oh god please no.
As long as they stay in CQC and not the main game I'm happy with that*
*as I'll never use it
oh god please no.
It's definitely going to have power ups. And progression unlocks with XP...
https://community.elitedangerous.com/node/204
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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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?
As long as they stay in CQC and not the main game I'm happy with that*
*as I'll never use it![]()
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.
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.
It's definitely going to have power ups. And progression unlocks with XP...
https://community.elitedangerous.com/node/204
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.
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..
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?
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?
Cheers for that Steve - I had not looked at the details and was only guessing![]()