illogical game mechanics are so infuriating

Anyway, I've noticed that sometimes I'll target something like a Cobra, Adder or Vulture and, despite taking constant fire, it'll take longer to kill than things like Clippers and Pythons.

Maybe you've noticed for current elite/deadly level assasination missions, the FDL pirate lord and its vulture escorts are usually severely juiced up. Their shields seem to take much longer to weaken. And they often have powerplay modules such as imperial rails and some "store"-colored weapons. I also wish it went back to the mix of different possible pirate lord ships, anaconda/corvette/cutter with added choice loadouts instead of the same FDL & vultures now.
 
Last edited:
Yeah that's a beginner's mistake. When you're doing Powerplay, ALWAYS find an Anarchy system to do it in. No fines there.

But yes, the Powerplay systems needs an entire redesign. From the ground up.
 
I'm more disturbed by you spending 2 hours blowing things up and only wracking up 1.5m

What were you shooting? Sidewinders?

I assume you have never played "Power Play" or at least never earned merits through combat.
You get a 10K bounty against you for every enemy ship you kill, no matter what ship it is. You can get away without paying but every time you die you have to pay it off thanks to the anti PP C&P measures.
 
If I hire you to do something highly illegal, thus making it your job, and you go out and do it, it's still a crime. Something to keep in mind if you ever resort to violent leg-breaking goonery in the real-world.



You got caught. Any illicit proceeds would logically be stripped from you and the boss that gave you your task isn't going to reward your failure of discretion with merits.

Your CMDR is lucky he didn't get shanked in the detention center's showers for causing such a loss of face for the power he serves.

So your saying that its LOGICAL for the Federation to delete the records of my earnings from the Empire Power that I was working for?
 
S'funny, whenever I spend a lot of time doing one specific thing in ED I always notice weird things going on.

Over the last week I've been spending a lot of time in CZs, ranking up my new NPC, and I've definitely noticed some odd things.

One of the most common bits of strangeness has been that I'll target a small/medium ship (things like Cobras, Vultures, Asps, Adders etc) start shooting at them, their hull will hit 0% - to the point where my turrets decide that they're no longer a threat - and then I'll break off, select a new target, engage that and then, later on, I'll target another ship which turns out to be the original Cobra/Vulture/Asp/Adder which is still happily flying around with it's hull at 0%.
When I re-engage them, my turrets don't join in, which would seem to suggest the AI powering the turrets thinks the ship is already dead.

Also, my Corvette can mince things like Clippers in as long as it takes you to read this sentence.
Literally, open fire, shield gone in 5 seconds, hull gone in another 5 seconds. Boom.
I know Clippers don't have the best shields but it gives you an idea of the sort of DPS inflicted by the lasers and MCs, together.
Anyway, I've noticed that sometimes I'll target something like a Cobra, Adder or Vulture and, despite taking constant fire, it'll take longer to kill than things like Clippers and Pythons.
I've seen low-level Corvettes go down quicker than some of these small ships.

I've seen the thing commonly refered to as the "Anaconda bug", whereby you'll shoot at an Annie and it gets to ~20% hull and then just doesn't drop any more for a short while, regardless of any fire you're laying down on it.
Shooting at some of these small ships sometimes feels like there's something similar going on.
It's not as obvious, and a powerful ship WILL kill them without a lot of hassle, but some of these small ships do seem to be strangely tough.

I thought maybe some of the strange things were caused by poor internet connection at the time. I'm not sure if the damage has to register on the server before its shown to us (like World of tanks does for example). So, if the connection is poor the hits never register on the server.
 
Wait till you go nose to nose with a shield cell spamming npc conda and finish at 37% health , no cockpit and have to navigate to station in SC on the white dot and make it with only 15s O2 left. I put nearly my entire PAs and cannons into that blighter at point blank. Plus he kept glueing himself to my nose. All for a measly 100k. Thank god I had G5 hull and module beef. How many shield cells must that conda have had? Plus he was dealing me all sorts of weird effects. Toughest NPC Ive ever had.

Yes those magic SC conda's are a pain
 
Yeah that's a beginner's mistake. When you're doing Powerplay, ALWAYS find an Anarchy system to do it in. No fines there.

But yes, the Powerplay systems needs an entire redesign. From the ground up.

When I first started in Power Play I found an anarchy system in the enemy powers zone but I didn't get any merits because it was not a system specifically in their control. So, I then decide to just go to the closest controlled system. I dont mind the bounties from PP that much. I just dont like the way you have to pay a bounty but lose all your rewards. Its like if we are driving our car and get a speeding ticket. Then the authorities say pay the $200 fine and by the way we took your last months wages from your employer.
 
Last edited:
Back
Top Bottom