Increasing combat rank, solo.

rank doesnt make you a better pilot only you can do that,for shinra as said trading is the faster way,just play youre game dont rush to rank up it will come as you combat missions,haz res,compremised nav beacons,does take while but after all just a decal badge reward for elite.
 
I've recently started increasing my rank in combat, and for now I think the best way is to raid a military base with the L pad in the anarchy system.... for me at least that's the most noticeable progress, let's add to that CB from NPC and merits and data from data banks if anyone needs it,

but I'd love to know if there's a faster or more effective way to increase from Elite I to Elite V
 
and maybe someone tried, for example, in the anarchy system at a military base, to cause an alarm and kill those soldiers who arrive?
 
and maybe someone tried, for example, in the anarchy system at a military base, to cause an alarm and kill those soldiers who arrive?
It'd work, just make sure you have a robust ship on standby to get you out of there because those ships patrolling over the base are going to be grumpy.
 
Does anyone know what the highest rank of a soldier in a settlement is?, so far I've gotten Expert level.
Does destroying Goliath give any points?
 
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Anarchy Resource Extraction Sites. Go after the Deadly and Elite small mining ships like the Cobras, Diamond Backs and such. Bonus is when they have a couple of Deadly or Elite escort ships. The mining ships are not well armed, don't put up much of a fight, and can be blown up very quickly and easily.
 
Best ship is a Corvette with 2 huge Beams to deal with the FDL/Vultures....

That's how my Corvette was set up until recently.

My logic was that if I stuck beams in the C4 hardpoints I'd be able to explode weaker targets without expending ammo'.
That's fine unless you're going after tough, agile targets (such as the FdL & Vulture wings), where you'll take down their shields but then you'll struggle to lay down enough fire to deplete their armor.
Problem is, you've only got the 2x C2 hardpoints near the nose (which are fine) and the C3 hardpoint under the belly to fit powerful kinetic weapons... and you'll struggle to get a kinetic weapon mounted on the C3 hardpoint to target anything above the ship's nose.

Turns out it's better to fit MCs to the C4 hardpoints, where you can easily see to aim them, and then fit beams to the C3 and C2 hardpoints because a hitscan weapon in the C3 hardpoint will still hit exactly where you point the crosshairs.

Purely from a DPS perspective, C4 MCs and C3/C2 beams should be more effective than C4 beams and C3/C2 MCs but, in practice, the difference is even bigger because of the issues related to aiming a kinetic weapon in the C3 slot - and using C4 MCs gives you much more power in reserve so you can fight with your pips 2/2/2 instead of having to go 2/0/4 to supply power to the C4 beams.

I suppose, if you're determined to use C4 beams (and they are cool toys), it might be an idea to fit, say, a C3 frag' turret in the belly so you don't have to worry about aiming it.
Trouble with that is you either have to rely on your target to pass underneath you or you have to roll so the C3 weapon can see it's target.

Also, my original logic still holds up.
2x C2 beams & 1x C3 beam is still suffficient for melting Eagles, Cobras and Asps without having to expend any kinetic ammo'.
 
Powerplay stronghold carriers group. Any of such. Regadless of being pledged to any PP or not.

When attacked, it will keep spawning those Elite SLF's without end. With right bulid, those can be one-shooted (so by doing it right, killing hunderds of SLF's per hour can be archived). It used to be one of best ways to gain merits by combat (and still is decent at it), but side effect is that it gives plenty of combat exp as well, way more what can be archived by doing RES or CZ, or even thargoid, or any other kind of PVE.

Thing is that game does not care what you kill - but it cares about rank what is being killed - as how combat rank leveling works in game. Elite SLF counts same as elite conda, but SLF can be one-shooted, while there is no single elite npc ship, that can be one-shooted.
 
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On-foot combat certainly used to provide rank in both the mercenary rank (expected) and ship combat rank (very much unexpected).
Did that not get "fixed"* though? (I feel like I cheated my way to deadly because of it, a couple of years ago.)

(* assuming that it wasn't ever confirmed as a bizarre but intended game behaviour)
Yes and no; Foot CZ seems not to produce Combat rank anymore but shooting rando's does. During the Thargoid war the quickest method was killing revenants, not sure if the same applies to scavengers...
 
Yes and no; Foot CZ seems not to produce Combat rank anymore but shooting rando's does. During the Thargoid war the quickest method was killing revenants, not sure if the same applies to scavengers...
Yes and no; Foot CZ seems not to produce Combat rank anymore but shooting rando's does. During the Thargoid war the quickest method was killing revenants, not sure if the same applies to scavengers...
And is there any possibility to find a settlement with revenants now?
 
Powerplay stronghold carriers group. Any of such. Regadless of being pledged to any PP or not.

When attacked, it will keep spawning those Elite SLF's without end. With right bulid, those can be one-shooted (so by doing it right, killing hunderds of SLF's per hour can be archived). It used to be one of best ways to gain merits by combat (and still is decent at it), but side effect is that it gives plenty of combat exp as well, way more what can be archived by doing RES or CZ, or even thargoid, or any other kind of PVE.

Thing is that game does not care what you kill - but it cares about rank what is being killed - as how combat rank leveling works in game. Elite SLF counts same as elite conda, but SLF can be one-shooted, while there is no single elite npc ship, that can be one-shooted.
as far as I know, they changed the distance of ships in one of the PP 2.0 updates and it's not that easy to do it anymore, players were collecting merits so quickly.
 
That's how my Corvette was set up until recently.

My logic was that if I stuck beams in the C4 hardpoints I'd be able to explode weaker targets without expending ammo'.
That's fine unless you're going after tough, agile targets (such as the FdL & Vulture wings), where you'll take down their shields but then you'll struggle to lay down enough fire to deplete their armor.
Problem is, you've only got the 2x C2 hardpoints near the nose (which are fine) and the C3 hardpoint under the belly to fit powerful kinetic weapons... and you'll struggle to get a kinetic weapon mounted on the C3 hardpoint to target anything above the ship's nose.

Turns out it's better to fit MCs to the C4 hardpoints, where you can easily see to aim them, and then fit beams to the C3 and C2 hardpoints because a hitscan weapon in the C3 hardpoint will still hit exactly where you point the crosshairs.

Purely from a DPS perspective, C4 MCs and C3/C2 beams should be more effective than C4 beams and C3/C2 MCs but, in practice, the difference is even bigger because of the issues related to aiming a kinetic weapon in the C3 slot - and using C4 MCs gives you much more power in reserve so you can fight with your pips 2/2/2 instead of having to go 2/0/4 to supply power to the C4 beams.

I suppose, if you're determined to use C4 beams (and they are cool toys), it might be an idea to fit, say, a C3 frag' turret in the belly so you don't have to worry about aiming it.
Trouble with that is you either have to rely on your target to pass underneath you or you have to roll so the C3 weapon can see it's target.

Also, my original logic still holds up.
2x C2 beams & 1x C3 beam is still suffficient for melting Eagles, Cobras and Asps without having to expend any kinetic ammo'.

This is my Anti-Piracy Corvette (optionals and PP vary, this is in cargo-missions-attrack-pirates-mode).


When stacking missions you come across

  • Deadly/Dangerous Corvettes or Condas, will team up when they drop together
  • 7-9 deadly/dangerous Vulture/Chieftains/FDLs/Pythons/Vipers/Cobras OR expert/competent
  • Conda with dropping Eagles/Cobras/Pythons
  • Single FDL or Python or Federals
  • the Phasing FDL with two or three Vultures

All in all, I prefer the 2 C4 Beams, because on most targets they seem to perform better and you don‘t have to restock. You‘re right, that the C4 MCs are a bit faster on the hull of the heavy engineered FDLs (the one with Vultures). But then I have the C3 MC, aim up the nose for short to apply the corrosive effect.

Of course, it is also personal preference. I like the „gunplay“ of the C4 Beams and their USS Enterprise feeling… 🙂
 
as far as I know, they changed the distance of ships in one of the PP 2.0 updates
You mean carrier group, the distance between big ships? It does not change anything, SLF's spawn from specific ships in carrier group, and those keep and keep launchin 'em, whenever SLF's gets killed.

and it's not that easy to do it anymore, players were collecting merits so quickly.
Never said it was easy. And never was, as to be done correctly, skill & knowledge at decent levels required, at very least.

To be truly efficent at it, not only specialized bulid is required, but also one has to be quite decent at combat (paticulary good at evasive while under heavy pressure), well as having good understooding how exacly npcs behave, and complex understooding of overall game mechanics as well - and knowing exacly what are rules for progresion rank.

Merit gain was actually nerfed, well as amount of XP from those elite SLF by lowered a bit (If remember correctly).
But unlike every other PVE, every kill of elite SLF, counts towards combat rank, and those can be, again, one-shoted by right bulid, and whole groups of such can be dispatched in seconds - good luck one-shoting npcs anywhere else :)


Still, its currently fastest method I am aware of, due of sheer amount of SLF wich can be being spawned per hour (if killed fast enough), far as combat rank progress is being concerned (dont confuse it with merit gain - there are better ways these days), as even right now, hundreds of SLF's per hour can be still farmed, if using right bulid and method - this much havent changed at all.
 
You mean carrier group, the distance between big ships? It does not change anything, SLF's spawn from specific ships in carrier group, and those keep and keep launchin 'em, whenever SLF's gets killed.


Never said it was easy. And never was, as to be done correctly, skill & knowledge at decent levels required, at very least.

To be truly efficent at it, not only specialized bulid is required, but also one has to be quite decent at combat (paticulary good at evasive while under heavy pressure), well as having good understooding how exacly npcs behave, and complex understooding of overall game mechanics as well - and knowing exacly what are rules for progresion rank.

Merit gain was actually nerfed, well as amount of XP from those elite SLF by lowered a bit (If remember correctly).
But unlike every other PVE, every kill of elite SLF, counts towards combat rank, and those can be, again, one-shoted by right bulid, and whole groups of such can be dispatched in seconds - good luck one-shoting npcs anywhere else :)


Still, its currently fastest method I am aware of, due of sheer amount of SLF wich can be being spawned per hour (if killed fast enough), far as combat rank progress is being concerned (dont confuse it with merit gain - there are better ways these days), as even right now, hundreds of SLF's per hour can be still farmed, if using right bulid and method - this much havent changed at all.
Ok, do you have a specific build/ship in mind or will a heavy corvette with long range be enough?
 
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