It's kinda ironic here... yours is not an uncommon complaint (following mission USS means you have to go too far)... yet I'm literally using them for over 100m/h, so maybe CNB/Hazres aren't the best source of targets after all?
Do me a courtesy mate and actually read my posts.
Retropolitan and Rat Catcher get it. But just so you clearly understand: I absolutle DO NOT give a whistle what anyone else earns. If someone found a way to earn 10 billion credits an hour, bully for them.
What I care about is that these rewards are applied to the easiest gameplay, meanwhile the hardest gameplay rewards breadcrumbs. This is inane and logic and exactly why earning credits feels like a grind. You get good at blatting easy targets, decide to move on to harder ones and "Oh! What's that? I'm not not earning as much? Well screw that!" so you stick with the easier targets. It's a grind because the reward structure is back to front It's mundane, uninspired design, and it has to go.
FD literally just embarked on a balance passed focussed entirely on "risk vs reward"[1] and proceeded to buff the easiest combat in the game which already out-earned the hardest combat, and frankly, did absolutely nothing for the hardest combat[2] (Fully engineered Threat 5/6 PAs and Wing Assassinations). That's a complete failure as far as I'm concerned, and a complete failure of game design. I've never played a game where the best rewards in the game come from stomping entry-level challenges. I've seen quirky artefacts of player-run or player-facilitated economies[3]. But ED enjoys none of those conditions.
A common counterargument against me is "Why don't we just buff the harder combat then? Why nerf this?"... I mean sure, let's just buff everything else, and I already said for me, a fair balance would drive doing Threat 5&6 Pirate Activity sites into the realms of 1 billion credits an hour. With the most expensive asset in the game being 5b, that's an absurdly high earn rate... at that point you might as well just remove credits from the game, and I'd happily entertain the idea of that if those were the circumstances. The only other alternative that makes credits still have a lick of meaning is to nerf these low-challenge, high-income earners, and put the higher-challenge activities into the level of rewards that these things currently generate.
Anyways, this is my question not just of you, but of anyone who doesn't see the problem here: Why should higher-challenge activities not pay out more than lower-challenge activities? Because that's my issue here with the current state of the game. Any other interpretation of my problem is, frankly, wrong.
[1] I don't like the term "risk vs reward" and prefer the concept of "challenge vs reward", which is the same construct dungeons and dragons use. Within that construct, there's no risk to a Level 20 character stomping a Challenge Rating (CR) 5 opponent, but it still pays more than a Level 1 opponent risking life and limb against a CR 4 opponent, which makes sense. The problem with ED is that a CR 1's are rewarding substantially more than CR 10.
[2] Excluding AX combat, which got a buff, and could probably earn an equivalent amount now to this massacre stacking. But see how I think that's completely fine? That's because, just to re-iterate, I don't give a stuff what anyone else earns. I care about the game having a balanced and sane challenge vs reward construct.
[3] An example of this was in Guild Wars 2, where resources (Wood, ore etc) found in mid-level areas (40-60) paid more than resources found in high-level areas (80+). The reason for this was because end-game characters were constantly fighting the hardest challenges for the best rewards (like they should be), and along the way they'd earn heaps of resources from the high-end areas, so the market was constantly flooded, while the L40-60 areas were just transitory to the endgame, so there were no concentrations of players constantly farming those resources.