I am annoyed...

Just took a pirate lord assassination mission for 1.2 million credits. I chose to do it in a Cobra MK III because I like the Cobra. So I have 4 gimballed multi-cannons with grade one short range blaster mod, a chaff launcher and point defense.

The target is in a Federal Assault Ship, so nothing to sneeze at, however only expert ranked. So we dogfight, I got her (it was a pirate lady actually) down to 13% hull, took a little damage myself in the process, but no biggy (got 1400 armor). Suddenly she says "I can't be destroyed". Surge detected, gone. She high waked out. Normally that wouldn't annoy me because that's what wake scanners are for. However, with only two utility slots I didn't have one.

But what really annoys me about it is the fact, that even if I had a wake scanner, I bet if I had followed her and encountered her again she probably would be back at 100% hull and all nicely repaired. Or did that change? Is NPC damage now persistent?

Anyways, I will bring a wake scanner along next time, actually a chase would be fun...if the damage persistence is sorted.

Still didn't like the outcome and logged of with an angry feeling and a bad first impression...:mad:
 
Just took a pirate lord assassination mission for 1.2 million credits. I chose to do it in a Cobra MK III because I like the Cobra. So I have 4 gimballed multi-cannons with grade one short range blaster mod, a chaff launcher and point defense.

The target is in a Federal Assault Ship, so nothing to sneeze at, however only expert ranked. So we dogfight, I got her (it was a pirate lady actually) down to 13% hull, took a little damage myself in the process, but no biggy (got 1400 armor). Suddenly she says "I can't be destroyed". Surge detected, gone. She high waked out. Normally that wouldn't annoy me because that's what wake scanners are for. However, with only two utility slots I didn't have one.

But what really annoys me about it is the fact, that even if I had a wake scanner, I bet if I had followed her and encountered her again she probably would be back at 100% hull and all nicely repaired. Or did that change? Is NPC damage now persistent?

Anyways, I will bring a wake scanner along next time, actually a chase would be fun...if the damage persistence is sorted.

Still didn't like the outcome and logged of with an angry feeling and a bad first impression...:mad:

Had this exact situation. Had wake scanner. He was not back to 100% hull :)
 
But what really annoys me about it is the fact, that even if I had a wake scanner, I bet if I had followed her and encountered her again she probably would be back at 100% hull and all nicely repaired. Or did that change? Is NPC damage now persistent?

So you're getting yourself all spun up about something that not only didn't happen, but that you're not even sure would?
 
So you're getting yourself all spun up about something that not only didn't happen, but that you're not even sure would?

Well, I have seen it enough times in previous versions. It's not as if this stuff is made up. However, if damage persists between instances and chasing damaged pirates with wake scannes is part of assassinations now it's good to know.
 
I think the strategy should be, kill the modules as you go, Thrusters first, then FSD. I would say that if we practice this, we are ready to take on bigger and bigger ships.
 
Just took a pirate lord assassination mission for 1.2 million credits. I chose to do it in a Cobra MK III because I like the Cobra. So I have 4 gimballed multi-cannons with grade one short range blaster mod, a chaff launcher and point defense.

The target is in a Federal Assault Ship, so nothing to sneeze at, however only expert ranked. So we dogfight, I got her (it was a pirate lady actually) down to 13% hull, took a little damage myself in the process, but no biggy (got 1400 armor). Suddenly she says "I can't be destroyed". Surge detected, gone. She high waked out. Normally that wouldn't annoy me because that's what wake scanners are for. However, with only two utility slots I didn't have one.

But what really annoys me about it is the fact, that even if I had a wake scanner, I bet if I had followed her and encountered her again she probably would be back at 100% hull and all nicely repaired. Or did that change? Is NPC damage now persistent?

Anyways, I will bring a wake scanner along next time, actually a chase would be fun...if the damage persistence is sorted.

Still didn't like the outcome and logged of with an angry feeling and a bad first impression...:mad:

I had a somewhat similar situation where I got jumped on by an NPC who then high waked when I started pounding on him. I didn't want to let him go so easily so I fired up my wake scanner, jumped after him. He was not back to 100% and I was able to interdict and kill him. Just for my own satisfaction...
 
I think the strategy should be, kill the modules as you go, Thrusters first, then FSD. I would say that if we practice this, we are ready to take on bigger and bigger ships.

Fragging the drives can be a chore, as it sends them into a spin, making other system targeting hard. FSD first would solve the issue of running, if you are confident of making the kill.

- - - - - Additional Content Posted / Auto Merge - - - - -

Automagical NPCs. ED's finest.

Did you read the thread?
 
Fragging the drives can be a chore, as it sends them into a spin, making other system targeting hard. FSD first would solve the issue of running, if you are confident of making the kill.

Yes, or the powerplant (although I've heard NPCs are better at managing power priorities now so that might change?). Then again the OP is in a Cobra mk 3, so catching up with a disabled ship shouldn't be a problem.

And yes OP, NPCs gave gained some welcome degree of pseudo persistence in most cases, you can now pursue them quite reliably in assassination missions.
 
Back
Top Bottom