Nerf Reverski

Imagine the hilarity if they did try to nerf reverse, and the game bugs (as it usually does) and no one can fly forward... I would pay to play it. And watch the suffering of others of course.
 
Yes. At what patch did they change that? I just noticed about a month ago that it was no longer the case.

It was nearly a year ago. Then someone found the Pythagoras work-around which I referred to previously. Then they broke maths as well as physics by "fixing" that too.

<Edit> Or maybe the first stage was before my time and I'm just remembering the Pythagoras one.
 
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Word!

Reverski makes pew pew in ED just a bit silly.

Now let us ignore physics because ED does.

Ships are given a set forward speed and this forward speed is given by the visually large engines and the wonderful boost.

Most directions for the ship are controlled by the smaller thrusters.

I don't see a backwards facing thruster on any of the ships, so why can they fly backwards so fast?

My immersion! Destroyed!

Now I am not saying ships cannot reverse, the reverse just needs to be nerfed a little.
It was nerfed once before, early days. So there is precident.

This would make for far more dynamic pew pew!

Big ships would have to FAO and use turrets to counter their new loss of backwards tanking.

Skillless pilots with long range weapons, couldnt just fly backwards. Staying out of their targets normal weapon range.

Death to the big reverski!

https://media.giphy.com/media/11oauh2CqGIy88/giphy.gif

Powerpanic
The Voice of Griefers

Erm, Reverski is boosting forward, turning FA off so no counter force is applied when changing directions, then turning 180 degree.

What you describe I have no idea of.
Every ship has large counter thrusters for the main rear thrusters, the Anacona for example next to the huge hardpoint.
If you have highly engineered engines every thruster gets inhanced which means high speed in every direction.

To counter reversky don't let yourself be kited. Just fly away and let the opponent come to you or simply let him escape.
 
I think you're overthinking it mate. In a game it's just 2 variables, acceleration up to top speed and top speed. They are not interactive (or don't need to be). The drag you refer to is already there, we're just saying, have it drag down to a lower speed, not drag 'more'.

Maybe. But I'm trying to see how this would work in practice. If FA-Off wasnt there, maybe it would be simpler, but as it is, I can accelerate to stop speed, FA-Off and change orientation without changing velocity. At what point would a new "maximum reverse speed" kick-in?

(Furthermore, I suspect there are no hard coded maximum velocities in the game, but that there is instead some kind of hidden coefficient of drag. It would certainly make things simpler to code)
 
I'm with the OP on this one, reverski is just a stupid possibility in E: D's flight model.

Don't get me wrong, I have nothing against newtonian. Give me ships which look less like a wing, remove the yaw nonsense, full degrees and maybe higher range, and we might just end up with a better game than E: D currently is.

But FDEV established that it wants E: D to be WWII in space. I think they might have even used that term in some promotional video years go. At the very least they definitely compared it with Star Wars (imagine the X-wings being able to do a reverski in the trench run a drill Vader a new one! lol). Hence the yaw business and speed limit and whatnot. Ok fine, your game your rules. But be consistent. Flying in reverse has no place in that setup. Like in some other cases, FDEV kicks itself in the shins with the thunder hammer and undermines its previous (and sometimes remarkable) work.
 
As one who doesn't use reverski in combat, I wouldn't have an issue with it being 'nerfed' - except for the adverse effect that would have on good plain old deceleration. I love grinding my Chieftain to a halt when needed with those massive retro-thrusters. No sir, you can't take that away from me!

:)
 
As one who doesn't use reverski in combat, I wouldn't have an issue with it being 'nerfed' - except for the adverse effect that would have on good plain old deceleration. I love grinding my Chieftain to a halt when needed with those massive retro-thrusters. No sir, you can't take that away from me!

:)

There's no need for any nerf to the top speed in reverse to affect the amount of reverse thrust you have UP TO that speed.
 
Maybe. But I'm trying to see how this would work in practice. If FA-Off wasnt there, maybe it would be simpler, but as it is, I can accelerate to stop speed, FA-Off and change orientation without changing velocity. At what point would a new "maximum reverse speed" kick-in?

(Furthermore, I suspect there are no hard coded maximum velocities in the game, but that there is instead some kind of hidden coefficient of drag. It would certainly make things simpler to code)

I can only assume based on AoA vs direction of travel, but there we go again using airborne flight characteristics in space. I'm glad I'm not the one that has to think about precisely how the implementation works.
 
Except that ships are already much slower in reverse than they are going full forward. By almost half. Your assertion that they are going faster in reverse than a ship boosting forward is simply false. Video or it didn't happen.
 
T10 when looking to the side when reducing speed... That's a pretty big thruster I'd say. AspX has a similar one.

39031602350_6d00aa47ea_o.png
 
Maybe. But I'm trying to see how this would work in practice. If FA-Off wasnt there, maybe it would be simpler, but as it is, I can accelerate to stop speed, FA-Off and change orientation without changing velocity. At what point would a new "maximum reverse speed" kick-in?

(Furthermore, I suspect there are no hard coded maximum velocities in the game, but that there is instead some kind of hidden coefficient of drag. It would certainly make things simpler to code)

I guess it would work the same as currently when you boost and stop boosting? You decelerate to a certain speed according to your thrust setting.
 
But they'd have to be travelling along the same vector with almost perfectly matched speeds. Would you just let a ship pull up behind you or along side you and open fire, no you'd take evasive action and change direction. Try the dogfighting in FE2 ;)

Yeah, and combat in FE2 was vastly superior to ED's. No silly WW2 turn-fights, just proper newtonian motion.
 
I'm with the OP on this one, reverski is just a stupid possibility in E: D's flight model.

Don't get me wrong, I have nothing against newtonian. Give me ships which look less like a wing, remove the yaw nonsense, full degrees and maybe higher range, and we might just end up with a better game than E: D currently is.

But FDEV established that it wants E: D to be WWII in space. I think they might have even used that term in some promotional video years go. At the very least they definitely compared it with Star Wars (imagine the X-wings being able to do a reverski in the trench run a drill Vader a new one! lol). Hence the yaw business and speed limit and whatnot. Ok fine, your game your rules. But be consistent. Flying in reverse has no place in that setup. Like in some other cases, FDEV kicks itself in the shins with the thunder hammer and undermines its previous (and sometimes remarkable) work.

And yet Elite's RCS (transverse) thrusters go against the WWII 'aeroplanes in space' flight model, irrespective of what David Braben said himself in an early dev video (yes, I remember him saying that too).
 
Except that ships are already much slower in reverse than they are going full forward. By almost half. Your assertion that they are going faster in reverse than a ship boosting forward is simply false. Video or it didn't happen.

lol. It's best to check your facts if you're going to act all angry. :) Current reverse nerf is not anywhere near 50%. Attacking me on specific points to try to make it seem like I don't know what I'm talking about (I assure you I do) is not going to make the whole subject go away.

A fast courier with long range imp hammers is a common griefing tool. It reverses faster than ANY ship without Enhanced Performance Thrusters can boost. Mine (not even re-engineered yet) reverses at over the 525ish average boost of a pvp FAS.

the trouble is, even if you were right and the difference was less, it would still be a problem. If the maximum closing speed is 50m/s, you tell me how long it will take to close the 6km gap a long range reverski user creates for themselves.
 
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I try and avoid thinking about actual physics for this game as of late... It makes me overthink the flight mechanics, ballistic mechanics, and even the shielding mechanics. I mean, a modern Tomohawk with self oxidizing high explosives could not only catch, but seriously monkey stomp Elite shields. Makes you wonder what kind of explosives they use in Elite weapons lol.
 
BVR seems as good an acronym as any, and refers to visual range of the human eye. Modern tech like the sim voidwalker was referring to is appx~ 35km.

Space is a whole different animal in terms of a combat theatre. Extrapolating technology based in Elite, it wouldn't be just feasible but essential to develop long range weaponry. Lack of atmosphere and the cold, dark, emptiness would make heat identification simple. Then development of munitions that track and destroy at as long a range as possible would be your logical next step.

Frontier wanted excitement though, hence why they have their dog fighting. BVR in space would probably be boring as hell...

My thinking was, that is there a point in talking about BVR, when nobody would be using mark 1 eyeball, well, at all. At least in modern combat that sometimes happens, so the distinction is useful.

Most of the sensors used in space would be visual anyway (cameras with strong magnifying lenses) Radars and such would be redundant, and would only add lag to detection (having to wait for the signal to both reach the target and return to the observer)

If you actually go and play CoaDE (which is not boring at all) you will see it's actually nothing like modern combat. I understand the point for these people banging on about BVR is that real space combat would happen at bigger ranges compared to something like ED. I'm not sure, though, if they quite comprehend just how enormous the ranges would be. Orbital mechanics will be an important tactical consideration. Deciding which angle to launch your missile swarm so it most effectively intercepts the target at the other side of the planet you're orbiting - when the target gets there 6 hours later.

To paraphrase a Steam review of CoaDE, it's like submarine combat, if the submarines could see each other, were orbiting a planet at thousands of kilometers per second, were tossing hundreds of hypersonic nuclear missiles at each other and were attached to gigantic, glowing radiators to dump the waste heat from their reactor and laser turrets. So, exactly like submarine combat.
 
Yeah, and combat in FE2 was vastly superior to ED's. No silly WW2 turn-fights, just proper newtonian motion.

It worked because the NPCs flew nicely. For small ships it was kind of nice.

When you go the bigger lasers or PAs, it was just pixel shooting.
 
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