Then use a different ship for killing skimmers.Thanks, but ideally I REALLY wouldn't want to pay a 6T tax on my stripped down Eagle just for the privilege of destroying skimmers!
Then use a different ship for killing skimmers.
Sounds like it. I think FDev might have just made the skimmers wait until something was super close (thinking people would only ever get that close in an SRV) instead of making them specifically wait for an SRV. Give it a go!But... but... my zooming at 850 m/s while firing rockets and listening to Highway to the Danger Zone...
EDIT: wait, so I can just get REAL close with my Eagle and they will still spawn? I know what I'm testing tonight...
Sounds like it. I think FDev might have just made the skimmers wait until something was super close (thinking people would only ever get that close in an SRV) instead of making them specifically wait for an SRV. Give it a go!
so I can just get REAL close with my Eagle and they will still spawn?
Edit: You can do these quite quickly, if you don't mind getting in close. This "touch'n'go" method has you land smack-dab in the middle of the base, deploy the SRV to draw out the skimmers, immediately retreat back into the ship, and blow the skimmers away!
That was my usual method for skimmer missions. I'm sure that it used to be the case that skimmers only appeared when you got the SRV out (this may be a long time ago). It quite surprised me when I got too close to a base in my ship and they appeared (was in 2.4).![]()
After you "activate" them by deploying & boarding the SRV, do they respawn as well or you need to land and redeploy the SRV for each "wave"?
I'm not sure the main goal of these missions needs to be "kill skimmers with SRV only." The original problem with dumbfires was that it was such a fast, low-effort method of completing the mission. Personally I would love it if an air approach *and* a ground approach were both viable, but with different sorts of attendant dangers and considerations. What happened to the whole discussion about making anti-air defenses actually *do* something instead of sitting there inert (and/or spawning underground)?
Hey Xean, I wanna be straight with you:
I.t.'s. b.a.d. m.i.s.s.i.o.n. d.e.s.i.g.n.
Not only that, but it's pretty clear that not how the devs want these missions to work. This may be a crazy concept, but despite the fact that I don't have enough money to buy all the stuff I want, I don't really care about preserving broken mechanics for the sake of easy money. I want this game to be the best it can be, and currently, these missions are far from that. Is this the only problem in the game? No. Is this even a major problem in the game? Not really. Does that mean it should just be ignored and never dealt with? Absolutely not.
Planetary stuff can be pretty cool. Good for shaking things up. It gets REALLY fun when you're working with somebody, such that one person's on the ground, and the other is in the air. It's cool being the eye in the sky providing directions, and laying down air strikes as needed. Highly recommended.
All this SRV / no-SRV stuff... it shouldn't matter.
They should equip these bases with a bunch of point defense turrets.
Problem solved. dumbfires would never get anywhere close.
I'm not sure the main goal of these missions needs to be "kill skimmers with SRV only." The original problem with dumbfires was that it was such a fast, low-effort method of completing the mission. Personally I would love it if an air approach *and* a ground approach were both viable, but with different sorts of attendant dangers and considerations. What happened to the whole discussion about making anti-air defenses actually *do* something instead of sitting there inert (and/or spawning underground)?