There's no dogfighting in this game and combat is god-awful...

I did make suggestions on how to improve it.

But you didn't tell us what these space games are that have "better" combat that you refereed to in your opening post.

How are we supposed to compare what you want with what we have without this so called point of reference of yours?
Just as a reminder of what you put (highlight in green);

/rant on

OK...

I bought this game (and its expansion) on both PC and Xbox One, and now I regret it because apparently devs at Frontier don't know how to make a game fun. Combat in this game is beyond frustrating. There's no dogfighting at all: it's either jousting, circle straffing (omg so boring / annoying) or backward flying <-- this sucks.

Also, the whole engineers RNG upgrade grind fest is ridiculous. Nobody wants to go through that crap just be on par with NPCs. Maybe if you limited these upgraded NPCs to defined pockets (combat sites etc), but NO.. it's everywhere and it is killing the fun.

Finally, the same messed up bugs persist to annoy us: NPC ships making jumps they couldn't possibly have made, pirates spawning everywhere, omg boring boring annoying so very annoying interdictions that never end unless you engage etc etc.

Seriously Braben, you should have made this a single-player game from the start and let us mod it, because you don't know the first thing about making a game fun.

Go play other (better) space combat games that have ACTUAL dogfighting in them and then think very carefully about everything that is wrong with the combat in this game.

/rant off

EDIT:

/rant on AGAIN

And the devs must be on crack or something, because they tied the ship handling (pitch, rotation and yaw) to the speed vector in FA OFF mode, making FA OFF annoying to fly.

FINALLY and NOT THE LEAST, IT'S THE FUTURE and ships don't have a speed vector indicator on the HUD... you have to look outside to have a general idea of the direction your ship is accelerating towards. HOW MORONIC IS THAT??

/rant off for good this time....
 
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There's no dogfighting at all: it's either jousting, circle straffing (omg so boring / annoying) or backward flying <-- this sucks.

Please to be so courteous as to offer a specific suggestion of how to improve the dogfighting whilst maintaining the current flight mechanics

Unlike the OP I really enjoy combat in ED.

However, my personal specific suggestion to improve dogfighting would be to reduce max reverse speeds whilst maintaining the current disparity between FA-off and FA-on reverski.

I might like to give the precise extent of the proposed reduction a little more thought (and have been meaning to start a thread about this for a while) but for now, would suggest a reduction in maximum velocity to something like 66.6% of the current speeds (pro rata to current values for all ship/mass/thruster combos).

For the avoidance of doubt, I wouldn't personally reduce current reverse acceleration. And I definitely wouldn't change lateral boost. My concern is just over maximum reverse velocity.
 
There is only dogfighting. Just so happens that some ships are better at it, and when big slow ships try it, it looks like what you describe above. Try flying a smaller ship. It's a lot more fun. More like a wrestling match to gain the flank.

Also, the above is why they're introducing ship launched fighters in October. So you can dog fight (best part of the game) and fly big ships at the same time. And for some reason people want to fly huge ships. Over compensating?

Also, you don't need engineers to be on par with NPCs. Skill alone will win 9/10 fights. Even if you are out classed! However, once you fully engineer your ship, NPCs will be like half melted butter.

I don't get how he can say there isn't dogfighting. Combat is all dogfighting lol, there is no real modern tactics involved.
 
Nah, it's just the usual assumption of linear power progression. Bigger ship = more powerful as the equivalent of gaining levels in an RPG.

I've always just enjoyed them.

tumblr_n1se16qZ191s29c9po1_400.gif


Is there any reason I shouldn't?
 
One suggestion that would make a difference, remove reverse thrust.
Or at least slow it waaaaaay down from where it's at.

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Wouldn't that just make it so the only tactic for less maneuverable ships is jousting?

Maybe bigger combat ships should get an armor boost to compensate. They should really act like tanks anyway.
 
I'm not really sure how they could fix it. In 2016 Dogfighting is considered a last resort. Almost all air to air combat is fought beyond visual range. That would be boring in a space game. Most people want to see the ships they're fighting. I think you may get more of the type of combat you're looking for when we have atmospheres to fight in. That will change everything.

What's the point here? First you say dogfighting is unrealistic and that's why it's bad. Then you say the game isn't gonna change because there's dogfighting, and that's why the dogfighting is bad.

I'm sorry I don't understand your logic at all. If there is any.
 
Wouldn't that just make it so the only tactic for less maneuverable ships is jousting?

Wwhich sounds good imo. I don't think reverse thrust should be removed though, I think it should be made to have far far less speed/acceleration. We have these huge thrusters on the back, then some tiny secondary thrusters around - but reverse thrust seems to be able to pull similar levels of acceleration as forward.

I think this would be good as a whole for the game because of expectation - you see a lumbering ship you automatically assume that a method of beating it is with agility (most games have hammered this home). That's not exactly true in ED as they can reverse fast enough to keep you sighted the whole time, beating you with superior shield/armor and firepower. (Well, not me personally but it is a valid tactic).

If reverse was slower to accelerate and slower in general I think it would make combat more intuitive - with the ships size and weight being more suggestive of the dynamics of combat you might expect (unless you know how physics work in space).

I also think larger weapons should have greater range so that larger ships can be built like long distance "artillery" so that the expectation would be to have some long distance artillery weapons coupled with turreted weaponry for close range combat.

I say larger - I mean the larger less agile ships. The FDL and FAS are pretty large compared to a Sidewinder but also pretty agile, I'm more looking at ships like the Python, the Anaconda, the Cutter. Every ship seems to fight in a very similar fashion and that's my only qualm with combat - where it concerns planetary flight and landing at stations is where the ships seem to demonstrate their differences more appropriately.

Generally speaking I think the combat in the game is good albeit sometimes not very threatening.
 
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OP: try Arena/CQC mode. The small ship fighting there is absolutely brilliant. Much more fun than in the main game, IMHO. Just takes a while to find a match. Alternatively fly a small and maneuverable ship and try to stay away from bigger targets. The Eagle, Imperial Eagle, Diamondback Scout and Imperial Courier are all excellent choices. The Viper MK III isn't bad either.
 
And that's why I'll never play it. It's a direct insult to tell me "this is how good the combat could be but you'll never see it as part of the main game."
 
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Op, you mention things that Elite does, and that you don't like.

You want a space combat game with more dogfighting.

https://goo.gl/images/NvtAVK

The majority of space combat games perform jousting, but usually add a little dance between attack runs. You had to learn each fighters dance so you could place you pixel cursor at the right spot ahead of the dance.

Newtonian space battles generally turn into a perpetual motion of newtons cradle,

We have many threads from different individuals complaining different sections of the game isn't living up to their private expectations of a game we might have all been dreaming about since we were kids.

Can you please define what you want and "not" what you dislike.


You may volunteer this "constructive" critique to the suggestions forum.
 
I do think part of the problem is that the game keeps trying to enforce dogfighting as the core mechanic even after you start getting into ship sizes where that really isn't practical. Once you get up into Anaconda and Corvette sizes you'd expect them to start handling like small capital ships: slow, but durable and able to project a lot of long-range firepower close to 360 degrees around the ship.

But they're still built like dogfighters, with a small number of short-ranged guns focused almost entirely on the forward arc, and half-heartedly adopting the "slow" part makes them kind of poor dogfighters. So you get jousting and reverse thrusting.

Now granted, if they were given a large amount of 360-degree firepower along with the power plants and distributors to make use of it (although we could probably keep current plants and distributors if we just went heavy on ballistics/missiles in the extra hardpoints), big ships would be kind of skill-less outside of positioning and managing your aggro. People would complain about that, I'm sure. But then a capital ship, even a small one, isn't exactly the place to show off your dogfighting skills now is it?
 
Now I'm not a WWII pilot ace or anything, so what do I know, but isn't dogfighting (i.e. very very very close range engagement) even in the moden age limited to who can turn the fastest and at what speed - yeah you get vertical battles too with Zimmerman *IIRC* turns etc, but essentially is all about trying to turn faster than the other guy so you can see him but he cant see you. Now also admittedly in the modern age dogfights are pretty much relegated to history, as is all about over the horzion engagement and speed of disengagement i.e. spew seeker missiles and bug out fast hoping that their return missile spam will run out of fuel before they get to you.

However E : D is a WWII in SPAAACCEEEEE at indecently short range so we get to see our opponent all nicely rendered and shiny and go whew and pew pew and stuff - that's fine but a bit silly and frankly a bit LOL considering Mr.B constantly goes on about realism etc. Anyways, since this is a game design decision, avoiding dull(?)combat shooting at radar targets at extreme outside of visual ranges (which is what any space combat would be, 99.999999% likely). it does seem very limiting to make the big ships have HUGE guns the size of spacecraft themselves have no longer range than tiddly ones, or fire bullets persumably the size of fire extinguishers into the hull of an enemy craft and take 100s to do so, even the tiniest one.

All is due to gameplay design, but tbh I would like to think that FD could experiment at least with what it would be like to have increased range for bigger guns (vastly for biggest) with possibly horribly decreased accuracy against smaller ships unless at point blank like we have now.
 
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