Assassination Missions are FUN!

Hey all,

So, despite being around since the Beta, it was only last night that I did an Assassination mission for the first time. Note that I'd tried to do them in the past, a long time ago now, but they were a bit buggy and I never had a target actually show up pr the mission ended the moment I jumped into the target sector. That's why I'd avoided them for so long.

Last night, I decided to unlock an Engineer I'd just never gotten around to, Zacariah Nemo, but first I needed the invite, so I flew off to a station with Party of Yoru presence in the T'u Tu system. I took my "all rounder" Anaconda, not sure what missions I'd be taking to earn reputation with them. However, when I got there, nothing but assassination missions were available...if I exclude the donation options. I was hesitant do take one as I'd had bad experiences before, with them simply not working. But I went for it.

I actually took two missions, one was Deadly rank - my current combat level - and the other was Elite, though I hadn't really paid attention to the fact that it was a Wing mission lol. I arrived in the system, scanned the Nav Beacon, and immediately got jumped but a single Federal Gunship (IIRC) before I'd even scanned the guy to confirm he was the mission target. He got some solid hits on me, but I'm in an engineered Anaconda, so I shrugged them off and turned to engage. Made short work of him - it wasn't a well- spec'd ship - and some locals also helped. Nice.

I went back into SC to find the location of the next target - the Elite Wing mission one. Entering the instance there were seven ships total, four of those in a Wing were my target - well, the leader of that group was. My primary target was an FDL, who was escorted by three Vultures. I'm in a multi-role, but still well-shielded and nicely armed, Anaconda of course, so I didn't really anticipate any issues.

I was a bit over confident there lol. These ships were heavily engineered, and even my Anaconda - which has a bias towards Thermal damage weapons - really struggled to get through the FDL's shields, all the while he, and his three allies, were pounding my ship. Fun. Thankfully, some local security ships jumped in and helped out with the fight - though by then I'd already taken down the FDL and two Vultures, but my shields were low.

That was FUN. Wanting to take more of these missions, I returned to my home station to pick up my Corvette, before heading back to T'u Tu. When I got there, the Party of Yoru had THREE Assassination Missions available, one was rated Dangerous, the other two were Elite Wing missions. I took them all.

Jumping to the target system, the first target (the Dangerous mission one) jumped me at the Nav Beacon - in a Corvette. Nice. I was quite looking forward to some Corvette on Corvette action. My first few shots showed that this guy wasn't that well shielded - far weaker than the FDL's and Vultures I'd faced earlier - and my meagre three lasers (2 C2 and one C3 Engineered Beams) were burning through his shields quite quickly. Then the locals started helping out too and he was dead. Hmm, shame, I'd hoped for a harder fight - it's rare to see other Corvettes, in fact I never had outside of CZ's before - excluding other Players of course.

I moved on to the next mission...one of the Wing ones. Once again I was facing an FDL and three Vultures - I wonder if this type of ship are deliberately spawned by the game - rather than random - as they are a good counter to my current ship, being rather fast and nimble. Regardless, once again, these guys are quite heavily engineered. I go for the FDL first - I can always bug out when he's down, mission complete - and even with several seconds of 100% hits with my beams, his outer shield ring hasn't even changed colour - those are some tough shields. I continue working on him, and finally get through to his hull - I can now open up with my C2 Corrosive and Emissive Multi-Cannons as well as my main two C4 Multi's. I chew through his hull quite a bit faster than I did his shields, but he was still very tough. I move on to the first of the three Vultures. I've already taken a bit of a pounding by this stage, my shields are at around 40-50% - my outer ring is gone, the middle ring is getting redder. I've also taken some hull and module damage, due to at least one of the ships having shield penetrating weapons. I'm still more than in the fight though.

I take down the first of the Vultures - hard to hit, spamming Chaff like crazy, and very resistant shields - shockingly so in fact. I take him down, but not before my own shields are gone - those three Vultures were hitting me hard. Two to go. I could bug out now, the mission is done, but I need to kill these guys, they scratched my paint! lol. I eventually take out the remaining two Vultures, but not before they've taken me down to 54% hull and I have numerous module malfunctions. I WON however, so that felt good. My ship was knackered though lol.

With all the materials floating around, I go to deploy some Limpets....but my controller is dead. I check other systems and quite a few are badly damaged - my Module Reinforcements did their job though and kept them alive - barely.

I decide it's time to head back, visiting a local station first to claim bounties and...my FSD won't spool up. It's dead. I get a message pop up - it was gone before I could read it - but it said something about my FSD. Trying again, it worked. Nice. My bounties for this were double my repair bill, so that's not too bad. Plus I have the main bounty for the mission to collect too.

So, that's my story of last night. I did several more Wing Elite level Assassination Mission last night, similar results each time. I win, but I'm badly beaten up, which is GREAT! :)

I've not faced NPC's this tough outside of a CZ, so they must be really heavily engineered. I'm amazed how resistant the FDL's and Vulture's shields are. Sure, I only have three Beams (2x C2, 1x C3) but they're Engineered for Efficient - and I fight up close (<500m) for maximum effectiveness where possible - and they're oversized for a little more oomph, yet they really struggled. I have both an Engineered FDL and Vulture myself, with fully G5 Thermal Resistant Shields and additional boosters - giving 50-60% resistances across the board - yet my shields fall much more quickly than these guys shields did. What's their secret? Lol.

As for their ability to kill my shields, well, the Corvette is fairly tanky, with just over 5,000 shield health, 58% thermal resistance and over 60% for other resistances. That was a lot of guns shooting at me though, six Class 3 lasers (beams they looked like) from the three Vultures, plus whatever the FDL had. The shields are about as good as they can be, without going Prismatic - which I cannot currently - and I'm making good use of some Guardian Shield Boosters too. I do need to work more on the Armour, as for some random reason (likely not paying attention) I went Light weight on my Military Grade Alloys. I also need to check both my Hull and Module Reinforcements.

Anyway, long post, I know. Just wanted to share as it's been a while since I had fun and challenging combat when in one of my big ships. That's why I often jump into a small ship to fight, for the Danger and that I need to be on the ball. Going to try these mission in my Krait II next, which has less than 20% of the shields of the Corvette. However, it's faster, very manoeuvrable and has Chaff too. Plus it freezes up when hitting a target thanks to Thermal Vent of two of its beams - hopefully that'll reduced the hits coming from the guys I'm not directly shooting at.

Scoob.
 
Stack them for maximum fun- there is nothing more satisfying then having them all in the same system, where you are fighting one and the others pop in for a massive punch up.

That's what I was expecting to happen when I stacked three for the same system. However, one jumped me at the Nav Beacon and the other two has separate location spawn I am hoping a buddy will join on these missions, but he's a bit scared despite having been engineering the nuts off all his ships of late.

My main risk factor currently is the suction cups on my stick keep letting go mid-fight - quite irksome that. Need to secure the stick better. Plus I need to ensure my ships has better survivability once the shields go down.

Scoob.
 
One massacre pirate mission per minor faction, then rack and stack assassination missions . Good times. And as Mr.Rubbernuke says, if you get lucky, several will jump in on you. I've been fighting 4 deadly Corvettes at one point. I was a grown man after that
 
That's what I was expecting to happen when I stacked three for the same system. However, one jumped me at the Nav Beacon and the other two has separate location spawn I am hoping a buddy will join on these missions, but he's a bit scared despite having been engineering the nuts off all his ships of late.

My main risk factor currently is the suction cups on my stick keep letting go mid-fight - quite irksome that. Need to secure the stick better. Plus I need to ensure my ships has better survivability once the shields go down.

Scoob.

The only time where I really thought I'd bitten off too much was when I stacked three or so pirate kill missions and a surface delivery (where I had to scan the nav to get the planet) while having high notoriety. Literally everything popped in. I had pirate lords (three!) spanking me, pirates wanting my cargo firing hatchbreakers, bounty hunters wanting to kill me....I actually had to run off after a few minutes, palms all sweaty. I wish more of the game was like that really- sometimes you need a hard lesson to bring out the fun :D
 
2 guardian module reinforcements and a small AFMU means you can hull tank and get back into (mostly) fighting shape after the fight.

Once you get more used to them you may also find a good (I use a class 7) hull repair controller a useful addition.

Whilst not hugely profitable the mats afterwards are useful and as you said it's a good challenge for an "end game" ship build.

Don't under-estimate the usefullness of a fixed beam SLF fighter with an Elite pilot to boost your shield stripping ability (or to distract escorts).

I have similar weapon loadout but prefer resistance based bi-weaves and a 7b SCB which, with the above toys, means I can normally do 6-8 of these plus as many MM or non-wing missions as I can grab at a time before needing to RTB.

For more profits consider Fabian City in Hip 20277. It's in ALD territory so getting rank 2 confers a 20-50% bonus on bounty vouchers (plus use a KWS) and all 7 minor factions will send you to a single system (Calenerro) to hunt your targets - except for the random "meet your contact in system xyz" that slows things down somewhat.
 
One massacre pirate mission per minor faction, then rack and stack assassination missions . Good times. And as Mr.Rubbernuke says, if you get lucky, several will jump in on you. I've been fighting 4 deadly Corvettes at one point. I was a grown man after that

I will try that, thanks for the tip.

I would very much like to fight a well-Engineered Corvette, as the ones I've encountered thus far haven't really been that great. They've hit fairly hard, but they can't take it - unlike those I've fough in CZ's.

The only time where I really thought I'd bitten off too much was when I stacked three or so pirate kill missions and a surface delivery (where I had to scan the nav to get the planet) while having high notoriety. Literally everything popped in. I had pirate lords (three!) spanking me, pirates wanting my cargo firing hatchbreakers, bounty hunters wanting to kill me....I actually had to run off after a few minutes, palms all sweaty. I wish more of the game was like that really- sometimes you need a hard lesson to bring out the fun :D

Sounds great. I do love it when the game make you work to survive at times. I like flying my larger ships, so it's nice to have them challenged like that. Regular HazRes NPC's are generally pretty weak - even more so if I team up with my lower combat ranked friend.

I recently hit Deadly, can I expect generally tougher foes now?

2 guardian module reinforcements and a small AFMU means you can hull tank and get back into (mostly) fighting shape after the fight.

Once you get more used to them you may also find a good (I use a class 7) hull repair controller a useful addition.

Whilst not hugely profitable the mats afterwards are useful and as you said it's a good challenge for an "end game" ship build.

Don't under-estimate the usefullness of a fixed beam SLF fighter with an Elite pilot to boost your shield stripping ability (or to distract escorts).

I have similar weapon loadout but prefer resistance based bi-weaves and a 7b SCB which, with the above toys, means I can normally do 6-8 of these plus as many MM or non-wing missions as I can grab at a time before needing to RTB.

For more profits consider Fabian City in Hip 20277. It's in ALD territory so getting rank 2 confers a 20-50% bonus on bounty vouchers (plus use a KWS) and all 7 minor factions will send you to a single system (Calenerro) to hunt your targets - except for the random "meet your contact in system xyz" that slows things down somewhat.

I did used to run a 7C Biweave on the Corvette long with a C7 SCB, but I had some issues with it. In hind-sight I think I was likely experiencing some sort of bug, as the shields didn't recharge any quicker than my current 7A shields. I need to consider my ship loadout more carefully, while I have hull and module reinforcements, I've not really thought about their Engineering - NPC's so very rarely get through my shields.

Thanks for the location tip, I will be sure to check it out. I'm not really overly concerned about cash rewards, but anything that grants materials is always welcome.

Scoob.
 
2 of the factions are at war there atm so make sure you only take the pirate MM's for Calenerro.

Loads of G5 mats available as mission rewards plus whatever you salvage from the carcasses of your enemies 😉
 
Stack them for maximum fun- there is nothing more satisfying then having them all in the same system, where you are fighting one and the others pop in for a massive punch up.

If you're impressed with Assassination missions because they're not buggy, do not listen to this advice. 😐

Sure, when you take on multiple assassination missions, you can get all sorts of hilarious things (and sometimes even vaguely challenging things) happening but you'd also better be prepared to abandon a mission if it's gotten broken somehow.
 
They will get slightly better, but they won't pose a threat to a well engineered ship.

How about a particularly bad pilot in an Engineered ship? :)

If you're impressed with Assassination missions because they're not buggy, do not listen to this advice. 😐

Sure, when you take on multiple assassination missions, you can get all sorts of hilarious things (and sometimes even vaguely challenging things) happening but you'd also better be prepared to abandon a mission if it's gotten broken somehow.

So stacking can be prone to triggering problems? What sort of things should I look out for when something breaks? Like I mentioned, targets not showing up or the mission just failing was what I experienced previously. Albeit a long time ago and I didn't make many attempts after said issues.

Scoob.
 
So stacking can be prone to triggering problems? What sort of things should I look out for when something breaks? Like I mentioned, targets not showing up or the mission just failing was what I experienced previously. Albeit a long time ago and I didn't make many attempts after said issues.

Scoob.

Fundamental thing to understand is that any ship, from any "interaction" that you've currently got going on (cops, pirates, mission targets etc), can appear in any instance whenever you drop out of SC.
Also, bear in mind that if you take a bunch of assassination missions from the same place, it's likely the game will generate the missions for each one using the same group of systems so you'll often find yourself "crossing your own footsteps" within that group of systems.

This can lead to all sorts of interesting "organic" conflicts, where you'll get, say, mission targets fighting with each other and then you can just pick-off the winner, or mission targets attacking pirates who're attacking you, or cops that arrive in response to a pirate attack helping you kill an assassination target but it can also lead to all sorts of wackiness too.

Main thing is to pay attention to ALL the ships in SC in every system you visit.

You'll often find that there's a mission target in a system (sometimes being cooperative by attempting to interdict you) and then you'll also get a "contact" from a 2nd mission who wants you to follow them to a different system.
If you get interdicted by your original mission target, you might find that the "contact" for the 2nd mission goes AWOL, never to be seen again.

You can also get mission targets getting permanently "dislodged" from their mission POI if you happen to see them elsewhere - and sod's law dictates this will always happen when you need to travel 100kls to the mission POI.

Then there's the times when you get multiple versions of the same target showing up.
Sometime they'll show up in a different target's POI, you'll destroy them and then you'll have to destroy them again in their own POI.
Sometimes you'll destroy them but the mission won't be updated, the mission POI will be empty and you'll have to just fly around in the hope of seeing the target again.
Sometimes, if you're really lucky, you'll even get two versions of the same mission target showing up together, in an instance.

Also, related to the NPC-fights that can happen, sometimes you might, for example, get cop-ships exploding one of your mission targets while you're busy fighting with another ship and you might not be able to continue with that mission because the target's dead, even though you didn't kill it.


I suspect that a lot of this is to do with you flying around the same systems during multiple missions, at the same time.
If you've "lost" a mission target, for example, it's probably out there, somewhere, flying around in one of the other systems you've recently visited.
Whether or not you have the time and patience to search for it (possibly with no hope of ever locating it) is up to you.
Personally, I just follow each mission's instructions and if something goes wonky I just abandon the mission.

I tend to find that taking 2 or 3 missions at once is always fine but if I stack, say, 10 missions at once then at least one of them will have to be abandoned 'cos something's gone awry.
 
The only time where I really thought I'd bitten off too much was when I stacked three or so pirate kill missions and a surface delivery (where I had to scan the nav to get the planet) while having high notoriety. Literally everything popped in. I had pirate lords (three!) spanking me, pirates wanting my cargo firing hatchbreakers, bounty hunters wanting to kill me....I actually had to run off after a few minutes, palms all sweaty. I wish more of the game was like that really- sometimes you need a hard lesson to bring out the fun :D
This sounds like a lot of Fun!
 
In addition to all the above, try to find a system with only one other populated system within 10Ly. If you do, guarantees all the assasination/ massacre missions will target the same faction[1][2], same system.

[1] unless there's more than one criminal faction
[2] "Assasinate pirate Lord" or variants of only; "Urgent kill orders", the ones where you generally scan a beacon first, don't work the same
 
So if you hit the nav beacon in the target system with two or more missions stacked, you have an exponentially greater chance for increased fun.
 
Fundamental thing to understand is that any ship, from any "interaction" that you've currently got going on (cops, pirates, mission targets etc), can appear in any instance whenever you drop out of SC.
Also, bear in mind that if you take a bunch of assassination missions from the same place, it's likely the game will generate the missions for each one using the same group of systems so you'll often find yourself "crossing your own footsteps" within that group of systems.

This can lead to all sorts of interesting "organic" conflicts, where you'll get, say, mission targets fighting with each other and then you can just pick-off the winner, or mission targets attacking pirates who're attacking you, or cops that arrive in response to a pirate attack helping you kill an assassination target but it can also lead to all sorts of wackiness too.

Main thing is to pay attention to ALL the ships in SC in every system you visit.

You'll often find that there's a mission target in a system (sometimes being cooperative by attempting to interdict you) and then you'll also get a "contact" from a 2nd mission who wants you to follow them to a different system.
If you get interdicted by your original mission target, you might find that the "contact" for the 2nd mission goes AWOL, never to be seen again.

You can also get mission targets getting permanently "dislodged" from their mission POI if you happen to see them elsewhere - and sod's law dictates this will always happen when you need to travel 100kls to the mission POI.

Then there's the times when you get multiple versions of the same target showing up.
Sometime they'll show up in a different target's POI, you'll destroy them and then you'll have to destroy them again in their own POI.
Sometimes you'll destroy them but the mission won't be updated, the mission POI will be empty and you'll have to just fly around in the hope of seeing the target again.
Sometimes, if you're really lucky, you'll even get two versions of the same mission target showing up together, in an instance.

Also, related to the NPC-fights that can happen, sometimes you might, for example, get cop-ships exploding one of your mission targets while you're busy fighting with another ship and you might not be able to continue with that mission because the target's dead, even though you didn't kill it.


I suspect that a lot of this is to do with you flying around the same systems during multiple missions, at the same time.
If you've "lost" a mission target, for example, it's probably out there, somewhere, flying around in one of the other systems you've recently visited.
Whether or not you have the time and patience to search for it (possibly with no hope of ever locating it) is up to you.
Personally, I just follow each mission's instructions and if something goes wonky I just abandon the mission.

I tend to find that taking 2 or 3 missions at once is always fine but if I stack, say, 10 missions at once then at least one of them will have to be abandoned 'cos something's gone awry.

I‘ve found recently that Assassination missions are a lot more stable than they were. Targets going missing seems a great deal rarer than it was but I do often still see an already destroyed target pop back in and have another go - I need to check whether I get mats from each kill of the same target, it’s never actually occurred to me to look until I read this through.

OP - Also be careful when you drop in on a Nav Beacon with multiple targets/missions that the helpful local Plod don’t kill one of your targets before you get a hit on them. I had two Corvettes, an Anaconda and an FdL drop in at the same time - which is rare, one possibly two but that was a first for me - the local security killed off the FdL (or possibly one of the other missions targets did the deed) and I failed that mission. That cost me some rep, so obviously I had to go out again just to build it back up.

I love stacking Elite Assassination missions, great fun and some decent mats.

Oh, and if you‘re using anything like rails and frags keep in mind your ammo when stacking missions - my pig headedness required a great deal of ramming before I could go and fill up again!
 
Back
Top Bottom