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

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OK edited post on first page to warn new readers that doing capital class ships for combat bonds CG may actually slow down earning rate...
 

Deleted member 38366

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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...

I made many runs into various Conflict zones and the highest Multiplicator I ever saw was 3x. This is confirmed by the averages I handed in after a specific amount of runs i.e. needed for a single Mission I typically carried.

The CapShips I routed mainly with the Beam Lasers, which took a little time but worked with acceptable performance.
But then, I didn't clear the CapShip for those 500k, I only did it to neutralize its interference and enable a favorable Tide of War (and stop my SLFs from dying within seconds).

The only freak single Bond payout I noticed was during a single CZ run, where a destroyed Federal Corvette indicated a pay of ~450k, which after a Multi of 3x gave ~1.3M in Bonds.
The very next Corvette went for 35k while some Viper III then went for 60k.
Overall, it looked like near-total RNG to me and the Bonds paid very often didn't make any sense, plus they were quite inconsistent. Big Targets sometimes going for surprisingly little, small Targets sometimes going for surprisingly high payouts.
The only thing consistent was the 3x Multi, which was only present in HighCZ. Medium CZ often gave no Multi, a very few times (during the 1st day) though it gave 3x as well - which was the reason I started checking the HighCZ (at that time I assumed Low had no Multi, Medium a 2x and HighCZ a 3x Multi).

In the end, I didn't get smart out of it during those days, hence it felt like weird RNG when it came to Combat Bonds per Target.

But when it comes to pure CZ efficiency under CG conditions (Combat Bonds being the only metric), I'd also recommend to avoid CapShip Scenarios if possible.
It increases the difficulty while being detrimental for a Combat Bonds per time ratio.
 
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Aaaaaaaand I'm done! Made it to 100 million in combat bonds, so I am pretty satisfied. Only one trip to the rebuy screen this whole CZ, and that's when I tried to fight another CMDR who was much more skilled than me when I could have high waked to safety.

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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?
Maybe you are referring to some of my posts from the past.

Synthesized Standard or Premium ammo on Rail Guns and Plasma Accelerators with the Plasma Slug experimental effect persist if you store the ship in the shipyard and even after a rebuy, but will get lost if you store just the module or if you rearm it. Quite often the right panel (modules) does not properly show that Premium ammo is loaded - it sometimes updates if you dock.

If the weapon's clip / magazine size is the same as the number of shots per burst (standard Rail Guns, and probably Imperial Hammers too) and the ship has fuel left, then the clip is always full and rearm all is safe for that weapon, you can also not rearm the weapon individually.

With weapons that have multiple rounds per clip (Standard and Advanced Plasma Accelerators) you have to be very careful to avoid restock all and also avoid manually restocking these particular weapons, as it would replace the synthesized Standard or Premium ammo with Basic ammo.

It helps to empty the clip and make sure it is completely filled from fuel after an engagement to be on the safe side. This way you have also a full magazine at the beginning of the next engagement. However this is not so easy with multiple PAs, where it may involve fiddling with module enable or fire groups. Therefore I think it is better to get into the habit of rearming manually and carefully.
 
Maybe you are referring to some of my posts from the past.

Synthesized Standard or Premium ammo on Rail Guns and Plasma Accelerators with the Plasma Slug experimental effect persist if you store the ship in the shipyard and even after a rebuy, but will get lost if you store just the module or if you rearm it. Quite often the right panel (modules) does not properly show that Premium ammo is loaded - it sometimes updates if you dock.

If the weapon's clip / magazine size is the same as the number of shots per burst (standard Rail Guns, and probably Imperial Hammers too) and the ship has fuel left, then the clip is always full and rearm all is safe for that weapon, you can also not rearm the weapon individually.

With weapons that have multiple rounds per clip (Standard and Advanced Plasma Accelerators) you have to be very careful to avoid restock all and also avoid manually restocking these particular weapons, as it would replace the synthesized Standard or Premium ammo with Basic ammo.

It helps to empty the clip and make sure it is completely filled from fuel after an engagement to be on the safe side. This way you have also a full magazine at the beginning of the next engagement. However this is not so easy with multiple PAs, where it may involve fiddling with module enable or fire groups. Therefore I think it is better to get into the habit of rearming manually and carefully.
Not to attack you, but this is all so stupid and imbalanced. Please FD throw premium ammo in the garbage bin.
 
Of course they do. One more reason to get rid of it.
With PAs I agree, for Rail Guns I feel that Super Penetrator Rounds are even more imbalanced. Edit: forgot that the latter can still be combined with premium ammo.
 
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yea, its a bit of an anti climax, they are bound to return to that at some point
CG completion articles are typically lightweight, they're just there to announce the completion of the CG and give the standard text on where to recieve rewards. The main story developments usually come a day or two later.
 
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