Patch Notes Update CQC Update (1.4) Beta Build Incoming

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Since theres quite a few changes around combat - specifically the power plant and penetration depths, you may want to consider an organised feedback / test phase during this beta, outside of a cqc test specifically in order to do a weapon balancing pass.
I've a feeling these changes will make it much harder to kill the larger combat ships, specifically Anacondas, Clippers or Pythons which can have quite a bit of armour to chew through in order to destroy them reliably - but I can see this particularly impacting any player using railguns to attack with.

It used to be that sniping the power plant was a counterbalance to their difficulty of use with the delayed firing + fixed hardpoints, heat buildup, and low ammo counts - in such a way that it was a very rewarding weapon if you were good at using them and a disadvantage vs energy / gimballed weapons if you were not. Now that taking the power plant will more often then not just leave the ship helpless rather than destroyed - you will have to continue to hammer it until the hull gives way. As such its going to take longer as a result before you can move on to the next target.

It will need to be seen if making the depth penetration of a railgun 'extreme' counters this.
One query which hasnt been answered is if this change would allow a railgun to fire through multiple ships with one shot, damaging each of them appropriately?

Alternate options to compensate if its required that I can see would include increasing the ammo carried for railguns slightly since they're going to require more shots to destroy the same ship - or for the damage for each shot to do slightly more damage to the hull while maintaining the damage level to the module.
It really does require a bit of testing though to see how these changes affect things by players who use railguns extensively already. I'm an energy weapon guy so cant help there really based on existing knowledge, since I don't trust my aim enough to use them :)

Of course, if reducing the effectiveness of railguns was by design, then at least its consistent with powerplay faction weapons in that another one (ALD's railgun) is made a bit useless to join the other faction weapons :)
 
Question about CQC. When the full 1.4 arrives, will we earn credits or anything like that in CQC? If so, will those credits transfer to the main part of the game.
 
One query which hasnt been answered is if this change would allow a railgun to fire through multiple ships with one shot, damaging each of them appropriately?
From what I can read in the patch notes:

"If no standard penetration depth is set for a ship, use 75% of its size in the smallest axis (rather than 100m). As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back"

"Railguns now have extreme penetration distance (will pierce to any module on any ship)"

I would say that NO, railgun cannot fire through multiple ships with one shot. But it is quite possible that my english is not strong enough or that I missed something.

- - - Updated - - -

I had 3MB/s too in the downloader. Couldn't believe it and checked my DSL, which says 14.500kbps maximum.
Twilight zone...

Nice, I have my constant 0.02 MB/s. :(

I did some other tests and I can see YouTube videos (Direwolf20 Minecraft videos HD 720x60fps) in realtime without any problem. So my line is not slow and problem is further away.
 
I read that CQC assets would also make an appearance in the main game, but can't find any reference in the change log.
 
From what I can read in the patch notes:

"If no standard penetration depth is set for a ship, use 75% of its size in the smallest axis (rather than 100m). As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back"

"Railguns now have extreme penetration distance (will pierce to any module on any ship)"

I would say that NO, railgun cannot fire through multiple ships with one shot. But it is quite possible that my english is not strong enough or that I missed something.
This was my initial thinking as well, however its the combination of "any module on any ship" which made it a bit ambiguous.
If it was "any module on all ships" then it would be clearer :)
 
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In an earlier Dev Update, it was said that 1.4 would see new stuff for explorers to see/do/discover. Is this now not the case, I don't see anything related to that in the changelog?
 
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