Actually looking forward to CQC

Not for the game mode itself... okay well a little. But mostly because it's release will force the devs to do some much needed weapon balancing. Think it's bad now can't wait till a load of xbox players start pointing out (in caps with thousands of exclamation marks) how awful the missiles are and how I dunno... I foresee people complaining about fixed weapons being underpowered as well. In a close quarters environment like that gimbles will reign supreme.

So yeah, really looking forward to the carry on effects of CQC and the Xbox release.

+ We get overcharged beams back [fistpump]
 
I have very few complaints about the current balance of weapons.

Also, I only forsee people complaining about fixed weapons because they can be difficult to aim with an XBox 360 controller. They aren't underpowered, and unless CQC disallows chaff, I don't think anyone is going to complain about them.
 

Nonya

Banned
Well, judging from the disastrous launch of 1.3 aka "PowerlessPlay" I don't have high hopes for a smooth CQC launch.
As long as you think of it in terms of "how much WON'T be instantly broken at launch" it might be OK.
 
I have very few complaints about the current balance of weapons.

Also, I only forsee people complaining about fixed weapons because they can be difficult to aim with an XBox 360 controller. They aren't underpowered, and unless CQC disallows chaff, I don't think anyone is going to complain about them.

They are not strictly underpowered, but I don't think it would upset the gimble/fixed balance much if they got a small buff.

But Missiles... useless. Granted part of their uselessness is purely because of the shield meta but even so. Without a having 4 launchers equipped they can't often get past a single PDT and even if they do their damage only does anything notable against the smallest of ships. I used to use dumbfires as intended before the nerf, strafing condas and other big ships once their shields were down. Now such a tactic is laughable.
 
Not for the game mode itself... okay well a little. But mostly because it's release will force the devs to do some much needed weapon balancing. Think it's bad now can't wait till a load of xbox players start pointing out (in caps with thousands of exclamation marks) how awful the missiles are and how I dunno... I foresee people complaining about fixed weapons being underpowered as well. In a close quarters environment like that gimbles will reign supreme.

So yeah, really looking forward to the carry on effects of CQC and the Xbox release.

+ We get overcharged beams back [fistpump]

Yeah but you have to realise that weapons in CQC will be only relative to CQC not the main game, never the less, hitscan weapons will be prevalent unless they up projectile speed on other weapons.
 
But Missiles... useless. Granted part of their uselessness is purely because of the shield meta but even so. Without a having 4 launchers equipped they can't often get past a single PDT and even if they do their damage only does anything notable against the smallest of ships. I used to use dumbfires as intended before the nerf, strafing condas and other big ships once their shields were down. Now such a tactic is laughable.

Because of the "shield meta", virtually no one mounts any PDTs or ECMs anymore, ever.

If anything, missiles are more useful than they were before because people screw up more often and let shields fail more often now than they were without any anti-missile systems before the 1.2 changes to explosive damage vs. shields.

Yeah but you have to realise that weapons in CQC will be only relative to CQC not the main game, never the less, hitscan weapons will be prevalent unless they up projectile speed on other weapons.

I highly doubt CQC will have different rules or properties for weapons than the main game. Also, projectile velocity matters less as ranges are reduced.
 
Because of the "shield meta", virtually no one mounts any PDTs or ECMs anymore, ever.

If anything, missiles are more useful than they were before because people screw up more often and let shields fail more often now than they were without any anti-missile systems before the 1.2 changes to explosive damage vs. shields.

I highly doubt CQC will have different rules or properties for weapons than the main game. Also, projectile velocity matters less as ranges are reduced.

"matters less", the fact that it matters is enough, and in addition to that, its not open space any more, you cant lead round a corner of a building, Im calling it!
 
From what I've seen, all the spacecraft in CQCC are tiny little fighters. The biggest ship is the Sidewinder. How many missiles can you load in a Sidewinder?
 
You can't shoot a laser around a corner either.

Ok I'll explain it for you.

You are chasing someone who has the flag, they are 1 second from going round a corner, they have virtually no "health" left, if you had a hit scan weapon, "ping" job done, if you have a projectile weapon, first you need to lead over there movement, then you need to hope that the projectile hits them within that 1 sec.

Competitive games like Quake/UT/Painkiller a player has the weapon selection for situational gameplay, elite much less so.
 
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Competitive games like Quake/UT/Painkiller a player has the weapon selection for situational gameplay, elite much less so.

I completely disagree. There are profound situational considerations to weapon selection in Elite: Dangerous, at least as much in any of the games you've mentioned (and yes, I've played them all).
 
I'm looking forward to it provided it doesn't affect your 'real' commanders standing.
ie it's not illegal.
It could affect your combat rating I suppose, which might be ok.
as to weapons/ships, people will pick the best combination and we'll all be flying the same setup, so weapon balance won't matter.
It'll be fun to have a good pop at a friend to find out who really is the better pilot without having to find a nice anarchic system and suffer the cost of destroyed ships just to prove a point :D
As for missiles. I think CQC is not really the environment for them.
I have a wingman who uses them against ships with shields down to reasonably good effect.
.
And for fixed weapons, they are another step up in power already for those who can use them.
and most ships in CQC are likely to be more manoeuvrable, so there may be some point in using fixed weapons.
.
Anyway we shall wait and see
:)
 
I completely disagree. There are profound situational considerations to weapon selection in Elite: Dangerous, at least as much in any of the games you've mentioned (and yes, I've played them all).

Its not like I can fly my ship and get a weapon pick up in CQC from what I've seen, which basically calls for weapon pickups in CQC, and not static selections as in the main game. Now if in CQC you carry all weapon types and just select which ever to use when you like then fine, but I've not seen that yet.
 
Its not like I can fly my ship and get a weapon pick up in CQC from what I've seen, which basically calls for weapon pickups in CQC, and not static selections as in the main game. Now if in CQC you carry all weapon types and just select which ever to use when you like then fine, but I've not seen that yet.

You can't swap weapons on your ships in Elite as readily as you can swap them in most first-person shooters, but there is certainly a huge variety of combat situations, and weapons that are more or less suited to them.
 
You can't swap weapons on your ships in Elite as readily as you can swap them in most first-person shooters, but there is certainly a huge variety of combat situations, and weapons that are more or less suited to them.

Yup which is why hitscan will be the most prevalent! And we go circular back to the first point. :D
 
Im looking forward to CQC. I'll give it a go at least. PVP is not really my thing. Ca n you CQC vs NPCs?

Are Power weapons allowed?
 
Im looking forward to CQC. I'll give it a go at least. PVP is not really my thing. Ca n you CQC vs NPCs?

Are Power weapons allowed?

No, and no.

I have no problem with the concept of CQC, especially as a separate mode. My issue with it is the timing: we need the core stuff filled in before shiny bling. Of course, if the bling takes off and becomes a stand-alone game and the riches it generates are used by FD to deliver the game they originally promised, then that is good. Rather a lot of 'ifs' there, though.
 
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I am fine with CQC as long as it does not give any rewards that can be used in the "real" galaxy account.
If it does, then there should be risk involved, which effects the "real" galaxy account too. (a cost to participate relative to the reward)
Otherwise you could Rank up your combat with no risk, Gain credits with no risk.
If the gains are there and the risk is zero, it would debase the main game so much it would not be worth playing anything but CQC, until you reach the most Rank gain possible and the most credits possible from the no risk CQC.
Any gain without risk introduced into ED would be devastating to the main game play.
 
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