Newcomer / Intro Picking the right CZ to unlock Juri

Thwarptide

Banned
Howdy Cmdrs,
I'm a tad confused when it comes fighting in CZ.
I found a system which independent in the middle of civil war. Started fighting in low intensity zones. I'm in a seriously tanked up krait mk2 (G5 hull, beam Lazers, cannons). So far, low intensity seems pretty intense on its own. Most of the bad guys are tough to kill. Getting through sheilds, no problem, hulls, tougher despite G3 cannons (+experimentals). I get their hulls down to the 40% range and then things seem to slow down and drag out. It's not hard to go through 151 cannon rounds on just 2 ships. I suppose that's the nature of things in CZ.

Anyway the nature of my question is this.

My readings tell me that my combat bonds have to be in a federation system. This makes little to no sense at all when compared to the requirements posted on INARA which cover no such stipulations. 500,000-1,000,000 credits seems reasonable but 50 combat bonds?
At the difficult pace of kills, it's going to take me longer that and (exaggerated) 6 months.
Now, do I really have to find a federation system in civil war state or keep plug'n away where I'm at?
Screenshot_20200911-174210_Chrome.jpg

Nothing here where that have to come from a specific type of system allegiance.
 
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Just keep plugging away IIRC.

Yes the NPCs in Combat Zones are fitted out as warships, they were even before the revamp, they don't waste space on stuff that isn't weapons or defence and they do fill the slots with reinforcements, what got added was the higher ranked ones have engineering and are very hard to kill.

Some of the scenario targets are frighteningly hard to kill.
 

Thwarptide

Banned
Just keep plugging away IIRC.

Yes the NPCs in Combat Zones are fitted out as warships, they were even before the revamp, they don't waste space on stuff that isn't weapons or defence and they do fill the slots with reinforcements, what got added was the higher ranked ones have engineering and are very hard to kill.

Some of the scenario targets are frighteningly hard to kill.
Plenty of times so far, when it was smarter to bug out (not because of excessive dmg. Npc's havent dented hull lower than 91% yet lsimply because I ran out of cannon ammo. I'm tanked very well) It's pointless to sythn under these circumstances.
"tanks" for chiming in aRJay. 👍
 
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If you just want to rack up quick kills in CZs, don't go with cannons. Take multicannons, overcharge them, put some incendiary in there to make chewing shields faster and slip in a corrosive. Go after eagles and asps. Don't bother with viper mk4s, they take too long to kill for their size. Target the powerplant on the asps. If you're running gimbals, just skip a target if they're running chaff. If it's just number of bonds, an eagle counts as much as an anaconda.
 

Thwarptide

Banned
Don't bother with viper mk4s, they take too long to kill for their size.
Oh dont they ever. Dern near impossible.
T9's eventually run away so it's pointless to waste time and resources on em.
My cannons do fine. I'm not about to run out, buy then spend the time and resources (atm) just to clobber ships in a CZ. Once I'm with unlocking Juri I have no intention of doing CZ's for fun and profit. (it barely pays for my ammo.)
But I have every intention of getting another ship, something a bit faster and maneuverable and slapping multi's on it.
I do enjoy the chase of moding ships out and engineering em when I'm not exploring.
 
Oh dont they ever. Dern near impossible.
T9's eventually run away so it's pointless to waste time on em.
My cannons do fine. I'm not about to run out, buy then spend the time and resources (atm) just to clobber ships in a CZ. Once I'm with unlocking Juri I have no intention of doing CZ's for fun and profit. (it barely pays for my ammo.)
But I have every intention of getting another ship, something a bit faster and maneuverable and slapping multi's on it.
I do enjoy the chase of moding ships out and engineering em when I'm not exploring.
The krait is fantastic for CZs. G5 that power distributor at the Dweller's place and it can make a great laserboat - four efficient beams isn't something I'd normally suggest on most ships, but it's fantastic for popping small ships and never having to worry about ammo. Slap a frag in the centre-top to put corrosive on bigger stuff and you're golden, you'll rack up 50 kills before you have to go back for ammo.
 

Thwarptide

Banned
The krait is fantastic for CZs. G5 that power distributor at the Dweller's place and it can make a great laserboat - four efficient beams isn't something I'd normally suggest on most ships, but it's fantastic for popping small ships and never having to worry about ammo. Slap a frag in the centre-top to put corrosive on bigger stuff and you're golden, you'll rack up 50 kills before you have to go back for ammo.
I was mulling your suggestions over a nice tuna sandwich and the more I research it, the more I like the numbers. I'm on the edge of putting off Juri for a time and revamping things. As it is, in hi-rez, my ship rips through everything. The fall offs are what bugs me though.
I think it's worth putting your suggestions to use. They certainly WILL NOT lessen my Kraits current impact level. 👍

G5 that power distributor
Charge enhanced or high charge capacity?
 
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I was mulling your suggestions over a nice tuna sandwich and the more I research it, the more I like the numbers. I'm on the edge of putting off Juri for a time and revamping things. As it is, in hi-rez, my ship rips through everything. The fall offs are what bugs me though.
I think it's worth putting your suggestions to use. They certainly WILL NOT lessen my Kraits current impact level. 👍


Charge enhanced or high charge capacity?
Charge enhanced with super conduits, nearly every time. There are very few builds that ever need anything else.

With that, you'll be able to permanently boost with only 2 pips to engines which will help you get inside that falloff range.
Or you can go multicannons, which have a 2km falloff. The only reason I don't tend to use them on a krait is that the spinup time on large MCs is ridiculous.
 

Thwarptide

Banned
Charge enhanced with super conduits, nearly every time. There are very few builds that ever need anything else.

With that, you'll be able to permanently boost with only 2 pips to engines which will help you get inside that falloff range.
Or you can go multicannons, which have a 2km falloff. The only reason I don't tend to use them on a krait is that the spinup time on large MCs is ridiculous.
Rep +++ 👍
 
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