CQC mechanic changes

So I understand that some of the changes being made to combat with the CQC update are limited to the arena, but I'm actually a bit curious as to why.

For example, it seems as though the ships in CQC have much more maneuverability than normal, but why isn't that always the case? I thought the original elite was a bit more arcade then it's predecessors anyways and the slow speeds of the ships make the actual roles of each ship a little harder to determine. It seems as though that is obviously true, as why else would they have to adjust the maneuverability for the ships in the CQC arena if they had already been balanced appropriately for the task of combat? (I know that there are balancing issues with the other ships in the main game that CQC doesn't have to deal with, but I'm not sure if that changes the fact that a lot of the combat ships are to slow to really maneuver like you would want. The Condor seems like the only real combat ship that is really zippy. I'd argue that other ships like Vulture are good at combat, but there limitations in speed are made up for with shield boosters and shield cells when it should have just been pure firepower and space dominance.)

Also, breaking line of sight makes one lose a lock. Considering the heat based system being used, shouldn't that always be the case? How can I detect a ship via their heat emissions from behind an asteroid in the first place? Thermal imaging blocked by glass, so I would assume a huge rock would also suffice. It wouldn't change much in the normal game except in extraction points, which were already considered by many to be too easy.

It just seems that many of the problems people have complained about have been address in the CQC update, but from what I've read those changes are limited to the combat in the arena. In your opinions, is that a good thing?
 
Where did you get info about the ships being more manoeuvrable? (am not doubting you) I have flown the F63, flight model feels good, not arcade at all despite it's tiny size.

Hard to judge handling since I am used to HOTAS and Pedals - my time flying on xbox has really pushed me towards buying a condor in the main game.

Edit - only thing I found strange with CQC is the ships felt stock in speed/maneuverability, you can fly through 'powerups' to get extra performance
 
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https://www.youtube.com/watch?v=JvcGK_G-d2k

At around 2:25 the guy in the view mentions it. It may be a mistake, as the condor may just be that fast in the game as well, but that's ships maneuverability in comparison to the eagle in the main game is over 9000 and all the videos of CQC have the ships turning much faster than I would have thought possible under normal circumstances.
 
So I understand that some of the changes being made to combat with the CQC update are limited to the arena, but I'm actually a bit curious as to why.

For example, it seems as though the ships in CQC have much more maneuverability than normal, but why isn't that always the case? I thought the original elite was a bit more arcade then it's predecessors anyways and the slow speeds of the ships make the actual roles of each ship a little harder to determine. It seems as though that is obviously true, as why else would they have to adjust the maneuverability for the ships in the CQC arena if they had already been balanced appropriately for the task of combat? (I know that there are balancing issues with the other ships in the main game that CQC doesn't have to deal with, but I'm not sure if that changes the fact that a lot of the combat ships are to slow to really maneuver like you would want. The Condor seems like the only real combat ship that is really zippy. I'd argue that other ships like Vulture are good at combat, but there limitations in speed are made up for with shield boosters and shield cells when it should have just been pure firepower and space dominance.)

Also, breaking line of sight makes one lose a lock. Considering the heat based system being used, shouldn't that always be the case? How can I detect a ship via their heat emissions from behind an asteroid in the first place? Thermal imaging blocked by glass, so I would assume a huge rock would also suffice. It wouldn't change much in the normal game except in extraction points, which were already considered by many to be too easy.

It just seems that many of the problems people have complained about have been address in the CQC update, but from what I've read those changes are limited to the combat in the arena. In your opinions, is that a good thing?

Well maybe some of these will transition back over, but in reality most of the balance in CQC isnt needed in the main game, although the new guns from CQC would be nice in the main game.
 
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https://www.youtube.com/watch?v=JvcGK_G-d2k

At around 2:25 the guy in the view mentions it. It may be a mistake, as the condor may just be that fast in the game as well, but that's ships maneuverability in comparison to the eagle in the main game is over 9000 and all the videos of CQC have the ships turning much faster than I would have thought possible under normal circumstances.

The Condor is way more maneuverable than the Eagle, and has been since before it was called the Condor.
 
So do you think the maneuverability of the eagle in the CQC tutorial video is just for cinematic effect? It's zipping around much more easily than it should be able to, even with it's high maneuverability. There are clips of it chasing down a condor while zipping around objects. (10-25)

https://www.youtube.com/watch?v=W0pInPvo_yU

But to be honest, when watching in first person mode, it looks like regular flight, so perhaps its just the condors maneuverability that I'm not use too.

And that's still just one part of the other adjustments made to combat. I really like the line of sight tracking personally.
 
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