CQC The Weapons of CQC Discussion Thread.

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So just an update to kneecap my thread. I unlocked said heat beam-- and it's as devastating as I had experienced myself :).
 
I've been wanting to try the heat beam and you're getting me excited although it sounded a bit rubbish when I read the description of it during beta. What rank does it unlock? Anyone got any footage of it in action? Suppose I should search youtube.
 
I've been wanting to try the heat beam and you're getting me excited although it sounded a bit rubbish when I read the description of it during beta. What rank does it unlock? Anyone got any footage of it in action? Suppose I should search youtube.
Rank 29...
 
Thank you, ArachAu. I'd best get my killing hat on.... Couldn't find any Youtube footage of the Heat Beam incidentally.
 
To be fair they seem to have buffed these things. Way too overpowered IMO.

[video=youtube_share;xnQ6bNlNQsE]https://youtu.be/xnQ6bNlNQsE[/video]
 
Thanks, CMDR Jacks! Watching now..

edit: Hmmm... the 2nd video is certainly the more interesting one. They do seem very effective, especially in the 2nd match of video 2. I want to melt baddies :)
 
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The first video was a while ago, and to be frank, it had me running away from ace_rimzy and kestril most of the time... Still can't touch those guys :p
 
I've encountered Ace Rimzy a couple of times both in CQC and the main game. Doesn't scare me. Ish. I did quite well actually. Ish. See... we were almost even at one point!

ace-rimzy.jpg

edit: lol sorry. Didn't realise how massive that was.
 
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The heat beam is (or at least was in beta) an absolutely devastating beam laser weapon for the condor. Uses a lot of WEP, but has very high dps.
 
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CQC weapons poorly balanced

The lasers are basically way better than anything else. The advantage of hitscan comes in 2 ways:
1. Guaranteed hits lets you steal people's kills, and kills are worth 2x as much as assists in DM
2. Guaranteed hits prevents laggy players from evading your projectiles due to the poor lag compensation in shot leading

I've been trying to use the plasma repeaters, but they do not really have enough damage to offset the hitscan advantages above. I see pretty much everyone using lasers (mostly pulse lasers).
 
The lasers are basically way better than anything else. The advantage of hitscan comes in 2 ways:
1. Guaranteed hits lets you steal people's kills, and kills are worth 2x as much as assists in DM
2. Guaranteed hits prevents laggy players from evading your projectiles due to the poor lag compensation in shot leading

I've been trying to use the plasma repeaters, but they do not really have enough damage to offset the hitscan advantages above. I see pretty much everyone using lasers (mostly pulse lasers).
The auto cannons are much better for kill stealing. But each weapon has an advantage and disadvantage. I agree though that the plasma repeaters are pretty useless. Would be nice for the main game on medium size ships hunting larger ships but right now they are only good if you are in a wing hunting people in team play.(in which case they are pretty good) They are also good for flag carries so they can have pips in only engines and systems and still fire while hiding in tight places. In FFA they are going to set you back though.
 
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In my opinion the weapons aren't meant to be balanced. The ships INCLUDING their weapons are meant to be balanced. So, if you want to focus on damage, you fly an Eagle with beam lasers. If you want shield/hull armor, you fly a Sidewinder. If you value speed/maneuverability, then you fly a Condor and accept weaker weapons and shields in return. I think that's how FD is going about the so-called balancing, and judging by the variety of ships/load-outs I see in the game, I think it's generally working.
 
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In my opinion the weapons aren't meant to be balanced. The ships INCLUDING their weapons are meant to be balanced. So, if you want to focus on damage, you fly an Eagle with beam lasers. If you want shield/hull armor, you fly a Sidewinder. If you value speed/maneuverability, then you fly a Condor and accept weaker weapons and shields in return. I think that's how FD is going about the so-called balancing, and judging by the variety of ships/load-outs I see in the game, I think it's generally working.

Or people have no idea what they are doing so they fly the worst stuff.
 
You are forgetting the major advantage of non laser weapons.
They use far less if any weapon capacitor energy.
Leaves a lot more power for engines and shields in a fight.
 
You are forgetting the major advantage of non laser weapons.
They use far less if any weapon capacitor energy.
Leaves a lot more power for engines and shields in a fight.

Yep. If I can keep 4 in sys and 2 in eng, while you have 4 in wep and 2 in eng, my shield is effectively ~2.5 times stronger than yours. That's a pretty big difference.
 
I just played several games with both multicannon and plasma repeater. Generally doing very poorly. Then I switch back to pulse lasers on the condor - same ship config, just pulses instead of plasmas. Instantly went from bottom of team to top of team, from 2-8 to 7-4... I think it's not really just luck - the lasers are really just that easy to use and just that powerful.
 
I just played several games with both multicannon and plasma repeater. Generally doing very poorly. Then I switch back to pulse lasers on the condor - same ship config, just pulses instead of plasmas. Instantly went from bottom of team to top of team, from 2-8 to 7-4... I think it's not really just luck - the lasers are really just that easy to use and just that powerful.

Yeah, any weapon that requires lead is much more effort for not much more reward.
 
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