Please help me, Im really struggling here....

I use different weapon types on most ships, either kinetics + lasers, or lasers + rail/PA. And being unable to shoot both without switching firegroups is major disadvantage. If i need to cycle through fire groups just to fire single PA shot i will never be able to hit and PA itself will be just a waste of time.
"All pulse" loadouts do work, but they are generally way less effective than hybrid ones, which require both triggers to be available.

I have the cycle button set up on the HOTAS, cycling is almost istantaneous.
 
That's why there are multiple configurable fire groups. I have a fire group with all weapons enabled, and a fire group with main lasers on primary and KWS on secondary, and switch between them with a button. On the Vulture is easier because the usual configuration is two pulses that you bind on primary, so you have secondary free for the KWS.
I have the cycle button set up on the HOTAS, cycling is almost istantaneous.
Yes, i usually have few firegroups too, at least i have to put interdictor somewhere... but described configuration will make secondary trigger unavailable in any firegroup... and i still do not see single trigger multiple firegroups configuration working with weapons which are a bit situational, like cannons, PA-s, frags or rails. May be it is just me, but when during combat i see an opportunity to fire such weapon i want to be able to do it instantly, without the delay of using context-dependent firegroup switching and without disabling main weapons.
And to be honest i do not care about tiny changes in income which i cannot even notice without doing some math, it is more about "fun" or "not fun" to me. And trying to overcome inconviniences with KWS does not sound like fun at all. This is the opinion i was trying to express from the very beginning - KWS does not make one miraculously reach, it just provides some additional money for some additional inconvinience. It is up to user to decide whether it is worth it or not. And all those tricks people suggest, while they provide workarounds for worst inconviniences, are still far from ideal.
 
Hi there Commanders, I really need your guidance. I have a really hard time earning money and really struggling with the combat. Im trying my best in a conflict zone to earn some decent credits, but I die from time to time, when all the enemy ships decide to attack me at the same time, and then there is no chance to even get away. I noticed that, even if I spend a lof of money on my shields, with maximum shield boosters, my shields disappears just in a couple of seconds, and I myself have to fire a lot more to take their shields down, when I do, it takes forever to kill them, and their shields becomes recharge in the middle of the combat.

I have 34.000.000 Credits, please help me. I have tryed Vulture and spent hours of testing different weapons, but nothing seem to work really. Also tried the Federal Gunship, with 7 hardpoints, but died too fast, almost instantaneously. Lost too many credits already, so now im looking at the community, maybe someone out there have a good idea what to use.

I tryed cargo runs, get a 500k each run profit, in about 10 min, back and forth, but thats not how I want to play this game, im tired of going from A to B, and B to A over and over.

Is this game so unbalanced that you can't earn decent money without trading? Please help.

Conflict zones are not ideal for anything less than an FDL in my opinion, especially for a new/unskilled combat pilot. Start off in High Resource Extraction Sites. There is security that will help combat your opponents , as well as miners, and the occasional NPC bounty hunter. There is plenty money to be made, FDLs and Anacondas are almost always worth the most, sometimes hitting more than 300k for a single bounty. Use the Vulture, equip 2 Large Burst Lasers and ALWAYS target the Power Plant, no matter how big or small the ship, burst lasers, especially large ones, do an amazing job at penetrating the hull and hitting sub systems (power plant). On top of this, join a Power Play faction that offers bonus to bounties (preferably one in the top 3 ranks as the bonus is higher) hit rank 2 (100 merits) before the new cycle (in about 15 hours if I'm not mistaken). If you do this, you can easily make ~5 mill an hour Bounty Hunting in a Vulture, a bit more when you can fly and FDL as you can easily handle smaller/weaker NPC wings alone, and even larger ships like Anaconda.

Some more tips:
If you're unsure of your combat capabilities, or are struggling against particular ships, wait for them to attack miners, or for security to engage them before you attack, the extra firepower/distraction can save you a lot of time and money.
ALWAYS scan the target before firing, unless you want a bounty on your head and want to see the insurance screen very fast.
Kill Warrant Scanner (KWS) can potentially double your profit, always have one.
Don't outfit your ship with unnecessary components if all you're doing is bounty hunting, a Hull Reinforcement Package (HRP) is far more valuable than a Fuel Scoop, or a Planetary Vehicle Hangar.
Set a limit to turn in your bounties (5 million for example), last thing you want is to spend 2 hours in a belt for 7 million, to accidentally bite off more than you can chew, or kiss and asteroid.

Hope this helps, good luck.
 
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