CQC CQC changes in The Engineers?

I really hope that some of the CQC suggestions that we have been making here on the forums have been implemented in the beta. There has been no mention of updates to CQC that I have been able to find in all of the update news and discussions, but I am still holding out hope. Has anyone heard anything about the state of CQC in The Engineers?

If you are in the beta, please post any CQC changes that you may find here! Thanks.
 
Not holding my breath, but I am hoping for more maps, a proper queue with chat, randomized or eliminated powerups. More ships. tons of stuff. But I don't think it will happen.
 
I bet CQC changes got scheduled with 2.2, themed around the ship-launched fighters. I'm not expecting anything major before then.

That's probably also when they'll do that CQC Tournament if they haven't abandoned the idea.
 
Yeah, I also think that the chances are really low, but I am hoping. The beta will probably drop while I am at work, so I am counting on you guys to let me now if we get lucky with some good CQC updates.
 
Two things I think might be plausible:
- better equipment screens to match the main game changes
- distinguishing for using weapon powerups now they have more main game weapon effects
And one more potential:
- whatever code changes they need to start running the tournament
 
Unicorns. Large and shiny. That would be really nice...

Read the release notes - Frontier hardly touched CQC-related code. I would guess total effort is ~2 man-weeks...
 
Unicorns. Large and shiny. That would be really nice...

Read the release notes - Frontier hardly touched CQC-related code. I would guess total effort is ~2 man-weeks...

Looks like they mostly focused on matchmaking improvements. If I had to pick a set of bugfixes with the biggest bang for the buck, that's probably what I'd pick too.
 
Looks like they mostly focused on matchmaking improvements. If I had to pick a set of bugfixes with the biggest bang for the buck, that's probably what I'd pick too.

Yeah, I was hoping for more, but I am looking forward to potential matchmaking improvements. Let's see how it goes.
 
Can anyone in the beta check if silent running in CQC has been hit with the same nerf bat as the one in normal game. The silent running in CQC was dubious but fun at best, if it gets nerfed with huge heat buildup it will officially be second worst 'upgrade' after extra armor on the sidewinder.
 
Looks like they mostly focused on matchmaking improvements. If I had to pick a set of bugfixes with the biggest bang for the buck, that's probably what I'd pick too.

Alas the "matchmaking improvements" (remains to be seen if any) do not require "client update". So I would not even consider it part of "Engineers release" - just something they decided to put in the notes..
 
Alas the "matchmaking improvements" (remains to be seen if any) do not require "client update". So I would not even consider it part of "Engineers release" - just something they decided to put in the notes..

Not sure where you're getting that idea from. The stuff in the patch notes is very clearly part of the 1.6/2.1 client update, which makes sense because they are client bugfixes.
 
Not sure where you're getting that idea from. The stuff in the patch notes is very clearly part of the 1.6/2.1 client update, which makes sense because they are client bugfixes.
Sorry, matchmaking is done on the server... And every week Frontier reboots/updates the servers.
So matchmaking fixes do not really have to be a part of any client update. (Last year Frontier indeed changed matchmaking algorithm a few times without updating the client)
Any reference to the "client update" is totally artificial from the technical perspective..

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Can anybody get a CQC match on beta?
i left the client up waiting for a DM overnight (actually started @ 7pm PST) still waiting now 15 hours later...
 
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Sorry, matchmaking is done on the server... And every week Frontier reboots/updates the servers.
So matchmaking fixes do not really have to be a part of any client update. (Last year Frontier indeed changed matchmaking algorithm a few times without updating the client)
Any reference to the "client update" is totally artificial from the technical perspective..

If you read the patch notes, most of the CQC fixes are very clearly client-side things.
 
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If you read the patch notes, most of the CQC fixes are very clearly client-side things.

Huh?

I am merely responding to your argument:

SushiCW yesterday @ 10:14 am - "Looks like they mostly focused on matchmaking improvements.."

SushiCW today @ 12:06 pm - "most of the CQC fixes are very clearly client-side things"

I am glad you finally read the notes, but there is no reason to try to change the subject this way.
Just "thank you for the explanation" would be fine... ;)
 
Huh?

I am merely responding to your argument:

SushiCW yesterday @ 10:14 am - "Looks like they mostly focused on matchmaking improvements.."

SushiCW today @ 12:06 pm - "most of the CQC fixes are very clearly client-side things"

I am glad you finally read the notes, but there is no reason to try to change the subject this way.
Just "thank you for the explanation" would be fine... ;)

Clearly we're talking past each other. Oh well. :p
 
The outfitting screen hasn't gone fully like the new main game ones - but it does at least include a bit more useful information.

=====
Weapon DPS
Pulse 10
Burst 8.5
Heat Beam 12.8
Rapid Cannon 8
Plasma Repeater 15

Eagle Beam 13.5
OC Pulse 11.8
Cannon 10.8
OC Beam 15

Tracking Pulse 9.2
Multicannon 18.5
Scattershot 43.7
Frag Cannon 100.0
Tracking Multicannon 10

Shields have recharge rates (overcharged is not significantly slower, hypercharge does regenerate quite a bit faster) but the shield strength isn't stated.

Capacity armour is 15% stronger in hull points but 10% weaker versus thermic and kinetic (same versus explosive, if anyone gets some of that). The Eagle's kinetic resistant armour is 40% better against kinetics for only 20% weaker against energy
====

Heat beam's DPS is considerably better than I thought relative to the other lasers. Given the damage on the Scattershot and Frag Cannon, I wonder if "ambush predator" is the intended niche for high-end Sidewinders.
 
The outfitting screen hasn't gone fully like the new main game ones - but it does at least include a bit more useful information.

=====
Weapon DPS
Pulse 10
Burst 8.5
Heat Beam 12.8
Rapid Cannon 8
Plasma Repeater 15

Hah! I KNEW it! CQC Burst is lower DPS than pulse. I had no way to prove it but it always felt like that. I too am surprised by the heat beam being so much higher, though. Especially since it also has that slight range advantage.

I take it there aren't any DPE numbers?

As it happens, I recently measured the time it takes to drain each laser (on an Imp with the ENG capacitor), from which we can probably extrapolate the DPE if they aren't providing it. The time-to-drain numbers are based on looking at the frame timestamps of shadowplay videos where I just shot one laser into a wall with full WEP but no pips. They won't be perfect but I think they're reasonably close. The numbers I have:

Pulse 12.4 seconds
Burst: 12 seconds
Heat beam: 10.1 seconds

So some napkin math for "how much damage can each laser put out with a full ENG-distributor Imp capacitor" which should have same relative ratios as DPE:
Pulse: 10 DPS * 12.4 seconds = 124
Burst: 8.5 DPS * 12 seconds = 102
Beam: 12.8 DPS * 10.1 seconds = 129.3

Taking into account likely margin of error, and assuming that the published DPS numbers accurately reflect reality, I'm willing to conclude that Burst has the worst DPE, while Heat Beam at least has no worse DPE than Pulse. And since Beam has higher DPS and at least as good DPE, as well as longer range and the extra "cook your target" benefit, it seems strictly better than the alternatives with no downsides. That's not a great situation. :(
 
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I take it there aren't any DPE numbers?
Not directly - there's some "capacitor drain" numbers, but I'm not sure how to convert those to DPE for pulse and beam, and they're only available for the energy weapons even when the projectile weapons do use power.

Taking into account likely margin of error, and assuming that the published DPS numbers accurately reflect reality, I'm willing to conclude that Burst has the worst DPE, while Heat Beam at least has no worse DPE than Pulse. And since Beam has higher DPS and at least as good DPE, as well as longer range and the extra "cook your target" benefit, it seems strictly better than the alternatives with no downsides. That's not a great situation. :(
Well, it does also have "cook yourself", so doesn't work with silent running. It's possible in 2.1 that pulse lasers won't work with silent running, either, though.
 
Not directly - there's some "capacitor drain" numbers, but I'm not sure how to convert those to DPE for pulse and beam, and they're only available for the energy weapons even when the projectile weapons do use power.

Well, it does also have "cook yourself", so doesn't work with silent running. It's possible in 2.1 that pulse lasers won't work with silent running, either, though.

"Cook yourself" is a valid point and downside, even without silent running. :) I'd forgotten how how those beams can get your ship if you let them.
 
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