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NPC CR
suicidejocky
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I understand that when scouting, the NPC's CR is usually 1.5 x your CR and that it can be higher.

So when i solo scout with 2 Pheonix's, each having 2 MMG's each, going out 25 miles, I usually get 2 or 3 NPC's, no prob, but i just came back from an encounter with a

Rattlesnake
Crescendo
Skeggox
Hotshot II
Dozer

First off, how is that even fair? And secondly, in terms of gameplay, what's the point? Why have such overwhelming odds?

I thought maybe to encourage having scouts in the group, but I've scouted without them and encountered only 2 NPC's many times.

Is it to show the wilderness is a dangerous place? If so, then that only discourages solo scouting.

Is it to discourage solo scouting?

I only lost 2 vehicles and 4 gangers, so I'll live, but am I to take this as the cost of scouting? Just curious if there is any reasoning for such overwhelming odds?
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vet wv

Posted Apr 13, 2016, 4:06 pm Last edited Apr 13, 2016, 4:10 pm by suicidejocky
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The main thing you are missing are tactics. Any squad you face, regardless of odds and CR, you can beat. You have to learn how to stretch out the AI to "thin the herd" to make your fights even or at least more manageable. A 5 vs 2 encounter could actually end up being 3 separate battles. If you can't handle fighting that many, stretch them out where they disappear after 500m, then you will have less vehicles to fight.

Remember, on average, most scouts are about 2 to 1 odds. So your encounter is not that uncommon. Whenever you come up against higher odds, run and escape and live to fight another day.

If you have questions during your scout. Call a timeout and ask myself or anyone else in the lobby for help or advice on your current encounter. We can join and spectate and offer tips to help you out.
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Posted Apr 13, 2016, 6:09 pm
suicidejocky
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So if I'm running away and 2 NPC vehicles are only 50m away, but the 3 other cars are lagging behind and eventually fall behind 500m, those 3 will automatically disappear, even though 2 NPC vehicles are only 50m away?

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vet wv

Posted Apr 13, 2016, 7:04 pm Last edited Apr 13, 2016, 7:09 pm by suicidejocky
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Yes, then you will only have to fight the remaining two.

The key is making sure you have a couple AI closer than 350m when the others drop at 500m. If they are over 350m, they will auto escape. This usually happens when there are only 2 AI left. So keep at least one or two vehicles close enough that you can turn and chase.
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Posted Apr 13, 2016, 7:25 pm Last edited Apr 13, 2016, 7:33 pm by *The X Man*
suicidejocky
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Having them auto-escape is the least of my worries ;)

It may take 20 minutes of play to get the 500m distance, but at least it will give me a fighting chance

Thanks
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vet wv

Posted Apr 13, 2016, 8:02 pm
Grimm Sykes
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suicidejocky said:
Just curious if there is any reasoning for such overwhelming odds?



Since the NPC are so easy to beat once you have a strategy and exploit their weakness (which is the definition of strategy, not cheating). The AI is so simple they can't even avoid running into each other. I thought the overwhelming odds were to compensate for lack of a better AI. It gets worse as you go further south, sometimes on a bad scout roll you might face 20 cars to your one, this is to compensate for higher level players. The problem with fighting 20 cars isn't ammo or skill, It's how many hours you feel like investing. Staying in northern 3 towns means that you can do most scouts in 20 to 75 minutes. The deep south may take a few hours, then timeout for a nap, or surrender cause your getting bored.
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Posted Apr 15, 2016, 5:52 pm
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Making use of the terrain is also all important

AI cars get real dumb around steep climbs and it takes them a long time to work out how to go around

Agree with X-Man and Grim though - odds over 2-to-1 are not unusual or unbeatable
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Posted Apr 16, 2016, 12:00 am
Super Fluke
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I'm used to 2 Vs. 10+.

Then again I run Fr Light Rocket Re L/CC Buzzers x2, 382CR Each, Total of 764.

In Badlands.

I've seen some crap but my gangers don't have holes and my buzzers are all accounted for.

Hell I've seen a 22 car spawn for 3. The exact two buzzers previously stated, + a Fire Engine, Fr CC/CC Re L/TG, Unsure of exact CR.

Again, Badlands.

You'd be insane to stop and fight, Just keep yourself moving and you'll be alright.
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vet wv

Posted Apr 16, 2016, 1:56 am
Grimm Sykes
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Sorry if my earlier response came across wrong. I recommend playing the way other people successfully play as your tutorial period for a while. Get some money and get your guys skilled up, and learn how to fight those odds. Then try using the cars you want to use how you want to use them, once your got the skill, specs, and cash to do it and surrender if need be.

My recommendation;
3 apaches per squad, 3 squads, 2 sets of crews, roll less then 15 miles out and run at the spawn, go to a good ambush spot and wait. It might seem boring, but if you spend a month or two grinding this way you will have literally millions in loot a week, and 3 to 8 specs per ganger after a couple months. 3 twin HMG apaches is 627 CR

The reason for 3 squads... one rolls out to fight, ones returning and the other is in for repairs. using 2 sets of crew this way, means you can pretty much play nonstop, just swapping what crew is in what ride. After 3 to 5 weeks, you shouldn't be having much repair time, if any at all...
at 4 scouts a day, your looking at 1 to 2 million in loot a week, depending how much you shoot them up and how good your mechanic is.

Oh and couple tips about looting;
Even damaged tires are usually more valuable per bulk then 100% weapons.
If a car's weapons are really shot up, it may e more profitable to strip it down, and drive the striped car home, with the tires in cargo of it and other cars, if yu try this you will see what I mean.
Keep all components you can repair, with less then 10% serious, and sell the when/if you need money. This way you don't end up selling a weapon as loot, then paying 3 times more to but it when you need it, but watch your storage fees, you may want to stash the stuff in a lorry so it's not running up storage fees.

I don't mean to go off subject, but the looting tips are pertinent to successful and profitable scouting. If you get a return, you can set up those loot cars as a roadblock and do the chinese-fire-drill to put them back in your combat cars, the loot cars will still be at your loot screen.

Nice setup fluke, with the FE it should be around 1500 to 2000 CR for the squad. I will have to ask you some time why the light rocket up front. Mine are L/CC rear, 3 crew 6 reloads, with a Ford Boss 302 (LOL) and 2 unit tank, 1 bulk remaining.
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Posted Apr 16, 2016, 6:28 am Last edited Apr 16, 2016, 6:29 am by Grimm Sykes
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Grimm Sykes said:
Nice setup fluke, with the FE it should be around 1500 to 2000 CR for the squad. I will have to ask you some time why the light rocket up front. Mine are L/CC rear, 3 crew 6 reloads, with a Ford Boss 302 (LOL) and 2 unit tank, 1 bulk remaining.

The light rockets are there for bulk usage primarily but I do occasionally fire them off.

The exact setup is Fr LR, Re L/CC, 3.2L V8, 3 Gangers, 8 CC reloads, 5 unit tank, makes for no extra bulk.

Edit : This is to address the OP, somewhat. In SS, I run two squads, One has two Big Pickups, Fr MMG/HGG, Le MG Ri MG 3.2V8, and a Fr MMG/GG Windsor, The other is the same thing just Apaches, Minus the Side MG's, And a Flail with a Fr CR/MG Re LR. These squads normally pull 3 to 5 cars. The Apaches have a 165 scout, The BPU's a 80ish. Never had an issue.

As a side note, and I have no proof that this is true, nor any real testing, however muscle cars in general seem to add cars. I know what you're thinking, No crap adding cars adds CR, but hear me out.
.
For the longest time I ran the Apaches with that earlier described Windsor, With the 165 scout, or at least, what was at the time, in the 140's. I normally would pull 3 cars. I then decided to dust off the flail at one point, The first run, 5. The next few runs, were 5. The difference in CR between those two vehicles, is 14CR. The Windsor is 142, the Flail 156. It struck me as a bit odd.

A slight ongoing joke I have with a buddy, is that every time he brings his Buccaneer along with us, We pull a greater number of cars, not just a car or two, but two to four. And while its not always the case, its happened often enough for us to take notice. I cannot give specifics on the Buccaneer, I do not remember the build. As a note, we would usually run 4 large vehicles, such as Apaches. and a sedan, such as a Windsor. When the Buccaneer was added to the mix, it would occasionally, increase their numbers by a noticeable amount.

So I'm wondering if muscle cars in general just for some reason pull more vehicles time to time, and that's all that happened there.

Just my .02

Sorry for veering off topic.
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vet wv

Posted Apr 16, 2016, 6:41 pm Last edited Apr 17, 2016, 5:07 am by Super Fluke
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ah, yeah my 5L uses up 30 more bulk
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Posted Apr 16, 2016, 8:50 pm
suicidejocky
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Thanks for the advice. But after being told that after 500m NPC cars disappear, I just go out with 1 Phoenix (4L) drive until only 1 NPC car remains and then attack him.

This way, can have 5 NPC's and it doesn't matter.

As for tactics, i have an MG left, MG right. Charge him, then circle him constantly side firing. Of course if the NPC car also has side mounts, i run away.

Not as exiting as the suggestions offered, but it seems to be paying off. Though i've learned to avoid NPC's with Rocket Launchers.
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Posted Apr 19, 2016, 8:09 pm
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Not long ago I posted a event ID where cars stuck around far past 500 meters and returned to combat. It's not uncommon.
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Posted Apr 20, 2016, 3:50 am
Danterran
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Some great advice in this thread. Appreciate the wisdom shared by the community!
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Posted May 2, 2016, 12:00 am
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