In this new bold era of "nerf all the things" I am not entirely sure if this is a joke or not.
Yes. At what patch did they change that? I just noticed about a month ago that it was no longer the case.
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
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'.
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!
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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)
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)
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![]()
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.
That was changed before the game even released, in Gamma.
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.
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...
Agreed, but I don't think it does much for playability in a multiplayer game. Doubt very many would play lol.Yeah, and combat in FE2 was vastly superior to ED's. No silly WW2 turn-fights, just proper newtonian motion.
Yeah, and combat in FE2 was vastly superior to ED's. No silly WW2 turn-fights, just proper newtonian motion.