CQC CQC too fast.

Hi Commanders.

I do believe what is missing here is "Time to formulate a "GROUP" attack. (In team mode)

The biggest problem being is that shields and hull are eaten away too quickly. This leaves no time for the challenge of escape, or to call for help. Once you are targeted, the simply is no time to do anything. Generally speaking, I aim for my group and hope they have the sense to deal with it. If I can get a few heavy shots to their shields, I can be confident that others will see the advantage and finish them. While I stay on the time out screen. Literally speaking, the balance is crap.

You need to feel like you are in something that is not a paper bag. There is a massive problem with gimballed lasers in close proximity to objects. No matter how hard you try and escape. They always get you. As opposed to other armaments. It is a massively unfair balance. Progress is backwards.

I strongly believe the game could be much better by giving us stronger shields, better hull capacity, and objects to hide in. Give us some time to think, and not make it a shooting gallery. Otherwise the entire thing seems to come across as dumb luck. Which is fine for more experienced players who are wiling to shoot and shoot and shoot. But it doesn't add up to much eh?

I'm level 21. And it is still crap. The weapons and upgrades are meaningless.
 
I assume part of the depth is built trough 3 different kind of ships. Rock-Paper-Scissors?

I go down very fast as well, but is that just an issue with the condor in general?

With a weapon boost, everything melts very fast. This is not nice. I have a feeling that in serious games, both sides have to rush to the boosts, and which ever is there 1st will win. Boosts are just that OP.

I still like that ships go down fast. Faster those go down, more it gives room for skilled solo maneuvers.
If ships can take tons of dmg, it turns the game to focus fire game, and that is not nice imo. It is a bit like that already atm to be honest. CS:GO has a very nice amount of teamwork + plenty of room for solo maneuvers, could be the reason why it is still played today.

Maybe shields should (re)charge faster, so that when and if you are able to escape, you do not have to wait ages before you can get back in the battle. Would make it more important to be able to escape. While you are charging your shields, that you did not lose completely, you may lose couple team mates before your shields are full again.

But have to admit that I have not been playing enough to really know the good and the bad.
 
The problems are the lasers and the tracking. 100% accurafy for gimb weapons? Orcourse you melt quickly. Every meaningless little noob can hit with them and you can't do anything about it except chaffs but these won't help you that much as well. Also lasers do (in the main game as well) the most damage to the hull. There is no reason to get anything else than the stocked condor from lv 1. It is basically tue best loadout so why bothering grinding up? Credit reward pays my fuel, nothing more. No reason to play CQC for credits. For the rank? Doesn't even unlock missions. Doesn't bother me at all.
And since CQC is highly bugged, it is just a waste of time. If I am bored I go there but until now I am 81% mostly helpless. Still mostly deadly in the main game where the real action is happening.
 

Lestat

Banned
I think the problem is Players are not putting pips in shields. Which make your shield stronger. You know manage your power. Learn the strength and weakness of each and every ship. I use the weakness ship. But speed and agility is what I like.

So if you want to stay in combat more. Use the Sidewinder. But be warn it slower.
 
I think the ships still turn too slow. 1:1 is often still just a WW2esque turning battle, like it has been criticised in the main game as well. Rather than being able to adapt to new situations and engage or evade targets, it's often about finding someone first that wins the engagement.

Boosts should go, ships should turn faster to feel like proper space ships and the power distribution system might go as well. Fights are much too quick to make tactical decisions regarding power. And why not have more flexible loadouts?
 

Lestat

Banned
I think the ships still turn too slow. 1:1 is often still just a WW2esque turning battle, like it has been criticised in the main game as well. Rather than being able to adapt to new situations and engage or evade targets, it's often about finding someone first that wins the engagement.

Boosts should go, ships should turn faster to feel like proper space ships and the power distribution system might go as well. Fights are much too quick to make tactical decisions regarding power. And why not have more flexible loadouts?
Are you learning to use Assist off?. If you do it right you can turn faster then the other player
 
I kinda want a Medium class in CQC with Cobras, Vipers and such. More long lasting and strategic battles, closer to pvp in the main game.
 
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If something seems to be 'too fast' for You, there are two possibilities in fact.
1) You have right, and this is really too fast
2) You are too slow ;)
 
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Too fast, lol.

Anyway, if you got the endurance you can stick through with it. The brain is amazingly proficient with adapting to tasks. That goes for gamespeed / pacing as well. Reactions can be trained. Once you build some muscle memory some brain part is freed up and you can enjoy all the better awareness.

tl;dr: git fasta
 
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I remember when DBs plan for Elite was to have combat be meaningful and require thought, skill, and carry a risk of loss, that was back in the days when he was trying to get money out of us, funny how things change isn't it?
 
i have told this several times, but here it goes.. one more.

I don't think the solution is making hull or shields better, i think the problem are the gimballed weapons (even if the gimball is limited) i would like to see some game mode without them, and put all the fun in the hablilty of players in aiming and evading... like classic star wars or any spaceship movies.
 
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I believe the op is right - it comes down to who you can get in your sites first, and they are dead in like 5-10 seconds.
Also it seems that the easiest way to "lose" is when you get spawned too far from the action - and folks rack up multiple kills before you can even join in.

Also, starter setup seems to be the most deadly - I use a few boost upgrades, but the condor lasers seem to be the most effective (for me anyways)
 
I just want to say I like it how it is! So many threads about changing this... changing that... Enough commanders, this is a "Doom-Loop"! At the end there'll never be a solution everybody agrees with!
 
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CQC is not too fast, it's absolutely perfect at the pace it currently has. It is fast paced, but it should be that way. If you're having survivability problems it's simply because you have not adjusted and are not familiar with how to stay alive. I see so many posts of "I get blown up way too fast and it's kill, die - repeat." That's absolutely not the case, it may be at first but that's true about any game unless it's holding your hand the entire time. And we all know E:D doesn't do that.
 
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