Hun...
I'd roast you Essay style.
Odelay!
Hun...
I'd roast you Essay style.
Ah, the 'git gud' argument. Unfortunately, without explanation or demonstration, it doesn't serve you very well in my eyes. Show me how it's done, in a ship that isn't 7-9 agility. I've always been curious to see these mythical instances of people being glued to Elite Anaconda engines without taking damage.
As I recall, there was a very good video of someone taking on an Anaconda in a Sidewinder back when the more competent NPCs were introduced.
Not sure where it is offhand. I'll take a look and see if I can find it. It was more flanking and strafing though.
As I recall, there was a very good video of someone taking on an Anaconda in a Sidewinder back when the more competent NPCs were introduced.
Not sure where it is offhand. I'll take a look and see if I can find it. It was more flanking and strafing though.
...
This is the one I was thinking of. Looks like a bit of fun to me. [yesnod]
https://www.youtube.com/watch?v=9IQtZNvEo6w
I think I could do this now that I've learned a few tricks and how to use the engineers properly. Maybe I'll post a video since that is worth a 1000 pictures, and therefore 1,000,000 words. Assuming my card can handle it! And the fight takes less than 5 minutes ha!
I just did this in my mostly stock (eg unmodded) Viper with a C rated shield and no SCBs, in a CZ where I was taking fire from multiple other NPCs at the same time. So a Sidewinder should be easier to pull this off since it's much faster and waaaaaaayyyy more agile.
Don't be so eager to be angry at the devs. I think the combat system in ED is actually pretty good considering that there's only so many ways to do an 'easy to learn but difficult to master' type of space combat. I think ED does a good job with the combat because they haven't turned it into an overly simplistic arcade game and neither have they gone overly complex with filling out an entire keyboard's worth of different function keys for micro managing every aspect of your ship's systems - that sounds like it would be cool but it'd be too difficult to get the hang of it all and very chaotic to manage/babysit systems while in a fight.I'm sorry for the harsh words, but I was trying to make a point (and the aggressiveness of it is aimed towards the devs, not my fellow forum goers): the suggestion of adding a speed vector indicator to the HUD seems to me a pretty obvious feature that should've been there from the start.
"It's the year 3303, and top notch engineers at Faulcon DeLacey are working on their latest creation, the ultimate conveyance, the greatest fighter known to men, and the following conversation ensues: hey, maybe we should have some avionics in here telling the pilot which way the fighter is drifting off to because - you know - it's space and all... Naw, nevermind that... more fun if the pilot has to guess by looking outside for visual reference. In space."
I would agree. Reverse acceleration with FA on is indeed way too fast considering every ship's engines are at the back while only thrusters are used for reversing. It's always seemed out of whack for tiny thrusters to have equal output as giant engines. With FA off it maybe becomes more plausible what with perpetual acceleration in a friction-less environment and all that but it definitely needs tweaking in my opinion.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.
Well CQC is part of ED. It uses the exact same engine, assets and flight mechanics. Also, we have ship launched fighters coming soon so maybe you'll have a taste of that kind of combat after allAnd 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."
You do mean chuckling right? Preferably in 'a' or 'THE' backgroundI was going to write something possibly inflammatory, but I am too busy laughing.
Thanks OP.
Well CQC is part of ED. It uses the exact same engine, assets and flight mechanics. Also, we have ship launched fighters coming soon so maybe you'll have a taste of that kind of combat after all
During WW2, dogfight was changed to “bounces” and quick-passes,boosted by team tactics. Maneuverability as in rate of turn was still an important asset, but fighters with powerful engines could run away,or climb their way out of an unwanted dogfight.This is why the biplane fighters,even thought they were more maneuverable than monoplanes, vanished from air combat during WW2.
Combat really died with the introduction of special weapons mods, most of which the god damn heat cancer ones. I hear PVP is now more meta-built than ever because of it.
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As toward the horrible combat: My personal gripe is that everything flies like a fighter in an atmosphere, Even the 100+meter long ships are nothing more than large fighters; and that is foolish to say the least. That and and class one weapons shouldn't even be a threat to large ships but they own e'm. Seems FD was very keen on making the tiniest things the most dangerous as larger weapons do not have larger damage, just more armor pen, and since c1 pens small ship armor anyway, having larger weapons gives you nothing. Balance to them is "We like fighters, screw the big ships".
As I recall, there was a very good video of someone taking on an Anaconda in a Sidewinder back when the more competent NPCs were introduced.
Not sure where it is offhand. I'll take a look and see if I can find it. It was more flanking and strafing though.
...
This is the one I was thinking of. Looks like a bit of fun to me. [yesnod]
https://www.youtube.com/watch?v=9IQtZNvEo6w
let us mod it, because you don't know the first thing about making a game fun.
It's a fun video, but that flying was hardly remarkable. The Conda was barely turning - as evidenced by zero PIPS in the Sidewinder's ENG much of the time - AND it barely fought back. Often it seemed to fire no weapons at all, and when it did, it looked like small turrets. So - not much to take from that one.
It's really simple IMHO: the type of combat the OP is seeking exists only in CQC. Combat in the main game is much slower paced; the ships are nowhere as maneuverable or fun to fly. Even the main game Eagle feels sluggish compared to its CQC counterpart. My heart beats a bit faster in CQC. I practically have to use toothpicks to keep my eyes in open during main game combat. Unless I go into a battle substantially under gunned. But there the challenge is less about ace flying skills, and more about patience and luck. And I'm not suggesting I'm a great pilot by any stretch. I'm probably average. But that doesn't negate the fact that combat in CQC and main game are totally different animals.
Perhaps someone can prove me wrong by posting a video of them fighting in an Elite Anaconda that's actually fighting back; while they're flying like a bat out of a hell in a Sidey or Eagle. Those sorts of battles are an every minute occurrence in CQC.
When I think about it, CQC feels a lot like Elite when it was premium beta. Sure, CQC is faster, but back in PB days there were only a handful of small ships and weapons available, no SCBs or shield boosters, no Engineers mods. Every battle felt reasonably fair and even. It was a lot of fun.
One suggestion that would make a difference, remove reverse thrust.
Exactly. Main reason I don't engineer... I'd like my NPC fight a _little_ challenging, at least.
It's a fun video, but that flying was hardly remarkable. The Conda was barely turning - as evidenced by zero PIPS in the Sidewinder's ENG much of the time - AND it barely fought back. Often it seemed to fire no weapons at all, and when it did, it looked like small turrets. So - not much to take from that one.
It's really simple IMHO: the type of combat the OP is seeking exists only in CQC. Combat in the main game is much slower paced; the ships are nowhere as maneuverable or fun to fly. Even the main game Eagle feels sluggish compared to its CQC counterpart. My heart beats a bit faster in CQC. I practically have to use toothpicks to keep my eyes in open during main game combat. Unless I go into a battle substantially under gunned. But there the challenge is less about ace flying skills, and more about patience and luck. And I'm not suggesting I'm a great pilot by any stretch. I'm probably average. But that doesn't negate the fact that combat in CQC and main game are totally different animals.
Perhaps someone can prove me wrong by posting a video of them fighting in an Elite Anaconda that's actually fighting back; while they're flying like a bat out of a hell in a Sidey or Eagle. Those sorts of battles are an every minute occurrence in CQC.
When I think about it, CQC feels a lot like Elite when it was premium beta. Sure, CQC is faster, but back in PB days there were only a handful of small ships and weapons available, no SCBs or shield boosters, no Engineers mods. Every battle felt reasonably fair and even. It was a lot of fun.
If you're doing anything more than a quarter turn against the AI with any regularity, chances are that you are doing something horribly wrong.