Drag Munitions

The big question on my mind is if this will prevent high waking. Is boost required to high wake or just full throttle?
 
You're right to worry about this, but not for that reason, you don't need to boost to high wake, as a rule, HOWEVER, if you are full time FA off (and have gotten so used to it that you no longer have a button mapped to turn it back on, or have forgotten what that is), you're pretty screwed, as facing your destination without flight assist OR boost, will require good thruster control at a time of minor panic. It certainly will be an issue for FA offers.
 
You're right to worry about this, but not for that reason, you don't need to boost to high wake, as a rule, HOWEVER, if you are full time FA off (and have gotten so used to it that you no longer have a button mapped to turn it back on, or have forgotten what that is), you're pretty screwed, as facing your destination without flight assist OR boost, will require good thruster control at a time of minor panic. It certainly will be an issue for FA offers.
How are you going to use your Advanced Docking Computer if you don't even have a button mapped for FA on?
 
Thanks @Morbad - that was much clearer :D

I cannot get my head around FA-Off, despite several hours of failing pitifully, too old I guess, and unable to 'loose' the control habit of the HOTAS in normal flight.
 
While you guys are all screaming blue murder, how comes nobody contemplates over the words "whilst it is active"?
Couldn't this timer (for how long it's active) be an easy and cheap tool to balance this new effect?

The possibility of a cooldown being added or extended, or the time of the boost disruption effect being tweaked isn't something that has been overlooked. However, the patch notes made no mention of such.

Fortunately, from the cursory testing I can do while dozens of jumps from anywhere with an SLF (my exploration corvette already had a large rapid fire drag seeker rack) there does appear to be a 10 second cooldown on the anti-boost portion of the effect, so the situation won't be as dire as some feared.

Now the question is having no-boost for a third to half of a fight enough of a game changer that these weapons will still be mandatory. I think it will be, if it's not tweaked further, as many people were already running them to good effect prior to this change.

Somehow the whole drama reminds me of the introduction of SCBs (aka "health potions") where everyone and his aunt (me including) was yelling doom to the game. Meanhwile I think SCBs are quite well balanced and I'm confident something similar will happen with drag munitions.

I consider SCBs and everything surrounding them a prime example of how not to balance something.

SCBs are only balanced because the small ones are worse than HRPs and the ships carrying large ones are easy enough to hit with feedback cascade. Feedback cascade is one of those nearly mandatory mods that only exists to balance SCBs and is nearly the only thing balancing SCBs. Every ship I've got that expects to fire at something with a class 5 or larger internal has at least one feedback rail, and many have two.
 
I cannot get my head around FA-Off, despite several hours of failing pitifully, too old I guess, and unable to 'loose' the control habit of the HOTAS in normal flight.

yea, this is me right there

Baby steps. Start with FAoff turns.

already starting with first baby steps.
hopefully till I reach the pvp lane, the drags will settle one way or another. (that means they have a couple of years at their disposal - lol)
 
The possibility of a cooldown being added or extended, or the time of the boost disruption effect being tweaked isn't something that has been overlooked. However, the patch notes made no mention of such.

Fortunately, from the cursory testing I can do while dozens of jumps from anywhere with an SLF (my exploration corvette already had a large rapid fire drag seeker rack) there does appear to be a 10 second cooldown on the anti-boost portion of the effect, so the situation won't be as dire as some feared.

FWIW our testing is showing a 5 second application with 8 second cooldown. IMO this avoids the worst case scenarios, but makes it an excellent helper to use torps especially vs large ships. Already boosting ships are not "un-boosted".

(By our, I primarily mean CMDR Rock2k, to give credit where due)
 
I consider SCBs and everything surrounding them a prime example of how not to balance something.

SCBs are only balanced because the small ones are worse than HRPs and the ships carrying large ones are easy enough to hit with feedback cascade. Feedback cascade is one of those nearly mandatory mods that only exists to balance SCBs and is nearly the only thing balancing SCBs. Every ship I've got that expects to fire at something with a class 5 or larger internal has at least one feedback rail, and many have two.

Perfectly said. And quite frankly, with G4 rapid, I wouldn't even call it easy, at least for a n00b like me. It also hampers your firegroup flexibility, since not having that feedback rail immediately available (and having to spend 0.5 secs swapping firegroups) can mean the difference of nearly 1000 HP.
 
This is the extent of the drag testing I was able to perform 10k ly out (youtube is still transcoding it, but higher quality should be available later):

Source: https://www.youtube.com/watch?v=jnMy_P5ng8Q


Perfectly said. And quite frankly, with G4 rapid, I wouldn't even call it easy, at least for a n00b like me. It also hampers your firegroup flexibility, since not having that feedback rail immediately available (and having to spend 0.5 secs swapping firegroups) can mean the difference of nearly 1000 HP.

Eight weapon groups on my vette. Five of them have nothing but two small feedback rails on the main trigger.
 
Eight weapon groups on my vette. Five of them have nothing but two small feedback rails on the main trigger.

Can you key bind to immediately get to a specific group, or swap to the next group very rapidly?

On DS4 it requires a bit of finger tomfoolery to get to the next firegroup that has made me miss the window of opportunity by fractions of a second against well flown banking vettes (with C3 rapid) from my chally.

It might be overcome with practice but for not I assume if I'm going to use cascade rails they need to be on my current firegroup right now.
 
Can you key bind to immediately get to a specific group, or swap to the next group very rapidly?

I have forward and next firegroup on the hat switch to the immediate left of the one I use to control my pips. It's pretty fast, but I almost never move off the groups that have the rails handy when fighting CMDRs. They are mostly to control turrets and seekers when I don't want to fire them along with my beam lasers.

On DS4 it requires a bit of finger tomfoolery to get to the next firegroup that has made me miss the window of opportunity by fractions of a second against well flown banking vettes (with C3 rapid) from my chally.

It might be overcome with practice but for not I assume if I'm going to use cascade rails they need to be on my current firegroup right now.

Yeah, I've got eight axes and have enough trouble binding everything to forty buttons...not even sure I could get out of the docking tube with a DS4 controller.
 
not even sure I could get out of the docking tube with a DS4 controller.

I'm sure you'd adapt if you were absolutely forced to :)


I have forward and next firegroup on the hat switch to the immediate left of the one I use to control my pips. It's pretty fast, but I almost never move off the groups that have the rails handy when fighting CMDRs.

For me, next firegroup is a two button combo that requires me to momentarily take my thumb off the stick I have lat/verts on. So a more time expensive and aiming detrimental operation. And I doubt I can come up with anything better, I've put many many hours into optimizing my button mappings.
 
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