CQC Relatively new to CQC, plenty of questions

Hi guys, CMDR Herbrand here!

I've been playing Elite since quite some time, and recently I came back to CQC in-between breaks of grinding combat rank in my Anaconda; after getting used to that slow-ass behemoth, the change of pace of CQC is definitely welcome!
So I'm now rank 17 and I'm starting to get the hang of it; I do however have a few questions about the game rules, or more specifically how they differ from the rest of the game; on the reddit subchannel CQC isn't just debated enough.


  • Weapon damage and range: Pulse Laser hit until 1Km - does damage decays with distance?
  • Does stacking energy on my weapons capacitors increases damage?
  • What are the various effects of System pips? I've read somewhere that 4 pips on shields is 260% power (more than one time and a half its nominal value) - what about the other values?
  • Silent Running: I know that I can be targeted by the ship I'm firing at while I'm on it, what about other ships that might be targeting me?
  • What weapons are available and at which ranks?
  • Are there ways to target Team Deatmatch partners and target their target?

This should be enough for now. Really having lots of fun with this mode!
 
  • Weapon damage and range: Pulse Laser hit until 1Km - does damage decays with distance?

I'd love to know this too. I don't think anyone has actually tested it and proven it one way or the other. My gut feeling is that it does decay, but only barely. That could just be my imagination though.

  • Does stacking energy on my weapons capacitors increases damage?

No.

  • What are the various effects of System pips? I've read somewhere that 4 pips on shields is 260% power (more than one time and a half its nominal value) - what about the other values?

Seems to follow the same curve as in the normal game. http://imgur.com/MPFjODz. But I don't think anyone has explicitly tested this.

  • Silent Running: I know that I can be targeted by the ship I'm firing at while I'm on it, what about other ships that might be targeting me?


I'm not sure how this works in CQC either, I'd love to see it properly tested. I *think* you're still targetable by anyone close enough.

  • What weapons are available and at which ranks?

You can find this in-game when you look at ship loadouts. I don't think anyone has copied it all out of the game for reference.

  • Are there ways to target Team Deatmatch partners and target their target?

Not that I have found.
 
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Thank you for the answers. I'm reading around... I think I'm going to set a few Voice Attack macros for the following pips configurations (Shields/Engine/Weapons):

-All-Out Attack: 0/2/4
-Flee: 4/2/0
-Endure: 4/0/2
-Pursue: 0/4/2

I can't think of other situations. That, and I need to learn the maps and the positions of power ups... they make such a huge difference!
Sooner or later I will try Silent Running, but for now I will stick to learning the ropes.
 
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  • Weapon damage and range: Pulse Laser hit until 1Km - does damage decays with distance?
  • Does stacking energy on my weapons capacitors increases damage?
  • What are the various effects of System pips? I've read somewhere that 4 pips on shields is 260% power (more than one time and a half its nominal value) - what about the other values?
  • Silent Running: I know that I can be targeted by the ship I'm firing at while I'm on it, what about other ships that might be targeting me?
  • What weapons are available and at which ranks?
  • Are there ways to target Team Deatmatch partners and target their target?


1. Yes it does.
2. No
3. 4 SYS: 58% damage reduction to your shields; 4 ENG: Improved turn rate and speed; 4 WEP: No passive effects. Additionally, the energy refills faster as you might have noticed.
4. Silent Running (Module) Does NOT hide your signature from the radar as the ingame desciption claims. Enemy gimballed weapons will simply have a really hard time tracking you but you are still targetable all the time.
Stealth Mode (Powerup) Does indeed hides your signature from the radar but you can be targeted by the pilot you are attacking. Lasts 2-3 seconds depending on how long you are firing.
5. You can check that by editing the loadouts of your ships. Too lazy to write down the whole frickin' list. Keep in mind that some weapons need different ranks for different ships.
6. Not as far as I know. It is possible in the main game, though.
 
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1. Yes it does.
2. No
3. 4 SYS: 58% damage reduction to your shields; 4 ENG: Improved turn rate and speed; 4 WEP: No passive effects. Additionally, the energy refills faster as you might have noticed.
4. Silent Running (Module) Does NOT hide your signature from the radar as the ingame desciption claims. Enemy gimballed weapons will simply have a really hard time tracking you but you are still targetable all the time.
Stealth Mode (Powerup) Does indeed hides your signature from the radar but you can be targeted by the pilot you are attacking. Lasts 2-3 seconds depending on how long you are firing.
5. You can check that by editing the loadouts of your ships. Too lazy to write down the whole frickin' list. Keep in mind that some weapons need different ranks for different ships.
6. Not as far as I know. It is possible in the main game, though.

Thank you!

About 4, does the difficulty of tracking me from gimballed weapons applies even when I'm firing? And if no, does this applies for everyone or only for my current target?
 
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Thank you!

About 4, does the difficulty of tracking me from gimballed weapons applies even when I'm firing? And if no, does this applies for everyone or only for my current target?


Silent Running has the advantage that enemy tracking systems are not affected when shooting. This means you can shoot your enemy with full tracking accuracy (unless they use chaff, stealth or silent running) while your opponent yo uare currently shooting at has a really hard time tracking you.
 
Silent running is useless because you loose your shields and can be burst down in less than 2 seconds, it's not worth it, especially if you're using energy weapons.

If you're running projectile weapons, you can run 0 pips to weapons because they don't use energy, leaving you to have 4/2/0 EM.

Chaff is hands down the best consumable.

Imperial Fighter struggles to be hit by auto cannons or plasma repeaters at 800m+ if head on in comparason to the Condor

An Eagle with 2 cannons can 2 shot other small ships, or 3 shot a ship if it has 4 pips to shields.
 
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