Ships The Corsair feels off in some areas that I'd like to see improved.

Wait, you mean it's gonna almost double in mass?
I think it was an error initially because it's mass lock factor rn is 7, it's going to be 17. I can vouche it was WAY too easy to wake away from this ship as is now, so I agree with the change. It's not just double, it's more than double because it was likely supposed to be 17 lol.
 
I think it was an error initially because it's mass lock factor rn is 7, it's going to be 17. I can vouche it was WAY too easy to wake away from this ship as is now, so I agree with the change. It's not just double, it's more than double because it was likely supposed to be 17 lol.
Isn't mass lock a quantity that's calculated by a formula relative to the ship's mass?
 
Reread what I said... it is currently 7. It will be 17.

7 + 7 = 14, so yes, it'll be more than double as I said.
I understand that, I said roughly. My question is, did they actually change the mass of the ship by more than 2x or just change the mass lock?
 
I understand that, I said roughly. My question is, did they actually change the mass of the ship by more than 2x or just change the mass lock?
To try to clear up the confusion, mass lock factor isn't derived from ship mass in any way. It's a number that's just set for each ship class – the Anaconda's is 23 whether you lightweight it or not, and the Imperial Clipper's is 12 even though it has the same hull mass as the Anaconda.

They haven't mentioned anything about changing the hull mass of the Corsair and I don't think we should expect that they have in any way. They've just said they're changing the mass lock factor from 7 to 17 and changing the heat capacity (we don't know in which direction, and it's possible they'll also change the separate but related heat capacity).
 
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To try to clear up the confusion, mass lock factor isn't derived from ship mass in any way.
Sorry I always forget that Elite is not a science fiction game, it's full of conventions. And even a mass lock can be taken by accident.

Magic.
 
Personally I’m okay with the speed as-is. It’s simply very good at having a consistent top speed and it makes getting around in POIs or asteroid fields very easy.

The pitch rate is what killed it for me and is why I am no longer flying mine. Despite having all those weapons, it turns/pitches worse than a Corvette so I found I got better kill times in one of those (no surprise) or even had equal success in a Mandalay which is a much nicer ship to fly despite having well underpowered weapons in comparison.

Fix the pitch rate (somewhere between Python MkI and MkII) and it could become my regular “one ship” multirole.
 
In the interest of honesty, I need to preface this by saying that this ship is really not for me and I haven't bought it. That said, I think the lack of manouevrability makes sense logically considering the amount of thrust on the rear of the ship. Maybe minor adjustments could be made so that it's not quite so punishing but would allow it to retain the overall flight characteristic? I feel the problem with going too far towards agility is it would start to feel like a lot of other ships. I agree with the changes to heat dissipation; from my experience of overheating in other ships, it doesn't really add any fun to flying them and it limits build flexibility because you're always having to compensate for it when choosing weapon loadout etc.
 
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