CQC Well New Matchmaking Sucks

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Using my 2nd account - reset twice in 2 months, do a bit of Arena/CQC whilst exploring.

Matchmaking sucks. Exactly where is the fun or challenge in a level 1 being matched up with a level 45 and level 50 that can melt shields in a few seconds? Playing CQC for the first 10 levels just ends up annoying the hell out of me. Time for variable kill and assist points based on level me thinks.

Oh and CQC is the personification of the Imperial bias that FD say does not exist.

Hope its matchmaking and not even at a £5 no=one is interested.

Winge over.

Simon
 
Using my 2nd account - reset twice in 2 months, do a bit of Arena/CQC whilst exploring.

Matchmaking sucks. Exactly where is the fun or challenge in a level 1 being matched up with a level 45 and level 50 that can melt shields in a few seconds? Playing CQC for the first 10 levels just ends up annoying the hell out of me. Time for variable kill and assist points based on level me thinks.

Oh and CQC is the personification of the Imperial bias that FD say does not exist.

Hope its matchmaking and not even at a £5 no=one is interested.

Winge over.

Simon
The difference in loadouts available to a lvl 1 or a lvl 50 is actually minimal; few, if any, of them give a significant edge. Instead, they allow for tailoring your ship to suit your playstyle.

The biggest difference will be knowledge of the map and understanding of the physics of the ships, especially where the the weapon enhance powerup is - that turns any ship into a super deadly killing machine for about 30 seconds. Additionally, the shield strength mechanic present in the main game is exaggerated in Arena. If you're taking fire, "pips to shields and run for cover" is successful much more often than you think.

It's been a while since I played extensively in beta, and I'm sure that changes have been made to the balance, but I found the plasma repeater with the boost focused distributor and standard shields to suit my game well - you lost max boost speed but could boost practically indefinitely, and the repeaters didn't tax the distro very much at all, allowing you to balance pips in favour of shields and engine.
 
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The difference in loadouts available to a lvl 1 or a lvl 50 is actually minimal; few, if any, of them give a significant edge. Instead, they allow for tailoring your ship to suit your playstyle.

The biggest difference will be knowledge of the map and understanding of the physics of the ships, especially where the the weapon enhance powerup is - that turns any ship into a super deadly killing machine for about 30 seconds. Additionally, the shield strength mechanic present in the main game is exaggerated in Arena. If you're taking fire, "pips to shields and run for cover" is successful much more often than you think.

It's been a while since I played extensively in beta, and I'm sure that changes have been made to the balance, but I found the plasma repeater with the boost focused distributor and standard shields to suit my game well - you lost max boost speed but could boost practically indefinitely, and the repeaters didn't tax the distro very much at all, allowing you to balance pips in favour of shields and engine.
Since 2.0/1.5 the plasma repeaters are actually as taxing on the distributor as beams and generate about the same amount of heat. They went from a niche weapon to a completely useless weapon because if you are fighting anyone remotely competent, you will be unable to hit them due to the slow nature of the plasma bolts. At the same time cooking yourself due to the heat generated. I used to have a plasma repeater loadout for giggles for when I was put in a game with a bunch of noobs, but due to the nerf on the weapon I don't bother with it anymore, I just kill the noobs.
 
Since 2.0/1.5 the plasma repeaters are actually as taxing on the distributor as beams and generate about the same amount of heat. They went from a niche weapon to a completely useless weapon because if you are fighting anyone remotely competent, you will be unable to hit them due to the slow nature of the plasma bolts. At the same time cooking yourself due to the heat generated. I used to have a plasma repeater loadout for giggles for when I was put in a game with a bunch of noobs, but due to the nerf on the weapon I don't bother with it anymore, I just kill the noobs.
That's a shame, they were fun.

How are the fast cannon these days?
 
Using my 2nd account - reset twice in 2 months, do a bit of Arena/CQC whilst exploring.

Matchmaking sucks. Exactly where is the fun or challenge in a level 1 being matched up with a level 45 and level 50 that can melt shields in a few seconds? Playing CQC for the first 10 levels just ends up annoying the hell out of me. Time for variable kill and assist points based on level me thinks.

Oh and CQC is the personification of the Imperial bias that FD say does not exist.

Hope its matchmaking and not even at a £5 no=one is interested.

Winge over.

Simon

Don't feel bad . i am level 47 on my 8th and final progression (so really level 397 ) and when Artysu beats me to the weapon power up , i feel just as useless .
 
That's a shame, they were fun.

How are the fast cannon these days?
Due to the low profile of the imp fighter they are about as useless as the plasma repeaters. The speed of the projectile is faster, but still easily avoided with a spiral. But even if the opponent is not actively trying to avoid the rounds most of them will miss the imp fighter. Since anyone that is a potential threat will be flying one of those, its nothing more than a I will be toying around with the noobs type of weapon. Which is a shame since it was a lot of fun using it before.
 
The rapid cannons do also have the advantage that if you can hit your opponent from the front, the massive clouds of smoke they produce make it very difficult for them to see who is shooting at them.

The disadvantage is that the clouds of smoke can obscure your own vision - back when I was about rank 15 and trying them out because they were new, I ran straight into a building because the smokescreen I was laying neatly obscured my target's escape.

If they ever implement match restrictions, an "all rapid cannon" matchup could make excellent comedy.
 
Due to the low profile of the imp fighter they are about as useless as the plasma repeaters. The speed of the projectile is faster, but still easily avoided with a spiral. But even if the opponent is not actively trying to avoid the rounds most of them will miss the imp fighter. Since anyone that is a potential threat will be flying one of those, its nothing more than a I will be toying around with the noobs type of weapon. Which is a shame since it was a lot of fun using it before.

Yep, the Imp is pretty much a hard counter to the rapid cannons. When people were flying predominantly Condors with Reverse Resistance shields, the rapid cannons were great for punching through them and reasonably useful even though skilled pilots could evade them fairly reliably in a duel. In other words, they were the perfect "shoot them in the back before they know what hit them" weapon. Now, between the Imp's tiny profile making it difficult to land shots and the regular Imp shields being so strong WITHOUT making the tradeoff of vulnerability to kinetics, they're basically worthless against that ship.

I'm not sure how to fix it. Maybe make the rapid cannons "true fixed' weapons that are immune to chaff, like in the main game? So you'd have to aim carefully but you could at least have full control over your shots while keeping your ship targeted and having the lead indicator. Or maybe at least ditch the Imp's "overcharged" shields and replace them with Reverse Resistance? Or make the Imp a bit slower (which has been discussed elsewhere anyway), and therefore easier to land hits on?

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If they ever implement match restrictions, an "all rapid cannon" matchup could make excellent comedy.

More than once (before 2.0) I had extended duels with other experienced Rapid Cannon pilots in which neither of us could kill each other for minutes at a time. Truly an exercise in futility.
 
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