Engineers RNG + full healing NPCs + thermic weapons = frustration

Ok, so lot of this isn't new - many of these mechanics have been with us since always or at least a long time.

But for me, in 2.1, it is a perfect storm combined to make it so utterly frustrating. I don't mind challenge, I don't mind players taking accountability for consequences their own choices bring them. But I despise and find quite demoralizing to continue play in current broken meta when despite taking proper precautions, the combined mechanics that we could live with separately, when all combined together = insta fail for the player regardless of skill or precaution.

Should have realized this but until it happened, did not think about that respawning NPCs that fully heal + respawning NPCs with 2.1 randomized ship traits = every new instance in which the NPC shows up to interdict you, not only are they fully healed, but they get a new chance to roll for different ship loadouts - including the utterly devastating thermic weapons.

Was making run for some mission deliveries - I arm my Asp as best I can, I don't go shieldless or even in this new era of deadly NPCs - without armor upgrades either. In short, I'm not trying to scrape by and max out cargo, I am in fact losing quite a bit of mission cargo stacking in favor of defensive precautions including milspec armor, shields, etc. As I said, if a player wants to take some extra risk to try and squeeze extra profits, the accountability for the consequences is on them.

But in this case, my long range mission / trade Asp is as defensively built as an Asp can get, sacrificing jump range and cargo for the proper build. But I did not count on these new thermic weapons, and the fact that an NPC who is mission assigned - which means they stick with you forever, can't be escaped from, and often teleport from behind you when you jump, to be in front of you when you arrive.

Was on a 20 jump trip or so, and had one of these attached NPCs due to mission RNG that assigns a threat NPC. So far so good. He is a deadly FDL so while I fight NPCs of my caliber when I can, in my Asp fighting him would not be good idea - so I run for it. After 10-11 escapes, usual submit, boost boost, jump out again - suddenly the shots which I could absorb while boosting to escape suddenly changed when the 'new' respawned version of the FLD showed up.

The first few shots that hit me made my heat rocket up, so fast that dropping a heat sink was too late. So already suffered some heat damage, but 2nd heat sink dropped and I was ok and 1/2 way to jumping, when few more shots hit and now I'm overheating again, and my heat sinks themselves start to malfunction. Couple more shots and I am frying as if deep into a star, and it's all she wrote - dead and staring at insurance screen few sec later.

Fast forward rebuy, re-gather mission cargo (for the sourcing missions I just lost the source cargo to), then set out again to my destination ~20 jumps away. Same FDL npc shows up again, again for 8-10 jumps where I get him spawning about half the time, so like 4-5 interdictions, I'm ok. Then rng bad luck again, he spawns again with thermic weapons - or whatever this god awful new ability is because in ~3 sec after dropping from interdiction submit, my Asp is roasting again, then insta-fail death...again.

Yes, I realize this is bad odds, because I'd done this run since starting 2.1 week ago about half dozen times and this is first time I've had the thermic weapoms on npc show up, and not only once, but twice. So either bad rng or something changed in last patch to tune NPCs down, whatever. Point is, I would have been fine dying if I had tried to risk it by skimping on shields or armor to try and get more profit.

But as I didn't, and there is nothing you can do in terms of skill when trying to evade interdiction other than submit, boost, try and not run in straight line, and jump away again - the guaranteed death when the RNG of install healing NPCs and random ship loadout giving it a chance to spawn with thermic weapons is quite frustrating.

I mention full healing NPCs because if they sustained dmg, then I would try to chip away at an NPC as he chases me across the 20 jumps or so, but since any battle dmg I take is permanent and any he takes is temporary until the next system, the fighting withdrawal tactic is pointless for now.

All I can say is GDI, the otherwise pretty good content update is also so frustrating at times with RNG coming to bite us in so many ways, motivation to continue playing is ebbing fast.
 
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Fd said they would remove the weapon modifications.
The fact that they reroll their modifications between encounters should be reported as a bug, that's just silly.
 
Special weapons still showing on npc, oh dear.
FDL out jumping an AspE, oh dear..
Same NPC respawning with 100% undamaged, oh dear...

Just no clue devs...!
 
You mention full healing NPCs. I've only left 1 fight since 2.1 released and in it I took his shields down; when he interdicted me again his shields were still down and recharging, so it looks like there's more to it.

Edit: Also, I've seen no evidence of these randomly changing weapons. Stating that they roll each instance like it's fact doesn't make it one. Either of these things occurring would be a bug, so it's probably worth reporting it.

Anyone else having the same issues?








 
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Fd said they would remove the weapon modifications.
The fact that they reroll their modifications between encounters should be reported as a bug, that's just silly.

I've seen them use SCB's instantly in a fight and also using thermic weapons on me.. happened last night.
 
You mention full healing NPCs. I've only left 1 fight since 2.1 released and in it I took his shields down; when he interdicted me again his shields were still down and recharging.

Edit: Also, I've seen no evidence of these randomly changing weapons. Stating that they roll each instance like it's fact doesn't make it one. Either of these things occurring would be a bug, so I'd suggest reporting it as such.

Anyone else having the same issue?









you're leaving out some critical context which I supplied - full healing NPCs before 2.1 long standing mechanic and current 2.1 still require the NPC to leave or escape your instance in order to heal - which is why in my OP I didn't say full healing anywhere and everywhere. I was specific in my example of NPC that fights in one system, then due to being a mission assigned NPC and follows forever until you or he is dead, spawns in next system - which is a new instance and hence he is now fully healed.

if you fought one and NPC shields were still down when he came back, it means the NPC never escaped your instance - this was exactly how pre 2.1 worked. If you successfully chased a fleeing NPC such that he never escaped your instance, his battle damage still remained. If he escaped, then he'd be healed.

if you are saying an NPC fully jumped away from you, e.g. Truly escaped, and still came back with with shields down - then sorry, you are wrong or making that up. Anyone that knows this very long standing, exiting game mechanic of healing NPCs can attest to that.

As I said, this healing mechanic is not new. What is new and as I said in my example, is that missions can now assign specific, named NPCs (sometimes one, sometimes multiple NPC ships per any one mission - I've had up to 4 from a single mission, taking multiple missions that can assign NPCs get pretty stacked with possible numbers)

my evidence for RNG weapons load out is simple - in many, multiple interdictions, this unique FDL NPC did zero thermal damage. About 10 interdictions, would hit me plenty of times while I was boosting to escape but no heat spike. Then in next spawn as I jumped into new system, his weapons did crushing amounts of heat dmg.

i also assumed based on FD post recently that all modded weapons from NPCs were out. So I will file this as bug report, but rereading the post, it seems to suggest that the super combo bug was fixed (e.g. NPCs were generating combos not normally possible - like machine gun rails, etc which insta killed players), but did not mention whether NPCs could have standard, single effect weapons, and if thermic might be one they missed or allowed.

Stating facts as it happened is fairly simple - disbelieving it is up to you. When a unique NPC attacks multiple times and does zero heat dmg, then suddenly in a new instance / system he gains a new ability - what would you call that if not rolling new load out? Whether intended or bugged, it's pretty clear at least in this specific example, my NPC gained a weapon ability he did not have the prior 10 interdictions.
 
you're leaving out some critical context which I supplied - full healing NPCs before 2.1 long standing mechanic and current 2.1 still require the NPC to leave or escape your instance in order to heal - which is why in my OP I didn't say full healing anywhere and everywhere. I was specific in my example of NPC that fights in one system, then due to being a mission assigned NPC and follows forever until you or he is dead, spawns in next system - which is a new instance and hence he is now fully healed.

if you fought one and NPC shields were still down when he came back, it means the NPC never escaped your instance - this was exactly how pre 2.1 worked. If you successfully chased a fleeing NPC such that he never escaped your instance, his battle damage still remained. If he escaped, then he'd be healed.

if you are saying an NPC fully jumped away from you, e.g. Truly escaped, and still came back with with shields down - then sorry, you are wrong or making that up. Anyone that knows this very long standing, exiting game mechanic of healing NPCs can attest to that.

He didn't jump away from me, I jumped away from him, then he re-interdicted me as I said in my post. His shields were recharging. No it wasn't in the next system, it was from normal > SC in the same system. I incorrectly assumed it was the same for this situation.

Edit: modded weapons are still certainly in, I think most people can attest to that; my issue was with you claiming a roll happening every instance as fact, when it's clearly anecdotal...which is why I asked if anyone else had the same issue.
 
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He didn't jump away from me, I jumped away from him, then he re-interdicted me as I said in my post. His shields were recharging. No it wasn't in the next system, it was from normal > SC in the same system. I incorrectly assumed it was the same for this situation.

Edit: modded weapons are still certainly in, I think most people can attest to that; my issue was with you claiming a roll happening every instance as fact, when it's clearly anecdotal...which is why I asked if anyone else had the same issue.

The events relayed in my OP are facts, the conclusion i drew from those events re: possibility of new weapons load out/effect is admittedly an interpretation.

and to be clear, I did not conclude NPCs can or will roll every instance. As I said in my own example - the unique FDL went about 10 straight interdictions without changing so clearly it's not an every instance equals new load out. I merely concluded it is possible on a per instance basis - what the RNG probability is unknown.

clearly it is not 100% or anything close to whatever we want to call "frequent", otherwise I'd have had more thermal interdictions than just the 2 that lead to my deaths out of the great many more jumps and spawns in which the NPC stayed static. Whether I or we call this behavior a bug, re rolling load out, whatever - the conclusion is still the same in that somehow this NPC which lacked thermal dmg suddenly gained it.
 
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I had something similar. I was doing some trading in my asp explorer (very similar set up to yours). Normally I have the choice to run or fight. I was interdicted by a vulture and decided to run. As my FSD is charging, my heat starts to rise far beyond what is normal for FSD charging (65% or so). I take evasive action until the countdown starts and lock my controls. During the countdown, the NPC slams shots into me. by the time I jump, heat is at almost 200%. I have no idea how I survived. Upon exiting the jump, my FSD malfunctions and immediately drops me out of SC. I manage to limp my way into a station, with only the most essential modules still functioning (FSD, Life support, thrusters, sensors, shield gen). Everything else had to be cannibalized to repair the others enough. So my two class A shield booster, point defense, fuel scoop, and weapons were all out of commission. Even then, none of my essential modules had an integrity rating above 80%.
 
In overall RNG is a frustration, especially on 4/5 grade FSD when you need rare resources... week of grind and blach, optimised mass on red...
 
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