COMPLETED CG Protect the Marlinist Food Deliveries (Bounty Hunting)

I fitted PDT for months and months until I realised they had destroyed precisely 1 hatchbreaker limpet in all that time, back when I started in my Cobra in the Starter Zone.

They must have fired thousands of times at mines and other invisible things in High and then Haz Rez during that time and never anywhere else. I decided I would be better off just adding another Shield Booster and destroying the pirate's ship before any hatchbreaker could latch on, which seems to have worked out so far.
 
I fitted PDT for months and months until I realised they had destroyed precisely 1 hatchbreaker limpet in all that time, back when I started in my Cobra in the Starter Zone.

They must have fired thousands of times at mines and other invisible things in High and then Haz Rez during that time and never anywhere else. I decided I would be better off just adding another Shield Booster and destroying the pirate's ship before any hatchbreaker could latch on, which seems to have worked out so far.

Increased range will be great against skimmers at guardian ruins. And I bet we will see more guardian contents in Odyssey.
 
I can't understand FDev, after weeks without CGs, they launch a CG that, besides being super complicated to do, was far from the bubble, reaching 63% (Colonia). Then they launch a CG that aims to kill pirates, but there are almost no pirates in the system to kill. We are on day 2, 1100+ CMDRs contributing and 0% achieved. What's next? Find planets that don't exist in the galaxy?

It seems that they want us not to do CGs.
 
Progress: Tier 0/5
Contributors: 1,187
Contributions: 2,162,679,346 / 240,000,000,000 (0%)

Over 2 billion in work around bounties handed in ...
 
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Based on the description, i'd say it is at least useless (the PDT i mean), at most being actually detrimental.
Quite possible. It's really puzzling, especially when looking at the PD and the focused blueprint. Blueprint doubles shot speed and maximum range, there's that, PD profits from that, altough it's jitter might make it useless and just wasting it's ammo at 5km range. The blueprint also doubles falloff range and more than doubles piercing. PD has neither of these stats, unless they're hidden. If hidden, then those are the really beneficial modifiers here. Full damage further away and higher piercing might make it useful against torpedos. If a PD simply doesn't have these stats, the modifiers do nothing at all.
 
Quite possible. It's really puzzling, especially when looking at the PD and the focused blueprint. Blueprint doubles shot speed and maximum range, there's that, PD profits from that, altough it's jitter might make it useless and just wasting it's ammo at 5km range. The blueprint also doubles falloff range and more than doubles piercing. PD has neither of these stats, unless they're hidden. If hidden, then those are the really beneficial modifiers here. Full damage further away and higher piercing might make it useful against torpedos. If a PD simply doesn't have these stats, the modifiers do nothing at all.

The stats are listing breach damage as 0, but no piercing. So if there is any, it's well hidden.
It would be interesting if it will have an increase effectiveness against torpedoes (i get the feeling it will not), but that jitter would cancel any chance of hitting missiles or torpedoes beyond 1.2.-1.3 km and as i said earlier, shooting at longer range in a target rich environment (CZ for example) will do nothing else except upsetting your allies or drawing unwanted attention by hitting random targets.
The least negative effect would be that it will burn ammo at an alarming rate... But such an Expanse ship combat recreation it will make o_O
 
Perhaps FDev forgot to add the pirates and the situation will improve after the next tick, or maybe pirates just aren't interested in basic foodstuffs or didn't get the memo about the Marlinists?
 
here is what i did yesterday evening (top 50%
percent by that...)

a) i jumped into system, used the FSS to resolve Weapon Threat 1 USS (there weren't others...). all ships in those USS are wanted by the controlling faction. one could that in a sidey.

b) i picked up several elite ranked trade missions, and did two CG trade runs, while killing interdicting pirates.

i think, once a state is triggered, the megaship in system will spawn scenarios -and there should be better USS.

hope that helps!

(@Kietrax yopu will remember, that the bounty hunting CGs alongside trade CGs were FDEVS answer to a CG station usually getting into lockdown in 2 or 3 ticks otherwise - so i'm pretty sure this CG is one of those just for accompanying the main trade CG)
 
So.. is the difficulty of the bounty CG intended?
  • No RES
  • No installations
  • The megaship doesn't spawn attack scenarios(?)
  • The faction only controls one system
  • No nav beacon (!)
  • No missions nearby with pirate massacre/assassinations that target the system
Also: according to the galaxy map, this system has a population of 0

Leaving us with:
  • KWS
  • Continually dropping in to the rings to spawn 0-3 pirates then returning to supercruise and repeating
  • Supercruise interdictions
  • A few random wanteds at the megaship
  • Random missions that have enemies sent against you
This is a lot more difficult to get bounties than previous CGs (which may not have had Haz RES, but had installation attacks and/or missions nearby). Is this intended? Or have I missed an option?
...This is just another example of Frontier being Frontier....ie...... they dont actually 'play' the game, therefore have no idea about the detail needed to make a decent CG work. Its not unusual, in fact, unless they make a mistake and accidently put something in the players favour, its business as usual for them.
 
...This is just another example of Frontier being Frontier....ie...... they dont actually 'play' the game, therefore have no idea about the detail needed to make a decent CG work. Its not unusual, in fact, unless they make a mistake and accidently put something in the players favour, its business as usual for them.
Idk, that's a pretty uncharitable take.

The previous (two?) bounty CG was easily grinded via missions. The one before that was easily grinded via installation scenarios. I don't agree that every bounty CG should be trivial and have a dozen Haz RES 10 Ls from the star. I am wondering whether the seemingly complete lack of easily grindable spots in this CG is intended.

A more charitable take: They could absolutely be intending to push players to look beyond the blindingly obvious HazRES and nav beacons - I for one only learnt about the installation scenarios during that CG! And I did my first blackbox mission in this CG (verdict: meh). But IMO the goal for this one is (still) too high, if there's still, really, no easily grindable method, and if the intent is for it to be completable.
 
So it's moved from 1% complete to 2% complete :ROFLMAO:
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So.. is the difficulty of the bounty CG intended?
  • No RES
  • No installations
  • The megaship doesn't spawn attack scenarios(?)
  • The faction only controls one system
  • No nav beacon (!)
  • No missions nearby with pirate massacre/assassinations that target the system
Also: according to the galaxy map, this system has a population of 0

Leaving us with:
  • KWS
  • Continually dropping in to the rings to spawn 0-3 pirates then returning to supercruise and repeating
  • Supercruise interdictions
  • A few random wanteds at the megaship
  • Random missions that have enemies sent against you
This is a lot more difficult to get bounties than previous CGs (which may not have had Haz RES, but had installation attacks and/or missions nearby). Is this intended? Or have I missed an option?

I wonder how many commanders out of the ~1200 who signed up, are actually participating? For example, I signed up, then realized what the situation was and gave up on this CG and decided not to participate. Won't I still be counted as participating?
 
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