CQC was loads of fun when it was first released, but it has long since run its course and been abandoned due to lack of content and other issues like almost no reward for playing. I think this could be fixed very easily by altering CQC to better reflect PVP in the actual game, as well as by adding more content in the form of ships and weapons that are already in the game.
For starters, CQC, while already very skillful and competitive, needlessly dumps a huge mechanic of pvp in the form of aiming in most scenarios. Almost all of the weapons that can be fitted on ships in CQC are gimballed weapons that lack the jitter mechanic of actual gimbals in the main game. The effectiveness of the weapons' lock on aim is entirely dependent on the strength of the target's heat signature, which means that turning off non-essential modules and "cold-running" to prevent excess heat output cripples your opponent's aim such that their gimbals essentially turn into fixed weapons.
I'd love to see CQC outfitting actually reflect open play pvp outfitting by having gimballed weapons actually have jitter, making them strong in close range situations where the ability to hit a target without facing them directly has great value, but weaker at longer ranges due to their lack of accuracy inflicted by jitter. Along with the revised gimballed weapons, I want to see actual fixed weapons. Hell, maybe even add all sorts of other weapons like missiles, frag cannons, rails, etc. Most important in my opinion, add the SLFs that aren't curently in CQC (taipan, guardian SLFs). I've had a TON of fun just deploying lances (the guardian gauss cannon fighters) with my friends and having little arranged duels with them in asteroid fields and such. Fighting with fixed railguns in tiny fighters that can only survive a couple of shots is an absolutely blast, and I desperately want it implemented into CQC.
Oh yeah, and make the pay actually worth something. Sure, the early ranks can pay minuscule amounts, but once someone reaches Elite CQC rank, they should be getting at least 5 million credits per game that they to balance CQC with moneymaking methods in the main game in terms of time-money efficiency.
I really love CQC in its current state and it just kills me how dead the mode is these days, and how much more it could be if FDEV just gave it some love and made it more mechanically similar to actual PVP in open play. PVPers don't really have an outlet to participate in arranged pvp fights where they can play the way they want, using what they want, and not off a bunch of non-pvp cmdrs. CQC could be that outlet, with a little bit of updating.
For starters, CQC, while already very skillful and competitive, needlessly dumps a huge mechanic of pvp in the form of aiming in most scenarios. Almost all of the weapons that can be fitted on ships in CQC are gimballed weapons that lack the jitter mechanic of actual gimbals in the main game. The effectiveness of the weapons' lock on aim is entirely dependent on the strength of the target's heat signature, which means that turning off non-essential modules and "cold-running" to prevent excess heat output cripples your opponent's aim such that their gimbals essentially turn into fixed weapons.
I'd love to see CQC outfitting actually reflect open play pvp outfitting by having gimballed weapons actually have jitter, making them strong in close range situations where the ability to hit a target without facing them directly has great value, but weaker at longer ranges due to their lack of accuracy inflicted by jitter. Along with the revised gimballed weapons, I want to see actual fixed weapons. Hell, maybe even add all sorts of other weapons like missiles, frag cannons, rails, etc. Most important in my opinion, add the SLFs that aren't curently in CQC (taipan, guardian SLFs). I've had a TON of fun just deploying lances (the guardian gauss cannon fighters) with my friends and having little arranged duels with them in asteroid fields and such. Fighting with fixed railguns in tiny fighters that can only survive a couple of shots is an absolutely blast, and I desperately want it implemented into CQC.
Oh yeah, and make the pay actually worth something. Sure, the early ranks can pay minuscule amounts, but once someone reaches Elite CQC rank, they should be getting at least 5 million credits per game that they to balance CQC with moneymaking methods in the main game in terms of time-money efficiency.
I really love CQC in its current state and it just kills me how dead the mode is these days, and how much more it could be if FDEV just gave it some love and made it more mechanically similar to actual PVP in open play. PVPers don't really have an outlet to participate in arranged pvp fights where they can play the way they want, using what they want, and not off a bunch of non-pvp cmdrs. CQC could be that outlet, with a little bit of updating.