CQC CQC: Don't know how things are this imbalanced.

You have typical mindset of a loser.

I'm prime example it can be done even with already established strong clique who mastered the system. I was 2 years late to the party you know.
As a newcomer doing very well I wasn't popular with some cqc elite players, there were some were even trying to bully me and make me quit.
So don't give me that "struggle of a new player" talk, please lol

I loved CQC from day one (it kinda reminded me old Quake Arena - nostalgia). In my first weeks I was being insta-killed again and again but I had determination and patience to learn and now I beat them at their own system.

CQC system is pretty cool once you grasp it and accept it. The game in terms of ships and weapons is pretty balanced.
What gives advantage is skill and experience - as it should be.
The game needs bug fixes more than anything. And more love from the FDevs.

I've seen a couple of your videos on Youtube, among that of a different player giving tutorial tips...and the theme is "FLIGHT ASSIST OFF!" That's how y'all pull off those insane maneuvers, and how all the other players get angry. On top of that, it's part of The Primal Directive to try and be indomitable...which is exasperated in competitive game modes (naturally, that specifically means PvP in general, including the CQC arena). I totally get the frustration from the OP here.

Frontier has a lot on their hands, since their primary homepage shows quite a few tycoon titles that implies they have to spread their attention to more than just Elite Dangerous (and specifically working on the upcoming Odyssey, with "Space Legs" on the horizon).

There's more to being a winner than attitude and mindset. Granted that's part of the foundation, but the other key I have yet to see other people discuss here involves the specific skills required in order to even attempt becoming legitimately competitive - and therefore taken seriously by the more "pro" niche of the community. Constructive feedback is helpful if given to those who can do something about it...otherwise, it just comes across as venting frustration and nothing more.
If I were ever one of those alpha players, I'd be a more extreme example, coming in upwards of 6 years late. Just because some of these players have a head-start, should not dissuade wannabe legends from attempting to reach those goals.
 
but the other key I have yet to see other people discuss here involves the specific skills required in order to even attempt becoming legitimately competitive
Most of the CQC community doesn't follow the forums very much (I rarely read this forum either), which means this isn't a great place to ask.

In no particular order, assuming you can already at least basically point a ship in the right direction, the following are what makes the difference between a beginner and someone who can compete with top players (though not necessarily win):
  • Pip management. The distributor is terrible on CQC ships by main game standards and especially engineered standards. CQC also uses the old shield pips curve (where 4 is strong, 3.5 is decent, and anything less isn't much better than zero). You're always going to be either short on energy in at least one capacitor or under-shielded. You can't do this enough. Just putting 4 pips to shields when taking fire will significantly increase survivability in the short term.
  • Map knowledge, obviously. Knowing where the powerups are is nice, but knowing the structures is perhaps more important and takes longer to figure out - where can you fly through for a shortcut or cover, are you going to back up into something, how far into the corner should you time a boost, where the weak ship you're pursuing might go next, etc.
  • Related to that, actually using the cover. Try to stick close to some at all times - there's a big tendency for beginners to end up swooping around in open space in the middle of nowhere, which makes both of you an obvious target for everyone else.
  • Lateral thrusters. The CQC fighters have excellent lateral and vertical thrusters. Even without FA-off making good use of these can let you make some very good moves.
  • Basic FA-off - not all the time, but a boost-flip turn or a brief toggle of it to get a bit more out of a turn adds a lot even if you mostly fly FA-on.
  • Fixed aim. If someone goes silent running, or you want to shoot through chaff, or you're up against an Eagle, being able to get some hits in without the gimbals is necessary.
  • Situational awareness. You're not going to want 4 pips to systems when you're just flying around, so keep an eye on that radar and try to boost those shields before the shots start coming in.
  • Powerup awareness. Getting them yourself is good, of course, but knowing which ones have gone, and who might have them, is perhaps more important.
  • Target selection. If you've got two ships in a brawl in front of you, think about which one to attack - if you go for the weaker one, you'll quickly get an assist, a good chance of a kill, but the other one will be in good shape to either get away or (if they're a stronger player, or have weapons powerup) get you. If you go for the stronger one, you'll even the odds and probably get an assist or kill again ... and the other one will be weaker and you might be able to pick up a second easy kill ... but it'll take longer to resolve the fight as a whole. Similarly, if you see one player chasing another, it's usually better to go after the pursuer, depending on your position. (In team modes, you can see who your wing are targeting, to help focus). In Deathmatch, think about the scoreboard - you can bind a key to glance at it in a quiet moment - when considering who to shoot, too.
  • Decent builds. Most of the "upgrades" are either trash or highly situational. Don't divert too much from stock at once. (Engine-focused distributor is probably the only "automatic" pick, and even then I don't use it on every build). If you're in a match with multiple good players, consider taking the Sidewinder - you won't do a lot of damage with it without practice, but it takes a lot of killing and they probably won't bother very often.
  • Get used to dying, and remember it's not necessarily a big problem. Also remember that you get points for assists - even if someone gets away, or beats you, there's a good chance you'll get 50 points for that later.
You'll note that FA-off isn't on the list. If you can do it, great. If you can't, you can get to "good enough to beat almost everyone" without it by working on the rest. (Similarly, things like VR or a high-end control set up can help, but aren't necessary)

Team Deathmatch can be a better place to practice some of this, as approximately half the players won't be shooting at you, and the longer match time gives you a bit longer to see the maps. The matchmaker is okay given the right material, but can give some pretty unbalanced matchups (there's not really a good answer to 3 vets + 5 beginners, for example), so you'll sometimes be on the "learn by dying" end of that, too.
 
Well, I've found only ONE thing that is hugely imbalanced in CQC...

MUSKETEER

pls nerf him.

Neh, but what they would really need to do is add the option to match with your own de-engineered ship.
 
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Something positive you may like...

Good/experienced pilots usually target the most experienced pilots in the game. There are quite a few high ranked muppets that prioritize noobs and AFKers, I'm not talking about those lol.
So if you see you being killed less by me, then it's probably because there is anoter high ranked (good player - or muppet) in the game that I'm giving love :) When 2 experienced players fight each other there is noob's chance to possibly kill one of them, mind if you get irritating enough you will become a target yourself haha
 
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Oh and when I'm bored I play like this lol...

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Heh.. Later I joined TDM too..
If Lakutas had been in opposite team I don't think he would have stayed. He never fights me alone :p
But matchmaker just started the game in teams like below, so I was just flying around..

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OH and btw, on CQC Discord you asked this:
Yeah, I saw Blastard a few times... Musketeer as well. How come the latter isn't on your "Hall of Fame"?

I asked for my name to be removed from there. Some players who got their CQC Elite rank by farming AFK'ers or those who are basically combat loggers and mid-game quitters appeared on that list. I was not happy to see my name next to theirs. Too low standards. It was just embarrassing.

Generally what you find in Hall of Fame is a joke. They brag there in videos how quickly they finish matches by killing noobs or they brag about their fake win streaks.
Even when I was still in Hall of Fame I never mentioned my win streak, I thought it was stupid back then.

And I'm not on CQC Discord, so I'm not gonna reply there.. but despite that CQC Discord is all about me :ROFLMAO:
Often friends make me aware that there is some drama and salt on cqc discord that I caused, so I sometimes have a look and laugh.


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CQC pvp is better than main game pvp, in my opinion. CQC is faster, and more experience/skill based, whereas it's mostly an engineering competition in the main game.

I'll agree that engineering plays a big role in open PvP. That said, 3.0 has just established a new, equal baseline. There is little variance in stats, since most 3.0 spec modules are superior than 99% of legacy engineered parts, and have a definite cap on stats. Most current meta-builds are nearly identical in stats, and once you're properly kitted for PvP, skill is still, by far the greatest determining factor. Of course, if you go out there in a stock ship you're gonna have a bad time. Post 3.0, you can have the best gear, as anyone can. But if you can't apply it effectively, you're still likely to get chewed up by a more experienced player, even if they're flying something silly.

The real benefit of CQC over standard PvP, is there's no entry cost(credits, materials) to be properly competitive, you can just sign in and go. People often complain about higher leveled people in CQC 'having better stuff', but that's really not much of a factor, as no mod offers an immense advantage over another. 'Side-grades' is a great term, as we've used before in the past. A base Condor is plenty viable, and is just as competitive as anything else once one gets a grip on things.

If I had any gripes about CQC, it would be lack of fixed weapons, and no option to have private lobbies.

Setting up custom events and teams would be great-- random teams can be wildly unbalanced. Some of my friends are actually decent at CQC, but some are totally awful. It always seems to put us on opposite sides, so it's always a huge landslide lol.
 
Hell, they could be unranked for all I care.

I’d just love to see more TDMs where they don’t put a buncha level 1-7 guys against people who have a better idea of what is going on lol. There needs to be some sort of auto balance at the very least.

I definitely prefer the cooperative nature of TDM over the race to steal the most kills that is regualr deathmatch.
 
CQC is about as balanced as it gets, ship and equipment wise (though I still think the rapid cannon should have some degree of distributor draw); it just targets a very narrow scope and type of combat that doesn't appeal to everyone.

There are definitely matchmaking issues, but other than a forced mid-match autobalance, I don't think there is much that can be done to improve it without a significantly larger player base to work with.
 
Rapid Cannon nerf isn't needed. It's not OP weapon.

It's pretty potent against most pilots/setups, even if it it has severe shortcomings against lasers in some scenarios. Regardless, I think it should have distributor draw, for consistency, if nothing else.
 
I guess powerups are there to give control points for the player to fight around. Well the problem was solved decades ago in other games with mutators. Private lobbies is also a basic feature for arena games. CQC is loads of fun, but it's really half baked.

As far as balance is concerned, well imp fighter is king in deathmatch, because it's a small and fast hitboxe and synergise with stealth. Add on this a pinch of lagwizardry and you shouldnt be surprised to get hackused. I guess loadout and more varied playstyle could matter more in TDM or CTF.
 
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