Oh well (from the beta patch notes):
Increased manoeuvrability benefits when boosting based on the ENG pips
Mr Grape is on the money, as ever.
It's no coincidence that the most recent instalment of my "Truesilver's Top Tips" series (wow, back in April '17) ...
https://forums.frontier.co.uk/showthread.php/341107-Truesilver-s-Top-Tips-No-3-Gimballed-Duelling
... was written up based upon no fewer than 20 1v1's all conducted with perma-boost (on my side) throughout, facilitated by flying a shieldless FdL with 4 pips to Eng throughout, just to ensure that not one single second of perma-boosting might unnecessarily be wasted.
I never quite got to macro-ing my boost button into auto-fire but I suppose it would seem a sensible next step, if nothing else to avoid repetitive strain injury.
Ah, I remember that earlier thing in pre-2.1 ED called 'intelligent timing' ... but I'll stop before I become too nostalgic.
Yeh, as moo said (sorry mate, it's quicker than typing your name, lol), you can't permaboost without minimum 3 pips to engines and that's with a god rolled distro, normally need 4 pips. If you are good enough in combat to switch pips constantly, you deserve your permaboost.
Good pip management was always needed guys. Pre-engineers using boost in a fight for a tactical advantage always required pip management. Remember that before G5 charge enhanced distros even a single boost cost you almost half your energy capacity. You still needed at least 3 pips to ENG back then to use a boost and have it recharge enough to have it ready when needed. The difference is that now you can get perma-boost for the exact same proficiency of pip management as before. Engineers simply raised the performance parameters of the ship, they didn't increase the skill demanded of the pilot.
Great video with some very good points. It isn't just permaboost though. Ship choice used to mean something. The only solution here is to get rid of engineers for good, or limit them to cosmetics only.
Those were the days, my friend- when your had to think about when you used your boost, and things like distance control and positioning actually mattered... Alas.
Indeed, in a 6-axes of movement game the loss of distance control (via the long range mod and zero fall-off for range) is I think the greatest dumbing-down of all, because in truth even the perma-boosting at close to medium range is sub-optimal. Optimal ED PvP is really now just a 5.5 km facetank, with relative movement of both targets reduced to near zero, and may the best spreadsheet win.
If the answer is "Nothing, those that have them, keep them, via grandfathering, and the new guys can either choose thermal load reduction or a special, but not both" ... well, then this will really need to be fixed. Because no new guys could beat us grandfathers and our god-mode grandfathered rail guns, ever, under those conditions.
I wouldn't be that pessimistic; especially since they removed Force Shell jitter![]()
To add to the discussion, the patch notes include the line
This might be a problem...
- Increased manoeuvrability benefits when boosting based on the ENG pips
To add to the discussion, the patch notes include the line
This might be a problem...
- Increased manoeuvrability benefits when boosting based on the ENG pips