CQC Are There Known Hacks in CQC That We Know Of?

Good news - apparently hack development effort is now shifted to Tom Clancy's The Division .
We should have a few weeks (if not few months) of hack-free game. ;)

 
There are a few players (including myself) that use silent running very effectively. But we do produce a lot of heat when we use it. Its a hard item to use effectively but if you do its pretty killer.

I think that conclusion might be reached due to the lack of aiming skill (without the assist of gimbal effect) of the people you face, which is more often than you'd face main game PvP players.

Chaff on the other hand forces untarget, which can be a little more difficult in a cluster.
 
I think that conclusion might be reached due to the lack of aiming skill (without the assist of gimbal effect) of the people you face, which is more often than you'd face main game PvP players.

Chaff on the other hand forces untarget, which can be a little more difficult in a cluster.

Aiming at a silent-running DBX or FDL is one thing. Aiming at a rapid-moving silent-running Imp ten pixels wide is quite something else. It's definitely doable, but certainly not easy!

You're right that it basically comes down to betting that you can dodge better than your opponent can aim, though. Depending on who you're facing (and lag conditions, etc), that can vary wildly.
 
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Aiming at a silent-running DBX or FDL is one thing. Aiming at a rapid-moving silent-running Imp ten pixels wide is quite something else. It's definitely doable, but certainly not easy!

You're right that it basically comes down to betting that you can dodge better than your opponent can aim, though. Depending on who you're facing (and lag conditions, etc), that can vary wildly.

Meh, that's one of the things I don't like about CQC, it simplifies the game way too much. Not much aiming skill is rewarded due to the dumbed down gimballed everything and limited chaff.

Death Match:

Run in the outskirt of the battle and pick up power ups, run in to kill one or two low health people, then run away to the outskirt of the battle, rinse and repeat.

This tactic only works if people are actually trying to enjoy the heat of the battle. If everyone was trying to "win," they'd be staring at one another 3km apart waiting for power up to spawn or run away if they see someone with a power up coming at them.

Team Death Match:

Cluster together and don't stretch out too far, disparity between teams' total "skill" is made readily determined and easily intensified, a match's outcome is decided long before the match is over.

Capture:

Everyone thinks it's Team Death Match.

FD is mistaken if they think that this is what main game PvPers want, it's a distraction and a copy paste FPS arena reskined with aim bot for everyone. I suppose some players wanted this, but I can only shake my head in disapproval and roll my eyes as I entertain it for the sake of Engineer update instead of it entertaining me.
 
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I think that conclusion might be reached due to the lack of aiming skill (without the assist of gimbal effect) of the people you face, which is more often than you'd face main game PvP players.

Chaff on the other hand forces untarget, which can be a little more difficult in a cluster.
Yes 99.9% of the time I am facing people that can't hit the broad side of a barn without gimbals. The few so called main game pvp people I have faced in CQC are included in that category. I can count the number of people that can reliably hit my silent running imp fighter on one hand.
 

This comes across as more than a bit condescending. I respectfully suggest that this isn't necessary. Perhaps it wasn't even intentional.

Now to talk about some of your points, since I'm probably almost as passionate about CQC as you are about main-game PvP:

"Not much aiming skill is rewarded due to the dumbed down gimballed everything and limited chaff."

It's true that aiming skill is less important, but it's not entirely missing. In a close duel, the pilot who can still hit the ship even when they're chaffing or using silent running or heat sinks is going to win. Those skills still matter, and they matter a lot. But it's not the only skill that matters, or even the most important. Power management, powerup control, maneuvering, and good old situational awareness are all bigger factors. Most of this is just as true for main game PvP as well, so I'm not sure why you're picking on "aiming skill" as a comparative deficiency.

"Run in the outskirt of the battle and pick up power ups, run in to kill one or two low health people, then run away to the outskirt of the battle, rinse and repeat."

Works great against players who don't actively try to control the powerups. Against top-shelf players, though, there's competition to control those powerups and this makes all the difference.

"If everyone was trying to "win," they'd be staring at one another 3km apart waiting for power up to spawn or run away if they see someone with a power up coming at them."

If you watch high-skill players going at it, this is not remotely what happens.

"a (Team Deathmatch) match's outcome is decided long before the match is over."

Often, but I think that's a matchmaking problem more than anything. TDM is really intense if you manage to land a good team matchup. Sometimes it's "the side with the ace on it wins" or "the side with the coordinated wing wins." Sometimes you get an ace carrying the team against a coordinated wing (or trying to). Sometimes you get an ace on each team mostly keeping each other busy while everyone else dukes it out.

"FD is mistaken if they think that this is what main game PvPers want"

Speak for yourself. :) A lot of us like what's here and actually prefer it to main game PvP. Different strokes and all that. I do think it's a mistake to think that high-level CQC is any less complex and rich than high-level main-game PvP. Neither, of course, is anywhere near pefect.

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Yes 99.9% of the time I am facing people that can't hit the broad side of a barn without gimbals. The few so called main game pvp people I have faced in CQC are included in that category. I can count the number of people that can reliably hit my silent running imp fighter on one hand.

I strive to stretch your finger. :p

Unfortunately I don't get many opportunities to practice that particular skill, and certainly none in a directed/controlled environment.
 
FD is mistaken if they think that this is what main game PvPers want
I can't imagine they designed it with them in mind, given that main game PvPers already had ... main game PvP.

For me, it's a fun little thing that's usually more interesting than blowing up Anacondas in a RES, comedy weapons and powerups included, and doesn't require immense pre-arrangement to have something resembling a fair fight. Sure, you can do stuff like 'pick the weakest target' or 'have an 8-way min-maxican standoff' but it wouldn't be as fun.

On the gimbals, I think Frontier have it balanced quite well - use of fixed weapons would put a high skill floor, given the speed and size of the light fighters, on getting a kill at all - but silent running, chaff, and heat management mean that people who can aim that well are definitely going to win the match. Let's put it this way: I can't reliably hit another Imp without the gimbals if they're actively dodging, my main game PvP experience primarily consists of running away in a badly outgunned ship, and I can still beat 99%+ of Arena players without too much effort. Indeed, I have plenty of flawless victories, despite there apparently being no particular skill involved in hitting me - the number of beginning players who haven't yet got the basics such as "point front of ship towards target" or "those red circular things are not tunnels" down properly is worth remembering.

If "about where I am" was the skill floor to get any points at all, I know I wouldn't have bothered sticking with it long enough to get to my current level, and the people better than me would be posting endlessly in the matchmaking thread to try to get enough of them online at once to have a game.
 
This comes across as more than a bit condescending. I respectfully suggest that this isn't necessary. Perhaps it wasn't even intentional.

Don't worry about accusation of arrogance with me, it's usually others accusing me of being arrogant, speak your mind.

"Not much aiming skill is rewarded due to the dumbed down gimballed everything and limited chaff."

It's true that aiming skill is less important, but it's not entirely missing. In a close duel, the pilot who can still hit the ship even when they're chaffing or using silent running or heat sinks is going to win. Those skills still matter, and they matter a lot. But it's not the only skill that matters, or even the most important. Power management, powerup control, maneuvering, and good old situational awareness are all bigger factors. Most of this is just as true for main game PvP as well, so I'm not sure why you're picking on "aiming skill" as a comparative deficiency.

If there's a 1v1 arena mode, then I would say yes, the edge of being able to aim at the influence of SR and chaff would matter, but you know well that any "duel" will be interrupted by a third or fourth player. The reason why I focus on aiming skill is that it is the only way a player can deal direct damage to another player, and making this simplified only trivializes combat and place more emphasis on things such as camping power ups.

"Run in the outskirt of the battle and pick up power ups, run in to kill one or two low health people, then run away to the outskirt of the battle, rinse and repeat."

Works great against players who don't actively try to control the powerups. Against top-shelf players, though, there's competition to control those powerups and this makes all the difference.

Right, and I've fought against these top players, and they do a fantastic job managing power ups, but I personally don't find it skill dependent since when I observe top players going at one another, they almost never engage with one another until they find power ups to ensure an upper hand, which I believe goes against the spirit of a "balanced arena."


"If everyone was trying to "win," they'd be staring at one another 3km apart waiting for power up to spawn or run away if they see someone with a power up coming at them."

If you watch high-skill players going at it, this is not remotely what happens.

High-skilled players are usually mixed with low skilled ones, which cause them to avoid one another instead of making them go at one another from experience and observation.

"a (Team Deathmatch) match's outcome is decided long before the match is over."

Often, but I think that's a matchmaking problem more than anything. TDM is really intense if you manage to land a good team matchup. Sometimes it's "the side with the ace on it wins" or "the side with the coordinated wing wins." Sometimes you get an ace carrying the team against a coordinated wing (or trying to). Sometimes you get an ace on each team mostly keeping each other busy while everyone else dukes it out.

This might be simply due to our difference in experience, but I mostly find high-skilled CQC players avoiding one another like the plague and pick off less skilled players then make a run for power ups, rinse and repeat. Which makes sense, as well, since both teams are trying to win.

"FD is mistaken if they think that this is what main game PvPers want"

Speak for yourself. :) A lot of us like what's here and actually prefer it to main game PvP. Different strokes and all that. I do think it's a mistake to think that high-level CQC is any less complex and rich than high-level main-game PvP. Neither, of course, is anywhere near pefect.

Yes, I do speak for myself on that matter, and considering I often land 2nd place against high ranked and skilled players, I think I have a general idea of where the skill ceiling sits. I find CQC lack in depth and complexity, whereas if simulated in the main-game (such as the PvP League) has more complexity, especially considering the new modifications that are about to arrive with the imminent update.

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I can't imagine they designed it with them in mind, given that main game PvPers already had ... main game PvP.

For me, it's a fun little thing that's usually more interesting than blowing up Anacondas in a RES, comedy weapons and powerups included, and doesn't require immense pre-arrangement to have something resembling a fair fight. Sure, you can do stuff like 'pick the weakest target' or 'have an 8-way min-maxican standoff' but it wouldn't be as fun.

On the gimbals, I think Frontier have it balanced quite well - use of fixed weapons would put a high skill floor, given the speed and size of the light fighters, on getting a kill at all - but silent running, chaff, and heat management mean that people who can aim that well are definitely going to win the match. Let's put it this way: I can't reliably hit another Imp without the gimbals if they're actively dodging, my main game PvP experience primarily consists of running away in a badly outgunned ship, and I can still beat 99%+ of Arena players without too much effort. Indeed, I have plenty of flawless victories, despite there apparently being no particular skill involved in hitting me - the number of beginning players who haven't yet got the basics such as "point front of ship towards target" or "those red circular things are not tunnels" down properly is worth remembering.

If "about where I am" was the skill floor to get any points at all, I know I wouldn't have bothered sticking with it long enough to get to my current level, and the people better than me would be posting endlessly in the matchmaking thread to try to get enough of them online at once to have a game.

I think you point out something very important, it's the low skill ceiling for aiming and the casual tone of CQC that really turns me off.
 
Honestly I think the largest drawback of CQC is the weapon power up, because who ever gets to it first tends to control and win the rest of the match. One player comes to mind who is particularly good at hoarding the weapon power up, so you're dead before you know what hit you.

I try to stay away from the power up as much as possible, except for the rare occasion where I'm out numbered in TDM and seriously need an advantage.

Aside from that, one match I'll be queued up with a bunch of new/low level players (no offense intended) and the next I'll be matched up with the top pilots. It's always those two extremes for me, and hardly ever inbetween. I don't mind fighting the top pilots for the challenge, unless of course one of them hoards the weapon power up.
 

The idea of power up pick ups really annoy me because it's introducing an entropy that shouldn't exist in a balanced arena, by saying that everyone has access doesn't reduce this RNG-like factor.

Though regardless it's good to see some players are enjoying CQC (which some of my main-game PvP friends are), it's just unfortunate that it isn't my cup of tea and doesn't sit right with me regardless of how well I perform.
 
The idea of power up pick ups really annoy me because it's introducing an entropy that shouldn't exist in a balanced arena, by saying that everyone has access doesn't reduce this RNG-like factor.

The only RNG aspect of powerups is player starting positions.

I wouldn't mind trying an option to play CQC matches without powerups, but I suspect it would be less fun on the whole. The powerups give meaning and value to the terrain and reasons to be in specific places to balance against other risks and goals. They give opportunities for clutch plays and miraculous turnarounds. There's a reason why powerups are a staple in arena deathmatch games!

I can definitely understand why some people don't like them, especially if they'd rather focus on pure dogfighting. There's definitely an unfilled gap for those who want "final destination no items fox only" fights. :)
 
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The only RNG aspect of powerups is player starting positions.

I wouldn't mind trying an option to play CQC matches without powerups, but I suspect it would be less fun on the whole. The powerups give meaning and value to the terrain and reasons to be in specific places to balance against other risks and goals. They give opportunities for clutch plays and miraculous turnarounds. There's a reason why powerups are a staple in arena deathmatch games!

I can definitely understand why some people don't like them, especially if they'd rather focus on pure dogfighting. There's definitely an unfilled gap for those who want "final destination no items fox only" fights. :)

Yea, that sounds like a reasonable explanation, I just hope the Engineer update doesn't force me to grind CQC more than I already have in preparation of it. I'm only rank 27 (no prestige) and really don't want to grind much more considering I can already contend with the majority of the rank 45+ prestige players, save the pro prestige 8 rank 50s. Which funny enough keeps getting matched up with me who is a noob by ranking.

*Fingers crossed*
 
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I would love to see an option to take out the power ups for CQC. Otherwise, I think the weapon power up should either be nerfed or removed, keeping the defensive power ups like stealth, shield recharge, and speed. Weapons are already pretty powerful.

That's just my opinion, anyway.
 
I would love to see an option to take out the power ups for CQC. Otherwise, I think the weapon power up should either be nerfed or removed, keeping the defensive power ups like stealth, shield recharge, and speed. Weapons are already pretty powerful.

That's just my opinion, anyway.
I personally would love to see that option, takes the who can horde the weapons power up the best out of the equation and puts it into pure skill territory. Forgot to mention all the power ups should go.
 
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Sir.Tj

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I personally would love to see that option, takes the who can horde the weapons power up the best out of the equation and puts it into pure skill territory. Forgot to mention all the power ups should go.

A hardcore mode would be fun, no shields, powerups and kinetic weapons only.
 
After reading this thread the only thing that comes to mind is CQC in itself is made unplayable simply by the matchmaking system itself, two nights ago I thought I would have a look and as I'm a helpless lvl 1 character it was amusing being matched to a lvl 38 and a lvl 46 player.

On the whole the game needs some serious bot action and will give Fdev a new way to test ED npc AI as well.
 
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