I prefer the lag pip too but I will say, one disadvantage that I rarely see mentioned is that the lag pip is difficult to use when following a target that flies past you in a joust situation. You have to pull the nose of your ship way up ahead of the target to maintain the correct lead. With a lead pip you'll be able to see the pip but with lag it can be far below your crosshair, potentially even offscreen. It's not the biggest deal in the world but maybe it should be part of the conversation. Great video nonetheless!
I wonder how hard it would be to add a hybrid mode that has two different markers, one for lead pip and one for lag pip (or something that displays a kinda ghost lead pip when you can't see the lag pip). Main concern I see with this is visual noise/too many markers, so would probably prefer it to be a different mode instead of default
not neccesarily a problem of the aim assist but of your piloting skill. you need to read your target, thats why you have to look at it and plan the next manouvers ahead. so you never end in such a difficult aiming situation at all. dont blame the system, its not meant to do your job, just to help you with it =D its not just about where to aim, its also about to be where you have to be at the right time in the fight.
@@LashlayDS9 True! If I'm able to keep my distance correctly and position myself well this situation arises less often. But maybe that means it's still a consideration for beginning players.
Both pips have their use so I use a toggle button to shift between them. You missed the main advantage of the lead pip: The lead pip is always close to your cross hairs when aiming for a target, so it is easy to see where to hit when fighting at very high deflection angles. At high speed and high deflection angles, the opponent's ship is often entirely outside your view, so if you are aiming for them the lag pip will also be outside your view. The lead pip is usually in the middle of your view, right under or close to your cross-hairs.
Ty for the explanation, this beginner's always used lead pips and the problems you mentioned were exactly what I was encountering in game - time to give lag pip a try!
Thank you for posting this super quick and easy breakdown! Building on the point you made about having more control over where your rounds impact, this is likely going to play a lot larger role in space combat in the future, both for disabling key systems (as ships will no longer explode unless a critical power plant failure is triggered) but also for avoiding damage to key systems you may want to preserve for the ship's overall salvage value. It'll also see a strong role in boarding, as many military ships are purposefully designed to place potential boarders at an extreme disadvantage, so punching your own holes into the hull to board through will be super useful.
I will say both of them are equal, and switching them according to your target is the best idea. I simple rule I use is when your opponent is more maneuver than you, use the lead pit, else use the lag pit
Great video! I've saved this one to share with friends when they ask about the difference. I'd been hearing about Lead vs. Lag for a while now but hadn't made the switch. Yesterday a friend and I (re-)bought Sentinels. It's just a big heavy fighter compared to the others, and I hadn't been flying it since the 3.15 wipe, that I thought I'd finally give it a try. I've keybound the toggle to "Left Alt + P" so I can switch easily if I don't care for it. But I'm loving it. As a test flight, I took an LRT bounty, and the wingmen were M50s. It is so much easier targeting small, fast ships like that with the lag pip. I cleared the whole bounty in the time it normally takes me to down a single M50.
I'd just want to get both actually (one disadvantage of the lag pip is that you're not going where you're actually looking as a player, so having both would actually allow you to keep a wider vision, as the center of your focus would be wider as well)
Great tutorial, perhaps next time also point out how to change it to make it really complete? Default keybinding, or better: where to find it in the customisation menus for example. But thx for the clear explanation!
Thanks for the information was always a little confused about lag pip and the one time I tried it failed miserably as I was obviously attempting to use my crosshairs to center on the pip. Result: I died……
The main reasin i prefer Lead PIPs, is they give you a quick & dirty on your target's bearing. I fly with 6 DoF, and i can use the PIP's relation to the target to maneuver quicker and more accurately, depending on what i want. Then again, for bigger targets it would probably be better to switch to Lag PIPs, since it a Hammerheard won't be dancing around nearly as much and you'll have plenty of subtargets to pick from.
I'm not sure what you're talking about, I always use default setting, but I think you should start the video by showing where to change the PIP settings, because there's a LOT of settings in SC.
Was looking for this comment. Once we can target subsystems, lag pip will largely become o solete as lead pip will basically automatically land tour shots wherever you want. The only ones who will use lag pip are those who will wany a more "hardcore" or realistic experience, but they will be at a disadventage IMO.
@@MonteKristof You'd be surprised. So, once we do have that, you still have things like it taking time for gimbals to zero in and such. Or possibly EMP disrupting that, etc. Against small fighters, if not dogfighting overall, I expect folks to largely do better with lag pip. I could, of course, be wrong.
I find it can be easier to understand your relative translational motion to the target with lead pip. That information is really still there to infer with lag pip, but being attached to your frame of reference instead of the target’s makes it a touch more difficult to infer IMO (especially when rolling). Lag can be a lot better for snapshots tho with bigger guns as you can watch the target cross through your pip and time the shot
And for targets far away. I guess i will stay with the lead pip, but will test the other one. Oh and of course for targets off screen, that you are still able to hit .
Also, a major factor of Lag > Lead pip is when the ship is spinning out of control. You have no idea where to put your shots if you have lead pip on. At least in Lag pip we'll be able to disable vehicles easier from a distance!
From your footage, you appear to be flying uncoupled? How does this compare to FA off in elite, whatever you seem to have mastered it . Well done. FYI, I’ve just rejoined the verse after a 5 year break. I’m amazed and blown away by the advances CIG have made. Subbed for sure.
Once we can target subsystems, leadpip will basically outclass lag in every aspect... We'll just shoot at the square until said target subsystem is down... it sounds a bit dumb, but it seems obvious that NOW with free targeting, lag pip is better, but once subsystem targeting is introduce, there won't be a reason to use lag pip anymore.
@@MonteKristof huh? how? the subsystem you target will be highlighted on the ship and then you just aim for it using the lag pip. it is superior to the lead pip, as you can actually focus on the ship you are fighting as opposed to the UI and you know and can see exactly where your shots will land. your take is hella confusing and actually doesn't make any logical sense, unless you think the implementation for lag pip sub-system targeting, will be the same as that for the lead pip, which is sad if you really think that CIG are that dumb, smh.
I usually prefer lag pip as well, but lead pip is often better in fast-paced combat and jousting, when you may not have the target inside your field of view the whole time. Lag pip shines against larger and slower ships, when you may want to target a turret or some other part of the ship with more precision.
The default converge distance is a nice touch, I assume that would be useful for stealth ambushes where you refrain from targeting your opponent to not spook them, and jump them with high alpha damage weapons at a distance where you know you're undetected? I guess if you know what distance you'll engage at, you set your convergence at that distance. Are there people already doing that? Or anybody have another reason for tweaking their default convergence?
The very first disadvantage makes lead pips undesirable. If you can't see your target directly, then you may not be able to preform finer attacks, like targeting the engines only.
You can target subsystems, though currently its not always entirely clear especially larger ships where there target info panel representation isnt big enough to show that detail.
@@Afterburner215 My guess is he's referring to the ability to modify your weapon convergence in a setting. In ED fixed weapons don't converge so determining what ship to use and what weapons to put in each hardpoint is really important. For example the Imperial Clipper has hardpoints on the ends of each wing that offer horrible convergence since they're so far apart. You're essentially limited to using gimballed weapons in those hardpoints since you can't set a convergence distance for fixed weapons like you can in SC.