Glaives (Hunter class ships) are overpowered and...

Which is why my suggestions are:
  • Reduce the masslock; to facilitate easier escape, particularly for non-com craft
  • Remove appearance of the Glaive in all but the most dangerous where there's multiple target types; the Glaive is only OP when present in-concert with other threats where a Guardian fit is highly preferred.
The one place the Glaive adds meaningful gameplay is for rescue or cargo ships. It's easy to fit a rescue python or krait to handle them, you just have to give up a bit of min-maxing instead of just boosting away like you can with the interceptors. 3 large EAXMCs and joust them and they pop easy. If you take away the masslock, you take away the one thing that they actually add content wise.

If you're going to fight where glaives are, there's no difference between a mixed loadout and going guardian only. Either you encounter one and a big chunk of your loadout is gone - need to return for refit - or you don't and you're fine. This would be fine if human loadouts were viable against anything bigger than a basilisk. Give us human AX railguns with good penetration and a size 4 human EAXMC and there will be viable human loadouts, but as it stands there aren't. It's just math, the DPS can't keep up with the regen even if you fly flawlessly.

Cold orbiting neither relies on guardian weapons nor on specific control schemes. It does require solid FA-off flying skills and good use of directional thrusters - which makes all of the rest of the PVE content in the game much easier too. Is FA-off an exploit?
 
The one place the Glaive adds meaningful gameplay is for rescue or cargo ships. It's easy to fit a rescue python or krait to handle them, you just have to give up a bit of min-maxing instead of just boosting away like you can with the interceptors. 3 large EAXMCs and joust them and they pop easy. If you take away the masslock, you take away the one thing that they actually add content wise.

If you're going to fight where glaives are, there's no difference between a mixed loadout and going guardian only. Either you encounter one and a big chunk of your loadout is gone - need to return for refit - or you don't and you're fine. This would be fine if human loadouts were viable against anything bigger than a basilisk. Give us human AX railguns with good penetration and a size 4 human EAXMC and there will be viable human loadouts, but as it stands there aren't. It's just math, the DPS can't keep up with the regen even if you fly flawlessly.
Preaching to the converted here 🤷‍♀️

I disagree that they need high masslock and an FSD disruption missile, but I won't lose sleep over it.
Cold orbiting neither relies on guardian weapons nor on specific control schemes. It does require solid FA-off flying skills and good use of directional thrusters - which makes all of the rest of the PVE content in the game much easier too. Is FA-off an exploit?
You'll need to sort that out with old mate and many others who've suggested otherwise regarding the specific control schemes.
Cold Orbiting is difficult and - as I understand it - requires the CMDR to choose a specific control scheme - relative mouse or HOTAS? Pretty far from an “off button” in my book, more a complex procedure that takes time and dedication to learn and has to be maintained for the duration of the fight.
 
Preaching to the converted here 🤷‍♀️

I disagree that they need high masslock and an FSD disruption missile, but I won't lose sleep over it.

You'll need to sort that out with old mate and many others who've suggested otherwise regarding the specific control schemes.
Relative mouse is just way easier for mouse and keyboard FA-off. Instead of the mouse continuing to give input when it's off of it's zero point, it gives input when it moves and stops giving input when stationary. It's a toggle in the options menu, not some specialized piece of equipment. FDev even recently added a keybind for it since it doesn't work well in supercruise.
 
Relative mouse is just way easier for mouse and keyboard FA-off. Instead of the mouse continuing to give input when it's off of it's zero point, it gives input when it moves and stops giving input when stationary.
Like i said... not me you need to be convincing here. But nonetheless...
It's a toggle in the options menu, not some specialized piece of equipment. FDev even recently added a keybind for it since it doesn't work well in supercruise.
Back in Fallot Tactics (a game fairly renown for it being buggy and poorly designed)... there was a menu option to toggle between traditional turn based AP combat and realtime AP regeneration of AP. The choice was meant to just be a preference thing. The reality was it made some tactics and character builds go from completely unworkable to completely overpowered. It was game-changing.

I don't see any difference here.
 
On the contrary, "randomly used" abilities are a far worse situation, and are way more derided.
If they are random and overall ineffective, then they may as well not exist.
If they are random and actually pose a threat to whether a commander is effective or not, then you can expect a contingent of people complaining that, despite all their application of skill, whether they win or not comes down to a flip of a coin.

There's a time and a place for random. This is not it.

So, can you come up with an alternative that can:
- Threaten the cold-orbit meta; and
-

OK, so we can fit out to do cold orbit with AX weapons and render the biggest threat posed by the Glaive useless.

This is normally when people complain that this is an ineffective fit against larger interceptors. Again... there should be no "god fit" that just deals with everything.

I meant random nature of tissue sampling, sorry, realise that wasn't clear.

Most demonstrations I see, the swarm is rarely a concern.

Almost all cold-orbiting I've seen, you'll operate between 1000-3000m. The only exception to maintaining that range is against multiple interceptors.

I mean exactly what you wrote. It's manageable.

Meanwhile, it's entirely possible to disengage long enough to do synthesize heatsinks, chuck a repair limpet etc. without taking any damage. See why I'm skeptical?

And so too would Thargoids, which i'll get to at a later point.[1]

Tell that key proponents of the cold-orbit meta I guess 🤷‍♀️ I think it's silly as well.

Sounds like, to take a page out of the logic book your using, bigger interceptors are OP and need a nerf, since there's a combination of features in their design that put a weapon type that people have invested time in to obtain, which is rendered useless.

Coming back to [1], what's your expectation then?

That FD implement a the full Skynet experience and create an AI that can organically evolve and innovate constantly to everything going on? Obviously that's hyperbolic because that's totally unreasonable, but genuinely, what are you expecting?
That some interceptors simply moved faster

Got no problems with Guardian builds being rendered useless. What if FD instead just released a type of Thargoid immune to guardian damage instead? Like they did with the whole Thargoid

What you know I agree with is that they should probably be taken out of AX CZs, with the exception of very high ones (Or arguably, since AX weapons are very effective against Glaives, maybe they only belong in low CZs alongside Cyclops and a rare basilisk)

As I've suggested before, I would suggest a reduction in their masslock effect would resolve this. They're meant to be high-speed tackle ships, they can't also be dense warships (I'm looking at you, Anaconda...)... lowered enough to allow medium-size ships would suffice, since small ships have very little survivability in, say, the maelstrom.

Having sat there tanking one of way too long because of the masslock effect... once the first FSD disruptor is shaken off, you're very likely to get away with a low wake if you can low wake. Their damage isn't that large (but their lightning will rip shields, obviously) and a relatively light tank on a rescue ship would be enough.

TBH, I'm only hearing one build type affected here... ones that use purely guardian weapons. But hey, that's probably going to change at some point. This is just the bit that puts us on the back foot like in the previous iterations of the Thargoid story.

There's an ongoing narrative at play here. Guardian Tech was the big winner for humans pre-war, and then we went all-in with Azimuth on their genocidal bent underpinned by a substantial amount of Guardian Tech. So when the proverbial pooch got screwed, things flipped and our biggest investment was rendered fairly useless. This effect becoming portable on Glaives/Orthrus is just a continuation of that narrative. For it to be muted would, imo, run counter to that narrative, but also do nothing to challenge the meta, at the core of which is Guardian weapons. Nerfing the damage of the field (even from a glaive) is just an exercise in finding the sweet spot where players can still kill it with no change to their current builds... i.e just rendering it useless and not producing any noticeable effect in the game

Which is why my suggestions are:
  • Reduce the masslock; to facilitate easier escape, particularly for non-com craft
  • Remove appearance of the Glaive in all but the most dangerous where there's multiple target types; the Glaive is only OP when present in-concert with other threats where a Guardian fit is highly preferred.

It gives non-com ships a chance, which a pure guardian fit would become when encountering one... in the same way that for other threats like Hydras and Medusas, an AX-fit ship basically has no choice but to flee as well. (incidental note: Funny nobody has ever complained about that one...)

Glaives are meant to be a "pursue and disable" craft, not a frontline warzone fighter, so the fact it's in CZs is a bit incongruent. I guess in that regard, it's also a bit chonkier than I'd expect, so maybe a nerf to it's HP or Armour. But that's it.


The mere fact that it relies on a specific control scheme, instead of being achievable with just any control scheme, screams of major bug, poor design, or outright exploit, to me 🤷‍♀️

It's this idolisation and sanctification of the cold orbit meta that's the problem here, not the Glaive.

EDIT: Oh, I should probably clarify.

I don't resent those who can do it... I resent those who could do it and actively tried to shut down things like shard-ganking, who are now pearl-clutching about their precious tactic being threatened. Just to be clear on that one.
Sorry, yeh, didn’t mean to imply you resented people using it! Equally, whilst I find the whole “shardconda” thing a bit lame I don’t mind others using it.

However, I disagree with the “there should be no God-fit that can handle everything” statement … especially whilst “everything” continues to turn up in CZs. If Glaives were removed from CZs and became a deep-space “patrol” or “seek and destroy” type craft … maybe … but there’s still the issue that you could fit for a CZ (heavy on Guardian weapons) but be interdicted by a Glaives en route with no ability to fight and limited ability to flee. Your overall “success” is the determined by the random choice as to what interdicts you on the way and - as a wise person once said ;) - “you can expect a contingent of people complaining that, despite all their application of skill, whether they win or not comes down to a flip of a coin”.

So, all that said, I think the following might work:

  • Remove Glaives from ALL CZs (seek/destroy craft only)
  • Reduce mass lock so medium ships can more effectively escape from a hyper/inter-diction

That would allow Guardian tech equipped craft to more effectively flee whilst human-AX craft could make a choice.

But, personally, I would still rather the “guardian deletion field” was simply removed and the Glaives left everywhere, as that provides more variety of enemies to fight against and doesn’t penalise CMDRs who spent the time playing FDevs previous ”content”.
 
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You don't need a HOTAS nor FA-off, nor any other particular control scheme to cold orbit. There's really no need to debate that any further.
I mean, I 100% don’t discount the possibility that I’m just not very good … but whatever controls I’ve set up on my gamepad, I can’t get any ship to thrust sideways fast enough to keep up with an Interceptor … 🤷‍♂️

Cue a deluge of ”you’re doing ED wrong“ replies! 😂
 
I mean, I 100% don’t discount the possibility that I’m just not very good … but whatever controls I’ve set up on my gamepad, I can’t get any ship to thrust sideways fast enough to keep up with an Interceptor … 🤷‍♂️

Cue a deluge of ”you’re doing ED wrong“ replies! 😂
Trying to get lateral movement involved on a controller is always painful because - unless there’s a magic trick I’m not aware of (buying a controller with paddles is not one) - you basicaly have to either use the ridiculously awkward and finicky ‘roll into yaw’ feature, or take something away, like roll/yaw.

I personally ended up resorting to just not bothering with lateral at all for AX. I maybe took more hits than I usually would’ve as a result but eventually still got good enough at avoidance to not eat lightning or full salvos every 5 seconds, and avoid agitating the swarm more often than not.

(That one time I had to handle a Medusa practically solo for most of the fight, with 4 modshards, was still not good for my blood pressure, however.)
 
So, all that said, I think the following might work:

  • Remove Glaives from ALL CZs (seek/destroy craft only)
  • Reduce mass lock so medium ships can more effectively escape from a hyper/inter-diction

That would allow Guardian tech equipped craft to more effectively flee whilst human-AX craft could make a choice.
Yup, agreed. I'd still err on putting them in the Very High CZ... but not going to lose sleep on that.
 
Trying to get lateral movement involved on a controller is always painful because - unless there’s a magic trick I’m not aware of (buying a controller with paddles is not one) - you basicaly have to either use the ridiculously awkward and finicky ‘roll into yaw’ feature, or take something away, like roll/yaw.

I personally ended up resorting to just not bothering with lateral at all for AX. I maybe took more hits than I usually would’ve as a result but eventually still got good enough at avoidance to not eat lightning or full salvos every 5 seconds, and avoid agitating the swarm more often than not.

(That one time I had to handle a Medusa practically solo for most of the fight, with 4 modshards, was still not good for my blood pressure, however.)
Yeh, I gave up with lateral as well. I use downwards thrust combined with pitch/roll which ends up in a weird diagonal “don’t call it an orbit” around the front / back of the Interceptor … and then you have to go catch it up again when it invariably gets away!

Combined with heatsinks/TV beams it does seem to essentially work to avoid the largest hits from the main cannon. If there’s no Scouts or Swarm around I take very little damage - until I mess up, at least!
 
OK, so we can fit out to do cold orbit with AX weapons and render the biggest threat posed by the Glaive useless.
No, because you cannot Cold Orbit the Glaive. It is too fast for you to keep it further away than 800m. Since it is eager to come within zapping range, you get zapped all the time when using Cold Orbit.

Best technique is to boost joust to remain further away than 1000m and stop it from connecting the Lightning Attack. With no possibility of loading shields, the hull will remain unshielded for longer, making it vulnerable to the Human AX weapons.

Glaives must be fought differently from Interceptors.


This is normally when people complain that this is an ineffective fit against larger interceptors. Again... there should be no "god fit" that just deals with everything.
People will always want to optimize / maximize power and convenience for the least amount of effort. It is an instinctive reaction. The "god fit" falls within that exact notion.


I meant random nature of tissue sampling, sorry, realise that wasn't clear.
Ok. I understand it now.

But have you read the recent discoveries about it ? The lower the FPS lock in the game, the highest is the percentage of successful sampling.

So, at 120fps a CMDR might get about 15% success, at 90fps 30%, at 60fps 60% and at 30fps 90%...


Most demonstrations I see, the swarm is rarely a concern.
It is still a concern, but a smaller one. And only because the CMDR is constantly steering away from it and away from its projectiles.


Almost all cold-orbiting I've seen, you'll operate between 1000-3000m. The only exception to maintaining that range is against multiple interceptors.
Ideally, between 1000m-1500m when attacking and between 3000-6000m when waiting for shields to drop, to have a buffer against the Caustic Missiles and the Shutdown Field.

Against multiple interceptors, a very tricky ballet must be performed. If the CMDR is steering away from the shots of one of them, it is easy to get within the firing arc of the other. Not to mention that the same happens with both of the swarms projectiles.

I can deal with 2 Cyclops, but only in a planetary CZ, when there are no other Thargoid ships around and I have AX Pilots occasionally distracting one of them.


I mean exactly what you wrote. It's manageable.
Ok. (y)


Meanwhile, it's entirely possible to disengage long enough to do synthesize heatsinks, chuck a repair limpet etc. without taking any damage. See why I'm skeptical?
Not really, no.

The Interceptors have regenerating hearts, the Scouts have regenerating buddies. We have some ships that can disengage when heavily engineered and a clumsy Repair / Decontamination Limpet and some slow AFMUs.

I would say that the Thargoids still have way better hardware... 🤷‍♂️


And so too would Thargoids, which i'll get to at a later point.[1]
The Glaives current status, clearly... ;)


Tell that key proponents of the cold-orbit meta I guess 🤷‍♀️ I think it's silly as well.
Some people that use Cold Orbit might think that way. I am not sure we can make the assumption that most of them are thinking that way.


Sounds like, to take a page out of the logic book your using, bigger interceptors are OP and need a nerf, since there's a combination of features in their design that put a weapon type that people have invested time in to obtain, which is rendered useless.
I do not see what, in my reply, would led you in to taking that conclusion.

Bigger Interceptors were clearly built for wing play, being multiple times buffed versions of Cyclops. They are very hard and dangerous, but have a proper set of abilities and vulnerabilities. They are properly balanced.

The Weapons stabilizers that allow for more than 4 Guardian weapons to be used, increase firepower but they do not make gib-boats to be the best / most effective way to deal with higher variants of Interceptors. Gib-boats have a lot of firepower, but are vulnerable in many situations. They are not unbalanced:
  • In a Planetary AX CZ, 6x Shard fully engineered gib-boats are overwhelming against Cyclops, powerful against Basilisks, vulnerable against Medusas and fragile against Hydras. Regarding the last two variants, even when playing in a wing of 4, repair after each heart is mandatory, not optional, to avoid the rebuy. Maintaining close distance to the station is fundamental. Get more than a few kms out and the Medusa / Hydra will not let you reach the station alive, since they are faster than every large ship except the Cutter. When playing Solo, in these circumstances, if you make a couple of mistakes, you are dead;
  • In Space / Outpost / Starport AX CZs, the vulnerability is compounded, many times, by the Swarms. These gib-boats cannot evade the swarm or its projectiles, and are easy prey if the swarm gets suicidal. In those circumstances, the Interceptor damage, the Swarm's projectiles and specially, its Suicide missiles, allied to the slow speed and lack of maneuverability of these ships, will not let the CMDR reach the station for needed repair. When playing Solo, in these circumstances, most of the time, you are easily overwhelmed and destroyed.
Glaives, on the other hand... 🤷‍♂️


Coming back to [1], what's your expectation then?

That FD implement a the full Skynet experience and create an AI that can organically evolve and innovate constantly to everything going on? Obviously that's hyperbolic because that's totally unreasonable, but genuinely, what are you expecting?
That some interceptors simply moved faster
I believe you are complicating things unnecessarily.

I just think it is best to:
  • Lower their Mass Lock Factor to allow for lighter ships to escape with slightly less difficulty.
And:
  • Reduce the Anti-Guardian Field Degeneration Effect, to allow for some time for Guardian weapons ship builds to defense themselves >>> Not more than 180 seconds for Guardian modules to reach 0%. Let's not forget that they start to fail and malfunction at around 50-60% damage.
  • Remove FSD Reboot / Containment Missile to allow for ships to have the options of escaping through Low / High Wake or of fighting.

Got no problems with Guardian builds being rendered useless.
I guess you haven't bothered unblocking the Guardian Weapons, right ? I have and it took time and patience. So, I do have a problem with them being rendered useless.


What if FD instead just released a type of Thargoid immune to guardian damage instead? Like they did with the whole Thargoid
You mean like they did to the whole Non-AX Human Weapons, by inventing a magic Thargoid invulnerability from one day to the other ?

That move was beyond ridiculous and just a knee-jerk panic reaction to the AX CMDRs successes against the Scouts / Interceptors, little time after their introduction in to the game.

Making that move again would render everyone speechless... 🤦‍♂️


What you know I agree with is that they should probably be taken out of AX CZs, with the exception of very high ones (Or arguably, since AX weapons are very effective against Glaives, maybe they only belong in low CZs alongside Cyclops and a rare basilisk)
By reducing the Anti-Guardian Degeneration Field power, there would be no need for those CZ changes.

Alternatively, if the Glaive remained the same, they should be limited to Maelstrom + Control systems.


As I've suggested before, I would suggest a reduction in their masslock effect would resolve this. They're meant to be high-speed tackle ships, they can't also be dense warships (I'm looking at you, Anaconda...)... lowered enough to allow medium-size ships would suffice, since small ships have very little survivability in, say, the maelstrom.
I agree with this. With the Anaconda part too... 😁


Having sat there tanking one of way too long because of the masslock effect... once the first FSD disruptor is shaken off, you're very likely to get away with a low wake if you can low wake. Their damage isn't that large (but their lightning will rip shields, obviously) and a relatively light tank on a rescue ship would be enough.
It can be a frustrating experience. Most of the time a High Wake will "solve" the problem but the CMDR needs to know what needs to be done.


TBH, I'm only hearing one build type affected here... ones that use purely guardian weapons. But hey, that's probably going to change at some point. This is just the bit that puts us on the back foot like in the previous iterations of the Thargoid story.
Guardian builds and Fast Cold Evac / Salvage / Cargo ships too. They are at a greater risk than Guardian ships, because most can't tank as much damage as hull tanks, while evading FSD Missiles or waiting for the FSD to reboot.


There's an ongoing narrative at play here. Guardian Tech was the big winner for humans pre-war, and then we went all-in with Azimuth on their genocidal bent underpinned by a substantial amount of Guardian Tech. So when the proverbial pooch got screwed, things flipped and our biggest investment was rendered fairly useless. This effect becoming portable on Glaives/Orthrus is just a continuation of that narrative. For it to be muted would, imo, run counter to that narrative, but also do nothing to challenge the meta, at the core of which is Guardian weapons. Nerfing the damage of the field (even from a glaive) is just an exercise in finding the sweet spot where players can still kill it with no change to their current builds... i.e just rendering it useless and not producing any noticeable effect in the game
I understand your point, but disagree with it.

A balance, regarding the power of the Anti-Guardian Degeneration Field, can be achieved, by allowing for pure Guardian builds to have a still small, but better chance to fight back and a better chance of survival.


Which is why my suggestions are:
  • Reduce the masslock; to facilitate easier escape, particularly for non-com craft
  • Remove appearance of the Glaive in all but the most dangerous where there's multiple target types; the Glaive is only OP when present in-concert with other threats where a Guardian fit is highly preferred.
Those are not bad suggestions, but still lacking, IMHO.


It gives non-com ships a chance, which a pure guardian fit would become when encountering one... in the same way that for other threats like Hydras and Medusas, an AX-fit ship basically has no choice but to flee as well. (incidental note: Funny nobody has ever complained about that one...)
Yes. Your suggestions allow for better scenarios for survival. And would bring a better balance to the game. But I still find them insufficient.


Glaives are meant to be a "pursue and disable" craft, not a frontline warzone fighter, so the fact it's in CZs is a bit incongruent. I guess in that regard, it's also a bit chonkier than I'd expect, so maybe a nerf to it's HP or Armour. But that's it.
I agree that it is incongruent. Almost as if FDev wants to annoy the players as much as possible. But they wouldn't do that, of course !!... 🙄

As for the HP or Armour, I don't know if I agree with a nerf to that. For a prepared Human AX Combat ship, they are accessible, but for other less optimized they might pose a problem. Can't decide if it would, or not, make them too weak.


The mere fact that it relies on a specific control scheme, instead of being achievable with just any control scheme, screams of major bug, poor design, or outright exploit, to me 🤷‍♀️
It is because of poor design. The biggest offenders on this are FDev themselves.

FA OFF became greatly enhanced, and easier to use, when they inserted Relative Mouse in to the game. After that, all PVPers that became Aces used KB + Mouse + Relative Mouse. HOTAS could not compete. Only after installing and setting up 3rd party software, that used configurable curves, did HOTAS CMDRs achieved a better control of their ships in FA OFF. But still nowhere near of what KB+M+RM allow. And this is where we are now.


It's this idolisation and sanctification of the cold orbit meta that's the problem here, not the Glaive.

EDIT: Oh, I should probably clarify.

I don't resent those who can do it... I resent those who could do it and actively tried to shut down things like shard-ganking, who are now pearl-clutching about their precious tactic being threatened. Just to be clear on that one.
I sense a resentment against those people that cried foul to the 6x Mod Shard / Mod Plasma gib-boats... 🤭

But, as I have said before, it was a silly "spoiled-child" notion calling it an exploit (And an FDev developed and sponsored one !!!)...


EDIT: Typos...
 
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Cold orbiting neither relies on guardian weapons nor on specific control schemes. It does require solid FA-off flying skills and good use of directional thrusters - which makes all of the rest of the PVE content in the game much easier too. Is FA-off an exploit?
Actually, it does rely a lot on control scheme and the way it is regulated.

Before Relative Mouse (requested many times by KB + Mouse players) was available in game, KB + Mouse was a no-no for FA OFF. HOTAS was passable, but only the very best CMDRs, with the very best quality HOTAS, could aim accurately with Fixed weapons in FA OFF mode.

After Relative Mouse came in to being, all PVP and a lot of PVE players adopted it for FA OFF control. For HOTAS to approximate its precision, you need a very good precise HOTAS and some 3rd party software with very well tuned Bezier curves.

KB + Mouse + Relative Mouse still rules FA OFF.
 
You don't need a HOTAS nor FA-off, nor any other particular control scheme to cold orbit. There's really no need to debate that any further.
If you want the best results when in FA OFF, you do need a KB + Mouse + Relative Mouse scheme. You might find it trouble free to setup.

But, for people that use HOTAS, to get closer to the precision that KB + Mouse + Relative Mouse has, you will need a great HOTAS + 3rd party software to setup Bezier input curves. That is not trivial to setup.

And Cold Orbit works best with FA OFF.
 
Actually, it does rely a lot on control scheme and the way it is regulated.

Before Relative Mouse (requested many times by KB + Mouse players) was available in game, KB + Mouse was a no-no for FA OFF. HOTAS was passable, but only the very best CMDRs, with the very best quality HOTAS, could aim accurately with Fixed weapons in FA OFF mode.

After Relative Mouse came in to being, all PVP and a lot of PVE players adopted it for FA OFF control. For HOTAS to approximate its precision, you need a very good precise HOTAS and some 3rd party software with very well tuned Bezier curves.

KB + Mouse + Relative Mouse still rules FA OFF.
I fly HOSAS FA-off and prefer fixed weapons for most things. No custom curves (though maybe I should experiment with that?) I'm not competitive in proper PVP due to a wide variety of skill issues, but fixed aim isn't anywhere near the top of the list of deficits. I'm working on it, though! Also - didn't the transition to PC bring a bunch of PVP CMDRs who flew on controllers and still managed to do well? I heard about it but haven't followed closely.

Any (reasonable) control scheme is more than good enough for popping interceptors with gauss.
 
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I fly HOSAS FA-off and prefer fixed weapons for most things. No custom curves (though maybe I should experiment with that?) I'm not competitive in proper PVP due to a wide variety of skill issues, but fixed aim isn't anywhere near the top of the list of deficits. I'm working on it, though! Also - didn't the transition to PC bring a bunch of PVP CMDRs who flew on controllers and still managed to do well? I heard about it but haven't followed closely.

Any (reasonable) control scheme is more than good enough for popping interceptors with gauss.
I came over from PS4/5 and still use the PS5 controller … muscle memory and all that!

But I would suuuuuck at PvP with any control scheme … 😂
 
I guess you haven't bothered unblocking the Guardian Weapons, right ? I have and it took time and patience. So, I do have a problem with them being rendered useless.
I just wanted to chime in on this one point. If we only had the standard Guardian weapons (unlock once, buy as many as you want), I wouldn't be upset that they've been rendered useless. I wouldn't be for it, but it wouldn't bother me.

That they render all this useless only a year or two after allowing the pre-engineered Salvation weapons, which required a LOT of mats to purchase EVERY SINGLE WEAPON - yeah, I have a problem with that. And I can fully understand others being even more upset than I am (I've just walked away from AX combat, meh).

I'm very frustrated with compounding bad decisions they are making:
  1. They finally let us equip more than 4 AX weapons, but only if you install modules which take up valuable space and are an energy drain (as in total power, not distributor draw). And this module is needed for both the human AND Guardian weapons, under the guise that AX weapons put a strain on the ship. Yes, the Guardian weapons certainly do... but the Human AX weapons are just modified multicannons and missile launchers! How is that putting excess strain on the ship?!
  2. They finally give us gimballed AX multicannons, which are nearly required for some ships (T-10). But you still have to scan the ship first (fine), so...
  3. They give us an enhanced AX scanner that still falls shorter in range than OC Kill Warrant Scanner with G5 fast scan. And we can't engineer it. I don't know about the rest of you, but I grew tired of the 10 second scans 6 years ago and haven't dealt with them since (always engineered). But this, everything else AX, can't be engineered. We can even put the minor special effects on them like Autoreload or Oversized (only increase damage by 3%)
  4. Even when using the Guardian weapons, you needed to have some kind of Xenoscanner installed or you couldn't tell what the basic ship type and health of your target was. This may not matter in 1v1 space encounters with interceptors, but really matters when your in a CZ. Why this information isn't part of our standard sensors AFTER SIX YEARS is ridiculous.
  5. Guardian Weapons only come in Size 1 and 2. Human AX weapons only come in size 2 and 3. Guardian weapons - fine, we don't need bigger. We do need C4 AX multicannons so the big ships, and even the Mamba and FDL, could have more punch in AX encounters. We could also use C1 AX missile launchers. The human AX weapon sizes really neuter a lot of the previously good medium ships for engaging Thargoids.
  6. We still have not received an upgraded AX Taipan. We really need that now as the Guardian SLFs are useless anywhere (which is apparently everywhere now) there is anti-guardian field.
  7. The anti-guardian field isn't just melting Guardian weapons and Guardian SLFs, but ALL Guardian tech. So those commanders that eschewed engineering and went for a quicker (I guess?) unlock of the Guardian Power Plant and Power Distributor - yeah, they're majorly screwed now. Guardian Module protection is also dead. Oddly, Guardian HRPs are still worth it (because the game can't degrade them separately from the rest of your hull) as they offer the best caustic resistance. Even better than the Meta Alloy HRPs (how the heck do you explain that)?

That is just the short list. The Glaives have added several points on their own, in addition to aggravating some of the ones above. For example, making it exceedingly dangerous for the ships trying to avoid combat (wasn't that hard before) to either do passenger rescue missions or AX restore missions.

I would honestly prefer to just use Human AX weapons and fighters, but they need to improve them a lot more (especially the fighters) and remove the need for the module stabilizer.
Anyway, that's just my opinion. I've really checked out on this whole thing. It used to be when they introduced something new to the game, we had to deal with bugs. Now we also have to deal with harsh, unpredictable decisions. Didn't do everything to get the mats to unlock the Maelstrom Pulse Wave neutralizer pre release (coincided with Update 15? Guess what, now you not only have to deal with the harsh Maelstrom environment but you also got to dodge Glaives that you probably won't be about to outrun and outfight. What a lovely surprise! Been doing some AX combat in invasions systems with a ship using Guardian weapons? Well, toss that ship aside unless it can mount a bunch of Human AX weapons instead. Ugh.

Yeah, I'm done talking about this and I'm done caring about the AX war that was shoved down our throats. I'll keep doing whatever I"m doing, when I actually want to play, until the time comes where it's all burnt to the ground and then I'll spend my time elsewhere. Meh.


P.S. I am sick of people justifying these changes by saying the Thargoids are so advanced that it makes sense they would adapt quickly. Yeah, it might, if all the previous years of lore didn't directly contradict that. The Thargoids were driven back, completely, by the Guardians over 2 million years ago. Shortly thereafter, the Guardians were wiped out in a civil war. In the 2 million years since then, the Thargoids never found a way to counter Guardian tech. We had several years of using weapons based on that tech and the Thargoids were unable to cope. It wasn't until some mad scientist decided to cram tons of Guardian Tech into the wreck of Thargoid ship, in order to instantly destroy them, that they were finally able to turn the tables and corrupt the Guardian tech. Also it took them what - 100 or 200 years - to recover from the Mycoid virus. The Thargoids are incredibly advanced, but highly adaptible? Uh, no. That theory is not supported by the facts in evidence.
 
I just wanted to chime in on this one point. If we only had the standard Guardian weapons (unlock once, buy as many as you want), I wouldn't be upset that they've been rendered useless. I wouldn't be for it, but it wouldn't bother me.

That they render all this useless only a year or two after allowing the pre-engineered Salvation weapons, which required a LOT of mats to purchase EVERY SINGLE WEAPON - yeah, I have a problem with that. And I can fully understand others being even more upset than I am (I've just walked away from AX combat, meh).

I'm very frustrated with compounding bad decisions they are making:
  1. They finally let us equip more than 4 AX weapons, but only if you install modules which take up valuable space and are an energy drain (as in total power, not distributor draw). And this module is needed for both the human AND Guardian weapons, under the guise that AX weapons put a strain on the ship. Yes, the Guardian weapons certainly do... but the Human AX weapons are just modified multicannons and missile launchers! How is that putting excess strain on the ship?!
  2. They finally give us gimballed AX multicannons, which are nearly required for some ships (T-10). But you still have to scan the ship first (fine), so...
  3. They give us an enhanced AX scanner that still falls shorter in range than OC Kill Warrant Scanner with G5 fast scan. And we can't engineer it. I don't know about the rest of you, but I grew tired of the 10 second scans 6 years ago and haven't dealt with them since (always engineered). But this, everything else AX, can't be engineered. We can even put the minor special effects on them like Autoreload or Oversized (only increase damage by 3%)
  4. Even when using the Guardian weapons, you needed to have some kind of Xenoscanner installed or you couldn't tell what the basic ship type and health of your target was. This may not matter in 1v1 space encounters with interceptors, but really matters when your in a CZ. Why this information isn't part of our standard sensors AFTER SIX YEARS is ridiculous.
  5. Guardian Weapons only come in Size 1 and 2. Human AX weapons only come in size 2 and 3. Guardian weapons - fine, we don't need bigger. We do need C4 AX multicannons so the big ships, and even the Mamba and FDL, could have more punch in AX encounters. We could also use C1 AX missile launchers. The human AX weapon sizes really neuter a lot of the previously good medium ships for engaging Thargoids.
  6. We still have not received an upgraded AX Taipan. We really need that now as the Guardian SLFs are useless anywhere (which is apparently everywhere now) there is anti-guardian field.
  7. The anti-guardian field isn't just melting Guardian weapons and Guardian SLFs, but ALL Guardian tech. So those commanders that eschewed engineering and went for a quicker (I guess?) unlock of the Guardian Power Plant and Power Distributor - yeah, they're majorly screwed now. Guardian Module protection is also dead. Oddly, Guardian HRPs are still worth it (because the game can't degrade them separately from the rest of your hull) as they offer the best caustic resistance. Even better than the Meta Alloy HRPs (how the heck do you explain that)?

That is just the short list. The Glaives have added several points on their own, in addition to aggravating some of the ones above. For example, making it exceedingly dangerous for the ships trying to avoid combat (wasn't that hard before) to either do passenger rescue missions or AX restore missions.

I would honestly prefer to just use Human AX weapons and fighters, but they need to improve them a lot more (especially the fighters) and remove the need for the module stabilizer.
Anyway, that's just my opinion. I've really checked out on this whole thing. It used to be when they introduced something new to the game, we had to deal with bugs. Now we also have to deal with harsh, unpredictable decisions. Didn't do everything to get the mats to unlock the Maelstrom Pulse Wave neutralizer pre release (coincided with Update 15? Guess what, now you not only have to deal with the harsh Maelstrom environment but you also got to dodge Glaives that you probably won't be about to outrun and outfight. What a lovely surprise! Been doing some AX combat in invasions systems with a ship using Guardian weapons? Well, toss that ship aside unless it can mount a bunch of Human AX weapons instead. Ugh.

Yeah, I'm done talking about this and I'm done caring about the AX war that was shoved down our throats. I'll keep doing whatever I"m doing, when I actually want to play, until the time comes where it's all burnt to the ground and then I'll spend my time elsewhere. Meh.


P.S. I am sick of people justifying these changes by saying the Thargoids are so advanced that it makes sense they would adapt quickly. Yeah, it might, if all the previous years of lore didn't directly contradict that. The Thargoids were driven back, completely, by the Guardians over 2 million years ago. Shortly thereafter, the Guardians were wiped out in a civil war. In the 2 million years since then, the Thargoids never found a way to counter Guardian tech. We had several years of using weapons based on that tech and the Thargoids were unable to cope. It wasn't until some mad scientist decided to cram tons of Guardian Tech into the wreck of Thargoid ship, in order to instantly destroy them, that they were finally able to turn the tables and corrupt the Guardian tech. Also it took them what - 100 or 200 years - to recover from the Mycoid virus. The Thargoids are incredibly advanced, but highly adaptible? Uh, no. That theory is not supported by the facts in evidence.
Good points!

Frankly, I just watched the Starfield expo and - come September - ED is gonna have a very hard time keeping my attention.
 
FA OFF became greatly enhanced, and easier to use, when they inserted Relative Mouse in to the game. After that, all PVPers that became Aces used KB + Mouse + Relative Mouse. HOTAS could not compete. Only after installing and setting up 3rd party software, that used configurable curves, did HOTAS CMDRs achieved a better control of their ships in FA OFF. But still nowhere near of what KB+M+RM allow. And this is where we are now.
I agree with most of your points, with the exception of this one.
This whole paragraph is just absolutely false. There are (and there have always been) users of virtually all kind of control methods (MKB, HOTAS, double stick, controller, you name it) among the top PvPers.
 
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