Version 24.01 - Cradle of War - General Feedback

yeah, but i hope minmatar or caldari is the winner.

All Empires can win - all can lose. Or any combination thereof.

i know

its more there’s poor fleet support for those that having discord /headphones is not an option in ones gaming environment/or not wanting to listen to non game chat .Long ago wasn`t a problem but its mandatory now , i used to get a type buddy lol. There’s plenty of solo things to do though .Just do a bit of everything however badly and honestly if your not having fun now it probably won`t happen . Just undocking in my rookie ship kept me going for weeks until someone told me there was skills to train !

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The Hidden Stash

Fantastic mission pocket design. Really inspiring and original.

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The famous Heavy Missile FedNavy Incursus is still alive. :sparkles:

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Helluva informative. Illegal Activities 2/3 & 3/3 warp-in. Same story for Eliminate the Pirate Campers 3/3

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You remember why this happened, yes?

I don’t.

Something to do with the types of ore that were in some missions. When high-sec ores got nerfed, they touched missions just enough to remove those affected ores - resulting in missions where instead of a bunch of random asteroids we get dozens of asteroids the exact shape and size.

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I do and I do not think this reason justifies not applying “Random Prop Rotation” when placing 100s of copies of the same object.

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Quite frankly, I’m still amazed they went into the mission code to do this…

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Which just goes to show that “old spaghetti code” can be worked with if FC considers it necessary for whatever reason.

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Since when do planets have visible traffic?

Are we talking ground, air or space?

Air. See the small light dots around the edge of the planet.

@FC_Based_Beanz @CCP_Swift
No idea who of you guys is responsible for the balance of the Rampart Drone Fabricator sites that spawn in J-space…

But please, for the love of god, prevent the abuse that is currently going on. Corporations have optmized the fleet setups to run that stuff to level 100 on maximum rampancy in around 3h hours now (and it will become even faster), printing 50B+ ISK out of them. Without any risk. And I don’t mean that theoretically, there is literally ZERO risk running them, because as a larger corp you can bomb so many Dreads into the site, that absolutely no matter who finds you, you simply cannot be attacked any more. And the NPCs can’t break you anyway, their firepower is a joke compared what those Capitals are built to tank.

No attacking fleet that one can squeeze through an incoming wormhole is potent enough to engage 15+ Dreads with HAW guns accompanied by half a dozen Paladins with each having 4 Sentry-Ishtars assigned to them standing at range. And possible half a dozen Carriers with fighters out as well.

I seriously urge you to issue two major changes:

First:

  • Stop all the sniping-support that can stand at 110km without any tank, in max-damage/max-application fits, never to be engaged by the NPCs. It is massmultiboxed like hell. Issue an AoE ECM field that prevents all locks from ships outside the 100km ring of the RDF.
    OR
  • Make the NPCs target these low-tank longrange ships with a priority. Especially the Infested Naglfars which would then volley them from the field, while all the frigs and destroyers would swarm out and tackle (let them scramble!), which would give the ships inside the ring (mostly Dreads) an incredibly hard time killing them at 100+ km.

Second:

  • Limit the maximum mass you can bring into the site, or the Fabricator begins a self-destruct sequence. Seriously, groups warping in 20 Dreads to farm those sites in absolute easymode, and with enough firepower to be totally unchallengable even if they are found, isn’t the goal of these sites. They should offer challenging content that is run by subcap with some capital support, but still engagable if another group rolls into them.
  • Ideally that limit is around 3 Capitals, so you can use either 3 Dreads without much support or 2 Dreads with a larger subcapital fleet. Why 3? Because attackers often can also squeeze up to 3 caps through an incoming hole before it collapses. Or two and a subcap fleet. That offers somewhat fair chances for an ambush and the site remains hard.

Thank you for your attention.

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Why is it that I cannot damage ships/objects with missiles while I started the warp aligning, but shooting and damaging ships/objects with guns works perfectly fine?

Why won’t auto-targeting missiles work when you’re attacked? In order to fire you need to first aggro a target…

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You’d get a weapon timer which has certain consequences, like being unable to jump a stargate or dock.

The game makes sure to not give you such a timer without explicit action from the pilot.