COMPLETED CG Imperial Campaign Targets Archon Delaine in Beta-3 Tucani (Combat)

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Sounds like you are running a pure shield build, have you considered a Hybrid build? This will save immensely on Power draw letting you fit some heavier weaponry.

Build your ship somewhat like a hull tank, then add a Bi-Weave that will restore rapidly. Use heat sinks or chaff to temporarily disable enemy targetting rather than shield boosters. This way the shield is soaking up damage adding to your total hit points but if it goes down you don't explode instantly. I've used this to great success during the Thargoid War enabling a Courier to spend lots of time in Combat tackling multiple Thargoids until the Ammo runs out :)
While it's wise to not ignore hull entirely, it's also entirely possible to outfit a ship to never have shields drop in the first place.

It helps to that end to use utility slots for shield boosters (universally useful) instead of heat sinks (not necessary so long as you avoid the overcharged powerplant noob-trap and pay some mind to certain other engineering choices) or chaff (not that useful on non-small ships and limited duration).

Guardian Shield Reinforcement Packages in particular enable turning any ship in the game into an effective shield tank. At size 5 and above (with the relative worth vs a GSRP in mind), SCBs also play a significant role.
 
Oh yes, the game is "unbalanced" like hell and I love it!
That is, "unbalanced" in the sense that an unengineered, inexperiencedly-steered ship will just go boom when experiencing the opposite. Otherwise, the whole lovely making-your-ship-better, kitting-to-fit-the-challenge stuff wouldn't make any sense.
Also, there are easier places (High RESses with police) and harder ones (high CZs) which are deadly to inexperienced Commanders. And this is brilliant. It requires some thinking at the Commander's side, and much more depth than many other games.

Yet ... "unbalanced" in the sense that we do have a massive inflation, though, is not so cool. I mean, come on, 90 mil for tier 1??
Before that, it really had been an achievement to be able to both buy a bigger ship plus being able to pay insurance. Today, credits are just something that lies around. Oh well. At least engineering can't be bought (well aside form Arx ships).

So, YES, "unbalanced" in the sense that there is a challenge and a steep lerning curve is actually good. There are enough softer alternatives out there like No Man's Sky, for those who like that (which is fine). But don't expect brilliant flight models and flight experience there.
I strongly disagree, on all points about Engineering. I will leave it at that because otherwise I would need to stray at length from the topic of the thread.
 
nice... another 180mil in the bank and some new free unicorn gear for the toybox.

next time i will go straight to ground CZs for these and ignore the space as i do not enjoy space CZs (unlike pirate hunting, i love that!)

fingers crossed its a LYR CG next and i can get a special livery and some PP2 points (assuming he does not get kerb stomped of course)
 
I think there's only been like 3 such scenarios since EDO launched.

@Ian Doncaster can you confirm?

Depends a bit on what definition you use, though I think there have been more than 3. It's very tricky to pin it down, because CGs allow for ground CZs in other systems but one of the same factions to also generate bonds which count. Of course those CZs are just created through the normal BGS process, so might or might not be available for the entire CG duration, too - or might, for added fun and complaints, only be available to one side but not the other! [1]

After it became clear how big a difference it made between Odyssey and non-Odyssey players in some of the late-2021 CGs, Frontier made quite a few efforts in the 2022-23 period to try to make their (by then rare) war CGs avoid generating high-intensity ground CZs - but rarely succeeded entirely in eliminating the out-of-system ones. Then 2024 had exactly zero war CGs, too.

This is I think possibly the first war CG since 2021 which has had high-intensity ground CZs conveniently available to both sides in the CG system - maybe Frontier have decided it's easier to balance if they just give them to both sides rather than trying mostly-futilely to avoid them. (And perhaps also after four years are also less worried about "players without Odyssey" feeling left out)



[1] The most extreme case of this was the Azimuth attack/defence CG pair in November 2022. Frontier had carefully managed to exclude ground CZs from it and there wasn't an opportunity to generate out-of-system ones either ... that week. But a bunch of players, anticipating that eventually Azimuth was going to get itself into a war CG, had been saving up ground CZ bonds from wars in other weeks, and by handing them in during the CG itself managed to make it the only CG ever to have a lead change after the first day (in fact, it ended up with four lead changes, as they had two big bond drops, neither of which was enough in the end to put Azimuth permanently ahead).
There weren't that many complaints about this in the end, but it might have been rather different if the Azimuth side had actually managed to win this way rather than merely making the result more exciting.
 

Flossy

Volunteer Moderator
Got to love when you sign up for a ground combat and as you win and turn to leave, the turrets turn on you for absolutely no ing reason. Very nice. Thanks.
Sounds like you found a bugged CZ, that's never happened to me.

Unfortunately, conflict CGs with high intensity ground CZs are very rare.

I think there's only been like 3 such scenarios since EDO launched.

@Ian Doncaster can you confirm?
I think the last combat (bond) CG had ground CZs for the first time, and this was the second time. This was the first time I tried one anyway as I don't usually do combat and always avoid them. Loved every minute of it! :D
 
pic of the new modules
 

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Will be fun to try it on Wanteds just outside the station's no-fire zone. Give em one of these so they don't jump out and do proper police work.
 
Will be fun to try it on Wanteds just outside the station's no-fire zone. Give em one of these so they don't jump out and to proper police work.
You can fire on someone inside the no fire zone as long as you're outside of it? I hadn't really considered that.
 
Well, first CG since I came back to the game, and I made 470 million off it (110 in bonds + top 25%), and had a lot of fun finally getting to try out the Corvette that had been sitting in a hangar for years and in getting introduced to ground combat. For anyone hesitant to try it, I only had a G2 suit and G1 weapons with no mods, and I had no real trouble in the high intensity ground CZs. Sure, I died a bunch, but who cares? You just respawn with no penalty, and that means it's way more chill to do in Open. I met some cool people and averaged 8-10 million per run.

It was a lot of fun. Don't know what I'm going to do with the missiles, but they're safely in my home dock now. I'm sure I'll find a use for them someday. Bring on the next one.
 
Will be fun to try it on Wanteds just outside the station's no-fire zone. Give em one of these so they don't jump out and do proper police work.
I have not tested these yet, but there is a cooldown before the effect an be reapplied. So enough time to low or even high wake.

It's only good for pirates/ganker who needs to get some extra time.
 
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