Dude I'd love to do some co-content sometime I'd love to hear your thoughts on all things PVP your ideas for ships basic tactics. Not only would my org benefit greatly from this but I think it would give you more exposure because you have a great channel and more new people need to see this.
I think i have mixed feelings. On one side, I like that we have a lot of weapons which are viable. I was also very excited for testing all the different ships / weapons. Unfortunately many ships/tunings are not really in place yet and more importantly, the F7A just outperforms everything (surprise!) which makes it very stale and boring, because it’s just the best pick. So all in all I am more on the negative side, but most of that feeling is coming from the overpowered state of the F7A. Combined with the cannon meta it’s just very stale. I think I would be quite happy with the current state if F7A wouldn’t be there. I am also a little bit disappointed that bigger / major changes will come with 4.0/4.1, not as I hoped after 3.23 in iterative, small chunks, because MM still needs a lot of work. However the best thing is of course MM in PU.
I'd try to stagger the shots on the cannons in this situation to see how well it does. Since you have a small capacitor, the grouped shots weigh more heavily on you when they miss since you only have a few shots per capacitor. On the other hand, you're likely to get more hits (although less DPS per hit) on a staggered config before capacitor runs dry. At least that's my assumption.
@@cataangle My bad, man. Should've been more elaborate. I meant changing the firing sequence of your guns. By default, we usually have all of them firing at once. But for guns like cannons, we can fire them in "staggered" firing mode meaning only one fires at a time and then immediately the next. For cannons, this creates a more solid (almost repeater-like) firing stream. Gives you a better chance of hitting your target and manages your capacitor "better". But caveat is less alpha. I have a bind for it on my VKB's since I alternate when I feel it's appropriate.
Is the only strength of the STY the capacitor? I would love for it to actuall have an edge with maneuvering but seems it max pitch yaw and roll are less than the hornets
you don't respect their work... the game is still in alpha as you know, they are testing things... the advantage is that on the contrary it is becoming more and more accomplished and interesting, that's the truth.
Agreed. Like a fly buzzing in your face. It's annoying. However, atmo combat should be better since it's more like traditional flight...or at least should be.
@@rolinthor I've never really played a real flight sim, so SC is kind of my only point of reference. However, I've been into the SC project long enough to go through multiple flight models and this one is just not well done at all. It's basically a worse version of the 2.0 flight model with its precision/SCM/cruise modes. The mode switching is very dumb and clunky with the limited SCM speeds and not having access to your full ship speed range, "boost" is dumb (make it a real afterburner, not some refilling stamina bar), have true decoupled mode with no space drag...and I could keep going but this is the YT comments section. I'll just say that if this stays, I'm liquidating my fleet and not coming back. It's that bad.
Had a long conversation with a buddy yesterday about MM. He HATES it, say things are too slow, that they killed things with taking out the bug of tri-chording, and that it's boring and everything except for the Buc and Hornet Mk2 are worthless. That the Arrow is useless now and can't fight hardly anything. My biggest thing I was trying to get him to understand is that 1. CIG hated jousting and didn't like it being a thing. (He said that was simply a product of bad pilots who had no idea how to merge, which may be true.) 2. This opens up possibilities for new players to understand the fighting in this game more than the old flight model because it is a bit slower. And lastly, it opens up the possibility for more game systems to matter rather than just raw maneuverability, like armor, shield strength, the fact that I have a bubble shield vs individual shield faces, weapon load out, ship class, etc. Overall his opinion didn't change, but I can say for certainty with this video being the proof, ship combat is not boring. Different? Yes. Boring? Absolutely not.
i completely agree. Also there will be much change in the future about the general flight model, especially being manoeuvrable, at least thats how i understood yogi.
I am switching in between currently. I like both, but know people which are flying only decoupled, which are way better then me. Why don’t you like it?
@@cataangle I meant coupled (edited comment) Always fly decoupled, being coupled means you're always having your momentum slowed down and you're not able to pull same moves as quick, it makes you fly "flat"
Yeah you are right, but it also provides you some benefits (at least i think that). I think i can be more evasive with it. But i agree, I think if you are really good pilot (and i've still a lot to learn!) you can do the same and even more. Thats why i'm learning it currently!
ja, irgendwie schon ;-). Ich mag die Omnis auch mehr, aber es kommt bisschen auf das Schiff/Situation an. In Squadron Battle mag ich die FL mehr, bzw. auch im PU Open PvP, in kleinerem Scale - vorallem Duelle - die Omniskies.
I'm currently thinking about doing that kind of stuff, yeah, but this will take some time till i figured that our. Till then, I would recommend you to checkout Jonathan Winter's guides, he has pretty good ones, or also Avenger One's. They are mostly based on the old flight model, however, the basic manouvers are still the same!
I know that feel, haha. I've started (again) with SC Dogfighting in Mastermodes last December. I've learned with A1's and Jonathan Winters and a lot of deaths of course. 2 Months later I've also joined a dedicated PvP Orga which helped with training. I really can recommend that. If you are from germany, you can also apply to join out orga.
Really enjoying your content. Question, how did you get just one pip to show on the screen? I set a keybind for the precision lines, but I've always got 2 pips, even with the same weapon type.
Thanks! Did you checked your game settings, there is a setting were you can choose something like "average pip". Maybe it's that and related to the default loadout with gimbals? I know that, in Avengers One's Settings video, he mentions something about that. Might be helpful: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HNluCuYo66Y.htmlsi=-ckH72gHCYsTOxdd
Auto gimbals is not the right way. If avenger ones video doesn’t help, maybe check issue council and reset your user folder just to test if it persists, don’t change anything with the f7a loadout and check arena commander? From my point of view the only option should be the average pip thing, but I am not sure. But in my case I did not do anything else.
I always chuckle when i see MM critics saying that you cant avoid gunfire because everything is too slow and its just a DPS race. (Skillless) (Braindead )...If thats the case, your gladius should have 100 lost to that hornet in the beginning. Even in this early iteration you can clearly see that there's still room for maneuvering and fighting for position. As well as dodging incoming fire.
Yeah, I agree. But we also need a lot of more maneuvering in light fighters. But the good thing is that CIG and yogi is aware of that and working on this. I hope we wills we some major changes before 4.0, but I guess we must be patient.
@@cataangleI have a feeling that there will be additional tuning in .2 but more so, there will probably be a big grouping of changes in 4.0. one of the things I'm really really looking forward to are the new HUDs and MFDs. Even hearing that they will be more manufacturer focused.
I also hope for 3.23.2 but think that really important stuff will come with 4.0, or maybe there will be something in between. Regardless, I am looking forward to it!
Cat, I gotta ask... I've noticed some people flying with the pip and the two bars on the sides of the pip. What is that? It gives you a better representation of your targets orientation. I saw it when MM was being tested in AC months ago but I lost it, since.
You can find that option in keybinds - vehicles - weapons - pip precision lines. From my point of view it helps you to roll into your target, so keep the lines left and right of your target / horizontally.
Flying against an avenger and a hornet using ballistic gats. As the only person in the lobby using cannons, you might as well be shooting fish in a barrel and calling it hunting.
You should do a Bindings/Settings video for your setup. I am looking to upgrade to your setup soon but I am pondering on whether to acquire pedals as well, so your settings video might help me decide. Cheers
I am currently not planning to do voice over stuff. However, i want to help you! If you want you can add me on discord (name: mrbert, just add me) or mail me (you can my mail on my YT channel). I am happy to share you my settings, especially for Tobii and my sticks!
I'm using the VKB Omni Throttle (Left) + normal NXT Evo Stick (Right). Right Stick = Yaw/Pitch, Left Stick (Omni Throttle) = Strafe Left/Right/Up/Down and Thrust FWD/BWD, Pedals = Roll.
Flew the saber during invictus a lot for MRT's such a great ship. Have you heard that the F7A MK2 yaw rate is too high/bugged right now? I definitely hope to pick up a saber soon with AUEC.
the f7 can currently push a lot of more g's while strafing, you can also see that in my recent F7A video. It will be fixed with 3.23.2 (hopefully soon).
Ja! Geiles Teil, ich liebe die Sabre von Design her. Sie macht Spaß, aber sollte sich finde ich besser fliegen. Yogi hat in seinem Post auch gesagt das er mit ihr nicht zufrieden ist aktuell. Ich hoffe die wird bald etwas überarbeitet. :D
@@cataangle Das wäre wirklich klasse. Ich finde aber eigentlich, dass sie sich gar nicht mehr soo schlecht fliegt. Man muss aber gegen kleinere Gegner eher Power auf Thruster legen. Nur gegen die Hornet sieht man halt kein Land. Das liegt aber eher an der OP Hornet als an der Sabre
Das stimmt. Das mit power auf Thruster werde ich mal testen. Die F7 ist einfach viel zu stark, dazu kommt noch der aktuelle Bug. Das macht es leider auch schwer das Gesamtbild zu bewerten, wenn ein Schiff so dermaßen ausschlägt. :-/
Those are some great fights, well done. Not easy to do well in the Arrow right now. Was the choice of high velocity weapons to help counter enemies hanging back and blowing through any time you got close?
Not really! I am currently just testing what setup might be the best in Squadron Battle and PU PvP and I switch between omnis and FLs. Currently I prefer the FLs, but for 1on1s in the arrow usually the omnis.
@@cataangle try out precision mode with charge weapons specifically singes on ships that can fit them doesn't get any debuff and can make that alpha damage absolutely deadly to important components/engines and secure the victory in a single hit, new f7a can fit 6 its fun in these close fights can 1 tap cockpits
imho the F7C is the perfect - mind you high powered - medium fighter archetype, besides skills the stone, scissors, paper principle does work, meaning the F7C destroys a LF like gladius, the gladius will outturn an F8 and the F8 would have a F7C for breakfast....... besides fixing the bug they will probably nerf the F7A to be quite slower to compensate for the superior firepower plus I would imagine the omnis meta will get a bit slower as well more in the ballistic medium cannon speed domain bottom line however is: I hope they go with subtle balancing steps - the radical buffs and nerfs from meta to unusable like with the ARES ships should be a thing of the past
I am currently trying to find the best setup for PU and Squadron Battle. I switch between FL and Omnisky. I agree that mxa are very good at close range!
@@cataangle Omniskies for firegroup 1. Handles faster targets. Firegroup 2 MXA to add when you reliably hit with FG1 and got both pips onto target at the knife range.
@@cataangle Closer pip to target is omniskies and you somehow at this range nullify the vector or at least get it to center close enough to add the secondary firegroup for a better punch