Information Regarding AX Combat Bond Reward Revisions

sallymorganmoore

Senior Community Manager : Elite Dangerous
Greetings Commanders,

Along with Update 14.02, as many of you are aware, there came some changes to AX combat bond reward values.

We're aware that this information was not provided as either update notes, nor did it come with prior warning ahead of the release, for which we truly apologise.
This was a genuine oversight and it was never our intention to cause disrespect to those of you engaged in current efforts around the Galaxy.​

With that being said, the design team would like to share with you some further insight into reasoning behind the value adjustments to combat bond rewards for Thargoid defeats.




Values before and after Update 14.02.

Thargoid TypePre-Update 14.02Post Update 14.02
Scout (Marauder)80k65k
Scout (Other variants)80k75k
Cyclops8mil6.5mil
Basilisk24mil20mil
Hydra60mil50mil
Medusa40mil34mil
Orthrus30mil25mil

Balancing Choices.

Factors which deemed it sensible to make the above amendments to AX combat bond rewards, grew from tweaks and changes made to overall AX scenarios and factors, such as:
  • Thargoids now being found in greater numbers, in wider reaches.
  • Scenarios have AX Military which are armed with AX weapons to help take Thargoids on.
  • Commanders are acquiring better AX weapons, for example being gimbled and those with enhanced damage.
  • Commanders received an new, improved AX Scanner.
  • Commanders are now able to outfit more AX weapons with the latest Experimental Weapon Stabiliser (5 or 6 weapons instead of 4).
Therefore, with all of the above adding up, some balancing of rewards made sense.
The newer reward values do remain higher than what they were at launch (approximately 3.2 times greater), when Thargoids were considered, arguably, at their hardest to defeat compared to now.




The Goal.

From all of the above considered, the overall goal with adjustments made to AX combat bond rewards as part of 14.02 was to prevent the potential of inflated credit bloat, without it feeling unjust to Commanders without equal payoff in other areas.

Another example of bringing balance to these alterations, is that Massacre Missions now reward more materials than regular missions do, as a way to offset the reduction in rewards, with an additional view to help with the engineering grind a little.

Examples:

Mission TypeReward 1Reward 2
MASSACRE MISSION: Eliminate 1 Medusa Interceptor (Threat Level 7, and not a team mission)Modified Embedded Firmware: 8 Units [Rarity Grade: 5]6,881,263 CR
REGULAR MISSION: Emergency Bulk Supply: 720 Units of RoboticsModified Embedded Firmware: 4 Units [Rarity Grade: 5]1,763,101 CR
MASSACRE MISSION: Eliminate 1 Basilisk InterceptorExquisite Focus Crystals: 6 Units [Rarity Grade: 5]2,634,541 CR
REGULAR MISSION: Emergency Bulk Supply Contract: 124 Units of TritiumExquisite Focus Crystals: 3 Units [Rarity Grade: 5]13,070,675 CR




Thanks for your time and thoughts around this, Commanders.

Again, we absolutely sensed and completely understood the frustration many of you expressed and once again extend our apologies with having not communicated these changes in more depth with you.

o7
 
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Even the past couple days, I have to say that money is still crazy good, especially flying in a wing, I would frankly want more material payouts over cash given the option.
I would want more incentive other than cash to fight Medusa/Hydra given that they still only count as one.
 
Reducing payouts for fighting the enemy during an all-out war doesn't make a lot of sense to me. The money isn't the reason I do this, anyway, I have billions and there's little to nothing to spend it on, so I doubt I'll miss a thousand here or a million there, but it is annoying. 🤷🏼‍♂️
 
Even the past couple days, I have to say that money is still crazy good, especially flying in a wing, I would frankly want more material payouts over cash given the option.
I would want more incentive other than cash to fight Medusa/Hydra given that they still only count as one.
As a player with a carrier, fleet of 20+ ships, and over 16 billion in the bank, I heartily agree that more materials over credits is always preferable. There's little to do with money once you have that much of it in the game, and it sort of spoils things a little. Why would a multibillionaire take a job for a couple of hundred thousand, or even a few million? It's just not worth their time. Even the carrier doesn't soak up the credits that quickly (no, this isn't a call to make things cost more, but rather to add more things to do with money.)

Hell, if they made an option to buy materials with credits at the materials traders, that would be amazing (I know this is unlikely, as it would just cut out the grind that seems to make up so much of this game) - I notice that you can sell Odyssey materials at the bar for credits, but not buy them with credits, which doesn't make a lot of sense. If the barkeep is paying money for materials, then surely they'd sell what they had to get money?
 
As far as i'm concerned, the payouts are still too big, but i guess it's hard to balance them to please the Commanders that are trying to Solo interceptors versus the ones that are grazing them in an AX CZ.

As Redrick says at the end of Strugatski's Roadside Picnic:
"HAPPINESS FOR EVERYBODY, FREE, AND MAY NO ONE BE LEFT BEHIND!"
 
o7 Sally!

That rebalance makes total sense as, like mentioned, killing Thargoids is easier now (looking at you 6 shards Anaconda), thanks for that detailed post, it'll help people to better understand.

While we're talking about update 14.02, I'll quickly sneak something in ; Thargoid controlled systems seems to be broken and don't show any progress whatsoever despite constant efforts, is that a bug or harsh rebalance of the thresholds?
 
i like the new reward system introduced with 14.02. especially the update in the missions rewards
more than 5 mats per missions is really nice.
 
  • Scenarios have AX Military which are armed with AX weapons to help take Thargoids on.

About the AX NPCs... from observation from participating in many planet base anti-goid battles, the AX NPCs aren't particularly useful in helping out a CMDR against a murderflower. Maybe useful for the Cyclops as I noticed some NPCs had managed to exert a heart of one.

If anything they are prone to get in the way, fly in between you and the goid, which increases the potential for those annoying fines you have to fly away to another system to clear your name.

If the NPCs got fitted with even 1 of the modded guardian weapons, they'd be more useful, IMO.

I realise them just having the AX guns will be a deliberate decision by Design in taking into account players. Given what I said above, having them fitted with modded plasma or gauss would help, especially with the Hydras which are now spawning after the initial base mission is complete. The systems I was at last night only had myself, my team mate, and some other CMDR who wasn't really doing much, against a couple of Hydras, and despite my Conda having Reactive armour, 4x modified Gauss, 2x modified Plasma, and alllll the hull reinforcements, a Hydra basically melted the ship in very little time (you try running away from one in an extremely heavy Conda - even with G5 drag drive thrusters the thing only boosts to ~380m/s lol :D )

Can't wait for when Caustic resistance is able to be added to armour and hull (I do notice that Caustic resistance is a figure in the stats for both) - though that'll probably involve copious amounts of material grind of some sort, rather like the Guardian grind just to get one modified weapon.
 
About the AX NPCs... from observation from participating in many planet base anti-goid battles, the AX NPCs aren't particularly useful in helping out a CMDR against a murderflower. Maybe useful for the Cyclops as I noticed some NPCs had managed to exert a heart of one.

If anything they are prone to get in the way, fly in between you and the goid, which increases the potential for those annoying fines you have to fly away to another system to clear your name.

If the NPCs got fitted with even 1 of the modded guardian weapons, they'd be more useful, IMO.

I realise them just having the AX guns will be a deliberate decision by Design in taking into account players. Given what I said above, having them fitted with modded plasma or gauss would help, especially with the Hydras which are now spawning after the initial base mission is complete. The systems I was at last night only had myself, my team mate, and some other CMDR who wasn't really doing much, against a couple of Hydras, and despite my Conda having Reactive armour, 4x modified Gauss, 2x modified Plasma, and alllll the hull reinforcements, a Hydra basically melted the ship in very little time (you try running away from one in an extremely heavy Conda - even with G5 drag drive thrusters the thing only boosts to ~380m/s lol :D )

Can't wait for when Caustic resistance is able to be added to armour and hull (I do notice that Caustic resistance is a figure in the stats for both) - though that'll probably involve copious amounts of material grind of some sort, rather like the Guardian grind just to get one modified weapon.
If their Decon limpets didn't just bounce off my ship instead of attaching - even when I come to a complete stop - that would be nice. Not sure if it's a bug or what, but most of the time they don't attach and I have an npc following me around and launching millions of them at me throughout the CZ, achieving nothing.
 
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If their Devon limpets didn't just bounce off my ship instead of attaching - even when I come to a complete stop - that would be nice. Not sure if it's a bug or what, but most of the time they don't attach and I have an npc following me around and launching millions of them at me throughout the CZ, achieving nothing.

I think that's because there are Scouts nearby! Scouts appear to be support for the murderflowers - there they are flying around them and your ship, pecking away at you with caustic missiles and pewpew weapons, whilst you're busy ignoring them whilst shooting at Interceptors. Then too late you notice those Scouts have half-melted your ship, softening you up for the flowers.

I think the Scouts are also shooting the De-con limpets.

I've been thinking about this; what's probably needed in a Team, is one team member concentrates only on surrounding Scouts whilst the others are going up against the Interceptors. Right now I've noticed it's a bunch of CMDRs at a planetary base and it's basically a free-for-all concentrating on those Interceptors. Maybe the NPCs are also shooting at the Scouts, but mostly players ignore the Scouts at the time.
 
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