COMPLETED CG Support Nakato Kaine in trade war (Trade)

It is baffling to me that I, as part of the Kaine Krew, can sign up for Mahon’s side of the CG. These Powerplay CGs need a reform I think. The last few all had an underdog from the start. And every independent or differently aligned cmdr will generally flock to the updog as there is just more to gain there. Just look at the previous one between Winters and Grom. That plat rush was not a contest. I think that these CGs should have an overall goal that everyone works for (the tiers) and in conjunction with it a PP match that is balanced around the participation of the actual powers. I am imagining it as such: Commodity A, B and C can be turned in by everyone, but Power aligned cmdrs can opt to bring commodity D for Power 1 and commodity E for Power 2. These should have a similar payout and at the end it will be clear which power has actually contributed what.
 
The only real reason to use Engine Focused is to undersize your distributor to maximize jump range, but at the same time, that renders Systems Focused largely irrelevant, as basically the only reason to use THAT is for rapidly regenerating a shield in a tight situation, which is only meaningful in combat(not that hardly ANYONE actually USES it for that, because it's always better to just kill your enemy faster instead).

Unfortunately, there just aren't enough things that utilize sys OR eng capacity to make this valid.

If this were to be useful, we'd need things that actually benefit from higher sys and engines capacity. Like, say, an Afterburner utility that lets us slowly and constantly consume engine power to overcharge our engines in normal space. That'd be neat.
 
Unfortunately, there just aren't enough things that utilize sys OR eng capacity to make this valid.
Dedicated exploration ships usually don't use any weapons (because they are not needed for exploration, and they only add weight). Thus WEP pips are completely useless for them, and you can always keep them at zero.

I always engineer the power distributor for engines for my exploration ships because it allows boosting more frequently. Of course that means that it hurts shields, but oh well.

Now these double-engineered power distributors will give you the nice little bonus: Engineered for engines and shields. The best of both worlds.

I'm quite definitely using the double-engineered 4D distributor in my Mandalay and one of the others in my exploration Cobra Mk V.
 
Dedicated exploration ships usually don't use any weapons (because they are not needed for exploration, and they only add weight). Thus WEP pips are completely useless for them, and you can always keep them at zero.

I always engineer the power distributor for engines for my exploration ships because it allows boosting more frequently. Of course that means that it hurts shields, but oh well.

Now these double-engineered power distributors will give you the nice little bonus: Engineered for engines and shields. The best of both worlds.

I'm quite definitely using the double-engineered 4D distributor in my Mandalay and one of the others in my exploration Cobra Mk V.

A 4D pre-engineered will have:

1.96 SYS and ENG Regeneration
24.65 SYS and ENG Capacity

A 4D Charge Enhanced + Super Conduits will have

2.11 SYS and ENG Regeneration
15.5 SYS and ENG Capacity

With 4 pips to Systems, even with a class 6D shield, the regeneration and rebuild times will be identical. Alternatively, the Charge Enhanced variant could sacrifice 3/51 seconds of rebuild time(recharge time would remain the same) and shave off 0.4 tons of weight.

With 4 pips to engines, the pre-engineered PD will be able to boost every 7.1 seconds, versus every 6.7 for the charge enhanced one, or 6.9 seconds if you use stripped down, instead.

The unfortunate truth is that engine focused typically doesn't allow you to boost more often. Because it regenerates less, not more, if you can't permaboost it at best lets you boost twice before going to a slower overall rate, and if you CAN permaboost, it makes no difference. This will be even worse, because it's got worse engine stats AND no experimental.

As far as I can tell, these aren't just a matter of taste; outside of a few VERY niche cases(which I haven't been able to figure out just yet), these aren't just a matter of opinion, they're objectively worse than the easily-attainable alternatives.
 
I guess they will look nice beside the bunch of useless pre-engineered power plants from a CG way back that do not accept experimental effect either, and have been gathering dust in my storage ever since I collected them. 👎👎
You mean the G6 overcharged ones ? Those have all found a home in my fleet. The size 3 is on my Viper III, the size 4 is on my Vulture, the size 5 is on my Mandalay (which is not an explorer).
 
How will that fix it? Unless you want or need more sys/eng power than weapon in whatever your setup for it is. I figured the main limitation would be the weapon distribution.

Curious why you would want this on a P2, a weapon focused ship that’s already gimped with the PD?

I think it will be good for frag builds, since their WEP draw is so low. With this module maybe I could switch the bi-weave to fast charge instead of lo-draw too.
I'm having a hard time thinking of a significant other use for the module though. For combat builds with actual distro draw this won't be a good thing. Or put it on a trader or explorer, sure, but it's hardly going to make a difference in practice.

On an all-frag build, the WEP draw is already so low that it shouldn't penalize it there. But on anything that actually needs WEP to fire for long enough, this module will be a downgrade.
For ENG, without actually doing the math yet, versus CE+SC, the extra capacity could allow a couple more boosts in a row, while only penalizing regen a little.
For SYS, more idle time before you need to put pips there, I guess. Originally I was thinking to replace lo-draw with fast-charge, but the SYS regen on this is worse than CE+SC.

So I dunno. I might try it.

Apologies for the multiple quotes. But saw people were mentioning it so lemme do a little clarification. I think it will definitely fix the python mk2 for me. And could even fix the Mamba as well! But I'll need to double check.
The major issue I have with the Python mk2 is its not a "Main Battle Ship"(not to be confused with battleship, I mean like a MBT). Its survivabilty and endurance is worse than the Python and Krait mk2.
Python mk2 is a "High Performance interceptor" like the FDL and Mamba.

The lack of a size 7 power distributor and lack of a size 7 power plant means the Python mk2 cannot afford to be as frivilous with huge energy hungry weapons. Even with a size 7 power distributor it would struggle as it just has SO MUCH GUN.
But a size 7 distributor would fix the issues I have with its systems and engines capacitors constantly lacking, even with "careful" "pip management"

The only option is to use energy efficient weapons. Multicannons, frags, cannons, missiles. (Don't forget kinetic damage can break shields... its not like explosive damage that is horrible against shields...)
(Such as Forbiddenlake mentioned! hence me quoting them to point that they already answered the "why to use it on Python mk2")

From my experience... combat situations while flying the Python mk2, like other interceptors, it gets easily torn apart due to low survivability when its shields drop. So it neeeeeds shields and needs good ones. But lack of capacity for excessive shield cells means the only way to regain shields is via landing by a station or by using frequent reboots to reset shields to 50%, combined with a prismatic and 6 shield boosters with heavy duty (which makes me narcaleptic and bored to death) to give the raw capacity to just tank it.

But I like ramming, and I like multiple engagements, I am not doing 1v1 pvp engagements, I'm hunting pirates, sometimes multiple in a row, and the only reason I go back to a station is either A) ammo is out or B) my ship hull is low. So the only solution for my personal use would be... Bi-weaves Reinforced with fast charge. But in the flow of combat this heavily drained the capacitor and in combination of using boosting and manuvers to increase survivability... things get bad and I found the ship frequently running "out of breath" with all three capacitors empty. With high cap distributor I could keep up the pace but then the fight would fail the moment the capacitors ran empty, with high regen wasn't much better. After all in the heat of the battle you can't have 4 pips in systems AND 4 pips in engines, unless you have 2 afk accounts sitting in multicrew... and I don't have the money for 2 alt accounts... and the python mk2 only has 1 extra seat.

People keep saying "pip management" when they talk abot combat in all ships but it doesn't matter how much to "manage" your "pip", if its tiny all the people round you are going to laugh and kick you to the floor and go find someone with a bigger PD to fight.

I won't stop anyone else skipping this double engineered power distributor. Play your way. If it works for you then it works! But for me the "equip prismatics and 8000133700042 shield boosters" strat hasn't worked for me, frequently leaving me bored AND dead.

Bi-weave. Hull Tanking. 2 or so resistance optimised shield boosters with chaff, a point defence and a kws to make for a pirate hunting brawler! Ramming pirates whilst ripping their ships apart under a hellstorm of bullets. A "justice-beserker". A few gouges on the hull doesn't matter when my shields will be back in record time. Or a few careful manuvers to allow my shields to recover mid battle like some "death-dancer" striking hard and using a compact yet efficient buckler or metal arm gaurd to parry blows in a dance of combat... Like a Spartan... Or kinda like a Dark Souls build using regeneration so mid boss battle you just focus on dodging while your spell restores health. Or like in X4 Foundations making use of the Xperimental Shuttle's boost capacity to gain distance, regen shields, then yeet yourself back into the fight.

(This is a long post, sorry if things are a bit unclear, I'm not very good with communication and I refuse to use AI to "talk for me". Plus english isn't my mother toungue and I am much better at 3d modelling than speaking.)
 
I'm only in to make some money and raise my Trader rank to Elite IV or so. 🤷‍♂️
About that... I'm taking a lunch break.

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About that... I'm taking a lunch break.

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It’s funny like that, I was close to making trade Elite IV on my main account myself but not really monitoring its progress. After two deliveries of semiconductors… promotion that I didn’t really expect.

Also not something I’d really been looking toward. It’s sort of just been accumulating as I went about my activities.
 
I'm 45% through trade Elite III according to Inara. I didn't really set out to focus on it, but I gained a lot of progress during the colonisation megaship CG and while saving up for my carrier. I think I'll continue until Elite V, then focus on exploration until Elite V (currently at Elite 0) and save combat for last.
 

Flossy

Volunteer Moderator
I notice that in the OP the Semiconductor and Ceramic Composites supply locations might be inverted/mixed up, as it's the Ceramics which are only available at surface ports but the screenshots for Semiconductors all show planetary locations. Just as an FYI.
Thanks, I will check these again. It is quite possible that I mixed some up as I was doing them late on Wednesday night. I normally do the screenshots on the morning before the CG starts, but with this one starting much earlier it didn't leave a lot of time.
[EDIT]The screenshots have now been corrected and show the right products! Thanks for letting me know. :)[/EDIT]
 
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As of writing this, 772 vs. 2482 contributors.

So I did choose the losing side. Should I continue, or should I switch?

Not that it makes much of a difference, really.

Might still be nice if those who remained loyal to the losing side would get some nice bonus that those who switched don't.
 
As of writing this, 772 vs. 2482 contributors.

So I did choose the losing side. Should I continue, or should I switch?

Not that it makes much of a difference, really.

Might still be nice if those who remained loyal to the losing side would get some nice bonus that those who switched don't.
As I said in posts above:
Wow, so 12 minutes turnaround gives 44M CR profit in 752 T9 semiconductors with 2 jumps to pick up and 3 jumps back.

I am doing it for Kaine as, if I do decide to do a LOT of contributions, it extends the CG deadline by (if only a very little!) time as, if I dumped it ALL for Mahon, the CG would could finish earlier.

Also:
(12minute for 44M CR = 220M Cr / hour, if I have math correct)
What do you need? 2 weeks @ 220M/hr or just 4 days at same rate? ........ and then CG finishes ??????
 
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I'm only in to make some money and raise my Trader rank to Elite IV or so. Did 4 runs in a Cutter and got +18%, so should be quick.

And I like underdogs, so Kaine it is. The modules don't interest me, so 🤷‍♂️
I've put some time into Mahon (only about 6 runs, 50% bracket) but it's very clear that the participation credits won't even come close to how many credits I'll earn from just doing the CG, so I'm likely going to switch over too.

And yeh, those modules just don't look like anything I couldn't just better with a half hours' worth engineering.

Only thing I'm starting to see as a problem is all the nearby stations are depleting supply fast, for both destinations. The one I was using last night had 300k, now not even 6k.
 
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