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Also Frontier: If you have a mission to kill someone, do 90% of the damage, and system security deals the last three shots, you can go f*** yourself, you didn't get that kill, try harder next time.
Apparently the concept of hyperbole applied for humor is beyond your capacity to understand. You should get a job as a professional straight man for comedians.
At least, I have the capacity to understand the concept of facts. ;)
LOL. If I were being smug, I would have just called it as I see it and told you that you just suck at combat, try harder next time. Instead, I tried to give you tools to better understand it. The reason you suck at combat is because you either don't yet understand how it works, or you're just a troll looking for sympathy.
Proving again, you can't understand hyperbole's applications for comedy's sake. Don't change that either, you can make a lot of money off that skill.
Yes, always been like that, I often have this issue when running assassination missions, sometimes another target drops while you're fighting another target, cops are there, and they engage it, you have to keep shooting at both targets (even only 1 hit) to ensure the kill will count for the mission.
If you managed to bring the 1st target to hull 1%, switch to the other, and then cops kill the 1st one more than 30sec later, then the 1st target won't count for the mission.
Same in RES sites with police, you just need to hit them once to get bounty rewards, but if they are not destroyed by the police in the next 30sec, then you won't get rewards.
IMHO, this is a poor "kill count" management, and the timer should depend on damages you've done (because you can "exploit" this in RES by hitting pirates onnly once and get full bounty rewards by waiting for the cops to kill the target in less than 30sec, i tend also to wait for pirates to engage cops and then shoot them only once just before they are killed by cops to get rewards). But it's like this in Elite, and always have been.
It really has not been, not for me at least. I don't care how many times nor how many people say it, this is the first time I've encountered this issue in the exact same scenario. So either the game's inconsistent about it, or the documentation pointing to this has always been there but the game's only recently started to match it.
That said, you're free to think it's a bug and report it to FD, if that results in a better management, i will thank you, though i don't mind you believe me or not.
You gotta understand, I'm not disputing that that's how it works now. My entire point of contention is that it's always been this way. Probably gonna put something about it on the forums, though considering how new my forum account is it'll take a while for my post to appear.
Quickly found a report made 3 years ago, but the more there is, the more chances FD will rework this system ;)
While battling it out some system security ships arrive. Finally get the target destroyed but I think I wasn't the last shot that got him. Fly back to the base and there is no option to turn in the mission. Eventually receive a message that the mission failed. What?? Does the mission fail if I didn't get the last shot?
The guy has also failed to keep up with the assassination at the end. So the game counted the kill solely to security forces, and he has failed the mission.
As we told the OP: it has always been like that.
And as I've told you who refuse to listen, it's only recently started happening to me, implying that either A: It was documented as working this way but only actually started doing so recently(unlikely given that past report now) or B: It was very inconsistent until recently.
At any rate, it's a dumb way of doing things and I've made a thread on the feedback section of the forums suggesting a new system for handling it; offering partial credit based on damage contribution, as well as little to nothing if you just fire off at the last second and do nothing else, with full credit being delivered for sticking through the fight consistently; encouraging skill while not denying rewards when it becomes impossible to stay with the target for one reason or another.