Anaconda destroyed in seconds by npc's

Status
Thread Closed: Not open for further replies.
Try G5 Rapid-fire + screening shell on the frags instead. Much more effective.

Oof. Yep, that'd do it.
If the OP didn't recognise the difference between a hollow pip and a full one and was flying around in shinrarta or something, I can absolutely see a player in a vulture pulling them and blowing them away before they knew what was going on.
 

sollisb

Banned
ED could really use an "after-action" report detailing what destroyed your ship, either in the journal or in an optional screen right after the rebuy screen. It would be very helpful to know what you were hit with and how much damage each attack did.

No, No No :)

This would then lead to complete Min/Maxing..

if I wanted to be a Elite-WoW-Player.. I'd write a program that read your journal file and then upload the data to my server, where it would then be analysed to check your dps.

See where this is going ? DPS Meters...
 
No, No No :)

This would then lead to complete Min/Maxing..

if I wanted to be a Elite-WoW-Player.. I'd write a program that read your journal file and then upload the data to my server, where it would then be analysed to check your dps.

See where this is going ? DPS Meters...

As if we aren't at total min/maxing regarding PvP ;)
 

sollisb

Banned
Citation? Because people keep telling that, but I never seem to encounter them?
The only thing I find after a quick Google is a post by Truesilver who says Deadly or Elite NPCs can have engineering without experimentals?

People get confused a lot by Plasma and Rail attacks which have a similar warning to special effects...

Sorry what? Citation? I can see with mine own eyes. Unless you're saying I'm lying?

I never mentioned experimentals.. I said OTT Engineering. An example from last night; A 'deadly' Python Shields which are virtually unbreakable by a Cutter with full engineering, 2xbeam, 2xpulse, 3xMCs, 4 pips and doing no damage. That's OTT and stupid. Saw that last night. Yet at the same time some pesky 'master' eagle is taking down my shields?
 
ED could really use an "after-action" report detailing what destroyed your ship, either in the journal or in an optional screen right after the rebuy screen. It would be very helpful to know what you were hit with and how much damage each attack did.

I think should be available at the rebuy screen as an option.
 
Sorry what? Citation? I can see with mine own eyes. Unless you're saying I'm lying?

I never mentioned experimentals.. I said OTT Engineering. An example from last night; A 'deadly' Python Shields which are virtually unbreakable by a Cutter with full engineering, 2xbeam, 2xpulse, 3xMCs, 4 pips and doing no damage. That's OTT and stupid. Saw that last night. Yet at the same time some pesky 'master' eagle is taking down my shields?

But your claims are questionable at best, if you can't kill the shields of a Python with a "full engineering Cutter" you're either a very bad shot or something is bugged.
There is no way that firepower can't melt a Python's shields, even when banking. And an eagle killing your Cutter shields is as questionable.
 
Not a PvP players but I imagine yep they are. But showing the info in the journal is only goignt o lead to DPS meters.

I'm not suggesting a full breakdown like some games, no "you took 23,378 thermal damage from a rail gun attack" and "you took 5000 HP damage to your hull". I would just like to know what hit me, the fact that we can't tell is why we get so many arguments over whether an NPC was using experimental effects or was engineered or if I took most of my damage from a beam laser or a fragment cannon. The journal is nice but it tells you next to nothing about why you died, all you see is your hull percentage going down and if you died. It makes learning from your mistakes difficult and leads to so many threads about how someone died to a different ship in 30 seconds.
 
Frontier have been quite cunning in balancing small ships against big ones.

Yes, big ships will be better in several ways: hitpoints, hull hardness (reduces damage from small weapons), shields, firepower (number and size of weapons). But small ships generally have a speed and agility advantage, and there are several factors which enhance that:

1. Fixed weapons do more damage than gimballed, which do more damage than turrets. So the ability to point your ship at the target (and to stop the enemy pointing at you) increases in importance.

2. Some of the most powerful weapons are fixed-only, including railguns, plasma accelerators, and dumbfire missiles.

3. General lack of Huge turreted weapons, and railguns bigger than Medium.

4. PowerPlay restricted modules. 9 out of 11 are fixed weapons, and only 2 of those are Large, leaving 7 fixed forward-firing weapons of Small to Medium size. Strangely, most of the PP powers seem to want their followers to duke it out with smallish weapons in smallish ships. Given the amount of trucking involved, you'd have thought that somebody would have come up with a big turret to fend off attackers, but none of them have considered that.
 
*ponders*

I've often wondered if limiting Anaconda's to a PF rank might not be a bad idea... Doesn't need to be Elite, maybe even just Competent in any rank might be a good idea - just to stop new players from getting the wrong impression that bigger ships = better combat.

Took me a very long time to get my first Conda, and even though I wouldn't say I was a Master pilot, I wasn't all that bad. And so I took my new machine out for a spin - and was almost immediately wiped out by a small wing of Pirates. Learned that big ships do not maketh the man at that point...

Personally, I would recommend the Python for learning the ropes - not just because it can take a battering without a huge investment, but more because it is a good ship for most aspects of the game, including combat. In my own limited experience, smaller ships are hard to master for PvP because you really NEED to be good to survive, and so a harder ships such as the Python will give new players a chance to see how things are.

Just my own opinions of course, and these vary between players - but I suspect not too many completely new to the game were very successful taking on seasoned players in a Vulture... It takes practice and the willingness to lose a SHED load of credits to rebuys.
 
Pretty weak fitting, and if you've only been playing two weeks, you probably didn't have any pips in SYS either.

Lightweight alloys? Pure suicide.

My Anaconda(s) ran lightweight armour until about 2 days ago.

Never once lost one in combat*.

Shields are the key, and the OPs shields are somewhat weak, but should have been plenty enough to escape.

*I've been shot down by station guns several times... Lol

To the OP;
I suggested you replace that 6B shield with a 6A ASAP, and work on unlocking engineers so you can modify that shield for thermal resistance.
And then modify your shield boosters for heavy duty.
That'll make sure you can escape all but the most intense PvP attacks.
 

sollisb

Banned
But your claims are questionable at best, if you can't kill the shields of a Python with a "full engineering Cutter" you're either a very bad shot or something is bugged.
There is no way that firepower can't melt a Python's shields, even when banking. And an eagle killing your Cutter shields is as questionable.


Whatever. I know what I see. And obviously it's a bug. But then this is frontier, if there's one thing they are great at creating, it's bugs. Not so great at fixing them though.

As for the eagle.. It was taking so long to break the Python shields the eagle was having an effect.
 
Op I will spare you the lecture.

If you're dying that fast you need to d up. Get good shields, shield boosters, hull reinforcement, and if possible, better hull. Also, make sure you have pips in system, makes your shields stronger.

Be warned though if you're anywhere near a stock ship, extremely nimble ships like the vulture will be a challenge.
 
key issue, right there.

It's not the OP's fault that he(?) can obtain a big, shiny, spaceship in a couple of weeks.
If something's possible, and desirable, it's just human-nature to try and achieve it.

The problem is, most of us learned these lessons in Sideys, Eagles or Cobras.
When the progression is slower, you get more chance to gain an understanding of verious aspects of the game without quite the same level of risk.

Personally, I'd suggest all the same things that people have been suggesting since ED was released should still apply, even if a player can go and earn squillions of credits.
- Go and do some combat in the starter ship, which has zero rebuy cost.
- Take on a variety of different missions to find out what they all involve.
- Use delivery missions as an opportunity to look around the galaxy and learn about the different factions, states and BGS-related stuff.
- While doing the above stuff, also start to unlock engineers and take naval rank missions.
- Buy a small combat ship (a Viper 4 or Vulture is fine) and use it to learn about engineering, take it into combat and learn how engineering provides benefits.

Even with Cr100m in the bank (or whatever), I'd suggest the OP picks themselves a smaller ship (the AspX is still one of the best for the job, IMO) and takes the time to learn more about the game before jumping back into the Annie.
let's face it, too, if you've got a heap of credits in the bank, you can afford to take more risks when you're flying something like an AspX - and that's where the fun is. [up]
Good advice. I understand that it's tough to not use your shiny new big ship, but it's really better to learn the basics in smaller ships (they're more fun to fly and less risk credit wise involved).

While doing that, unlock some engineers and start engineering modules for your conda. It makes a night and day difference performance wise (e.g. engineered thrusters). Also: try to learn using Fligh Assist on/off in combat, will improve your time on target especially in a big ship significantly.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom