CQC CQC Contests - What is wrong about it

Unless they got a weapons Powerup and used stealth silent running and get on your tail pretty closely.

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I've brought it up a couple of times both here and in the livestreams, but had no response:

https://forums.frontier.co.uk/showthread.php?t=179116&page=2
https://forums.frontier.co.uk/showthread.php?t=179326

There are only two tabs available in CQC on the left panel and they, helpfully, reset after use which makes voice attack easier to implement than the main game where you need to track a variable for panel position and conditionals for selecting the correct menu.

If it helps, here's an example:

View attachment 67595
Good to know this implemented but most ships do not have much shields anyway to kill. If you fight against a Sidewinder then ok but the Shield powerup is 60% increase. That'll need it if you are lucky enough. The fighting is so fast paced to hardly decide if it is worth 'tinkering' at all - even the Priortites. It will just make your ship last longer but with reduced effectiveness and no point waiting to get back any damages when it is faster to simply crash (or die if you don't mind giving points away).
 
Yeah, I hardly use it because the situation has to be just so. Once you lose lock, it starts over again and the time spent preparing often means someone else has already killed the target.
 

Ozric

Volunteer Moderator
Firstly, well done FD it is fun! However...
(please do NOT add any arguments or pros here in this thread - thank you)
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1. Getting 8 players to get a game started is almost impossible whilst players join and others leave yet the game can not even start.
2. This draws you away from Team Deathmatch & Capture the Flag and you may get into Deathmatch that you are in fact better quitting waiting as you can more easily be added to another game. Once in, you are locked in for definite for on going games which is not the case for the other modes.
3. The Ship Selection in both Lobby and Game are not directly linked to the Loadout. This makes it very clunky in/out that menu. Select that ship. In/out Loadout. It is not intelligently configured.
4. The in game setting up of your ship is ridiculous. 5secs to setup your Module Power Management and Weapon Groups. However, you do learn that using any of this is trivial...I suggest FD make it more important and setup in the Lobby.
5. Any efforts to use Power Balancing are hit on the head mostly as in Close Quarters Combat, sadly the game revolves about how many kills you make and no rewards for making your ship last by evasive tactics and Module Management. It fast becomes clear you should use your ship to ram often when in a lance.
6. The target selection is just silly and needn't be. There is no reason not to use the Select Next Target & Select Nearest Hostile. This part is very annoying and ruins my huge enjoyment!
7. Mics are not working in the other 2 modes mentioned prior. I understand why there's no mics in Deathmatch.
8. The Sidewinders speed is laughable! You exaggerated all the other ships and nurfed this. It's not worth flying imo.
9. Needs COOP game mode against AI and possibly remove 4v4 if players do not wait long enough for a game to get started.
10. How's about our Paint Jobs for example?
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Go on and please only add feedback to help make it much better please...

(if you're against this thread then look at creating your own)

1. To be honest since CQC has gone live the fewest people I have had in the lobby is 6 and we always get full during the game. A couple of people may leave in the lobby, but it's normally full before the next game starts.
3. I have to disagree as I don't think it's a bad thing that you don't go directly into editing your ship (which is what I guess you mean), the fact that you have 3 loadouts for each ship means it's much better, quicker and easier to swap around depending on your opposition and situation.
4. I wouldn't say they were trivial (especially if you're using laser/cannon combo), but I do agree that it could do with being added to the loadout menu.
5. I think Power Balancing is very important in CQC and I am swapping around quite a lot, especially once you get the Plasma Cannons on the Condor. One thing that does definitely need to be done is that it should remember your previous settings after respawn.
6. There is a very big reason and they have stated from the start that it is to do with the Line Of Sight that's employed in CQC
8. The Sidewinder doesn't need to be quick :D it has it's place, especially in CTF.
9. I don't think so, if you think it's hard enough for you to find a game as it is at the moment, then imagine how hard it would be if everybody was playing against AI.
10. Sure
 
Sure, if it's there and not made unavailable then we should be able to "manage" it for far better tactical play rather than leave them alone as they are and not even need to notice them. Some players are saying they even find leaving the Balanced Powers Pips as they are or set them to always 4 pips to Systems. It does not help to create more interesting play if there really is no major gain. You are actually better off crashing a ship instead of waiting for Shields to come online as there is totally no gain in making your ship last longer. It's time better spent in a new ship killing enemies.

Yeah, I've considered that a few times, slamming into a rock instead of trying to escape as you'll get back up with full shields quicker. There's no great reason to avoid dying.

That said, I do like trying to keep a kill-streak going; I'm surprised it's a stat they don't show. For me, getting several kills without dying is much more of an achievement that repeated kill-die-kill-die sequences.

They could also do with some modes that penalise death. Like a no-fixed weapons, 1 shot kill, 1 life mode. Or even a Tag mode, where you kill "it" then you're "it" and get scores by how long you can avoid being killed.
 
While CTF doesn't punish death heavily, both TDM and DM do punish death. You just let another player (or the other team) get a kill closer to winning, just like any other kills-oriented game.


Yes, but I think it depends. If I'm leading I get a little bit kamikaze. I love to win a match with a high speed collision.
 
In DM the punishment isn't as severe as in TDM because the kills will be spread among several players.

in TDM they all accumulate.
 
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