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Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sun Sep 27, 2015 11:49 am
by ListerofSMEG-2
I'm currently half way to SagA* Hope to find some ELW & neutron fields

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sun Sep 27, 2015 2:01 pm
by hagz
the neutron fields are about 1000Ly down lots of nice finds there. if you see black holes go visit them as they can contain neutron stars as well. best one i found was a Black hole with 3 neutron stars in the same system. Also found an Earth Like World in a neutron system.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Mon Sep 28, 2015 3:15 am
by Cap'n Neuro
CQC beta is sickeningly addictive.

Can't wait to be making money doing this.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Mon Sep 28, 2015 5:50 am
by hagz
I agree but it only shows how inadequate my PvP skills are lol. my one concern about CQC is that it will be a magnet for hackers in ED.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Mon Sep 28, 2015 1:52 pm
by Cap'n Neuro
Meh. With a limited range to weapons and hard-limited agility of ships, all scripts, hacks or bots would do would be more predictable and detrimental against any even slightly skilled player.

Or in other words? Free credits when it launches.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Mon Sep 28, 2015 11:45 pm
by Binerexis
The only thing I can think of which a hacker could do to cheat at CQC is to mess with the packets being sent to the server so that they never run out of shield/hull or appear to spazz around everywhere in everyone else's client.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Tue Sep 29, 2015 12:40 am
by Shuriken
Probably the same thing hackers do in open now, infinishields, teleporting and zero heat gen. I've hardly played but I haven't seen a hacker in open for months and months, hope they're being permied and not just shadowbanned.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Tue Sep 29, 2015 5:52 am
by hagz
personally I think hacks will be a little more sophisticated for CQC they are bound to evolve to reflect the CQC game type

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Thu Oct 01, 2015 2:34 pm
by Binerexis
Depends how the client talks to the server. Considering the game has been playable for a good while now, I don't think we're going to see any immense improvements in the hacks.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Mon Oct 05, 2015 1:49 pm
by Cap'n Neuro
Itching for CQC to go live.

I want money.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Mon Oct 05, 2015 4:27 pm
by EvolvedMonkey
Its released tomorrow I think.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Mon Oct 05, 2015 5:18 pm
by hagz
Binerexis wrote:Depends how the client talks to the server. Considering the game has been playable for a good while now, I don't think we're going to see any immense improvements in the hacks.



thats not what i was really implying, i was tryng to say that the competitive nature of CQC will probably fuel the hack companies more

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Fri Oct 09, 2015 9:06 pm
by Shuriken
Changed how powerplant damage is handled - small chance of instant destruction, otherwise malfunctions and halved power output


If you're wondering why people instantly blow up in CQC. Bad design choice IMO, the skill gap between people who can fly and people who can't was big enough as it is. I do suppose this lets the people who can't turn for shit still have a lucky chance to kill you, assuming they don't die to your first or second sweep, which is completely possible now.

Just realised this is going to make tanking in the anaconda a little harder, assuming stuff doesn't die as it approaches you, which again is entirely possible now.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sat Oct 10, 2015 3:28 am
by Cap'n Neuro
Not at all. Before the change, dropping a plant to 0% was guaranteed instant destruction. The new system is a massive buff to survivability that HELPS people survive as even at 0%, that will not always happen and can be undone to an extent using the reboot/repair mechanic. The flying coffin that is the Anaconda will be harder to take out now.
...Well, except not really as they're just as easy to take out by mauling the FSD before the power plant, then just plinking away as this will obliterate weapons capability. A single modestly equipped Sidey can easily take out a player coffin with some good piloting skill and good decisions, as always.

People instantly blow up in CQC because their hull is low, but they had time to let their shields recharge, also impacted by their choice of shield and plating modules. As most people use lasers, you'll notice a significant increase in survivability using anti-energy plating and shields.

As it stands, though, I fail to see how a pronounced difference in skill and time spent with the game to gain familiarity is a bad thing. This is how it should be. A good player who's put the time in should always win over a bad or inexperienced player.
CQC also doesn't use the identical mechanics to the core game (Being a simulator mode), and this is very much by design. It's made to be fast, frantic and have a relatively short time to kill, and power distribution has somewhat different effects. It's a solid game mode. Especially if you play CTF.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sat Oct 10, 2015 3:39 am
by Shuriken
Maybe I misinterpreted the patch notes but shit has been blowing up way before 0%. Is that not the small chance of instant destruction? Some other weirdness?

As for CQC, it's a casual drop-in game mode and that does have its merits if you have no time to actually play the game. More casual stuff is not what the game needed though. Hoping the expansion reinvigorates combat because this hasn't done it for me at all.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sat Oct 10, 2015 4:22 am
by Cap'n Neuro
I wouldn't call it 'casual' at all. In fact, it's anything but. It's pretty fiercely competitive, utterly ruthless, and ties in very well to the universe at large. I've also noticed a significant uptake of PvP in open since the CQC beta launched, which means it's only doing good for the game.

Not everything about Elite is intended to be No Fun Allowed Space Truck Simulator,or endless scanning of black holes far away from anybody and everybody. Hell, the series itself is all about conflict. Doing non-combat activities in the Elite series has always been nothing but a means to an end to get the money to go kill things.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sat Oct 10, 2015 5:29 am
by Shuriken
You can not call it casual all you want, it's still completely casual. It's a newbie friendly drop-in system design to enthral console kiddies and people with the attention span of a house brick. Where's the war? The conflict? Powerplay hasn't done anything to help the state of the game in open, it's a deadzone unless you're hanging around the same tired old rare routes people have been grinding for months. It's about as deep as a puddle of piss.

I don't know why you seem to think anyone wants more dull shit when everyone was hoping the CQC update would add more visceral and rewarding combat features. As I said it's great if you have no time to actually play the game but for the rest of us who have been wanting more content this hasn't done anything good. It's even got the prestige wank from call of duty games, which is fine if you like meaningless grinding with no impact on the game at all. Nobody has been asking for that though. It's a completely separate game mode that literally doesn't tie in with the universe at large at all.

At this point I'm just assuming you're trolling for the sake of it, or you really are a house brick.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sat Oct 10, 2015 5:29 am
by Shuriken
Yay, double post

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sat Oct 10, 2015 12:52 pm
by Binerexis
Shuriken wrote:It's a completely separate game mode that literally doesn't tie in with the universe at large at all.


Yeah, if you ignore the various dev info where they say they want it to tie into the game at large with exclusive rewards for those who rank up in CQC.

You're not going to get satisfying content into the game until FD make it so solo/private players can't affect anything in Open. The only thing which has come close to improving that is the XboxOne servers being merged with the PC servers to improve the population in Open. Also, PowerPlay is the most casual, newbie friendly and grindy thing in the entire game so far, I really don't know how anyone can say otherwise with a straight face.


Besides, if you're not having fun in the game any more, you can always stop playing.

Re: [PC - SpaceSim] Elite: Dangerous

PostPosted: Sat Oct 10, 2015 12:53 pm
by Cap'n Neuro
Clearly you've never really been into the PvP in this game, because if you were you'd know just how tedious the search for a fight often actually is in the open game. Between connection issues with the open world servers, combat loggers, cowards and the startling ineptitude of many players in a fight, there's frankly no challenge whatsoever 9 times of 10. I mean, you MIGHT get lucky in a conflict zone maybe if the stars align, but other than that there's nothing that really scratches the itch of what was sold right back on the Kickstarter, that being "A new Elite game? With PvP?! Count me in!"

The system itself is just fine. It works and rewards those who play it as the reset payouts are anything but shabby. Resetting doesn't feel like a grind at any point because it's always fun and it's a quick path. It adds far more than you'd think to the game if you look at it at all, too.
It's partially a testbed on a live server environment for new weapon and module types. Unless, of course, adding new weapons to the game adds nothing to combat. It's also a flight test for the Condor, which the fighter for the carebear ships are going to be carrying around something at the very least based on one.

It's a simulated league in a simulated space world that hurts nobody for its addition, though many of the things added in this update are absolutely necessary for the upgrading and improvement of future iterations and expansions. Why not have fun with it? After all, it's given many of us something we wanted for a long time.

Unless, of course, adding features to a game generally chided for being slow to add new features is somehow a bad thing by some twisted logic.