Assassination missions have been upped, but the payout remains the same...

Agree with every point, I can take down an Elite Anaconda in my viper every time, but I SHOULDN'T be able to, or at least it should be extremely difficult (plus a UPS delivery of luck) and for a much higher payout
 
I like the difficulty raise a lot. And I get the feeling EAnacondas are now balanced for bigger ships.

Payout is good. It was too much before for a pushover npc with the piloting skill of a insert-expletive-here that could be farmed by "second day in game" pilots in c-rated eagles (no offense, we've all been there), and now it feels okay. Just my opinion.

They are still routinely and fast money for mommas' dearest Python (40 seconds in my fastest run, 3 minutes in my slowest, average about ~1 minute and 10 seconds, so considerably harder than pre 1.1 where my average was 35 seconds), usually without damage to my hull.
Facetanking is less of a good idea now. Love it.
So for a python, they are still good now. Still good credits/hour (I seem to get fewer missions though lately).

Still doable in Vipers.

It would be great if the mission would state what type of ship the target is, and we had some variance there. More often smaller ships with smaller bounties, that way we had somethin' for the rookie players.

Cheers,
BishopC
 
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I like the difficulty raise a lot. And I get the feeling EAnacondas are now balanced for bigger ships.

Payout is good. It was too much before for a pushover npc with the piloting skill of a insert-expletive-here that could be farmed by "second day in game" pilots in c-rated in eagles (no offense, we've all been there), and now it feels okay. Just my opinion.

They are still routinely and fast money for mommas' dearest Python (40 seconds in my fastest run, 3 minutes in my slowest, average about ~1 minute and 10 seconds, so considerably harder than 1.1 where my average was 35 seconds), usually without damage to my hull.
Facetanking is less of a good idea now. Love it.
So for a python, they are still good now. Still good credits/hour (I seem to get fewer missions though lately).

Still doable in Vipers.

It would be great if the mission would state what type of ship the target is, and we had some variance there. More often smaller ships with smaller bounties, that way we had somethin' for the rookie players.

Cheers,
BishopC

"You must spread some Reputation around before giving it to BishopC again."

Says it all.
 
By going over power and managing it in the module screen. Remember that you can't use your FSD while deployed so you can set that to a lower priority. You can also turn your cargo hatch off since a combat viper doesn't need cargo. The fuel scoop also gets turned off while deployed.


Awesome thanks +rep
 
How can you fit chaff and scb on an a rated viper????

I would love to know, because i'm already way over my power allowance without them

Here's my basic build to assassinate post-1.1. I tried many different builds, from dumbfires (work OK if you kill the PD first, but that takes longer), to frag cannons (terrible) and finally settled on this:
http://www.edshipyard.com/#/L=30M,7u57u55QG5QG3wo01Q,2-4s4s4s3m4s5K3c,7fO7Pc

Has 2 'optional' spots - you can fit a second SCB (B2) if you want, or a fuel scoop, or an interdictor, etc. If you run two SCB you'll need to manually power toggle them

Power management is set like this:
Priority 5: FSD, Cargo Hatch, Interdictor (if used)
Priority 4: SCB, KWS, chaff
Priority 3: All weapons
Priority 2: Shields
Priority 1: Everything else

Yes, truly you only need 1 and 2, but having different levels means more protection in case of a power plant hit or in the case of fat fingering and powering two SCBs at once.

Notes and pre-emptive attempts to answer questions:

Q: Lightweight alloy??
A: Yep. If you keep your shields up, the extra hull is doing nothing but adding mass and slowing you down for no good purpose. Keep your shields up.

Q: Pulse lasers? Is this a sidewinder?
A: Pulse lasers are the most efficient at converting energy into damage. Much as I love beam lasers, pulse can do more damage per capacitor power. You're power limited here, as any class 1 lasers are gonna take shields down slowly.

Q: Gimbals? On my Viper?
A: It's more likely than you think. Reason here is the strategy I use - get in very, very close and pummel the power plant. Fixed weapons firing at tiny targets at short range really constrain your maneuvering. With gimbals, you have more maneuverability without losing firing arcs. No need to gimbal the lasers, the shield bubble is not a small target. Chaff isn't a big problem, you can just wait and recharge some capacitors while you're waiting. You'd still hit, of course, as the target is close and big, but every shot that doesn't hit the power plant doesn't really help, you're not going to get him to 0 hull.

Q: D rank sensors with gimbals?
A: You're going to be so close it won't matter. Lighter and lower power is more important here.

Q: You don't really need a 3A FSD.
A: That's not a question. It's correct, but unless I bought an adder in-system to store my old FSD until the mission is over, I won't downrank and risk not finding it again. If I was gonna downrank, as I do for some bounty hunting, I'd drop to a 2D FSD for 4 tons saved and essentially zero ability to actually jump.

Basic strategy:

You're basically going to either be maneuvering for position or attacking. During maneuvering, try to go 4 SYS / 2 ENG. 4 pips to shields dramatically reduces their damage to you. You can't burn SCBs like candy to make up for low SYS anymore. During attack, I try to go 3 SYS / 3 WEP or 4 SYS / 2 WEP, depending on the immediate needs. Don't be afraid to put some in ENG if the target is getting slippery or is at risk of turning on you. Chaff is really for when you're out of position and want to reduce damage taken while getting back. SCBs need to be timed to wait until you're in bad shape - 4 in SYS helps a lot as it slows the incoming damage so you can better time your cell without too much worry of being too late.

Your goal is to get behind him and a little bit to the side, and really close. Use lasers for the shields and MCs for the power plant after shields come down.
 
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OK so you use a totally different strategy to me. I would never use lightweight alloys - its just too risky. I'm not rich as i have never done trading so i don't even want to take the hit on my viper. Lightweight is gone a couple of seconds if your shields do go down.

Can i ask why you use pulse lasers? I much prefer beams but that fits with my current anti anaconda strat (long winded and inefficient though it is).
I'm definitely considering adding SCB and chaff....

http://www.edshipyard.com/#/L=30M,7u57u54ws4ws3wo,314s4s4s3S4s4s3c,mpT7Pc

That's my build. I like having good sensors because i tend to bounty hunt in RES alot and there's a fair bit of distance to cover there.



https://forums.frontier.co.uk/showthread.php?t=114584&p=1779340&viewfull=1#post1779340

That's the strategy I use. Obviously it takes ages without SCB and chaff.
I haven't been playing long and i want to get good at 'actual' piloting before messing around with the ship tech.
 
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Can i ask why you use pulse lasers? I much prefer beams but that fits with my current anti anaconda strat (long winded and inefficient though it is).

The big tradeoff between beam and pulse - beam is better damage per second until your capacitor is exhausted. Pulse, however, is the most damage for a particular amount of capacitor energy. On short fights where you aren't waiting on the capacitor to recharge, beam wins easily, but on long fights where your capacitor never fully recharges, the better efficiency of pulse lasers means they can do more total damage.

It also helps that it frees up more power to fit a better SCB.

That's my build. I like having good sensors because i tend to bounty hunt in RES alot and there's a fair bit of distance to cover there.

I run different builds for RES and general bounty hunting. This one is pretty specific to wanting to hunt and kill a single anaconda then resupply.
 
The big tradeoff between beam and pulse - beam is better damage per second until your capacitor is exhausted. Pulse, however, is the most damage for a particular amount of capacitor energy. On short fights where you aren't waiting on the capacitor to recharge, beam wins easily, but on long fights where your capacitor never fully recharges, the better efficiency of pulse lasers means they can do more total damage.

It also helps that it frees up more power to fit a better SCB.

OK I take it burst is a midway point between the two? I think i would prefer that to pulse. I know its a shallow and stupid way to look at it but they're just so....... pewpew.

The main point i take form this is that i need to find a good resupply point and start changing my build more often to specialize. I really haven't been doing that at all.

Thanks for all your advice :)
can't +1 rep enough


You must spread some Reputation around before giving it to Goilveig again.


 
OK I take it burst is a midway point between the two? I think i would prefer that to pulse. I know its a shallow and stupid way to look at it but they're just so....... pewpew.

The main point i take form this is that i need to find a good resupply point and start changing my build more often to specialize. I really haven't been doing that at all.

Thanks for all your advice :)
can't +1 rep enough

Yup, burst is midway between the two - middle dps, middle efficiency. I know what you mean about the pew pew, sometimes I run beams even when I know I shouldn't just because of their animation. And sometimes I try to write my name on the enemy's hull. Much harder than it looks.

I often buy ships to store parts I am not currently using :D when I switch from beam to pulse, I usually just buy a sidewinder - I can steal its pulse even if none are in stock at that port, and it can hold my beams until I come back for them. Only costs about 3k for the storage, too, since I sell it back later.
 
By the way, great job to the dev(s) behind the ai, they're definitely more interesting to fight now !
 
Yup, burst is midway between the two - middle dps, middle efficiency. I know what you mean about the pew pew, sometimes I run beams even when I know I shouldn't just because of their animation. And sometimes I try to write my name on the enemy's hull. Much harder than it looks.

I often buy ships to store parts I am not currently using :D when I switch from beam to pulse, I usually just buy a sidewinder - I can steal its pulse even if none are in stock at that port, and it can hold my beams until I come back for them. Only costs about 3k for the storage, too, since I sell it back later.

how do you take modules out of one ship and put them into another?
 
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