The Eagle - The Pilot

The first part is true. MK2 turns a bit better, Imperial is much faster and still quite agile. But the part about better hardpoint placement confuses me. The MK2 has two small hardpoints on the belly and a small on the back. The Imperial has the same two small hardpoints on the belly and a medium one on the back, replacing the small one.

What's better on the hardpoint placement of the MK2?
You're right! My brain went to the Courier for some reason.

Yes, same hardpoint placement.
 

Deleted member 182079

D
Enjoy. One thing to consider on the weapons, though: both eagles have the same power distributor, and it's not an especially powerful one to boot. On the Imperial Eagle I advise a gimbaled multicannon on the back, to keep capacitor draw under control.
Yeah I was thinking of fitting a couple of my enforcer cannons. Might actually pledge to PP for the first time in aaaages and unlock those ImpHammers.
 
What happened to the sound quality in your video? It sounds distant, not just quiet, but kind of distorted. And it's not my settings (unless something weird has happened at my end, but other videos are unaffected) !

Fighting off the flu this week. I should have pushed the video, but I felt like I had to put it out. I had skipped a week not too long ago, and...yeah.

What you're hearing is me choking on my words, and Adobe Audition struggling with the compressor to even things out.

I'll hold off next time. You guys deserve better.
 
Yeah I was thinking of fitting a couple of my enforcer cannons. Might actually pledge to PP for the first time in aaaages and unlock those ImpHammers.

Good choice. The Eagle (either version) is one of the few ships, where the Enforcer actually makes sense. Quite good punch for a small weapon, low capacitor draw, while avoiding the spin-up time. On the Eagle it also doesn't suffer from being outshadowed by bigger hardpoints and any Eagle is agile enough to get those weapons on target.

Imperial Hammer i also tested on my Eagle at some time. But next to the limited power distributor, you will also quickly notice the Eagles limited heat capacity. Engineered railguns (with special effect to get -40% heat) it can handle for a while. Non-engineered you sure won't freeze. :D
 

Deleted member 182079

D
Good choice. The Eagle (either version) is one of the few ships, where the Enforcer actually makes sense. Quite good punch for a small weapon, low capacitor draw, while avoiding the spin-up time. On the Eagle it also doesn't suffer from being outshadowed by bigger hardpoints and any Eagle is agile enough to get those weapons on target.
Fixed weapon aim is very, very difficult for me (XBox pad user) but I refuse to give up on practising them, in the hope that my skills improve... so far with mixed results. Still, might be fun in a High RES poking at bigger ships which are much easier to hit.
 
Fighting off the flu this week. I should have pushed the video, but I felt like I had to put it out. I had skipped a week not too long ago, and...yeah.

What you're hearing is me choking on my words, and Adobe Audition struggling with the compressor to even things out.

I'll hold off next time. You guys deserve better.

Get to feeling better! Then again, I love writing even when ill, so I get it. If you like what you do, illness only slows down your efficiency rather than your passion.

Pack hunting could be a lot of fun if there were NPC wingmates in addition to what multi-crew offers those with friends in the game. That or the often-suggested 'small-only' missions to justify returning to these early craft. Short of an eve-online solution (deadspace 'pockets' with gates that limit ship entry by type), I'm not sure how you'd develop such missions to be credit-worthy of the time investment, but free of exploitation by larger ships.
 
Fixed weapon aim is very, very difficult for me (XBox pad user) but I refuse to give up on practising them, in the hope that my skills improve... so far with mixed results. Still, might be fun in a High RES poking at bigger ships which are much easier to hit.

I know what you mean. I don't use a console controller, but i also "handicap" my accuracy a bit by using a HOTAS. I also lost quite some accuracy early of the games lifetime, when i switched from keyboard and mouse to HOTAS. But at least for me, after just a few years of training, my accuracy is acceptable again. (I never will be as good as some other people posting videos here. What can i say, i'm an old man playing space fighter. :D )

So i guess that also on a console controller you can get accurate enough with a bit of practice. For sure, the Eagle is a great choice there. You sure have to watch your back on the ship, as it's rather fragile, but it's excellent turn rate makes it much easier to keep fixed weapons on target than most other ships. So i think it's a good basis to learn using fixed weapons.

Pack hunting could be a lot of fun if there were NPC wingmates in addition to what multi-crew offers those with friends in the game. That or the often-suggested 'small-only' missions to justify returning to these early craft. Short of an eve-online solution (deadspace 'pockets' with gates that limit ship entry by type), I'm not sure how you'd develop such missions to be credit-worthy of the time investment, but free of exploitation by larger ships.

Yea. I also wish small ships would be of more imprtance again. But i also don't know how to do that. The idea of small-only missions, i just don't know how to do it. At some time, it would've made sense to have structures like from CQC in the game, with mission objectives somewhere inside the tunnels and the likes. So only a small ship could achieve the goal.

Unfortunately SLFs by now defeat the purpose. Instead of bringing a small ships, people would bring a large ship with high defenses and a SLF hangar. The elite rated NPC would keep the big ship alive, while people would rush in, do the small ship part in the SLF, then return to the big ship.

Thus i think the only way to make small ships viable again would require the ships themselves to be more competitive again. And at least in my perception the first step for that would require a significant nerf of the current stacking of defense. Which i unfortunately don't ever see happening. :(
 
Last edited:
The eagle was my first combat vessel. I will always love it, it got me all the way to the dolphin.



Also, obligatory

BELUGA !
giphy(6).gif
 
I know what you mean. I don't use a console controller, but i also "handicap" my accuracy a bit by using a HOTAS. I also lost quite some accuracy early of the games lifetime, when i switched from keyboard and mouse to HOTAS. But at least for me, after just a few years of training, my accuracy is acceptable again. (I never will be as good as some other people posting videos here. What can i say, i'm an old man playing space fighter. :D )

So i guess that also on a console controller you can get accurate enough with a bit of practice. For sure, the Eagle is a great choice there. You sure have to watch your back on the ship, as it's rather fragile, but it's excellent turn rate makes it much easier to keep fixed weapons on target than most other ships. So i think it's a good basis to learn using fixed weapons.



Yea. I also wish small ships would be of more imprtance again. But i also don't know how to do that. The idea of small-only missions, i just don't know how to do it. At some time, it would've made sense to have structures like from CQC in the game, with mission objectives somewhere inside the tunnels and the likes. So only a small ship could achieve the goal.

Unfortunately SLFs by now defeat the purpose. Instead of bringing a small ships, people would bring a large ship with high defenses and a SLF hangar. The elite rated NPC would keep the big ship alive, while people would rush in, do the small ship part in the SLF, then return to the big ship.

Thus i think the only way to make small ships viable again would require the ships themselves to be more competitive again. And at least in my perception the first step for that would require a significant nerf of the current stacking of defense. Which i unfortunately don't ever see happening. :(

Well it's funny that Pilot mentions torpedoes under the wings...

I have wondered if Elite needs to distance itself from the 'universal outfitting' design currently in the game (if you have the module slot and the number works, you can fit it) and lean a little more into specialized hulls (a la EVE Online, where all hulls are specialized). I don't think Elite needs to swing far in that direction - after all, the universal fitting is what makes Elite, well, Elite!

Still, if ship size denoted more than just available landing pads...we could see hull size have other benefits. Aside from locked missions for the hull type, you could introduce USSs that favor certain hulls over others. In some respects, we already see a semblance of this in mining: medium ships tend to be the sweet spot between capacity to haul, jump range, and agility among the rocks. Small ships can mine much quicker, but carry far less. Large ships can mine huge quantities, but often suffer from jump range or efficiency in slow maneuvering. Take the same concept of 'pick your poison' and apply it elsewhere: speed, efficiency, or effectiveness?

I have also wondered if perhaps there should be more flexibility in the core internals, which would allow more diverse builds. Rather than 'fix' the module sizes, as they are now, allow some adjustment along a 'total module point' system. Short version: you can have size two hardpoints on that eagle, but need to give up six 'points' of size elsewhere in the design. No utilities? Even smaller optionals? You get the idea, I hope. This would allow some ships to be recalibrated into highly specialized roles (alpha-dmg eagle vs. hit-and-run eagle?) and others to fine-tune their multi-role (what I'd give for a size 5 fuel scoop on the DBX).

Needless to say, such a suggestion would turn the game on its head. Oh well.

I think small ships could be much more useful without simply blending them into everything else. That's the downside of the universal fitting system: you inherently create an unbreakable hierarchy based on slots that, eventually, supersedes the other stats of agility, hull, and the like. I have no qualms with the ease by which small ships 'pop', but I do think they ought to be more dangerous if flown right. Vice versa, I don't think large ships should be easier to kill but I do think certain hulls have become 'kitchen sink' designs that render ownership of anything else almost exclusively an aesthetic choice, rather than practical.
 

Deleted member 182079

D
I know what you mean. I don't use a console controller, but i also "handicap" my accuracy a bit by using a HOTAS. I also lost quite some accuracy early of the games lifetime, when i switched from keyboard and mouse to HOTAS. But at least for me, after just a few years of training, my accuracy is acceptable again. (I never will be as good as some other people posting videos here. What can i say, i'm an old man playing space fighter. :D )

So i guess that also on a console controller you can get accurate enough with a bit of practice. For sure, the Eagle is a great choice there. You sure have to watch your back on the ship, as it's rather fragile, but it's excellent turn rate makes it much easier to keep fixed weapons on target than most other ships. So i think it's a good basis to learn using fixed weapons.
Yeah I think we're in the same similar boat there. Don't have a HOTAS, would like one sometimes, but already have a T300 wheel and can't justify more gaming plastic in the apartment, plus I'm so used to my pad now I can even pull a few FA Off maneuvers planetside these days without overcompensating and then pancaking it.

Rails for me are still a right pain, especially when using them long distance. I know about the hitbox mechanics but I'm still useless. When they do hit though... all the more satisfying. Of all the fixed weapons I probably enjoy PA's and Frags the most.

Edit
As for small ship gameplay, am 100% with you there. Part of me still thinks about resetting my CMDR and just stick to small ships (I have a fair few cosmetics on my account hence buying a second one doesn't appeal as I can't imagine flying vanilla ships again... yes I'm that vain).
 
Well it's funny that Pilot mentions torpedoes under the wings...

I have wondered if Elite needs to distance itself from the 'universal outfitting' design currently in the game (if you have the module slot and the number works, you can fit it) and lean a little more into specialized hulls (a la EVE Online, where all hulls are specialized). I don't think Elite needs to swing far in that direction - after all, the universal fitting is what makes Elite, well, Elite!

Still, if ship size denoted more than just available landing pads...we could see hull size have other benefits. Aside from locked missions for the hull type, you could introduce USSs that favor certain hulls over others. In some respects, we already see a semblance of this in mining: medium ships tend to be the sweet spot between capacity to haul, jump range, and agility among the rocks. Small ships can mine much quicker, but carry far less. Large ships can mine huge quantities, but often suffer from jump range or efficiency in slow maneuvering. Take the same concept of 'pick your poison' and apply it elsewhere: speed, efficiency, or effectiveness?

I have also wondered if perhaps there should be more flexibility in the core internals, which would allow more diverse builds. Rather than 'fix' the module sizes, as they are now, allow some adjustment along a 'total module point' system. Short version: you can have size two hardpoints on that eagle, but need to give up six 'points' of size elsewhere in the design. No utilities? Even smaller optionals? You get the idea, I hope. This would allow some ships to be recalibrated into highly specialized roles (alpha-dmg eagle vs. hit-and-run eagle?) and others to fine-tune their multi-role (what I'd give for a size 5 fuel scoop on the DBX).

Needless to say, such a suggestion would turn the game on its head. Oh well.

I think small ships could be much more useful without simply blending them into everything else. That's the downside of the universal fitting system: you inherently create an unbreakable hierarchy based on slots that, eventually, supersedes the other stats of agility, hull, and the like. I have no qualms with the ease by which small ships 'pop', but I do think they ought to be more dangerous if flown right. Vice versa, I don't think large ships should be easier to kill but I do think certain hulls have become 'kitchen sink' designs that render ownership of anything else almost exclusively an aesthetic choice, rather than practical.
I like this.

Also, I'd kill for an Astero in Elite...
 
Fighting off the flu this week. I should have pushed the video, but I felt like I had to put it out. I had skipped a week not too long ago, and...yeah.

What you're hearing is me choking on my words, and Adobe Audition struggling with the compressor to even things out.

I'll hold off next time. You guys deserve better.
I do feel for you. In the past, I've made bad decisions to press on, fighting the flu, and regretted the quality of work I turned out afterward.
Get well 'soon'. And maybe remake the voice over when all is well later. :) But to be honest, the other appreciative commentators appear not to have noticed :D
 
I do feel for you. In the past, I've made bad decisions to press on, fighting the flu, and regretted the quality of work I turned out afterward.
Get well 'soon'. And maybe remake the voice over when all is well later. :) But to be honest, the other appreciative commentators appear not to have noticed :D
I'll add it to the "Revisited" list.
 
Always nice to see your new vids!

In this baby you can get pretty close and literally dance around and pound the victim. Two frag cannons (+ something else) work really well, light on distro massive dps. Enforcers are ok, but they require longer time on target which can be a problematic if you're fighting against more then one opponent. With frags you can do boom and zoom kind of thing until yo run out of ammo.

Btw. Here's a link to a sheet with many interesting Eagle builds. Popular shorteners couldn't handle that ridiculously long coriolis link so I put the link to pastebin
 
Always nice to see your new vids!

In this baby you can get pretty close and literally dance around and pound the victim. Two frag cannons (+ something else) work really well, light on distro massive dps. Enforcers are ok, but they require longer time on target which can be a problematic if you're fighting against more then one opponent. With frags you can do boom and zoom kind of thing until yo run out of ammo.

Btw. Here's a link to a sheet with many interesting Eagle builds. Popular shorteners couldn't handle that ridiculously long coriolis link so I put the link to pastebin

Someone on reddit said pretty much the same thing. I'll have to remember that when I do the Imperial Eagle.
 
Back
Top Bottom