安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The disparity between bounty hunting and mining/trading is definitely more acceptable than it was.
In the right system you can certainly make more than what you can do with mining.
Hunting in HAZRES with stacked massacre missions - hell yeah - up to ~250M/hr
The Hazard sites are not as bad as people say because you don't get attacked by everyone in there unless you have cargo. You can go around picking your own fights, and that's more useful to learners than police assist fights which do not teach you how to escape, nor if your ship's defenses can properly withstand a fight, nor if your weaponry setup has enough punch, nor how to optimize your engagement range for a specific ship with a specific setup, nor how your ship's inherent handling properties can be detrimental against specific targets.
Hazard sites teach you how to stay alive in fights, police sites do not.
Now as for getting high bounty scores, one part of your question was already answered previously. As for the other part, regarding whether or not the bounties are dependent on your ship: only by virtue of your skill with that ship model and how well you put it together. You don't need the most expensive or biggest ship (in fact, these can be outperformed by smaller ships in various scenarios). You just need a ship that you know very well. A personalized ship setup will help with that.
Well, that highly depends. I know a lot of people who only got into combat after having obtained a decently engineered FDL / Conda which can ... facetank a LOT.
In general, yes, they teach you at least the basics as, stay behind your target and how important pip management is. But then again, you can just engineer the hekk out of one of big ships and facetank anything >.<
Bounty hunting was worth the time for credits even before the recent changes. Before those, you could already compete or beat the old mining meta; people claimed otherwise because they were too lazy to use the background simulation, or because they were too afraid to commit to the fighting, or too stupid to figure their own way and verify things on their own instead of accepting a false community consensus built by ignorants and blind-acceptance consensus-mongers.
In a nutshell, the big payouts came from massacre missions and not the bounties themselves. The key was to find pirate hotspots near extraction economies where a single pirate faction was hated by multiple surrounding systems. Then you went to build up your reputation with everyone that hated them, and proceeded to acquire wing missions from all of them. Then you returned to cash in 10-20 missions for 200-600 million average (bounties not included) for a 2-2.2 your hunting cycle.
I don't know how much more profitable it will be now that the bounties have received a boost, haven't gone on a proper hunting sortie since my last live hunting ground was killed by a player faction that entered the system and upset the balance while I didn't have a functional computer. I need to find a new suitable spot and prepare it before testing, but I theorize that I should be adding approximately an extra 100 million per 2 hours to my reward totals (rough estimation based on multiplication of my average bounty totals, expect some degree of inaccuracy). A decent amount, but still far below the mission earnings.
That said, this change should be a big boon to multicrew guests, as the hosts do not always have missions to share.
Yep yep, always good to join a discussion with insults.
I know you do not need a properly engineered Conda or FDL because I did unengineered bounty hunting succesfully during my starting year at hazard sites. Engineering helps and is a great thing. It can be the difference between an uncut diamond and a polished one, but it won't make you fly properly nor bestow tactical awareness upon you.
For that matter, neither an FDL nor an Anaconda or Corvette or whatever other big ship, will make you good at combat. I have seen too many people with self-crippling big ship setups that cook themselves out just by shooting their guns for a few seconds. I have seen a Cutter with 50% resistances and 6000 MJ shields, brought low by a single Dangerous Python because the owner didn't know how to use it right. And I have seen people that get confused when targets outmaneuver them and they can't see them from the cockpit, even people lured into obvious hazards because they weren't thinking of what they were doing.
You can tank as much with other ship models (often better) if you learn how to use them properly; you can get through the vast majority of PvE fights without shields dropping, in medium size ships with as little as 400-ish MJ bi-weaves (sometimes less) with adequate resistances if you know how to fly a ship well and exploit targets. You'll also get much shorter downtime between fights with bigger shield generators than the Lance can equip even if they have lower capacity, just because of the enhanced recharge rate.
Everysingle time I explained how to compete with the mining meta before the bounties buff, I consistently received these 3 reply types:
-It's not true because everyone says it's not true and you're just one person (ignorants and consensus mongers)
-Ok, but I don't want to risk my ship in combat (afraid of combat)
-That doesn't make sense/missions don't earn you so much (they don't know basic background simulation)
I did this many times alone and also with my squadron, and then I told the community about it. And still, people kept claiming that it wasn't real or that I was trolling.
I will grant everything you've said regarding ships, combat, and skill.
The problem still is this - shooting rocks is not,and never will be, as dangerous as bounty hunting. Even for the best pilot in the best ship, something 'will' eventually go wrong bounty hunting, simply because it is 'designed' to be the most dangerous of the professions.
I get it - we all like to think of ourselves as "Top Guns" in our ships, but the reality is that Bounty Hunting shoots backs, and this is simply not true of the other professions. Yes, miners 'will' occasionally run into pirates, as will traders. But that's the exception not the rule.
Bounty Hunters are 'intentionally' putting themselves at risk. If you're not getting shot at as a Bounty Hunter you aren't getting paid - end of story.
As such, the disparity between the payouts for Bounty Hunters and Miners/Traders was simply inexcusable (from a gameplay perspective), and needed to be upped dramatically. The feedback from the community over the course of years proves this to be the case. Players wanted more return on their risky profession.
Furthermore, talking about expert this and that, and engineered this and that, simply doesn't apply to 'most' of the playerbase. Most of the playerbase hasn't invested 100s of hours, but would still like to be able to make some 'decent' credits off of the most dangerous profession in the game.
And that's not an unreasonable request.
there is not much risk if you know what you are doing.