In all honesty, if you don't know how to circle strafe someone in 1v1 while pointing at them and boosting and shooting at them, then you don't know enough about the mechanics of the game to criticize this change.
As for wing fights, the real meta that is incoming is that each wing will fly in tighter formations, with slower alphas using more PD and maybe screening and at least 1 EMC and landing a missile in that hail of PD fire will be like breaking into Fort Knox. Landing drag munitions on slow alphas will become irrelevant because it will just mean the other side is neutering their offensive DPS in favor of CC effects that don't make a difference vs ships that don't use fixed/gimbaled weapons.
Also, formation flying would become an actual thing as would flanking of wings v wings. This is not a bad change, and if you really stop to honestly think about it, you'd see that it has the potential to make the game much deeper and with more rich and varied wing combat.
You just don't understand, do you? No matter what "formation flying" you do, or what modules you put on your ship to try and avoid it, you will get hit by drag. Whether it's from seekers, packhounds, or fragment cannons, you will enter a stall that you can't get out of. Not every fight in this game is a 1v1, and I find it hilarious that you're trying to criticise one of the best PvP pilots in this game.
ziljan is a very experienced pvper and wrote a fantastic guide which is stored in this forum.
however i dont share his opinion here in view of the drag effect.
In all honesty, if you don't know how to circle strafe someone in 1v1 while pointing at them and boosting and shooting at them, then you don't know enough about the mechanics of the game to criticize this change.
As for wing fights, the real meta that is incoming is that each wing will fly in tighter formations, with slower alphas using more PD and maybe screening and at least 1 EMC and landing a missile in that hail of PD fire will be like breaking into Fort Knox. Landing drag munitions on slow alphas will become irrelevant because it will just mean the other side is neutering their offensive DPS in favor of CC effects that don't make a difference vs ships that don't use fixed/gimbaled weapons.
Also, formation flying would become an actual thing as would flanking of wings v wings. This is not a bad change, and if you really stop to honestly think about it, you'd see that it has the potential to make the game much deeper and with more rich and varied wing combat.
Mate, honestly, you're not making logical points. All it sounds like to me is someone trying to make excuses for a weapon so broken it might actually help them deal with people who are better pilots.
Either way, I don't see much point in trying to debate it further with you, since you keep trying to tell me I don't know what I'm talking about anyway.
Uhm, no, it isn't. Whole player interaction and multiplayer portion of the game is gimmicky, at best. Frontier knows it, players know it, why are you having such hard time to see it?
In all honesty, if you don't know how to circle strafe someone in 1v1 while pointing at them and boosting and shooting at them, then you don't know enough about the mechanics of the game to criticize this change.
Fdev is planning to make a change that forces the use of a single experimental effect - I’m wondering if they understand that. That sounds like unbalancing, not balancing.
The only ships that are slow and big enough to be impacted by low DPS drag frags are ships that should never have relied on dog fighting anyways. If you fly a small fast ship, and someone manages to hit you with frags, then they earned that hit. I say this as someone who thinks small fast ships need a buff in general. But not in this regard. Tbh, I think it's more likely that small agile ships will be able to better use this to AVOID getting hit than the reverse. Hence forcing larger ships to use turrets, PD, and EMC, and to stop trying to use dog fighting and reversky as a primary counter which they never should have been able to do.
Yeah no.
One pellet is enough to apply the effect, and frags are the easiest to hit a small agile target with. It's the same principle of using a shotgun against birds rather than a rifle.
I’m not a super famous PC PVPer or anything, however, I like to think I’m one of the more competent guys on Xbox.
The change to Drag Munitions is certainly an unwelcome one.
Ships that rely on maneuverability over sheer defense numbers are taking a huge blow here.
Not only that, but removing the ability to at least boost from some of the more non-meta ships is absolutely going to kill any usefulness they might have had.
I sometimes use a Python for PvP, for example. Hardly the best choice, but it’s a good time regardless.
It’s completely useless without the ability to at least boost, as it’s a total pig. Even FA off, it simply doesn’t want to move until you hit that boost button lol.
ziljan is a very experienced pvper and wrote a fantastic guide which is stored in this forum.
however i dont share his opinion here in view of the drag effect.
In all honesty, if you don't know how to circle strafe someone in 1v1 while pointing at them and boosting and shooting at them, then you don't know enough about the mechanics of the game to criticize this change.
You're saying this to L'in, of all people. Just because it's clear you don't know who L'in is, he's the guy that has made detailed Youtube videos on the advanced combat mechanics of this game, was one of the most helpful instructors of GCI, and helped people get good with 1-on-1 experience. He was just helping a streamer out yesterday.
L'in has been writing guides since you were first learning how to not crash your Sidey into the side of a space station. And here you are, a petty clubber killer whos britches got too big by occasionally scoring a kill on people who literally just log in to kill noobs in Eravate, barking up the tree at L'in. I'd tell you to quiet down and sit before you made yourself look like a fool, but you've already managed to do so.
Your friends disagree with you. People with more experience and know their stuff disagree with you. I hope you're not the face of AA and the one who is training the future AA recruits because if so... man. I feel bad for people like BreakfastMelon, DeZpe, Mini_Watto, and others that brought a good name for the group.
If Fdev doesn't fix this, this will also differ in a couple of critical and dangerous ways from past "sanctioned exploits".
The PvP community successfully established norms against the use of heat cannons and heal beams. With certain notable exceptions, these norms are followed within the PvP community. The establishment of these norms was made easier by the fact that few people bothered with beams and cannons before Fdev created exploits for them. When heat cannons were finally nerfed, an entire group known primarily for exploiting them simply vanished. Healbeam use in PvP remains rare and only done by certain elements.
But frags and seekers are both very common weapons. Drag munitions in particular are already the most popular secondary for seekers and pack-hounds. That is because the effect they previously had was already quite useful. It forced CMDRs to RELY on boost to continue with fast movements, often requiring the diversion of power. It was already a useful effect (arguably the single useful effect for seekers). Many frag users also have one drag-frag already due to its effectiveness as a ToT enhancer.
But I digress. The point is that because of the already widespread adoption it will not be so easy to establish a norm against its use. People are not likely to be willing to change builds, let alone waste any materials to change engineering.
This is likely to drive many PvPers (and likely others due to frags becoming an even stronger ganking weapon) away from the game if it is left in its present state. If I did not know better I might assume that an intended effect.
Nonetheless, there are three easy ways to at least make this a little more balanced.
1. Revert this change entirely.
2. Separate the "0-Pip" effect from the new "boost block effect" and have them be two separate special effects, ideally one for frags only and one for seekers only.
Seekers only get the boost block effect which I shall call "Dampening Munition". This blocks boost for a few seconds, has a one-minute cooldown, and does negligible damage with an extremely low (or nonexistant) breach chance.
Frags keep the old "Drag Munitions" effect as it existed prior to this patch.
3. At an absolute minimum, impose a cooldown of at least thirty seconds (but ideally, a minute) on at least the boost-blocking effect.
The Elite Dangerous servers will be offline for all platforms from tomorrow morning (23 April) for approximately 6 hours as we apply the April Update. There is a chance that this could run over, so we really appreciate your patience. As usual with these updates we'll keep you as up to date as possible.
While the servers are down, why not join us for our launch livestream starting at 11:00 AM (UTC) tomorrow on Twitch, YouTube and Mixer?
Thank you for your patience and we'll see you in the black!
Please find the full patch notes for the April Update below:
New Features
Main Menu
Main menu layout updated to make screens and options clearer and to allow room for descriptions
Added Commander details to the top right corner
Added a news carousel that can display GalNet headlines, store releases and/or community announcements
Hints/tips are displayed during the loading screen
Players current main ship is displayed as the background on the main menu
Note: this will always be your current 'main' ship; fighters/SRVs will not be shown
Commander Creation
Updated the new commander flow to make the process more informative and engaging
Ship selection screens now display more information on the ship, and also includes an image of the ship itself
Players can now choose to start in the Dromi system (in a permit-controlled area administered by the Pilots’ Federation) or in the standard package location
Pilots' Federation District
The Pilots' Federation District is a collection of systems designed to offer a regulated area for new Commanders
Outfitting in these systems offers a basic level of equipment, and Shipyards offer a range of entry level ships
Missions offered in the district are aimed at early stage players
These systems are also marked with a special icon in the navigation panel and galaxy map
Once players have gained a rank in Combat, Trade or Exploration, they are offered a 'graduation' mission, which directs them out of the district. If they choose to complete this mission, they cannot re-enter any of the district systems.
This also means current, experienced players cannot enter any of these systems
New Modules
Advanced Docking Computer - The Advanced Docking Computer provides cutting edge guidance control to the ship’s computer, offering a further launch option alongside the assisted docking function.
Supercruise Assist - The Supercruise Assist module allows the ship’s computer to regulate the approach towards a set location within the current system and to disengage the drive at the appropriate time . This module can also be used to enter orbit around a planetary body.
Planet side targets are excluded - instead they will engage the planetary orbit function of the computer, and Commanders will need to manually guide the ship to the ground destination
Added a new 'Flight Assistance' section to the Ship tab on the right hand panel. Here players can toggle various options on or off (if fitted with the correct modules):
Flight Assist
Auto Dock
Auto Launch (requires Advanced Docking Computer)
Rotational Correction
Hyperspace Dethrottle (requires the Supercruise assist module. If switched on, throttle will automatically set to zero on entry to a new system)
Navigation Tab
Plotted route information is now displayed along the top of the Navigation tab
The popup box for each entry in the Navigation tab now includes extra information (where applicable) and various quick links to other features/areas of the game:
Lists any activities available at the selected location, with links to the relevant pilots handbook article(s)
Links to system or galaxy map where appropriate
Highlights threat levels when the threat is higher than your combat rank (and lists if it is human or xeno)
Displays various data on ports or nearby systems, such as allegiance, economy, has appropriate landing pad for your ship, relationship, state, security level galactic region
Maintains all previous actions such as lock target, and bookmark location
Pilot's Handbook
New section added to the Codex that contains articles detailing activities and features of the game:
Mining
Exploration
Piracy
Trade and Smuggling
Mercenary Work
Bounty Hunting
Xeno Hunting
Salvage and Rescure
Maps
Crime and Punishment
Training Simulation Access
Training simulations are now accessible from within any ship cockpit, from anywhere
Note: if you attempt to start a simulation whilst in danger, you will be subject to the standard 15 second delay before proceeding
Commodity Market Interface
Separated 'Buy' and 'Sell' screens, to make it clearer to the player what data they are looking at
Added filters
Added 'Suggested' markets to the comparisons popup, and populated it with nearby data that the player owns
Also added the mission icon to systems that the player has active missions in
The 'Help' button takes the player to the relevant Pilots Handbook article
Updated the supply and demand icons and added a description of it to the right hand side of the screen, to make it clearer to the player when to buy or sell
Highlight mission related and rare goods on the buy screen, with a key to icons along the bottom
Clarified what the comparison column is telling the player:
On the buy screen - the profit if selected commodity is sold at selected market/galactic average
On the sell screen - the profit if selected commodity is bought at selected market/galactic average, and sold at current market
By default the column shows the 'Galactic Average' until the player selects a market to compare with
Added local market data to the right hand side for quick comparison
Buy screen shows Galactic average and price per unit on right hand side and Sell screen also includes profit if sold
Buy/Sell popup includes more information and quick links
Local market data for quick comparison
Selecting a market takes the player to the system on the galaxy map
View commodity on galaxy - takes players to a filtered version of the map
Added more detail to the popup box when selecting any commodities in the players inventory, as well as a quick link to the galaxy map with the correct filter applied
Bug Fixes and Improvements
This update includes over 800 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.
AI
Fixed some odd AI behaviour, found in assassination missions
Pirate AI will now act accordingly once the player responds after they demand cargo
Codex
Fixed an issue that prevented discovered Ammonia worlds from being confirmed
Fixed not being able to open the codex whilst in planetary glide
Fixed the session log not displaying a DSS scan event as 'efficient' if the efficiency target was met
Conflict Zones
Fixed issue where allied ships could suddenly become hostile to the player
Crashes/Stability
Fixed a crash that could occur when disarming a seismic charge
Fixed crash that could occur when launching or switching to a fighter
Fixed crash that could occur whilst driving an SRV
Fixed a crash that could occur when mining in a wing
Fixed a crash that could occur when restocking limpets
Damage Balancing
Fixed an issue that was causing damage dealt by Thargons to increase in multiplayer sessions
Fixed issue that caused more heat damage to be applied to vessels when in a multiplayer session
"Drag Munitions" engineering modification now disables the victims boost function whilst it is active
Diamondback Explorer
Fixed an issue with the yellow computer screen in the cockpit incorrectly showing as blue
Docking Computer
Fixed edge case that could cause the docking computer to not be able to successfully dock the ship
Exploration
Fixed issue that caused COVAS line 'System Scan Completed' to trigger multiple times incorrectly
Added option to invert the FSS tuning axis
Fixed an issue when trying to custom bind Front or Rear View toggle in DSS mode
Added an index number to Thargoid Barnacle sites to make easier for players to differentiate them
Fixed some cases where planets can appear to be fully scanned when they haven't been
Galaxy Map
Fixed a star class in Lyaisae IC-U e3-253 that was displaying incorrectly on the Galaxy Map
General Ship
Players PIP settings are retained once they return back to their ship after switching to an SRV or fighter
Players can now use the keybinding to turn off ship headlights whilst using the docking computer
Corrected the cockpit health disparity displayed between module tab and advanced maintenance
Fixed an issue where a dismissed ship could end up not being able to be recalled
Fixed an issue where broken shields would recharge faster when dropping in and out of Supercruise
Fixed limpets showing in front of your ship suddenly when launching them
Player Journal Updates
FSDJump event – now includes “Body” info about the arrival star
Don’t write a spurious “FighterRebuilt” event after docking SLF back in the ship
ApproachSettlement” now includes body info
The “Loadout” event:
no longer includes spurious ammo stats for energy weapons
now includes UnladenMass and FuelCapacity info
now written when docking SRV back in mothership
now includes CargoCapacity, and MaxJumpRange
Module item names are now consistently lowercase
Status.json:
include LegalState
includes info on nearby planet, and ‘AltFromAvgRad” flag
Scan: include a star’s subclass
Location: include DistFromStarLS
Add Conflicts data in FSDJump and Location
Include Vehicle ID for SLF/SRV (LaunchFighter, LaunchSRV, FighterRebuilt, FighterDestroyed, DockSRV, DockFighter, SRVDestroyed, CrewLaunchFighter)
Add info in Scan event to show if the body was previously discovered or mapped
Krait Phantom
Fixed reversed thruster animations when viewed from the vanity camera
Localisation
Fixed various typos
Mining
Fixed 'Optimum yield range exceeded' warning displaying when the yield hasn't been exceeded
Ensure we eject deposit chunks from asteroids perpendicular to attempt to stop chunks getting stuck inside
Fixed missing 'Detonation Successful' message
Tightened hitcheck around asteroid models to lessen the amount of surface deposits that don't break off when correctly hit
Rendering
Fixed lighting issue when returning to the cockpit from FSS mode
Fixed tiling effect when capturing high-res screens shots in various situations
Synthesis
Fixed incorrect message 'AFM refill' being displayed when using the SRV Repair recipe
USS
Increased High Grade Emissions USS spawn rate
Vanity Camera
Fixed visual issues when the camera signal is lost
VR
Ensure the mist at Thargoid sites displays correctly in both eyes
Fixed light flares from stars flickering in the right eye display
Weapons
Fixed an issue that caused the remote flak launcher to continue malfunctioning even after being repaired by an Auto Field-Maintenance Unit
If Fdev doesn't fix this, this will also differ in a couple of critical and dangerous ways from past "sanctioned exploits".
The PvP community successfully established norms against the use of heat cannons and heal beams. With certain notable exceptions, these norms are followed within the PvP community. The establishment of these norms was made easier by the fact that few people bothered with beams and cannons before Fdev created exploits for them. When heat cannons were finally nerfed, an entire group known primarily for exploiting them simply vanished. Healbeam use in PvP remains rare and only done by certain elements.
But frags and seekers are both very common weapons. Drag munitions in particular are already the most popular secondary for seekers and pack-hounds. That is because the effect they previously had was already quite useful. It forced CMDRs to RELY on boost to continue with fast movements, often requiring the diversion of power. It was already a useful effect (arguably the single useful effect for seekers). Many frag users also have one drag-frag already due to its effectiveness as a ToT enhancer.
But I digress. The point is that because of the already widespread adoption it will not be so easy to establish a norm against its use. People are not likely to be willing to change builds, let alone waste any materials to change engineering.
This is likely to drive many PvPers (and likely others due to frags becoming an even stronger ganking weapon) away from the game if it is left in its present state. If I did not know better I might assume that an intended effect.
Nonetheless, there are three easy ways to at least make this a little more balanced.
1. Revert this change entirely.
2. Separate the "0-Pip" effect from the new "boost block effect" and have them be two separate special effects, ideally one for frags only and one for seekers only.
Seekers only get the boost block effect which I shall call "Dampening Munition". This blocks boost for a few seconds, has a one-minute cooldown, and does negligible damage with an extremely low (or nonexistant) breach chance.
Frags keep the old "Drag Munitions" effect as it existed prior to this patch.
3. At an absolute minimum, impose a cooldown of at least thirty seconds (but ideally, a minute) on at least the boost-blocking effect.
Yes to this! Frontier, I hope you’re listening. My vote is for option 1. Then option 2. Then option 3. I think option 4 would be to join the throngs of people checking other games out due to the lack of intelligent balancing here.