My Elite SLF Pilot Seems To Have Lost Her Mojo

To be honest I can't see any difference myself. I just went out to a HazRez to test it and I feel the NPC behaves just like before. Actually I was on my way right now to get some gimballed SLFs. My NPC is not upgraded to Expert yet, but it still seems like it misses a lot. With beams, it looks as if they are never pointed towards the center of the target ship, they're always offset in a way, and so they just miss a lot, more than half of the SLF's "attack run". I just see them shoot past the target ship, not connecting. With projectiles, the NPC doesn't even land any hits.
 
To be honest I can't see any difference myself. I just went out to a HazRez to test it and I feel the NPC behaves just like before. Actually I was on my way right now to get some gimballed SLFs. My NPC is not upgraded to Expert yet, but it still seems like it misses a lot. With beams, it looks as if they are never pointed towards the center of the target ship, they're always offset in a way, and so they just miss a lot, more than half of the SLF's "attack run". I just see them shoot past the target ship, not connecting. With projectiles, the NPC doesn't even land any hits.
I seam to remember that SLF pilots weren’t much use until much higher ranked than Expert, their main utility being as a distraction or bullet sponge.
 
My Elite NPC just killed something with a shard cannon, not sure about fixed weapons yet.

Edit: Okay, oddly, the fixed laser weapons seem to be very bad, but the fixed projectiles seem to be doing just fine.
 
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I seam to remember that SLF pilots weren’t much use until much higher ranked than Expert, their main utility being as a distraction or bullet sponge.
Hmm okay, maybe then I should not skew the test this way, I'll try to upgrade my pilot to the highest rank first and then have another look.
 
Yesterday I got the impression that my crew member was a bit better at hitting smaller targets, but it may be just wishful thinking.
 
I really like multicrew. It could use some improvements - I'd really like it if Turrets were more viable, for example - but on the whole, it's great to be able to jump straight into the action for a bit and then drop out whenever you want, without needing to change ships or jump a lot.

Hope they fix up some of this stuff. Especially since with AX as a growing part of gameplay, and it requiring quite a bit of prep to get into, multicrew is probably one of the best ways to get new players into the game.
 
Personally I just wished they removed pay for NPC crewmembers alltogether. They earn way more than my entire fleet carrier crew combined. It would encourage actual usage of such a feature of the game. I don't even bother with crewmembers because the percentage pay is simply not worth it in the long run.
 
Personally I just wished they removed pay for NPC crewmembers alltogether. They earn way more than my entire fleet carrier crew combined. It would encourage actual usage of such a feature of the game. I don't even bother with crewmembers because the percentage pay is simply not worth it in the long run.
ive got crewman pretty early into my game and never even noticed the few missing cr. it has numbers and values but it really isnt felt in any way in the gameplay.
and to be honest since i mostly use slf to feed it to goids i think he earned it.
the money i blew to cycle through all the npcs until i got one with a somewhat human face and normal name, thats another topic... :D
 
Personally I just wished they removed pay for NPC crewmembers alltogether. They earn way more than my entire fleet carrier crew combined. It would encourage actual usage of such a feature of the game. I don't even bother with crewmembers because the percentage pay is simply not worth it in the long run.
Go to a hire and fire policy, if you fire the NPC before you complete the mission/sell the cargo/hand in the bounty vouchers then you only pay the hiring fee. The downside is your NPC will never be much use.
 
i can confirm what is beeing said in the issue tracker:

"New testing and observation shows that NPC pilots hired since Update 17 are unaffected, but all pilots hired before Update 17 appear to be treated as Harmless skill regardless of their earned rank."

i made my pilot after U17 and it performs well with fixed beams at "Deadly".
 
would be great if the fix this and the progress bar of the pilot.
unfortunately my elite pilot died 2 days before the immortallity parch for the cews arrive :(

now my new pilot is somewhat between deadly and elite but i like to know WHERE or HOW LONG it takes to elite?
 
Okay, yeah, I can definitely confirm this. Before, my elite NPC could solo takedown scouts; now she can't hit them at all. And it's not just hitscan, either; the plasma fighter is consistently missing by a wide margin.
Honestly, the reason I quit before was because they broke NPCs by making thargoids target them, so this is really discouraging me from playing right now, even with the Titans serving as lure.

Edit: Some on the issue tracker are reporting that it's an issue specifically with NPCs recruited before U17. I'd really prefer not to have to get a new NPC, this one has been with me through thick and thin.
 
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Okay, yeah, I can definitely confirm this. Before, my elite NPC could solo takedown scouts; now she can't hit them at all. And it's not just hitscan, either; the plasma fighter is consistently missing by a wide margin.
Honestly, the reason I quit before was because they broke NPCs by making thargoids target them, so this is really discouraging me from playing right now, even with the Titans serving as lure.

Edit: Some on the issue tracker are reporting that it's an issue specifically with NPCs recruited before U17. I'd really prefer not to have to get a new NPC, this one has been with me through thick and thin.
Does rebuying the NPC work?

I would also prefer not to replace my NPC when I get back to where there is something to shoot, but it would save me some credits if I did as I started them from too high a rank.
 
Edit: Some on the issue tracker are reporting that it's an issue specifically with NPCs recruited before U17. I'd really prefer not to have to get a new NPC, this one has been with me through thick and thin.

That would be a very strange bug. After all, the NPCs are just pictures and ranks. They all should follow the same AI logic regardless of when bought.
 
That would be a very strange bug. After all, the NPCs are just pictures and ranks. They all should follow the same AI logic regardless of when bought.

I'm guessing what's happened is that each NPC copilot has an invisible rank-count that is being correctly set for new recruits, but got wiped for existing ones (setting them to Harmless, or even lower), while their visible rank hasn't changed (for some odd reason).
 
I'm guessing what's happened is that each NPC copilot has an invisible rank-count that is being correctly set for new recruits, but got wiped for existing ones (setting them to Harmless, or even lower), while their visible rank hasn't changed (for some odd reason).
Oh dear. Would better hope they have a quick fix coming soon, else I'm not investing another eon into Eliting a SLF pilot.
 
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