The benefits of an unrestricted Open and why every Corvette should carry a fighter

For Multi-crew to actually be of any benefit rather than just fun, there has to be a bonus for it. Launching your second fighter via MC is a good solution imo. It's similar to getting an extra pip for a Player gunner.

How horrible would that be if it were "just fun," thank goodness they incentivized us.

Anyway you already get an extra pip for each crewmember, whether they are gunners or fighter pilots, which ought to be enough of a benefit to justify using a player over an AI.

2 AI launched fighters would be better for everyone, because it would encourage more people to fit the fighter hangars in the first place, which in turn would mean there are more viable ships out there for people to multicrew into.
 
https://www.youtube.com/watch?v=jQRlbPmQFAc

Despite some initial bitterness between the Cutter and Python CMDRs, all involved had fun here and I wound up with both CMDRs on my friends list.

Also, SLFs are my favorite big-ship addition ever. They plug a vast hole in the versatility of the big three and add some interesting options to the smaller ships that can carry them.

Nice video. I've done similar things vs faster ships that run away from my Corvette. Really wish the Vette had better legs but ahh well. So beams huh? They are good vs other fighters, but vs big ships I find (Condor) MCs or Plasmas to be more useful since you can spam them indefinitely, until you overheat anyway. I am sure you know this, I am mostly just saying it for the benefit of other readers ;)
 
Nice video. I've done similar things vs faster ships that run away from my Corvette. Really wish the Vette had better legs but ahh well. So beams huh? They are good vs other fighters, but vs big ships I find (Condor) MCs or Plasmas to be more useful since you can spam them indefinitely, until you overheat anyway. I am sure you know this, I am mostly just saying it for the benefit of other readers ;)

I'm trying to picture you in a Corvette.
 
As an early warning system, sure. However, it's also the only way to make sure I'm still connected to the transaction/authentication servers as well. It also has limited utility when you are in an instance with someone else that you know for certain is there.

That's quite interesting, really. The only other instance I know of this happening is with Source. The net_graph cvar (shows incoming packets sorted by type) in CS:GO was made to require sv_cheats enabled during the beta because I believe it would visually indicate things like footsteps along with more mundane information like update rates, interpolation, and packet loss. Some of the more competitive TF2 players use it to track enemy spawns.
 
I'm trying to picture you in a Corvette.

Here's a visual aid:

That's me in the Corvette and my biomimetic doppelganger in the Condor.

2tBk8aU.png
(also comes in green, blue, and predator varieties)
 
No stunt.

He was all MCs and none of them were turrets. Not that turrets would have been a perfect defense. Non-long range MC rounds are pretty easy to dodge. The lead indicator will essentially never be correct if the target's movement vector is constantly changing and there is very little margin for error if the target is only a few meters across.

Even hit scan turrets often have extreme difficulty hitting SLFs. Railguns, missiles, and fixed beam lasers are your best bet against another CMDR in an SLF.

Not necesarilly.

i was pirating today in cg and destroyed 4 different SLF piloted by their cmdrs in RES. My viper has four multis.

depending on the pilot.
 
HEY!!!! It's you!!!

Yes, it's me.

Nice video. I've done similar things vs faster ships that run away from my Corvette. Really wish the Vette had better legs but ahh well. So beams huh? They are good vs other fighters, but vs big ships I find (Condor) MCs or Plasmas to be more useful since you can spam them indefinitely, until you overheat anyway. I am sure you know this, I am mostly just saying it for the benefit of other readers ;)

I primarily use that variant to suppress other fighters and because the NPCs tend to be more effective in it in general. At the time this engagement started I was at the RES training up NPC crew against other NPCs and it was much faster and neglected to recall my NPC. It was much faster to switch to the Taipan already in proximity to the Cutter than to recall it and launch my MC Condor (which is often better for pursuit for precisely the reasons you mention). However, I also suspected that the shields on my opponent had standard resistances and that the beams would prove just as effective, if I could keep up.

Not necesarilly.

i was pirating today in cg and destroyed 4 different SLF piloted by their cmdrs in RES. My viper has four multis.

depending on the pilot.

Yes, it's going to depend on both pilots. Smaller, more nimble vessels can also bring their weapons to bear against other small nimble vessels more easily.
 
Last edited:
Gonna try (Inspired by this video):

2x C4 Fixed Burst, Efficient (Nothing)
1x C3 APA, Efficient (TLB)
2x C2 Imperial Hammer, Sturdy (Plasma slug)
2x C1 Railgun, Long Range (Feedback Cascade)


Reasoning: 2 Fixed burst for sustained damage with 4 pips to sys, won't run out of ammo.
4 railguns for spike damage and scb break.
APA becuase I dont know what else to use here, good vs bigger ships but problematic vs smaller?


Viable? Maybe, it's never how I imagine it to be..


One problem I forsee is using 2 Fixed C4 and trying to hit with the C3 APA at the same time ...
Also smaller (faster, more agile) ships will be harder to hit ..
 
Last edited:
Setup could be slightly problematic against more agile vessels...cycle time on the bursts is very long and misses are very punishing. Though, if your railgun aim is solid, you should be ok.

Projectile velocity on the efficient APA will keep it from being very useful again small or medium ships, especially ones with lockbreaker, but it should be quite effective against the shields of larger vessels.
 
How do you aim so smooth? I can't align my railguns like you do, even small taps on the controller would push me over the target or fall short. Yours look like very fine movements as if you're using a dial
 
Setup could be slightly problematic against more agile vessels...cycle time on the bursts is very long and misses are very punishing. Though, if your railgun aim is solid, you should be ok.

Projectile velocity on the efficient APA will keep it from being very useful again small or medium ships, especially ones with lockbreaker, but it should be quite effective against the shields of larger vessels.

The burst + hammer combo works fairly well, but the C2 hardpoint alignment is very wide, very imperial esque. Anything smaller than a python showing its belly is difficult to hit with both hammers at the same time.

2 C1 railguns does their job, can't really complain. Good for long range sniping and scb break.

I don't like the advanced plasma accelerator at all though, bad hp placement and doesn't work well at all with the railguns (+ I'm having power issues).
 
Last edited:
How do you aim so smooth? I can't align my railguns like you do, even small taps on the controller would push me over the target or fall short. Yours look like very fine movements as if you're using a dial

He is using a full CH Pro setup : Flight stick, Throttle and Rudder pedals. It enables very fine control.
 
Back
Top Bottom