The Bounty Hunting & Bounties tips, and general discussion thread

1.4 Bounty Hunting - What is up with the NPC AI?

Has anyone noticed that the computer pirates seem to be taking a lot more drugs since 1.4?

1) They sure fly into a LOT more asteroids in a RES.

2) This is inconclusive as to when it happens, but if you start shooting a wanted pirate they will now sometimes just start spinning without moving. i have noticed it happens mostly if you get directly behind them.

I even had a vulture today that was spinning in place, while touching an asteroid!! - Easiest 200k I ever made. - They aren't all like this and in general the pirates seem harder, so don't take away that BH is somehow easier, but it sure is weirder.

3) Targeting just sub-systems (Power Plants for sure) does not blow up a ship any more when you get to 0%, you have to re-target the ship without a subsystem to blow it up. I don't know if this is intentional or not, it seems like a very cool way to disable a ship as a pirate if it is intentional.
 
Re #3:

Blowing up powerplant can still destroy the ship but its on RNG now. However it now sets max power outage to 50% of regular power. So far NPCs aren't smart enough to set up their power priorities so this means almost always ships will be completely disabled--no thrusters, no weapons, no FSD. At this point they're a sitting pinata.

It is worth noting that you should probably make sure you set your priorities up so that you at least have your thrusters & FSD as #1, everything else #2 and so on, so that if you happen to lose your powerplant you aren't left helpless.
 
Has anyone noticed that the computer pirates seem to be taking a lot more drugs since 1.4?

1) They sure fly into a LOT more asteroids in a RES.

2) This is inconclusive as to when it happens, but if you start shooting a wanted pirate they will now sometimes just start spinning without moving. i have noticed it happens mostly if you get directly behind them.
FD are investigating these (take a look at the bugs pages). It is fun to watch an NPC ramming an asteroid again and again until he blows up though.

Re #3:
It is worth noting that you should probably make sure you set your priorities up so that you at least have your thrusters & FSD as #1, everything else #2 and so on, so that if you happen to lose your powerplant you aren't left helpless.
I hadn't thought of that. Excellent advice. Thank you. Have a 1+ Rep.
 
Are you supposed to lose bounty rewards after getting interdicted?

I had a few bounties saved up after killing a few wanted in the system.

On the way back to the station I got inderdicted then because the escape vector is way to erratic and impossible to navigate I was dropped to normal space and killed almost instantly. Now my bounty rewards are gone.

Is this normal?

Or a bug?
 
I had a few bounties saved up after killing a few wanted in the system.

On the way back to the station I got inderdicted then because the escape vector is way to erratic and impossible to navigate I was dropped to normal space and killed almost instantly. Now my bounty rewards are gone.

Is this normal?

Or a bug?

Yes, death wipes bounties, exoloration data and many missions.
 
Ok thanks. I might as well just fly into the sun to get back to the starting system.

The bulleting board missions in the part of the galaxy are either unobtainable or combat missions which i'm not skilled enough to do.

I was doing bounties by finding comabat zones and help the local law enforcement kill wanted criminals to earn money to get a better ship but with the constant chance of interdiction it's impossible to get enough money through bounties.
 
Setting up a diamondback scout for bounty hunting

As title says.. In wanting to bounty hunt in the dbs. I tried the viper, but I really didn't like that ship.

(Updated)
I am currently using:

Small/fixed beam laser
Small/gimbaled mc
Medium/gimbaled mc
Medium/gimbaled cannon

0D Kill warrent scanner
0I Chaff
0A shield booster x2

4A fsd
4A power plant
4A thrusters
4C fuel tank
2D sensor
2D life support
3A shield generator
3A power distributer
3A fuel scoop
3D fsdi
Advance discover scanner

Id be over my power limit, but I can shut off cargo scoop and put fsd and fuel scoop on 2 so they'll shut off during combat. That will solve power issues.

I put the fixed laser and both mcs on fire group 1. I'll burst fire the laser so that I don't start shooting my mcs off, but they will start winding up. Once I get a good shot, I just hold the fire button and unleash hell. I like this setup because I can keep 4pips n engines and keep 2 in weapons at all times and not worry about power issues. After that, I just use the cannon in fire group 2 for a good heavy hitting shot.

I'm running the adv discovery scanner for extra money making since this ship is built to be constantly cruising the galaxy. Jump to a new place, scan, find an res, hunt for a moment, resupply and then head back out.

Thoughts?
 
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[Diamondback Scout]
S: 1D/F Rail Gun
S: 1D/F Rail Gun
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
U: 0D Kill Warrant Scanner
U: 0I Heat Sink Launcher
U: 0I Chaff Launcher
U: 0C Shield Booster

BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 4C Thrusters
FH: 4A Frame Shift Drive
EC: 2D Life Support
PC: 3A Power Distributor
SS: 2D Sensors
FS: 4C Fuel Tank (Capacity: 16)

3: 3A Shield Generator
3: 3A Shield Cell Bank
3: 3A Fuel Scoop
2: 1D Frame Shift Drive Interdictor
---
Shield: 158.04 MJ
Power : 12.08 MW retracted (77%)
16.06 MW deployed (103%)
15.60 MW available
Cargo : 0 T
Fuel : 16 T
Mass : 230.4 T empty
246.4 T full
Range : 23.50 LY unladen
23.50 LY laden
Price : 5,978,720 CR
Re-Buy: 298,936 CR @ 95% insurance


(^ For dealing with the Big Boys - That builds just makes it under 100% when deployed with Fuel scoop OFF. You can swap out those rail guns and the drop in power gives you even more options.)
 
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Id say for weapons, 2 Med pulses and 2 small cannons. The small cannons are still effective against big ships and the projectiles move fast enough to tag small ships with good timing.

Pulses as the size 3 PD doesn't really generate enough power for more power hungry variants, and this will allow you to deal with smaller ships with just lasers so you can save cannons for the clippers and pythons.

Maybe 1 med beam 1 med multi as an alternative.

Also you might want a bigger FSDi as I believe they help, which is needed as the interdiction difficulty has gone up slightly.
 
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Thanks for the suggestions! I'll play around with both and see what happens.

Been wanting to try out those two cannons, but never did equip them due to energy costs. Don't they have a charge time though?
 
The DBS can handle small beams quite well.

I usually use small beams and medium multicannons on mine.

I can't really give you my full load-out, since I'm on the mobile, but I thought I'd give my two sence on the weapons.
 
My DBS, the Merchant of Menace
http://www.edshipyard.com/#/L=70h,4ws4ws7u57u50Wg01Q01Q3wU,316Q6Q6Q3m4s3I6k,7Pc05U7fE9qI

You can swap out the MC's for cannons if you're going after big game but I usually found that the MC's did the job. Beams against smaller targets (go gimbals if you want but the DBS is nippy enough you don't need it).

I found the important bit was the Chaff, 2 banks mean you can keep a constant chaff shield up and the big ships are pretty reliant on gimbals and turrets weapons.

Enjoy, I loved my time in the DBS, I still have it in my home port.
 
I was playing around with 2g small beams and 2g medium mc for a while, and I was liking it, but I'm tired of using the same style setup and most every ship I use..

I usually run the above listed or use 2g medium cannons instead of mc.

Might try then rail guns out tonight when I t homes from work. Thanks again!
 
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The DBS can handle small beams quite well.

I usually use small beams and medium multicannons on mine.

I can't really give you my full load-out, since I'm on the mobile, but I thought I'd give my two sence on the weapons.

Use this for undermining as well. The small beams go on for ages and bring shields down quite quick. Med multi for hull.
Tried med lasers but distributer is rubbish.
 
I'm flying my DBS with 2 small gimbal led beams and 2 medium seeker missile pods. I know they don't get much love, but I find I really like the missiles. Beams on one group for peeling shields, then swap to group two for missiles (each pod on separate triggers). Works great PVE, haven't had an opportunity to test in PVP yet despite playing exclusively in open.

YMMV
 
This build has worked great for me in the DB Scout. The Class 1 Beams do very well against shields while the Class 2 Muti's do the heavy work against hull. It's fast, nimble, and you even get an SCB!
 
Engaging distance for Bounties

I was hunting some "wanted ships" and, during maneuvers to avoid an elite anaconda fontal fire :)P), i made a big loop, during which i continuously got hit by its turret (so i was not that far).
At the end, as cops engaged him too, he died but i haven't got any reaward.

I am sure i was not very far. Do you know what is the max distance to get a reward from killing?

TY in advance :)
 
I was hunting some "wanted ships" and, during maneuvers to avoid an elite anaconda fontal fire :)P), i made a big loop, during which i continuously got hit by its turret (so i was not that far).
At the end, as cops engaged him too, he died but i haven't got any reaward.

I am sure i was not very far. Do you know what is the max distance to get a reward from killing?

TY in advance :)

You should get the reward so long as you landed a shot on the target within the last (I think) 10 seconds of the fight.

Other reasons that you 'might' not have got a bounty reward could be that the target had no bounty in that system or it was an anarchy system and you had not done a KWS scan.
 
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