Re: Deciat - CMDR Killer on the loose

Do you play in Mobius? I do, and have for years. While their active numbers are down, I found commanders in all the typical hotspots this past weekend (Mobius PVE group, which I believe is North America Mobius). If you stay off the beaten path, you generally don't even see other CMDRs in open, let alone Mobius.
Yes, I've been going in and out of the Mobius PG for years. Only saw a person once, that was at Deciat.
 
A dash of situational awareness goes a long way. Use your radar, avoid the interdiction, or submit, boost and high wake out.

Not hard at all.

Indeed. Whenever I arrive in my destination system , I always make sure I have an emergency jump system selected in my route planner. Then if I get interdicted on my way to a station/planet/POI etc, I can submit, boost, jump without any panic selecting of a system.
 
I'd much rather the game provided a more realistic level of safety in different systems.
The "lawful" engineers should be in high/medium security systems and they should be safe to visit.
The more sketchy engineers should be in low security systems and anarchies and they should be dangerous to visit - in both Open and Solo mode.
And the sketchy ones should offer some very tempting upgrades. At that point everything fits - dangerous system that's supposed to be dangerous and a compelling reason for people to go there (even if most resort to solo).

Still, the last time I didn't really think about Deciat and jumped in in Open (I'm no real PvPer) it was at least exciting (and I managed to get out again in one piece).
 
And the sketchy ones should offer some very tempting upgrades. At that point everything fits - dangerous system that's supposed to be dangerous and a compelling reason for people to go there (even if most resort to solo).

Still, the last time I didn't really think about Deciat and jumped in in Open (I'm no real PvPer) it was at least exciting (and I managed to get out again in one piece).

They are already sketchy and offer tempting upgrades.
 
131023
 
At least one is a known criminal (supported by a cartel) who wants all the landmines, a few others thrive on literal tons of booze and narcotics, and half of them want you to prove that you can kill lots of people before they'll G1 your simplest kit. Sounds about right.

One of my favorite moments in Premonition was the acknowledgement that itinerant Commanders were the biggest potential wrench in the plans of the Club. Folks with great power that can’t be easily controlled or manipulated.

Better known as murderhobos.
 
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Ranting again about this because holy hell. Let's take Imperial Cutter. It's one of the strongest ships in the game. Kudos to Newts by the way again.

We have bought a Cutter! Our first Cutter is just a basic one, with no boosters. We give it a class 8A shield and be on our merry way. Let's trade! This one has 943 shields and 720 hit points.

We decide to be bloodthirsty and outfit The Cutter for just combat. But we dislike engineering. Let's give it military armour, 8A shields, 1x8 and 1x6 SCBs, 1x5MRP, 3A interdictor and rest HRPs. For poopoos and giggles I throw in 3x Heat Sinks and rest are shield boosters. We're looking at 3790HP and 1886MJ shields with 7500Mj in SCBs. This is a lot, over 5 times the HP and almost 10 times the effective shield we'd have in non-military specced 8A-shielded cutter.

Then we go insane: let's throw basic engineering to that combat Cutter so we have heavy duties all around, with a size1 therres HRP and couple of resistance boosters on top of heavy duties. We're now looking at 6430HP and 3370MJ base shield. With Specialized Cells, our entire shield is now over 11k MJ. Like lol, we have 9 times the HP (without calculating in resistances) and 11 times the MJ of our original model.

We're bored, and become gods. We implement a limitation: our Cutter now has some protection but can only utilize 2x shield boosters and HRPs/MRPs/SCBs are limited to military slots. With military grade nonengineered build we have 1320 shields and 1790 hull, since I'm not taking a C5 SCB but opt for an MRP+HRP. We have 140% the shield strength and 2,5 times the hull of the first off-the-shelf Cutter.

And if we engineer those, we can have around 1884Mj shields and 2734 hull. I throw mostly resistances here. This is still significant, but we're having twice the shields and 3,8 times the HPs of the store one (again without resistances). This is something I could perhaps expect to see. [Note that many Combat Zone Viper IVs have effective hull strength above this value.]

Now, the question is:
In what situation is it sensible to be able to have 11x the shields and 9x hull points (plus significant resistance buffs practically doubling those values) of the standard model, while damage output has only increased 100%? What sort of gameplay does this promote? How does this translate to PvP interactions, since a ship outfitted for just combat can have almost 20 times the defensive stats of a stock one? Like, even if the defendant could actually shoot back, is there ever a situation where the defendant could kill or damage the offender?

Like... ugh. If you want to have a Cutter and be able to sometimes defend against a PvP opponent, you already have to sacrifice a lot for HRPs and SCBs and SBs. If you want to be competitive, you basically fill your entire ship with HRPs and SBs. With more limited slots the situation would be bad, but it wouldn't be THAT hopeless.

Ugh.

Edit: A fully PA-kitted Cutter with no engineering does a total of 507 absolute damage per shot. 60 % of this ignores resistances and the rest hits something like 50/50 resistances, so we're looking at effectively 405 damage per salvo. This means that if a defender hits perfectly with no damage falloff, he/she requires a total of 45 salvos to kill the superhardened Cutter. With a fire rate of 0.3 per second, this means a total of 148 seconds of just holding down the trigger. But it gets worse! Since we know that player can only get at most two salvos per one complete distro charge, we have to count in the recharge time that is 10 seconds with 4 pips in weapons. This averages to about 1 shot every 7 seconds (roughly), so we're actually looking at over 5 minutes of uninterrupted, point blank, no-miss shooting with 4 pips in weapons.
Yes.

The endless ways to count down to something, anything. Count down to it, and the game shall be updated to create more countdowns with less involvement from the player, and the countdowns shall be of longer duration, and the player shall do things other than play the game at the actual keyboard. The game will become autonomous, and the game will eventually play itself at which time the BGS becomes sentient.
 
I always find Deciet a nice system to go when a certain large country is asleep. I've always been ok on European time. I think I have been interdicted once in 10s if not 100s of visits. That was by someone that could not aim straight.

Learn to corkscrew under heat seems to deal with most of them. Just watch out in SC - for their friends (most of them have not got one), and be prepared to Hight Wake and come back in GMT time.

Simon
 
Learn to corkscrew under heat seems to deal with most of them.
This! Continiously switching FA off and on will also make dumbfires (Grom Bombs!) very difficult to land. Unfortunately some people assume that simply switching to FA off is enough to run. I've seen several CMDRs weirdly flying circles, while not gaining any distance, when I interdicted them. There are also several ships which are simply not worth the time for pirates if build correctly.
Personally, I prefer to encourage good evasion tactics by flying a slow pirate vessel.
 
I am :D Although, I nice nerf would be to eliminate SCB from the game and good riddance.
Would still face the hulltankers! If anything, SCB-only would be better because it can be countered, requires using either specialized beams or an utility slot to counteract the heat and generally requires large slots to be sacrificed for it to be useful. It has actual downsides for using it.

HRPs on the other hand you can just slap on wherever and install mods on smallest, and voilá you have 3700HP.
 
Would still face the hulltankers! If anything, SCB-only would be better because it can be countered, requires using either specialized beams or an utility slot to counteract the heat and generally requires large slots to be sacrificed for it to be useful. It has actual downsides for using it.

HRPs on the other hand you can just slap on wherever and install mods on smallest, and voilá you have 3700HP.
Hulltanks dont bother me and they have their own set of counters to deal with. 3700hull is mid range btw.
 
J u s t
P l a y
S o l o

Oh and before you say that, I play Open. If someone decides to interdict me no matter the ship I have I will try to ram him until death.
 
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