And yes, Dutchy is good at making himself very difficult to hit while using it.![]()
Yeah I've found that as well.
*Shakes fist*
And yes, Dutchy is good at making himself very difficult to hit while using it.![]()
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.
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.
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 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.
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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 can't imagine they designed it with them in mind, given that main game PvPers already had ... main game PvP.FD is mistaken if they think that this is what main game PvPers want
min-maxican standoff
This comes across as more than a bit condescending. I respectfully suggest that this isn't necessary. Perhaps it wasn't even intentional.
"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.
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.
Fold
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.![]()
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.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.