing shields.

I've found that my mostly A rated Python (only a 7B power plant as can't afford to A rate it yet, but have a level 1 overcharge on it) with twin beam 2 turrets will generally handle most small ships, and the twin 3 gimballed multicannon tend to take care of everything else, to the point that I'm going to switch out my turret 3 pulse under the nose for dumbfire missiles (for those base assault missions, doncha know...) Occasionally I'll go up against something that seems to glue itself to my six, but I'm learning how to use FA off to alleviate that issue somewhat (along with allowing any system security to catch up with me :D ). The twin beams don't even seem to drain the power distributer if I'm running 3.5 pips or more in weapons.

Coriolis build here: http://preview.tinyurl.com/jukm4x4 (Not the best build ever, but suits my purposes for the moment. Only engineer mods worthy of note are the FSD has a level 1 range upgrade, the power plant is overcharge 1, and my shield boosters have resistance upgrades on 'em)
 
Number 2 has become a cat and mouse game, me being the smart mouse, I have fun with chargers, wait a little, then hit vertical or lateral thrusters, and watch them fly by, turn and give them a volley in the... oh never mind, the forum will auto censor.
 
Number 2 has become a cat and mouse game, me being the smart mouse, I have fun with chargers, wait a little, then hit vertical or lateral thrusters, and watch them fly by, turn and give them a volley in the... oh never mind, the forum will auto censor.

Exhaust Vent? :D

I see a Star Wars reference coming on...
 
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