That, I can certainly see. I encountered it with a full endgame loadout(level 10 armor, enhanced high level omni and fixed weapons), whereas you encountered it a bit earlier on. I guess that's what happens when missions need to be balanced to an exponential power curve. In any case, it wasn't excessively easy, just easier than I was expecting. The APD campaign as a whole is pretty balanced, aside from some weird issues like the friendly ED lab that we're supposed to destroy, whose guards don't even attack us when we do so.PM wrote:I got the final APD mission two systems before the end. My weapons were Ares positron cannon, Nomad blaster, tritium cannon (better WMD than Nomad blaster), and Takao launcher with a bunch of T-105s. Armor was probably somewhat lower level, and I think my shield was plasma shield generator. Defenses seemed weak enough that Ranx dreadnoughts and some weaker late-game threats were dangerous. My ship was Raijin with enhanced megadrive (for .33c). Enemies were not a problem if I could engage on my own terms (i.e., divide and conquer), which timed missions make more difficult.
Huh. I thought that issue only occurred for the ED(which treat the Ares as neutral). Could be that the exclusion radius just needs an increase(I recall suggesting the formula of 1.5 * Max(highest patrol radius + highest guard weapon range, station weapon range)). Was it right on top of the shipyard like some ED cruisers can be, or was it a bit farther away?The system after that had the final APD cruiser, which spawned next to an Ares shipyard with a Phobos and one or two Deimos pre-spawned. The APD cruiser did not have a chance, and it was dead long before I found it. Looted several intact reactors and a level 8 APD howitzer (which I did not need thanks to a shiny new Baihu archcannon).