CQC already broken?

What!?!?

You mean that dev time put into CQC might actually be beneficial even to the main game and therefore people not directly interested in CQC itself!?

Get out of here! That's just crazytalk!

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;):D

No they solved the problem of people shooting the powerplant out whilst negating the armor and stacking shield cells/boosters by having small ships with limited modules flying through tunnels so you can only shoot the back end of the ship ;)
 
So that's all there is to it? All the money spent on upgrading armour and hull is a total waste in CQC? All that matters / can be done is to buy a B class module?

yup, I don't buy armor, it weighs you down. If my shields fail, I bravely run away.
 
As long as they stay in CQC and not the main game I'm happy with that*



*as I'll never use it ;)

I feel the same - though conversely, I'm looking forward to CQC :D
And no, it's not "Elite", it's a multiplayer space shooter deathmatch type game, set in the Elite universe, with Elite ships (something I've wanted for a while, in addition to the main Elite game)
Not overly happy about power-ups though, but I'm not going to judge too harshly until I've tried it out - if it turns out to be fun, then all well and good. I'd still want some kind of hardcore mode though.
Also, to those like yourself who are not really interested, I would say you should at least try it out when it arrives, preferably with friends (if buddying/partying up is an option).
 
That's not true. The moment you select some system to target and you start landing shots - you're mostly going to damage subsystems, it might be no the same subsystem you're trying to damage, but some subsystem will take a hit.

No one really bothers with subsystems vs small ships because they go down quickly no matter what you target. So you can say it's equally effective vs small ships, but targeting hull vs big ships in ineffective.

Well the problem is two-fold:

1. The health of modules of bigger classes does not seem to scale in proportion to the hulls of the ships using them. As in, whether you target an Eagle or its A3 power plant, the ship dies in about the same amount of time, and typically the hull is finished before the powerplant reaches 0%. Do the same to an Anaconda, and suddenly the power plant dies when the hull is at, like 70%.

2. The above is already the case without even armour upgrades and hull packages, which increase that disparity as they do not protect subsystems.


The solution, imo should therefore address these two points:

1. Rebalance subsystem health - read, increase it for the higher class modules, so that, on average, any ship dies about just as fast with or without targetting the power plant.
2. Make hull packages and armour affect subsystems, too. Otherwise, by adding them into the equation, the fix for point #1 would be nullified again and power plant sniping would still remain the dominant - the only - tactic against medium and large ships.
 
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Then FDEV should change the design, why is that worth mentioning at all? It's not a fun or even logical mechanic. Who needs a paper-thin armor? The point of armor is to protect people/controls/ammo behind it, not to reduce damage or whatever people claim it does.

I was just answering the guys question. I do not necessarily agree with the design.

Who the hell designs anything for combat, and then puts the power plant outside the armor.
 
Chaff launcher, sharp turns etc... In ED people already using fixed weapons instead of gimballed for pvp - yeah there is pvp in ED whatever you say.
 
I was just answering the guys question. I do not necessarily agree with the design.

Who the hell designs anything for combat, and then puts the power plant outside the armor.

There should be a "health bar" for armor that stops internal subsystems from taking damage or protecting against it by a certain percentage based on weapons type.

This could show next to the "hull health bar" we already have.

The perfect system would be location based so you could technically chip away the armor around the powerplant but leave the rest protected.

All this is moot since the current combat mechanics are purely based around the shield meta (scb/booster tanking) and high waking exists so in combat ship flown by a competent pilot your target will jump away as soon as or before their shields go down completely negating the whole masslock mechanics.

This prevents any kind of meaningful combat and encourages players to pick on weaker ships.
 
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Yes - I think they are planning to tweak things differently from the main game so CQC's usefulness as a training practise ground may be limited..

General ship handling, developing situational awareness and reading the radar, reflex sharpening and getting guns to bear on target - all in a general sense. But we will have to wait and see for certain.
 
There should be a "health bar" for armor that stops internal subsystems from taking damage or protecting against it by a certain percentage based on weapons type.

This could show next to the "hull health bar" we already have.

The perfect system would be location based so you could technically chip away the armor around the powerplant but leave the rest protected.

All this is moot since the current combat mechanics are purely based around the shield meta (scb/booster tanking) and high waking exists so in combat ship flown by a competent pilot your target will jump away as soon as or before their shields go down completely negating the whole masslock mechanics.

This prevents any kind of meaningful combat and encourages players to pick on weaker ships.

We could then also add armor piercing weapons/ammo for a bit ore variety. Terrible against shields,great against armored hulls.
Does any CMDR's actually use armor?
 
We could then also add armor piercing weapons/ammo for a bit ore variety. Terrible against shields,great against armored hulls.
Does any CMDR's actually use armor?

I do - it does help with survivability against NPCs - but it's more like a self-confidence thing, like helmets that soldiers wear - it only increases 'safety' fractionally, but gives the soldier confidence in the face of fire.
I have an armour upgrade on my Eagle, and on that ship it does make a difference as even the military hull is paper-thin. I put two on my Viper - and again, it does improve survivability - for the running away part :D

Downsides are of course, lower jump range, and poorer maneuverability(fractionally).
 
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We could then also add armor piercing weapons/ammo for a bit ore variety. Terrible against shields,great against armored hulls.
Does any CMDR's actually use armor?

That would add more depth too but until there's away around the shield meta and high waking adding anything in is rather pointless. This is also exasperated by the slow shield recharge times in 1.3 so the chances of anyone sticking around to fight in a big ship is slim since if they do lose shields they have to sit in a station for 10 minutes or more waiting for them to recharge.

Combat was so much beta in beta before they added scb, boosters were a step too far imo and this new shield recharge (which was sorely needed) has broken combat even more without a quick charge in stations function.
 
We could then also add armor piercing weapons/ammo for a bit ore variety. Terrible against shields,great against armored hulls.
Does any CMDR's actually use armor?

I use armour solely because I ram opponents in my Dropship. The PP target issue is a pain in the backside. What's the point of targeting anything else when shields go down? There could be all kinds of funky reasons to target other areas, but why bother, when you can get the equivalent of a headshot... I'll stop moaning now:)
 

dayrth

Volunteer Moderator
Even when targeting modules the hull takes damage. You don't hit them every time. Then you will only do hull damage. Without a reinforced hull you could be destroyed before an enemy can take out the subsystem.

What I'm trying to say is that you need that reinforced hull, but you also need to watch your subsystems.

When my shields are gone I run, the extra hull armour keeps me alive long enough to get away.
 
I would be incredibly happy if they added DEPTH to combat by adding an alternative to shields.

-Hull Buffer Tanking
-Armour Resistance affecting Hull AND Modules
-Modules actually placed beneath armour

Ability to play the game WITHOUT shields and making a slow ponderous TANK.

An Anaconda with all S5 slots and smaller with merely hull mods would have 2055 armour and could have an A7 shield and twin S6 SCB's. Then you add military grade armour on that.
 
Please. Change that title or request that thread to be closed. We are basically talking about whether a feature barely announced and advertised is broken. That is getting ridiculous. Can not have that on the forum please? :(
 
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