COMPLETED CG Fight for Nova Imperium against the Federation (Combat)

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Honestly, the current design for power plant detonation is pretty silly. I'm sitting here literally obliterating the PowerPlant repeatedly with class 4 fixed cannons, and absolutely nothing happens. Meanwhile, someone else slightly tickles it with a class one beam laser and... Kaboom!

Imo, they should give power plants a critical health bar, where explosion becomes a possibility. Shoot it many times, and you have a good chance of triggering the explosion, or if you just do a whole bunch of damage to it, it increases the chances of your shots causing an explosion until it reaches 100%.

But either way, it sucks that slower firing weapons are arbitrarily worse.
 
I am all done For Tuesday, Ill play other games on Wednesday not Elite if any as normal...
Final mess about live stream for the CG done raw footage below... Let a few ships go... viper drive died could not be bothered to chase it in the end... capital ship relays removed with long range rails... ( that was slow but worked but wont do that again)...

But don't expect the ones below me out of the 532 to kick me out of the 10% slot any way... 😛
E1JGAfgWYAEVS4l
Source: https://youtu.be/Q8yzONQmbyc
...
 
Honestly, the current design for power plant detonation is pretty silly. I'm sitting here literally obliterating the PowerPlant repeatedly with class 4 fixed cannons, and absolutely nothing happens. Meanwhile, someone else slightly tickles it with a class one beam laser and... Kaboom!

That happens because when the PP reaches 0 integrity every additional hit has a chance to start the chain reaction that will lead to the detonation of the reactor.
Even a forced drop-off from supercruise has the chance of doing it.

So a cannon firing a shot every 2 seconds (in practice is more than that) will have a lesser chance than a beam that will hit the PP many times per second.

And it's a bit better this way since otherwise it would mean that a salvo from a multiple long-range-super-pen rails will mean a guaranteed kill. As it is, one might get luck and survive some shots, while others might blew from the first one. Makes it less predictable.
 
That happens because when the PP reaches 0 integrity every additional hit has a chance to start the chain reaction that will lead to the detonation of the reactor.
Even a forced drop-off from supercruise has the chance of doing it.

So a cannon firing a shot every 2 seconds (in practice is more than that) will have a lesser chance than a beam that will hit the PP many times per second.

And it's a bit better this way since otherwise it would mean that a salvo from a multiple long range super-pen rails will mean a guaranteed kill. As it is, one might get luck and survive some shots, while others might blew from the first one. Makes it less predictable.
Honestly, I think the solution should be not having the best module damage in the game come from a hitscan weapon. If you want to snipe modules, you should need a long-range Cannon, and some actual skill.
 
no, it just follows from how continous damage is implemented in game. ingame stats say beams are damage over time (so rate of fire: endless high), but of course that can't be coded, so their rof is just "very very high", and each hit has the chance of triggering a powerplant malfunction. test it with a beam along your other lasers and compare - it is very noticeable.
Thanks, I will : )
 
What is not nice is asking to remove other's people gameplay because... it's Wrong... you know: "the way i play is the right way and everyone else is supposed to play like i do"
I don't agree with it, because we can understand it like "not remove any bugs, exploits, and if we will talk about balance only way is buff everything".
Why fix exploits, bugs? Why improve balance? Why nerf anything? IT IS MY WAY.
For example- plasma/rails with ammo from fuel. Premium synthesis+fuel scoop- unlimited premium damage as long, as you don't "restock" ammo- don't fix it, it is my way of fun.
Due to scale of world and amount of players it is weird online game, but it is online game, so some stuff ISN'T ok.
 
I don't agree with it, because we can understand it like "not remove any bugs, exploits, and if we will talk about balance only way is buff everything".
Why fix exploits, bugs? Why improve balance? Why nerf anything? IT IS MY WAY.
For example- plasma/rails with ammo from fuel. Premium synthesis+fuel scoop- unlimited premium damage as long, as you don't "restock" ammo- don't fix it, it is my way of fun.
Due to scale of world and amount of players it is weird online game, but it is online game, so some stuff ISN'T ok.


Nobody is saying that bugs or exploits should not be fixed.
But what is actually an exploit is defined by FD alone and not by players' wishful thinking or self-righteousness projections

For example: Rockforth Fertilizer same station trading was an exploit defined as such by FD and whoever abused it, was promptly penalized by FD.
You (generic you) calling relogging for materials an exploit is just wishful thinking. Only FD is able to make that call, and they are not doing it.
 
For example: Rockforth Fertilizer same station trading was an exploit defined as such by FD and whoever abused it, was promptly penalized by FD.
You (generic you) calling relogging for materials an exploit is just wishful thinking. Only FD is able to make that call, and they are not doing it.

Technically an exploit is taking advantage of an unintended game design or bug. Whether its 'punishable' by Frontier is a different matter. the Egg was an exploit that got closed but never punished, relogging for HGEs has been defined as an exploit by Frontier but never punished, relogging for mats elsewhere is not defined or punished. the Rockforth was one exception rather than the rule. Basically the more used it is the less they are inclined to act due to salt generation it seems or they let people get away with it until they do something that removes the need for the exploit maybe and then maybe they stop it or punish it.

The other one I think was the engineering exploit, pretty sure they punished that one as well, so thats two and both were widely criticised by the wider playerbase whereas the wider playerbase is encouraged or even driven by Frontier supported and promoted streamers to use the relog exploit. And their latest promoted streamer says 'Star Citizen is the game we are trying to turn Elite into'. Does make me wonder what their filtering process is for promoting streamers and why they want new players to watch them.
 
Sub topic
Did any one use a pair of large/huge efficient plasma accelerators with plasma slugs on there ship to avoid the resistance bufs on AI or did every one go rails only... and not care about the resistance by pass with Absolute premium ammo of PAs
 
I had a bad initial experience with Plasmas v small ships due to lack of practice so prefer Rails but I then had to remap controls for Rails and havent tried Plasma since. Plus I never even realised until your post about infinite premium ammo, which is kind of obvious but just never occurred to me...so I will be going back to Plasma on next build, or revamping earlier build when I get back to bubble

is it definitely infinite premium until you restock or is it like SRV where docking alone resets it?
 
I had a bad initial experience with Plasmas v small ships due to lack of practice so prefer Rails but I then had to remap controls for Rails and havent tried Plasma since. Plus I never even realised until your post about infinite premium ammo, which is kind of obvious but just never occurred to me...so I will be going back to Plasma on next build, or revamping earlier build when I get back to bubble

is it definitely infinite premium until you restock or is it like SRV where docking alone resets it?
its not unlimited as it uses fuel if you don't refuel you run out of ammo and you have to call the fuel rats... as your ship will be dead in space...
If you add fuel tanks you can extend play time which makes it act like unlimited premium ammo untill all that fuel is gone...
It is only use one set of premium synth mats the hole time yes... but you use up fuel the hole time...

IF the plasma clip is full Restock at station will not replace premium ammo...
IF the plasma clip is part full, restock at station will remove premium ammo..
 
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Did any one use a pair of large/huge efficient plasma accelerators with plasma slugs on there ship
i always went longrange PAs with plasma slug. in my impression not worth it PVE, because most NPC resistances are not high enough to make up for the less dps. not worth it as in: large MCs are better. on the other hand i really struggle with railguns even after all these years, but can hit with longrange (gimbal) pa.

edit: no idea why gimbal plopped into my mind - there is no such thing.
 
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i always went longrange PAs with plasma slug. in my impression not worth it, because most NPC resistances are not high enough to make up for the less dps.
Ok was looking for quicker way to damage capital ships relays... as the X10 bonus on small ships mean they now pay 300K+ per kill..
So if they take to long its quicker to ignore capital ships but not as good a middle finger moment to the feds doing small ships...
 
you won't like it, but an ammo increased missile rack is my way to go... PAs sound interesting for it, never tried! now i just have to find the ship of all the ships named storage with the PAs on it...
Need plasma slug experimental for missiles then ammo synth is a no go for me so won't be doing that...
if the x10 bonus spreeds to other CZ just be better to reset the instance if capital ship is hostile objective and then will win that CZ instead...
Captains for alliance in t10s are even easier kills than corvettes so will be a better spawn as they don't even get a capital ship lol..
 
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Honestly the best way is to just relog until your side gets a spec ops wing and follow it around. It doesn't really matter what your DPS is then, you just accelerate the process of nuking everything.

And the faster you kill stuff, the more allied ships you accumulate in your swarm, until you're eventually blowing everything out of the water in seconds.

Way more effective than trying to kill everything solo, no matter how powerful your ship.
 
Honestly the best way is to just relog until your side gets a spec ops wing and follow it around. It doesn't really matter what your DPS is then, you just accelerate the process of nuking everything.

And the faster you kill stuff, the more allied ships you accumulate in your swarm, until you're eventually blowing everything out of the water in seconds.

Way more effective than trying to kill everything solo, no matter how powerful your ship.
beside the relogging that's basically my approach to cz anyways, no matter whether i fly my cobra or coevette.
  • dispatch some eagle
  • destroy (smaller) ships binding multiple friendlies
  • gang up

works well even if only the enemy spawns spec ops. longrange sensors help with that approach.
 

Deleted member 38366

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Sub topic
Did any one use a pair of large/huge efficient plasma accelerators with plasma slugs on there ship to avoid the resistance bufs on AI or did every one go rails only... and not care about the resistance by pass with Absolute premium ammo of PAs

I ran Efficient Beams with MultiCannons mix (Standard Ammo, no Synthesis)- worked perfectly as expected.
My big rig also carries a single C1 Railgun w/ Feedback Cascade to accelerate things against SCB Targets.

With aggressively executed Tactical Battlefield Management, Conflict Zones of any type were dominated within a few Minutes every single time.
Doing that was far more important than i.e. the Ship Weapons or Ship type.
 
i always went longrange PAs with plasma slug. in my impression not worth it PVE, because most NPC resistances are not high enough to make up for the less dps. not worth it as in: large MCs are better. on the other hand i really struggle with railguns even after all these years, but can hit with longrange (gimbal) pa.
There is a gimballed PA?
 
I ran Efficient Beams with MultiCannons mix (Standard Ammo, no Synthesis)- worked perfectly as expected.
My big rig also carries a single C1 Railgun w/ Feedback Cascade to accelerate things against SCB Targets.

With aggressively executed Tactical Battlefield Management, Conflict Zones of any type were dominated within a few Minutes every single time.
Doing that was far more important than i.e. the Ship Weapons or Ship type.
So about the second part posted later is that a confirmation of the later post that the insured pay of 500K for capital Ship is now pointless as none of the unlimited ammo weapons will destroy the heat relays fast enough over killing the small ships... with the X10 bonus...
 
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