Counter attack systems

I was enjoying planet base combat, somewhere to repair, no swarm, lots of cmdrs, backup. But these have all been cleared up by the time I get on.

I assume that we should be hitting the counter strike systems, but man, I'm struggling.

I've rekitted with shields and repair stuff, and multicanons for scouts, but even low intensity CZs are mentally hard. I no longer have silly firepower, but I also take damage far easier. As soon as the interceptors arrive, the battle spreads out, backup is thin. I've even gone back to the centre point to find AI on patrol and no Thargoids, as they've been dragged away.

And there are so many CZs, there is next to no chance you'll find other Cmdrs to play with. With no repair options, you lose your canopy or get the bad side of a swarm you have to high wake, and of course, as soo as you leave the instance disappears, because there are no cmdrs!

This has tipped the game from 'loadsa fun', to 'bit of a drag'.

I know FD don't really listen to us or make changes, but IMO, there needs to be NPC carriers in CZs that can be docked with for repair and rearm (would work with normal ones too, alongside cap ships). And there needs to be a better way of gathering people together and of course, I'd love to get some decent payouts too.
 
Indeed the notion of a system "targeted for counterstrikes against the Thargoid invasion frontline" appears to have little meaning, least of all some Conflict Zone support or restock. At present it looks like we will get 4–5 new Invasions next week naturally, if not more due to a few more Commanders now siding with leaving some of those Alerts deliberately, preferably those with planetary bases of course!

If it helps to know, two populated Alert systems this week actually have port defence scenarios, although these are a glitch caused apparently by having been Control systems previously. These are:
  • Desurinbin, which is already complete, but otherwise has a 457k Ls starport conflict at Spielberg Ring and a 2845 Ls planet conflict at Stackpole Penal Colony.
  • 65 Kappa Tauri, which has a 71k Ls starport conflict at Levchenko Terminal and a 72k Ls planet conflict at Windt Relay.
That involves a bit of Supercruise time of course, although at least it should be interdiction-free in Alert systems. The biggest caveat is that you will receive minor fines for using weapons in the no-fire zones around those ports; these can be cleared quite simply at the ports themselves, although please mind that exploding with an outstanding fine will incur an extended return journey!
 
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