Todays update is messing with assasination missions please fix this

I hope it's just a bug too I just got off work I'm gonna test these missions out again in my vette later and go jump in my krait or something and see how they play out in a smaller ship. I'll let yall know how it goes and post a bug report if my tests show it happening again repeatedly.
 
It does seem like they have fast charge sequence or something going on and they boost away so fast that they escape the range of my oc mcs before I can even blink. I used to run all long range weapons and still have them in storage and might switch back and see how it goes but I'll have a big dps drop off from switching back.

Could try throwing 2 small rails on the nose of my vette and see how it goes but after trying to use 2 huge fixed pas I've come to the conclusion that using fixed weapons on a vette is pretty difficult. My fdl, mamba and krait mk2 are all maxed out g5 on everything and I could try some rails and pa setups and see how easily I can do these missions. Though I've gotten attached to my vette and its 4k+ shields for pve and if I can't use it anymore I'm just quitting missions I guess. Pirates better not run like this in hazres and other places too I like combat not annoying wild goose chases.

Do you have Liz Ryder or Juri Ishmak unlocked?
They do FSD interrupt dumbfires as an experimental.
 
Yeah I have every engineer unlocked to g5 status except Lori Jameson and the colonia crew. That's a good idea I could go get those now I got tons of mats and can whip some up in no time. The large long range beam under my ships belly rarely sees use because of firing angles so swapping in a missle launcher wouldn't impact my dps much I'll try this out later for sure thanks for the idea Bob.

I literally only need these guys to hang around for a second or two my twin huge and twin medium OC mcs shred anything from a fdl to another vette to pieces in just a few moments. I even stay stocked on mats for premium ammo and always run that in the huge mcs. Mediums burn ammo too fast for constant premo reloads.

They start bugging out immediately after their shields drop so I might need to start spamming them with fsd interrupter missles right before their shields finally drop. Going take some skill with timing but at least this is something that might work.
 
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Yeah I have every engineer unlocked to g5 status except Lori Jameson and the colonia crew. That's a good idea I could go get those now I got tons of mats and can whip some up in no time. The large long range beam under my ships belly rarely sees use because of firing angles so swapping in a missle launcher wouldn't impact my dps much I'll try this out later for sure thanks for the idea Bob.

I literally only need these guys to hang around for a second or two my twin huge and twin medium OC mcs shred anything from a fdl to another vette to pieces in just a moment or two. I even stay stocked on mats for premium ammo and always run that in the huge mcs. Mediums burn ammo too fast for constant premo reloads.

They start bugging out immediately after their shields drop so I might need to start spamming them with fsd interrupter missles right before they shields drop. Going take some skill with timing but at least this is something that might work.


I have some in hi-cap and rapid fire.
I'm not sure which I prefer tbh.
You can get a c3 rack now too.
 
I dont mind having to stop in for a reload after each kill so i might go with rapid fire to try to make sure i connect and stop them from running. For some reason srv driving doesnt bother me like most people so I stay full on raw mats and can synth reloads if need be too. Thanks again man I would have never thought to look into dumbfire exp mods I figured I'd have to slum around for yuri for a month to get anything like this.
 
I dont mind having to stop in for a reload after each kill so i might go with rapid fire to try to make sure i connect and stop them from running. For some reason srv driving doesnt bother me like most people so I stay full on raw mats and can synth reloads if need be too. Thanks again man I would have never thought to look into dumbfire exp mods I figured I'd have to slum around for yuri for a month to get anything like this.

NP
I still say pledge now.
You can add another effect to the Groms, even a (slightly) longer FSD interrupt.
I have the penetrator mod on most of mine.
 
Will do I intend on pledging to everybody at some point I just need to get a week or two of void opal mining done beforehand so I'll have the cash to buy a lot of mods while I have the ability to. I'm down to just a quarter billion credits after buying and a rating every ship in the game last month. Half even have reactive armor while the rest have military grade.

I heard that getting stuff done is hard while being pledged so I planned on doing some long range exploration trips for most the time that I'm pledged. I was pledged to Hudson for a week and found I could easily get merits in security operations. Hopefully all powers have that as a way to get merits if so it'll be easy though time consuming to get everything.
 
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I heard that getting stuff done is hard while being pledged so I planned on doing some long range exploration trips for most the time that I'm pledged. I was pledged to Hudson for a week and found I could easily get merits in security operations. Hopefully all powers have that as a way to get merits if so it'll be easy though time consuming to get everything.


Nah, I've spent most of my time hostile to my home system.
 
Where have you all people been in the past years that you are puzzled by NPCs highwaking now?
They always have, and the tools for dealing with that are the same. Shoot the FSD, shoot the drives, use a wake scanner and play the game of attrition.

There's nothing to fix here, NPCs aren't supposed to exist just for you to effortlessly farm, despite Frontier's worst attempts at trivializing the game.
 
Where have you all people been in the past years that you are puzzled by NPCs highwaking now?
They always have, and the tools for dealing with that are the same. Shoot the FSD, shoot the drives, use a wake scanner and play the game of attrition.

There's nothing to fix here, NPCs aren't supposed to exist just for you to effortlessly farm, despite Frontier's worst attempts at trivializing the game.

Yes, it's true, they have waked out for some time now.

The problem with using a wake scanner is that if they are mission targets then destroying them in a different system to the one specified in the mission doesn't count against the mission - so a waste of time.

And if you get a pirate lord down to 20% hull when they wake out, they return seconds later (in the same system, despite them high waking out) with 100% hull and of course full shields (and SCB's) again.

I agree that NPC's shouldn't be there to be effortlessly farmed, but for targeted assassination missions the high waking out is simply a silly distraction since there's no good way of chasing them or playing a game of attrition.

So for sure, if it's random NPC's that one is farming then by all means have them care for their own mortality. But if they are mission targets they are absolutely there as the player's content. By all means make them challenging, but don't make them waste time.
 
Yes, it's true, they have waked out for some time now.

The problem with using a wake scanner is that if they are mission targets then destroying them in a different system to the one specified in the mission doesn't count against the mission - so a waste of time.

And if you get a pirate lord down to 20% hull when they wake out, they return seconds later (in the same system, despite them high waking out) with 100% hull and of course full shields (and SCB's) again.

I agree that NPC's shouldn't be there to be effortlessly farmed, but for targeted assassination missions the high waking out is simply a silly distraction since there's no good way of chasing them or playing a game of attrition.

So for sure, if it's random NPC's that one is farming then by all means have them care for their own mortality. But if they are mission targets they are absolutely there as the player's content. By all means make them challenging, but don't make them waste time.

Years ago I reported the issue where assassination missions killed in a different system wouldn't count. QA treated it as a bug back then. We've had several mission reworks since then though so chances are whatever fix they put in might no longer be relevant now, but you should make a bug report about that again since it seems at the heart of the issue really, and isn't by design afaik.
 
The issue was that they were suddenly high waking a lot faster than before. I've been doing around 100 of these missions a week for the last month farming g5 mat rewards for my fleet and have never before had them escape in time from my vettes guns. Then suddenly yesterday they were speeding off immediately after losing their shields.

It's all good now though I need to do more missions to be sure but I just completed 4 missions from the same place as before(sol) in 4 different systems with no trouble at all. The only time anybody escaped was when the henchmen from one of the guys took off after I killed their leader. Maybe the prescence of a wake scanner and fsd interrupter missles discouraged fleeing this time. Or maybe my shiny new metallic razor silver paintjob and new ship kit pieces camouflaged me lol. I'll do some more later and see if stuff stays the same I've gotten the art of crushing elite fdls down to a science if something's awry I'll notice it.

All 4 missions I just did were wing missions and had elite fdls as the main targets and 3-4 dangerous-elite vultures with each of them. Took out all of them in 25min or so except for the one bunch of vultures that escaped. I ganked all 4 of them instead of dropping into mission signal sources not sure if that made a difference or not. If the skittish behavior doesnt return I might swap a large oc incendiary mc in to help strip shields but for now I'll keep the fsd missles.
 
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Federal Corvette aka Tigtone
Hardpoints
4a multicannon with g5 overcharged/autoloader
4a multicannon with g5 overcharged/corrosive
3a missle rack with g5 rapid fire/fsd interrupter missles(usually a large longe range beam here)
2f multicannon with g5 oc/autoloader
2f multicannon with g5 oc/autoloader
1e beam laser with g5 long range/thermal vent
1e beam laser with g5 long range/thermal vent

Core internals
Reactive armor with g5 hd/deep plating
8a Power plant with g5 overcharged/thermal spread
7a thrusters with g5 dirties/drag drives
6a fsd with g5 long range/mass manager
8a distro with g5 charge enhanced/super conduits
8a sensors with g5 long range

Utilities
3x oa boosters with g5 hd/super capacitors
2x oa boosters with g5 thermo block/super capacitors
1 oa booster with g5 augmented resist/super capacitors
2 heatsinks with extended mags

Optionals
7a shield with g5 reinforced/hi cap
2x 7A scbs with g1 specialized
6d fighter hanger with Taipan gelid f's
6e cargo rack
5d hrp with g5 hd/deep plating
5d hrp with g5 thermal resist/deep plating
2x 5a collector limpets
4a afmu
4a fsd interdictor
3c fuel tank
1a repair limpet controller

That's my basic loadout for assasination/massacre missions I can repair between targets and complete 2 missions before having to head back for scbs and other ammo. Shield hp is 4,300 and resistances are 40/50/58 and the armor is just over 3k with 35/31/27 resistances(thermal/kinetic/explosive). I can usually take the target out before having to fire any scbs and only use those cause I go after the entire wing afterwards and slaughter them all. All weapons can fire nonstop with 4 pips and 2 pips to shields keeps me safe enough. The 4k shields dont drop that easily even with 4 ships firing on me. I run premium ammo in the huge mcs but if you are short on raw mats it's not crucial by any means or necessary. It probably just helps me take them out a second or two faster.
 
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Completed 12 more missions and only had 1 target high wake out which isn't too bad. I took the hit to my shield hp and swapped in a fws so I was able to follow and kill em. The extremely skittish behavior seems to be gone now and like varonica said it might have been a bug or hiccup in the system from the update.
 
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