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?
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?