illogical game mechanics are so infuriating

I'm out earning bounty merits for 2 hours I interdict a a type 6 that just would not die. they type 6 and its fighter kill me. Which was a bit embarrassing :)
Infuriation:
1) of course I am sent to a penal colony for the crime of participating in Power Play (thank Fdev for finding new ways to punish players who attempt PP). In other words I had bounties from destroying enemy power ships which is what I am supposed to do.
2) We have to pay all fines or bounties (I had about 1.5 million in bounties from PP) BUT all our bounty hunting rewards and all our PP merits are lost? How can this be logically explained? It drives me crazy. Hours of grind stolen from us.
 
I'm out earning bounty merits for 2 hours I interdict a a type 6 that just would not die. they type 6 and its fighter kill me. Which was a bit embarrassing :)
Infuriation:
1) of course I am sent to a penal colony for the crime of participating in Power Play (thank Fdev for finding new ways to punish players who attempt PP). In other words I had bounties from destroying enemy power ships which is what I am supposed to do.
2) We have to pay all fines or bounties (I had about 1.5 million in bounties from PP) BUT all our bounty hunting rewards and all our PP merits are lost? How can this be logically explained? It drives me crazy. Hours of grind stolen from us.

You lost your stuff because your ship exploded. Seems pretty logical to me.
 
S'funny, whenever I spend a lot of time doing one specific thing in ED I always notice weird things going on.

Over the last week I've been spending a lot of time in CZs, ranking up my new NPC, and I've definitely noticed some odd things.

One of the most common bits of strangeness has been that I'll target a small/medium ship (things like Cobras, Vultures, Asps, Adders etc) start shooting at them, their hull will hit 0% - to the point where my turrets decide that they're no longer a threat - and then I'll break off, select a new target, engage that and then, later on, I'll target another ship which turns out to be the original Cobra/Vulture/Asp/Adder which is still happily flying around with it's hull at 0%.
When I re-engage them, my turrets don't join in, which would seem to suggest the AI powering the turrets thinks the ship is already dead.

Also, my Corvette can mince things like Clippers in as long as it takes you to read this sentence.
Literally, open fire, shield gone in 5 seconds, hull gone in another 5 seconds. Boom.
I know Clippers don't have the best shields but it gives you an idea of the sort of DPS inflicted by the lasers and MCs, together.
Anyway, I've noticed that sometimes I'll target something like a Cobra, Adder or Vulture and, despite taking constant fire, it'll take longer to kill than things like Clippers and Pythons.
I've seen low-level Corvettes go down quicker than some of these small ships.

I've seen the thing commonly refered to as the "Anaconda bug", whereby you'll shoot at an Annie and it gets to ~20% hull and then just doesn't drop any more for a short while, regardless of any fire you're laying down on it.
Shooting at some of these small ships sometimes feels like there's something similar going on.
It's not as obvious, and a powerful ship WILL kill them without a lot of hassle, but some of these small ships do seem to be strangely tough.
 
1) of course I am sent to a penal colony for the crime of participating in Power Play (thank Fdev for finding new ways to punish players who attempt PP). In other words I had bounties from destroying enemy power ships which is what I am supposed to do.

If I hire you to do something highly illegal, thus making it your job, and you go out and do it, it's still a crime. Something to keep in mind if you ever resort to violent leg-breaking goonery in the real-world.

2) We have to pay all fines or bounties (I had about 1.5 million in bounties from PP) BUT all our bounty hunting rewards and all our PP merits are lost? How can this be logically explained?

You got caught. Any illicit proceeds would logically be stripped from you and the boss that gave you your task isn't going to reward your failure of discretion with merits.

Your CMDR is lucky he didn't get shanked in the detention center's showers for causing such a loss of face for the power he serves.
 
OP I agree totally. I'm using a G5 engineered Corvette that literally melts any NPC ships. But those small vultures and asps in conflict zones just don't die easy, but I can nuke everything else in seconds. It doesn't make any sense at all. I first thought it was that the gimbals were missing due to jitter but thats not the case because I pop eagles as fast as you can blink
 
S'funny, whenever I spend a lot of time doing one specific thing in ED I always notice weird things going on.
You don't have to spend a long time doing a specific task. I was in a CZ last weekend, testing a new combat load out. My first target, a Vulture, just didn't want to die flying around with 0% hull. Since rounding errors can be found in other games, too, I didn't thought it was a problem. But it happened on a few other ships as well. But let's see what today's update brings.

@OP: Why do you think the game acted strange? Actually in this particular case, the rules and consequences seem crystal clear.
 
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Your CMDR is lucky he didn't get shanked in the detention center's showers for causing such a loss of face for the power he serves.

Quick to the Suggestions forum! We need this when we get spacelegs - prison fights!

When I re-engage them, my turrets don't join in, which would seem to suggest the AI powering the turrets thinks the ship is already dead.

Turrets on a 'vette? Ok, you lost me there - maybe that's why I don't see any of this - npcs be trollin' you for dat build ;)
 
Wait till you go nose to nose with a shield cell spamming npc conda and finish at 37% health , no cockpit and have to navigate to station in SC on the white dot and make it with only 15s O2 left. I put nearly my entire PAs and cannons into that blighter at point blank. Plus he kept glueing himself to my nose. All for a measly 100k. Thank god I had G5 hull and module beef. How many shield cells must that conda have had? Plus he was dealing me all sorts of weird effects. Toughest NPC Ive ever had.
 

Achilles7

Banned
I move that the OP be struck-off from the Pilot's Federation for bringing the organisation into disrepute

...including invocation of the 'Exceptional Incompetence Dictate' with subsequent 'clear save', of course!
 
OP's call to headquarters:
[video=youtube;xWFlo3hK-x0]https://www.youtube.com/watch?v=xWFlo3hK-x0[/video]
 
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Turrets on a 'vette? Ok, you lost me there - maybe that's why I don't see any of this - npcs be trollin' you for dat build ;)

The turrets on my 'vette aren't for killin'. They're for makin' credits.
Why claim CB's and bounties one at a time when you can claim half a dozen at a time?

You have to be smart about this stuff. ;)
 
OP I agree totally. I'm using a G5 engineered Corvette that literally melts any NPC ships. But those small vultures and asps in conflict zones just don't die easy,

Strange. I tend to fly a Vulture in the CZs and NPC Corvettes die pretty easily. (Just like everything else BTW.)
:)
 

sollisb

Banned
S'funny, whenever I spend a lot of time doing one specific thing in ED I always notice weird things going on.

Over the last week I've been spending a lot of time in CZs, ranking up my new NPC, and I've definitely noticed some odd things.

One of the most common bits of strangeness has been that I'll target a small/medium ship (things like Cobras, Vultures, Asps, Adders etc) start shooting at them, their hull will hit 0% - to the point where my turrets decide that they're no longer a threat - and then I'll break off, select a new target, engage that and then, later on, I'll target another ship which turns out to be the original Cobra/Vulture/Asp/Adder which is still happily flying around with it's hull at 0%.
When I re-engage them, my turrets don't join in, which would seem to suggest the AI powering the turrets thinks the ship is already dead.

Also, my Corvette can mince things like Clippers in as long as it takes you to read this sentence.
Literally, open fire, shield gone in 5 seconds, hull gone in another 5 seconds. Boom.
I know Clippers don't have the best shields but it gives you an idea of the sort of DPS inflicted by the lasers and MCs, together.
Anyway, I've noticed that sometimes I'll target something like a Cobra, Adder or Vulture and, despite taking constant fire, it'll take longer to kill than things like Clippers and Pythons.
I've seen low-level Corvettes go down quicker than some of these small ships.

I've seen the thing commonly refered to as the "Anaconda bug", whereby you'll shoot at an Annie and it gets to ~20% hull and then just doesn't drop any more for a short while, regardless of any fire you're laying down on it.
Shooting at some of these small ships sometimes feels like there's something similar going on.
It's not as obvious, and a powerful ship WILL kill them without a lot of hassle, but some of these small ships do seem to be strangely tough.

There has been an ongoing bug in that some of the smaller ships will be rank 'dangerous' but have the hulls and firepower of 'Elite' and some of them virtually unkillable. I've met at least 3 Pythons in the as many months that I simply could not kill in my Cutter and had to leave town in shame.
 
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