COMPLETED CG Fight for the Neo-Marlinist Order of Mudhrid against the Empire (Combat)

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If you want to be fair, you give it to every participant of the CG or at least to the top 25 or 50%
I'd say 100% (Edit) or 75% since top 75% is pretty much the preset for most CGs, is the only fair choice, otherwise it would be an "Oh if I knew tier 1 wasn't a prerequisite... I would've..." either 25% 50% or even 75%.
I myself stopped about 3.5 days before the event ended, and yet still stayed on the top of inara stats, which means pretty much the whole majority of participants stopped due to the tier 1 issue, and 3.5 days is enough to make changes for those who had the will to reach top 10%.

I hope FDev's can take some time on fixing the template texts for CGs, missions or whatever it's related to...so things could be more clarified, another one of my political ideologies, government has to be transparent on whatever they're doing, miscommunications can sometimes lead to a lot of hate :D
Maybe after what's most important at the moment, which is the alpha on Odyssey.
 
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Okay, I got my missile rack and have tested it somewhat now. Here are the stats, as displayed:

EsIsUJf.png


I've also taken the opportunity to test its damage over time component.

The way I tested it was by disabling the shields on a Taipan fighter and shooting it with the missile. The enhanced damage on the base projectile should do about 10-10.5 damage after accounting for the explosive component. I then counted 24 seconds until the fighter exploded.

The Taipan has 45 hp total; subtract 10 for the initial impact, and that's 35 hp remaining. 35/24 is just under 1.5 damage per second, with some error from my inaccuracy in counting the seconds, it's pretty much identical to the stats on the standard missile.

Edit: I've now also tested the duration, which is the same 60 seconds as default. Pretty confident it's identical to the standard missile.

Disappointing, but not unexpected! Honestly, I'm just glad to get it at all.
 
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So it seems like the +50% damage is only on the initial impact? the DoT damage the same?
Yeah.. a bit disappointed but just the capacity mod is enough for me :D

No, as far as I'm able to tell, there is no effect on either the damage or duration of the caustic effect. So the total damage of the engineered rack is 97.5 instead of 95, or about 2.4% extra damage.
 
Though even the capacity mod is also a super nerfed mod, was originally expecting a +100% capacity from it.
Well, better than nothing.
 
I wield the power of the Gods!!
That was supposed to be a perk for DDF kickstarter backers and above :D

The more I think about this the more disappointed I am...I spent Tuesday and Wednesday evening tinkering with my paintball markers gearing up for sites to reopen this weekend, and some big games on the horizon, instead of aiming for top 10% because I figured tier 1 was an impossible task, which it was.

At least I have a double modded paintball marker with high capacity fast feed hopper for the weekend :D
 
Well I did a few shots on pirates and monitered their hull percentage:
RES haz
Master Python
96% -impact> 95% -dot> 90% =5% Corrosion
*21 -i> 20 -d> 13 =7%

Deadly Ana
91 -i> 90 -d> 88 = 2%
71 -i> 70 -d> 68 = 2%
*88 -i> 87 -d> 84 = 3%
*74 -i> 74 -d> 71 = 3%

Seems like there still a difference on damage over time, maybe damage works different when you damage units that belongs to yourself.
 
Well I did a few shots on pirates and monitered their hull percentage:
RES haz
Master Python
96% -impact> 95% -dot> 90% =5% Corrosion
*21 -i> 20 -d> 13 =7%

Deadly Ana
91 -i> 90 -d> 88 = 2%
71 -i> 70 -d> 68 = 2%
*88 -i> 87 -d> 84 = 3%
*74 -i> 74 -d> 71 = 3%

Seems like there still a difference on damage over time, maybe damage works different when you damage units that belongs to yourself.

Interesting results, but the difference is small enough it's difficult to say whether or not it's just due to rounding errors. I'd test it on a much weaker enemy, like an Eagle, to make the difference more apparent.

That's the main reason I test it on a Taipan; so the health is smaller, and the % difference is comparatively larger.
 
So, I’m confused ... I think I have the Rail Gun sitting waiting for me ... but it’s marked as having “legal issues” (how? It’s never been on a ship ...) and additionally does NOT appear to have Feedback Cascade which I thought it would but maybe I’ve just been reading too many internet rumours?
 
does NOT appear to have Feedback Cascade
Not only does it not have feedback cascade, it also has a unique nerf on rate of fire.
Well.. for feedback cascade, it shouldn't be an issue, as you can just add the experimental effect on yourself, but neither does capacity or long mod alters rate of fire, so that nerf really came from FDev intervention, the same with enzyme missile rack.
For the legal issue, I doubt it's a plot for the next NMLA vs Empire CG, but more of an experimental weapon that was pre-coded and copy pasted, and forgot to set a certain variable to the correct number.
 
Not only does it not have feedback cascade, it also has a unique nerf on rate of fire.
Well.. for feedback cascade, it shouldn't be an issue, as you can just add the experimental effect on yourself, but neither does capacity or long mod alters rate of fire, so that nerf really came from FDev intervention, the same with enzyme missile rack.
For the legal issue, I doubt it's a plot for the next NMLA vs Empire CG, but more of an experimental weapon that was pre-coded and copy pasted, and forgot to set a certain variable to the correct number.
Well, that sucks ... one side didn't hit their targets but get gifted the module anyway (top 10%) and the other side hit their targets but get a module that is not what was offered. Good job all-round!!!

Never should have trusted the Empire ...

EDIT
I now have my module transferred over. It did indeed need me to fly off to Todd and manually add the Feedback Cascade. Not good!

On the ROF nerf front ... I'm not seeing it ... ROF is 1.6/s which is up from 1.2/s on a standard Rail ... reload time is 25% worse but it holds 2 rounds in a clip now ... so that seems okay to me?

Hopefully FDev will refund me my mats for having to do my own engineering, though. :)
 
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Well theres always an outside chance that it was pre-set to be delivered to top 10% and they will take it back off you all....as GalNet was pre-written assuming Tier 1 would be hit.

Cant see it now though, even though it would be the right thing to do according to the rules written by Frontier.

Now I want that Alliance Megaship we missed out in WHN, and a class 8 256T Corrosion Resistant Cargo Rack and all the decals I missed out on as well if we are going that route of not hitting the target means absolutely nothing.

I had no problem with Delacroix escaping, that was perfectly fine and not against the 'rules' of the CG at all, same for the Marlinists getting out in small ships but this is just meh. I was never in the running for the missile rack and not bothered I didnt get one, I never intended to fight for NMLA or get into 75% anyway. Its just seems totally ridiculous that they gave it out at all and even worse a bit insulting that only top 10% got it not 75%. if they gonna change the rules after the CG is over then whats the point?

If its a mistake and they take it back well all well and good, have some guts Frontier and take it back. Then in a month put it in Tech Broker and announce a discount for top 75% who fought for it in this CG. (still not me, I didn't earn it and I dont want charity, I want consequences and stated rules to mean something)

@Ian Doncaster - well we been saying for a while what will happen if a CG fails?...and now we know...absolutely nothing at all, no consequences whatsoever apparently.
 
Well theres always an outside chance that it was pre-set to be delivered to top 10% and they will take it back off you all....as GalNet was pre-written assuming Tier 1 would be hit.

Cant see it now though, even though it would be the right thing to do according to the rules written by Frontier.

Now I want that Alliance Megaship we missed out in WHN, and a class 8 256T Corrosion Resistant Cargo Rack and all the decals I missed out on as well if we are going that route of not hitting the target means absolutely nothing.

I had no problem with Delacroix escaping, that was perfectly fine and not against the 'rules' of the CG at all, same for the Marlinists getting out in small ships but this is just meh. I was never in the running for the missile rack and not bothered I didnt get one, I never intended to fight for NMLA or get into 75% anyway. Its just seems totally ridiculous that they gave it out at all and even worse a bit insulting that only top 10% got it not 75%. if they gonna change the rules after the CG is over then whats the point?

If its a mistake and they take it back well all well and good, have some guts Frontier and take it back. Then in a month put it in Tech Broker and announce a discount for top 75% who fought for it in this CG. (still not me, I didn't earn it and I dont want charity, I want consequences and stated rules to mean something)

@Ian Doncaster - well we been saying for a while what will happen if a CG fails?...and now we know...absolutely nothing at all, no consequences whatsoever apparently.

The fact of the matter is, it would make zero sense from Fdev's perspective to punish players who participated for the sake of the players who didn't. This is purely from a game design perspective; the LAST thing you want to do is discourage players from participating. You want players to play the game, win or lose, and the LAST thing you want to do is alienate the most die-hard fans(the top 10%).

The only real mistake they made here was in not correcting the text. But if you think about it, it doesn't even make any sense, canonically, for the top 10% not to get the reward, anyway, even if the CG did fail utterly. The NMLA clearly already had these modules in storage for their supporters; it's not like they were gathering resources to research them or construct them. So the only other choice would be to say, "The modules were destroyed in the fighting" or something like that, which is pretty much just a big middle finger to NMLA players, which again goes back to the earlier point about not alienating your players.

It would be a completely different matter if it WERE a research or construction CG, like the ones you mentioned. There, the items in question clearly DON'T exist yet, so it would be impossible for players to get them if the CG fails, since they never get built in the first place.

But what it ultimately comes down to, imo, is that CGs seem to be run by a very small team of devs who don't seem to entirely grasp the system they're using, and often leave typos and mistakes behind. Which is unfortunate...but, in the end, I guess I'd rather have a buggy experience than no experience at all.
 
Well the top of those that passed data to Inara.

I don’t believe that the missile rack is an act of generosity, I think that FDev didn’t expect the failure and with so many busy elsewhere somebody didn’t manage to stop the reward from being added automatically, now what they do about those 257 or so missile racks is a different can of worms but giving it to everyone that took part but wouldn’t have qualified if tier 1 was reached seams unusually stupid.
 
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I have been playing this game for several months and I love the concept and much of the gameplay, but FDev's inability to set rules and follow through on them (Tier requirement?), Deliver what was promised (Feedback Cascade?), and their propensity for half-baking ideas and dumping them on us and leaving it up to us to fill in the blanks (Horizons? Power Play?) is breaking this spaceman's heart. :cry:

At least bring BOTH modules to tech brokers now so we can all get hold of them and try them out. Free the meme missile. Then nobody can be salty.
 
I did a deeper analysis of the missile rack. I disabled an NPC python and shot it with both an engineered and unengineered enzyme missile rack, as well as with a guardian plasma charger, to determine exactly how much hull it had.

The fully charged guardian plasma charger did 10% of the python's hull. It does 100% irresistible damage, and at full charge does 66.3 damage, meaning the python had 663 hull, +/- 33 hull. So between 630 and 696.

(note: This test was ONLY testing the dot damage, so the starting hull was taken AFTER the impact of the missile, and does not account for impact damage)

The Engineered missile rack started at 39% hull and ended at 27%, or about 12% hull. That's about 80 damage.

The unengineered missile rack started at 25% hull and ended at 14%, or about 11% hull. That's about 73 damage. The second test took it from 13% to 1%, or again, 12% hull. That's 80 damage.

At the highest possible end, it's 84 damage from the DOT. At the lowest possible end, 70 damage.

But either way, that means the missile rack does seem to do slightly less than the supposed 1.5 hp/sec. I did, however, notice that it did significantly more of its damage in the first half, while doing only very slight damage in the second half. The last twenty or so seconds only did about 1% damage, while the first twenty did almost half the total damage.

Additionally, it seems clear that the engineered missile rack does NOT deal additional DOT dps.
 
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