Small ship combat sucks

Is it not still true that small ships are less of a target in a CZ?
I haven’t visited one for a while but it used to be that the higher value ships were targeted more frequently by enemy forces? You could pop about for a good while in a DBS or Courier and not attract too much attention.

Also, do you need to kill your foe totally in a CZ to collect or win the confrontation?... I’m sure it used to be some kind of percentage of damage thing if you just wanted to collect credits?... By all accounts the new CZ’s are more dynamic in terms of winning elements of the conflict, or defeating an amount of enemies....

Small ship in a CZ? Fly evasively, shoot at whatever’s in front of you and don’t get into trouble.... if things go bad, go home. I wouldn’t have bothered spending too long hammering a paralysed foe....
I found CZ’s really useful for learning pip management... (I still suck though...)
 
You gotta hit the enemy for a small amount of damage before they explode. It can be a little more than a poke from a laser I believe, so long as they haven’t started their death animation. Condas are known to blow up with visible hull remaining, unless this has been fixed.

I think there’s a limit on this, but as long as you stick with a target til it pops, you’re fine. If you buzz one and break off for awhile, I don’t think you get credit unless you hit them again.

You could use a small to cherry pick targets, just like you would with bounty hunting, but that’s slow going. Unless you want a challenge, or something.
 
The Vipers and Vulture are fun in an AX CZ for Scout hunting, no engineering required and AX equipment is commonly available for purchase.

Vipers might need some support but Vulture can stand up on it's own. Without engineering or unlocks need to bug out after first phase though.
 
There's an inflexion point of roughly 15 secs of survivability where having a small ship will lead you to a rebuy screen and having a big ship will lead you to the main menu.

I'm all for balancing risk and reward and stuff, but let's face it... Elite Dangerous is not the DarkSoul of space sims. A more casual approach should be fine. That's what FDev choose with Void Opals anyway.
I don't understand the rebuy vs main menu comparison. Are you saying the big ship causes you to combat log? If you're going to hunt in a big ship, you should die in one. Why not just make big ships cheaper in that case?

I think players want to attack the largest ships in the game with the small, agile ships. That seems like a feasible endeavor if the large ship was basically stationary and didn't have turrets with all sorts of buffs and magical properties, and if the small ships were winged in groups of 12 or so, and they could basically dive bomb the large ship, losing a few wingmates in the process. Instead, people got accustomed to killing anacondas one on one in small builds, because the NPCs had predictable maneuvers and all you had to do was saddle up on one and ride it into the ground. Now with shield and hull buffs, and weapons that can kill small ships in a couple hits, small ship users who don't want to do anything to progress except kill ships are having issues making any Cr, relative to what VO miners get.

I don't think throwing balance out because of VO mining is a good idea. A corvette vs a cutter, decent balance. A eagle vs a corvette, the eagle should be toast if solo, non-engineered with a mid level or lower skilled pilot.

There's a reason pirate leaders aren't found in eagles.
 
Would be great for something like running a dignitary, confidential data, etc. past a blockade or something.

Used to love being a rares trader in my rum running Cobra in Open back before the Engineers.
It should be common for an iEagle to run 800m/s or more so they can have some sort of strong spot in combat, basically hit and run. That would put more people in them instead of mega builds. You'd not win a lot but in a Haz res you could do some damage and still have fun in that build. You can get your ship to those speeds, but you'll not have weapons or hull and shield buffs.
 
I don't understand the rebuy vs main menu comparison. Are you saying the big ship causes you to combat log? If you're going to hunt in a big ship, you should die in one. Why not just make big ships cheaper in that case?

What I'm saying is menu log or tanking while high waking is not an option for small ships. There's a point on the power curve where you have to willingly want to die to do so in the game, and even so, void opals made it trivial to get your bank back.
 
What I'm saying is menu log or tanking while high waking is not an option for small ships. There's a point on the power curve where you have to willingly want to die to do so in the game, and even so, void opals made it trivial to get your bank back.
In PvP I see your point, but in PvE, often you decide where on that power curve you want to be, and who along that curve you want to attack. These are your choices.
 
In PvP I see your point, but in PvE, often you decide where on that power curve you want to be, and who along that curve you want to attack. These are your choices.

I have the bank and the mats to place myself exactly where I want, thank you. Topic is about beginners having to rely on unengineered small ships. Survivability is obviously not the same.

Funny enough, I have seen zero video of PvPers in unengineered eagles so far.
 
I have the bank and the mats to place myself exactly where I want, thank you. Topic is about beginners having to rely on unengineered small ships. Survivability is obviously not the same.

Funny enough, I have seen zero video of PvPers in unengineered eagles so far.

And that's why a beginner in a ungengineered small ship should not place himself in a combat-zone. But he could well try RES or interdicting single low-threat targets...
 
And that's why a beginner in a ungengineered small ship should not place himself in a combat-zone. But he could well try RES or interdicting single low-threat targets...

No. You say that's why because you feel entitled to have some content reserved for ships you made op with engineers. There is no endgame content in Elite. Res gameplay is also completely stupid from low to high, having to steal kills from cops.
 
No. You say that's why because you feel entitled to have some content reserved for ships you made op with engineers. There is no endgame content in Elite. Res gameplay is also completely stupid from low to high, having to steal kills from cops.

Idk. For me, Frontier could well scrap engineers. But as long as they are in the game it's good to have content in the game wher you can play with engineered ships without feeling too OP...
 
Idk. For me, Frontier could well scrap engineers. But as long as they are in the game it's good to have content in the game wher you can play with engineered ships without feeling too OP...

For me, having a powergap allowing one ship with a time to kill of over 15 min to exist in a game where the starter ship can be one shoted seems like they got the concept from a free to play mmo.
 
Sadly this impression comes to mind in various aspects of the game. I am looking at powerplay 30 minute ticks to load supplies here. It's like in one of those mobile games that is all on timers. But that's powerplay and I am derailing...

A powergap between starterships and more "evolved" ships isn't that cheap imho. But right I agree that shielbooster and hullresistance stacking is way overboard as it is now. One can argue if it is only fair that NPC can do it, if players can do it - or to go the other road to generally dispise resistance stacking.
 
You could replace one of the Eagle's size 1 weapons with a size 3, cut it's boost cost by 20%, cut it's boost cooldown by 20%, nerf shield boosters to oblivion, and reduce the impact of weight on maneuvering performance and it would still be the entry point in both PvE and PvP.

Watching DownToEarth's stream right now. They have 10 or so Eagles. Watching them take 40 seconds to take down a master ranked T10 NPC... Is just wow.
 
I have the bank and the mats to place myself exactly where I want, thank you. Topic is about beginners having to rely on unengineered small ships. Survivability is obviously not the same.

Funny enough, I have seen zero video of PvPers in unengineered eagles so far.
Yeah when I said you I meant people in general not you specifically.

It should be hard for a beginner. They shouldn't be able to start in a Sidewinder and kill anacondas.
 
In my run two engineers asked for 1000000 CZ bonds. According to this guide Dekeer asks from 1 to 10 million Cr in combat bonds.

I just finished unlocking all the engineers, only one wanted 1 million in bonds, the other only wanted 100,000. I did see on Inara that each was a "range" but both asked for the absolute minimum of that range for me. Even if it were 10 million, that's actually pretty simple to get rather quickly. It's not that bad and that engineer is also not all that useful.
 
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Sadly this impression comes to mind in various aspects of the game. I am looking at powerplay 30 minute ticks to load supplies here. It's like in one of those mobile games that is all on timers. But that's powerplay and I am derailing...

A powergap between starterships and more "evolved" ships isn't that cheap imho. But right I agree that shielbooster and hullresistance stacking is way overboard as it is now. One can argue if it is only fair that NPC can do it, if players can do it - or to go the other road to generally dispise resistance stacking.
Except the concept of the engineers is such that military ships being engineered makes no sense. The engineers are supposed to be shady characters, doing things that push your modules past their spec performance ratings. Military ships should be basic military hardware, even if that means A rated hardware. If the engineers were military folks, that's different, but they aren't. Quite the opposite (maybe the Sarge?).

Why would anyone go through all the grindy engineering just to have the NPCs balanced back to net zero? You engineer to get an advantage. If you don't want one, don't engineer. Imagine you engineer your FSD for 20% better jump range, then the hand of god puts everything 20% further away than it was. Hey you still got your jump range, but balance and all...
 
I skimmed thru the thread and I nearly lmao after reading thru the comments about CZs being "late game" content due to the engineered NPCs in there...
Not gonna quote them all, I don't wanna write a book.
The only thing that is engineered in CZs are the hull points or rather the overall healthpool of the said NPCs increasing only the ammo spent and the time wasted to take out a somewhat useful number of enemy ships.
If the AI was a bit better than in RES or the game in general, yes, it would be "late-game" level and would require more "skill" and experience to be successful in a CZ.

Like I said, the only thing that increases on those NPCs is the time to kill them.

And as for the OPs opinion, Frontier has got it wrong with the whole player progression since they introduced the powercreep, defense stacking, easy credit farming and big ships that basically make you invincible with enough Shield boosters and engineering.
So ye, small ship combat, be it PvP or PvE is kind of in a bad place since nobody is willing to gimp themselves by flying small ships. And that's something Frontier notices and thus puts more focus on big ships rather than making small ship combat interesting.

But if you like small ships such as the Vulture, you can always join my squad, we kill stuff in Vulture wings, so not everything is lost just yet :D
 
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