Newcomer / Intro How can I get into combat?

I've been playing a while, running delivery missions, passenger transport missions etc... to the point I'm a Petty Officer in the Federation. I've so far been (successfully) avoiding all combat, as I couldn't get past Advanced Combat Training after many attempts :-S

Are there easier combat missions in the game that I can use to hone my skills without serious risk of being blown to bits? What do I look for in the mission description to ensure they're going to be relatively easy?

Also, what's the best starter ship/loadout I should consider as a beginner?
 
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The combat training is not at all representative of what's in the game. I made a beginners video series, that has a lot to get you going. It covers all the basics tactics so that you can defeat NPCs. If you want to get seriously into combat, you need to join a PvP group after you have the basics.

This one is for new starters. It shows what happens in the RES. If you use a basic Sidewinder, nobody will shoot you if the feds shot them first.
https://www.youtube.com/watch?v=DQJZMW33KCQ

You might start with this one
https://www.youtube.com/watch?v=OdLiPYfszn4

This one covers basic combat tactics
https://www.youtube.com/watch?v=yyoi5OzadBc

This pair take you to the next stage
https://www.youtube.com/watch?v=rpsjvszTzec
https://www.youtube.com/watch?v=Ch85vZBsDKw
 
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The Advanced Combat Training seems to be there to scare new players and make them feel like this might be not the right game for them, before they even start to play. Frontier should definitely remove it.

Forget it. Even most experienced Elite players can't do it. The difficulty level on it is just stupid. And there is nothing you can learn, because there are no valuable instructions. You just get dropped into a very hard fight in a weak ship.
 
Get a Viper Mk III, wing up with a friend and look for a resource extraction site where a lot of security help is present. :)
 
Quick shout out for the CQC game mode here. It doesn’t get mentioned much but it’s a pretty good environment to learn combat, getting blown up isn’t a problem as you don’t have a rebuy or go all the way back to a station.

It’s sometimes a struggle finding a match though.
 
I've been playing a while, running delivery missions, passenger transport missions etc... to the point I'm a Petty Officer in the Federation. I've so far been (successfully) avoiding all combat, as I couldn't get past Advanced Combat Training after many attempts :-S

Are there easier combat missions in the game that I can use to hone my skills without serious risk of being blown to bits? What do I look for in the mission description to ensure they're going to be relatively easy?

Also, what's the best starter ship/loadout I should consider as a beginner?

The Advanced Combat Training is a bit like the upgrade training you go through when you go from standard military to special forces. Most of us can't complete it.

Don't bother with combat missions when you start out as you will encounter opponents based around the mission rank not your own, instead just go scanning for wanted ships in the following location types and collect the bounties on them.

The locations are in increasing levels activity and risk:-
Nav Beacon, Low RES, RES, High RES, Compromised Nav Beacon and Haz RES.

You will encounter pirate grade wanted ships in them and have police around in all but the last two, there are also Conflict Zones (CZs) these are more hazardous as the opponents are all warship grade and you have to pick sides leave these until you are used to combat and escaping from it.
 
There's absolutely no point in going to a low or medium RES unless you want to practice. A high RES is completely safe because there's plenty of cops to help you. A nav beacon is a complete waste of time. It's like a mixture of high, medium and low RESs, except with about 10% of the action. The only places there's any real risk is a haz RES and compromised nav beacons.

If you watch the first video in my post above, you'll see that there's plenty of action if you want it. I stayed for about an hour in the basic Sidewinder, made a million credits and didn't take a single shot. I did further experiments after that and found that if you have a Sidewinder with two class one pulse lasers, nobody will shoot you in the high RES until you get to dangerous, and even then, not very much. That's as long as they're already engaged when you open fire.

Using the feds to help you gives you a chance to perfect your pip management, positioning and chaffing without much danger of getting blown up. As you get more powerful ships, the danger increases. I'm pretty sure that the NPCs are programmed to always go for the ship that's doing the most damage, so start with low grade weapons and build up as you get more confidence and ability. If you go in with a battleship and no ability, you'll be soon looking at the rebuy screen.

One thing to look out for in the high RES: about 1/3 of Anacondas and Gunships carry SLFs. Before engaging one, check whether they have one by using the "target modules" tab and scroll up from the bottom. They're normally just below the power plant. If they have a fighter and you're in a small ship, don't shoot them until the very last few seconds before they die because the fighter will be on your back within two seconds. I guess that they're programmed to attack the lowest risk enemy. In fact they often don't seem to be helping the mothership. Instead, they just hang around behind you waiting for you to start. That's pretty dirty programming.
 
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There's absolutely no point in going to a low or medium RES unless you want to practice. A high RES is completely safe because there's plenty of cops to help you. A nav beacon is a complete waste of time. It's like a mixture of high, medium and low RESs, except with about 10% of the action. The only places there's any real risk is a haz RES and compromised nav beacons.

If you watch the first video in my post above, you'll see that there's plenty of action if you want it. I stayed for about an hour in the basic Sidewinder, made a million credits and didn't take a single shot. I did further experiments after that and found that if you have a Sidewinder with two class one pulse lasers, nobody will shoot you in the high RES until you get to dangerous, and even then, not very much. That's as long as they're already engaged when you open fire.

Using the feds to help you gives you a chance to perfect your pip management, positioning and chaffing without much danger of getting blown up. As you get more powerful ships, the danger increases. I'm pretty sure that the NPCs are programmed to always go for the ship that's doing the most damage, so start with low grade weapons and build up as you get more confidence and ability. If you go in with a battleship and no ability, you'll be soon looking at the rebuy screen.

One thing to look out for in the high RES: about 1/3 of Anacondas and Gunships carry SLFs. Before engaging one, check whether they have one by using the "target modules" tab and scroll up from the bottom. They're normally just below the power plant. If they have a fighter and you're in a small ship, don't shoot them until the very last few seconds before they die because the fighter will be on your back within two seconds. I guess that they're programmed to attack the lowest risk enemy. In fact they often don't seem to be helping the mothership. Instead, they just hang around behind you waiting for you to start. That's pretty dirty programming.

Can confirm 100% regarding the SLFs, they can strip a Sidewinder to ash in 5 seconds. It’s sometimes worth going after them first, preferably with beams.

@op
It’s also worth spinning the RES a few times when you first start a bounty hunting session (save/exit/reload) as each instance is different. Check the first wanted ship that spawns and if it’s anything cheaper than a DBX just reload, you’re looking for fat Anaconda/FDL/Python bounties.
This has a notable effect on your rep with local minor factions as they’d much rather you killed one 400,000c FDL than 40 10,000c Eagles.
 
Personally I never did the Hi Res thing in a Viper or the like. My first combat experience was doing assassination missions in a Cobra and later an Asp. Lower level assassination missions will usually put you up against a single manageable target. I didn't always win the fight, especially in the Cobra, but I did most of the time. This was well before I got into engineering.

When I could afford an A rated Vulture I started doing bounty hunting in Haz Res. Even without engineering I had quite a bit of success if I picked my targets sensibly, and I learned when to run and live to fight another day. I also did some massacre missions back then - I died quite a lot and spent more on rebuys than I earned in rewards, but it was all good experience.

TLDR: you can totally get into bounty hunting in an A rated, unengineered Vulture with or without police help. Just be prepared to run when you have to and make sure you have plenty of money for rebuys.
 
Buy an Eagle Mk II, outfit it with your weapons of choice, A grade thrusters and shields (or biweave) and whatever you wanna try. Be sure to check power consumption as it's a pitfall with the smaller ships.
Fill the empty slots with hull packages to beef it up a bit and stick military armour on there. Good Distributor. The best sensors aren't required but I find it helps. And finally a kill warrant scanner E grade.

Will end up looking something like this:
https://coriolis.edcd.io/outfit/eag...10AykA.Aw18kA==..EweloBhAWEoUwIYHMA28QgIwV0A=

With a rebuy cost of just 106,000 credits it's a ship to make mistakes in.

Find a Navigation beacon (Not compromised) near the entry star, scan other ships by targeting them and looking at them. Learn to check their wanted/Clean status and the contacts tab to see how big the bounty is, also learn to check if they are in a wing.
When you find a wanted target line up behind them in the blind spot and fire away. You'll find there's usually police and bounty hunters around to help you fight these wanted targets, most are weak ships and smugglers so it hopefully shouldn't be too much of a challenge to take a few out and wet your feet. The important bits here are the basics of scanning, checking targets and learning to fly behind your opponent in the blind spot. The Eagle is perfect for this as it's fast, manoeuvrable and can pack a punch.
Also learn to use the kill warrant scanner to check for hidden bounties, you'll find that only a few ships are wanted so this area may quickly get boring, feel free to exit and re-enter to reset the spawn and see what the new dice-roll brings.
Feel free to swap out weapons and try different things, this is the learning phase, find out what happens if you friendly fire a police ship or accidentally ram a ship much bigger than you. It's cheap, have fun :D Also lean how kinetic weapons and lasers affect shields and hull differently.

Once you feel you understand the basic mechanics we step up to the Res sites. Here the ship advice goes out the window. Viper III, Diamondback Scout/Explorer, Vulture, Cobra III, Courier, Eagles. Pick what you like the look of and want to fly with, any in that list there are good choices, I wouldn't go straight into a Fer De Lance or Python but it's totally up to you, at this stage I wouldn't want to advise people on ship choice.
Anyway, find a High/Low res site (not hazardous). Now there's still police but the enemy ships are more skilful, in bigger vessels and more frequent. Also you have dodging asteroids to contend with. Similar principals apply, stay in the blind spot, scan first before shooting and don't bite off more than you can chew. At this stage i'd advise messing with directional thrusters if you haven't already, they are one of the intermediate skills but one of the most useful. Sideways to strafe and vertical to increase or decrease your turn arc which can keep you close up to a target or extend the distance as desired. It'll also teach you about boosting, the Eagle in the first section is so fast often boost isn't required, in bigger slower ships using it at the right time is the difference between a quick evasive turn putting you perfectly in line to blast your opponents blind spot compared with at the wrong time overshooting your target and ending up in front of their guns.
If in a bigger ship maybe experiment with ramming as a tactic once their shields are down.

Engineering in this second stage helps but isn't required. As you get more and more confident you'll find yourself taking on bigger wings etc. Engineers makes it easy but if you can do it without it'll help later on.


Finally once you are picking off ships with ease and taking down multi thousand credit bounties you are pretty much into it. Hazardous RES and Compromised nav beacons are the same as the others but without police so tons more dangerous if you pick a fight you shouldn't have (which is why learning what you can take on in the early stages is vital). Flight Assist off, the most advanced skill to master can be a goal at this stage. I can't help with this but youtube has some cool videos and stuff. I think it's mostly practice that helps there. PvP fights and the like also come in this "extended skills" category, things that are absolutely not necessary for you to enjoy combat but can be good goals and aims to improve yourself as you keep doing combat.
I'd also add combat zones and Powerplay combat zones in this bracket. They feature military spec ships with high ranked pilots, good for increasing combat rank but an absolute pain to fight if you aren't in a big engineered ship or a really good pilot. The AI loves railguns and is darn effective with them too, if they decide you are the highest threat you can find 1v1 turns into 8v1 in the blink of an eye and you are retreating even in the biggest engineered ship.
Alien combat also comes into this category as you almost definitely need a group to succeed. Not my area of expertise I must say but I've seen a few vids that don't look promising to anyone that hasn't mastered the basics and intermediate steps.


Hopefully this helps, it's by no means a perfect guide but it's how I'd want to have learnt it if I had the chance to go back. It's also not a set formula, adjust as desired for your situation and requirements but I hopefully gave a few of the key points an airing for consideration :)
 
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The combat training is not at all representative of what's in the game. I made a beginners video series, that has a lot to get you going. It covers all the basics tactics so that you can defeat NPCs. If you want to get seriously into combat, you need to join a PvP group after you have the basics.

Thanks... I'll check them out. I'm initially just interested in missions where I can practice my dogfighting skills without too much risk of being annihilated!

In the Training area, I did have a go at a couple of the combat missions in the Challenge section, and they weren't nearly so bad as Advanced Combat Training. In fact, they were almost sedate. A great place to practice.
 
The Advanced Combat Training seems to be there to scare new players and make them feel like this might be not the right game for them, before they even start to play. Frontier should definitely remove it.

Forget it. Even most experienced Elite players can't do it. The difficulty level on it is just stupid. And there is nothing you can learn, because there are no valuable instructions. You just get dropped into a very hard fight in a weak ship.

It's good to hear that... and you're absolutely spot on with your first statement - it very nearly did make me feel I'd made a huge mistake buying Elite! I'm one of those kinds of people who feels obliged to complete all training before starting the real game.

Fortunately, on here while ago, plenty of people told me not to worry, and that combat wasn't the be-all and end-all of the game, but I still feel I'm missing out by avoiding it completely. I just need to find some missions that are stupidly easy, so I can practice my skills.
 
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Here’s another very fun option if you can afford it:-

Buy a Keelback (just the hull) and install a Fighter Hangar, then head to a RES. Jump in a fighter and order your Keelback to hold position while you let rip for an hour or two with the cops.
 
The Advanced Combat Training seems to be there to scare new players and make them feel like this might be not the right game for them, before they even start to play. Frontier should definitely remove it.

Eh, if I may just disagree with that. Not saying it's representative for anything, but it is a good place to test basic combat tactics without risking your ship. It also works if for some reason your internet connection goes down and the rest of the game doesn't.

So best don't remove it :)

Forget it. Even most experienced Elite players can't do it. The difficulty level on it is just stupid.

That's not very likely. It's entirely scripted, so anyone can "do" it after 2-3 attempts.

The Advanced Combat Training is a bit like the upgrade training you go through when you go from standard military to special forces. Most of us can't complete it.

Edit, after reading multiple similar comments, is it possible the advanced combat training was changed a bit since you guys played it ? After complaints maybe ?
 
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As another poster said (surprisingly the only one), the way to learn combat is to do assassination missions. This is because you only get one target and far reduced scope for friendly fire incidents, and other unpredictability, plus, the police usually come and help after about a minute and a half.
 
As another poster said (surprisingly the only one), the way to learn combat is to do assassination missions. This is because you only get one target and far reduced scope for friendly fire incidents, and other unpredictability, plus, the police usually come and help after about a minute and a half.

^^ A one-on-one situation is best. There's too much help in the high res, and the haz res can stomp new players.

Not sure how familiar OP is with doing assassination missions so a quick primer:

After accepting the mission go to the target's system. The mission will say the target should appear between the hours of XX:XX and YY:YY. Ignore that. Scan the system's nav beacon, or better yet use your advanced discovery scanner if you have one. That will put a mission objective icon on a planet near where the target is "last sighted". Cruise over and loiter near the planet until a "mission objective" signal source spawns. Approach and drop in and your target should appear. Note: there may be multiple ships (your target might be in the middle of attacking a convoy). Be sure to only attack your target after you've completely scan its ship. If you attack another ship, you'll become wanted and the cops will come attack you.

Also, if OP wants advice on ship loadouts, please give the current loadout (https://coriolis.edcd.io) and what the budget is.
 
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I'd go nav beacon for combat practice, although finding targets can be slow you can pick and chose them and no problem with running away. I.e. no pressure to stay so can over commit then learn how to retreat. With a mission you commit to making the kill. If you are taking assassination missions then just watch the rank, if you get greedy then the target will be tough.
 
OK - I am surprised not to have seen this already - so here is the absolute top pro tip ever re "getting into combat" in whichever "route" you choose:

Before entering the instance where you are intending to indulge in the old pew-pew-pew, plot a course for a station in a nearby system. When in your combat instance check that the plotted jump is not obscured by a planet then target something else. You now have a Get Out of Dodge ticket set up for when (if ;) ) things get runny. All you have to do to escape is "select next system in route" key, tuck your hardpoints away and h-jump out to lick your wounds.

Enjoy ...

[hotas]
 
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The Advanced Combat Training seems to be there to scare new players and make them feel like this might be not the right game for them, before they even start to play. Frontier should definitely remove it.

Forget it. Even most experienced Elite players can't do it. The difficulty level on it is just stupid. And there is nothing you can learn, because there are no valuable instructions. You just get dropped into a very hard fight in a weak ship.
Sorry, this is wrong. You learn nothing fighting an enemy weaker than you. The training lets you make mistakes at no cost (other than pride).

"The more you sweat in training, the less you bleed in combat." ― Richard Marcinko

Truer words have never been spoken.
 
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