@Twidgyt though it may be true, great video overall. I don't know if I missed it, but do those values add together or act in different ways and whichever is highest is the distance at which you are detected?
I have had first hand experience of the Hornet Ghost, weapon's could only lock-on at about 2.5 - 3.0 km. At night in atmo, your just PREY! It was zoom & boom, picking us off one at a time. The only counter I could find on the fly was, once spotted pre-turn on his vector & hopefully get some shot's off on the fly by. As you have only a couple of second's to acquire a lock. Awesome vid dude, a little insight to how it's done, very interesting.
haha you just described how to kill f8cs with an Inferno/ad5b Sentinel ..kind of haha. Use your mental pip "fast ships move fast enough your lead pip needs user assist" to send a bead where he's going to be, in that situation if you're lucky he bends outward and gives you range to launch some EM's his way and can go for the attack while they're managing flares. Hahah sorry adhd, the vid got my mind going and my murder build ballistic Ghost/Inferno are my current main fun toys.
This video is excellent. I especially enjoy the part where you say you don't care about opinions on turrets. If you put in the work to get them then you completed the quest. Well done.
@@Twidgyt did you get them from completing the Eckhart mission and stealing from a the F7A? I'm trying to trigger that mission and not sure why I can't
@@jives_man just keep grinding bounties and merc missions and be on the lookout for the mission to pop up. It will eventually. And only one can be running at a time I think so read the popups at the top. Make sure you abandon the mission before engaging
Well Done! That has been the most comprehensive stealth guild I've seen in years!👍👍In last fight you did make use of Decoys/noise to give ya a temporary boost to stealth by making them lose lock on for a second or two? Missiles /Player! Very Well Done!!
You used the supress IR button. I only recently started playing again but last time i checked that button only affects the client of the person flying the ship. Heating u up and reducing power, but not actually lowering ur IR on the server, so it doesnt help in stealth unless ur trying to hide from yourself.
Thank you! I'm a new player who bought the ghost hornet because it looked cool and being prior service, Hornets are badass. lol... bad reason I know. Anyway, I've been playing all of a week... learned I bought it too soon... but I'm gonna make it work. This gave me a starting point to start making it work! Thanks amigo!
This was the best hands on stealth guide I’ve seen with practical demonstration. I’m curious about where you’re getting your numbers for some things though. Example, all grade a shields in erkul have the same HP. What am I missing?
You can cut ur signature even more. Early days of AC there was a segment on stealth. You can also cut ur main engines and only use maneuvering thrusters. It’s not too risky as you can just power cycle to turn all systems on if you need to evade. The current iteration of emissions suppression causes heat buildup (3.22) maybe coolers influence this… don’t think cooling actually works as of now. The stealth button actually calculates a nominal with current systems online. You could run all systems (quantum drive spooled) then hit the stealth button, that will give you the minimum needed for all systems functioning… then turn off your QD, main engine and shield. In theory… as it used to imply… reducing acceleration and speed limiting would reduce the output (spark) of ur thrusters as this practice minimizes the thrusters output. What I used to practice was locking on the target at the greatest distance I could, achieving a max possible velocity with a safe vector (not colliding with any obstacle) , decouple and when in range for target acquisition, attack. Missile strikes work pretty good this way… especially in the good ol days when we could fire our entire payload at once. This is all gonna be completely redone… not much the same long term… just look at what master modes are going to do to gameplay. Long range targeting, electronic warfare etc.
That's how the stealth should work and I have been doing it that way but would run into that limiter when I turn on the QT drive to chase someone. That's why I suggest setting it manual just above the current usage.
@@Twidgyt that’s why I said turn on all components including QD, THEN hit the stealth button. It will calculate the minimum power needed for ALL systems you intend to use. Then afterwards shut off the items you need to suppress. You won’t achieve the lowest possible power plant sig this way, just the lowest nominal for ALL systems on. But this whole mechanic is going to be obsolete very soon. We won’t be able to power all components at once… we’ll be forced to pick and chose for the current task…. similar to how elite dangerous handles power management. Then factor in master modes and stealth play with be upended. I have no idea how they’re going to approach it in the near future. Seems like almost nothing with this game loop will be the same after the new tech is in place
@@clemdog76 I agree with everything you said at the end. But for the limiter I'm saying that the stealth button isn't always correct, including QT on. I've run into a problem doing that where it will still request more power than what it calculated. I'm not sure if it is requesting more power during the shield building phase or what but it would often hit me in the middle of a battle when I turned on QT to chase someone it suddenly hits that limiter and the ship handling goes out the window.
@@Twidgyt I haven’t run into any problems with the calibration method so long as I haven’t sustained any damage… it used to be that bounties or pirates would use distortion weapons… in the case that you are referring to, I just keep a keybind for the power throttle and nudge it up a little if necessary. In an emergency I would double tap the power throttle to maximize and power cycle to all systems to escape and correct torque deficiencies.
Based off other Chris Roberts titles, such as Freelancer, I suspect the ability to put the F7A turrets is 100% intended. What I think is not intended is when you remove the stealth cap from the ghost to put the top turret, I don't think the Ghost is supposed to keep its stealth values. But a fix like that is low priority at the moment.
They suddenly blocked access to stealing the f7a & f8 ...yet not the turrets which would be a couple more sets of code. All within a month or two of the sudden G force "bug"....a few months later the f8c is released...a couple more months and the Ghost gets a stealth boost. The "glitches/bugs" on Chris Roberts' favorite ship happening at such times...plus the f8c's debut timeline cannot be coincidence. Just like all the hate over the Ghost's stealth cs making it "OP" in the weeks prior to another round of f8 sales? Everyone calling the Ghost meta ...yet most who have tried it on mid-low skill have sucked. How does a low level pilot "git' good"? F8c. 6x the shields 2x the hull hp and ability to run away from anything at 1337m/s. That being said, when someone wants f7a turrets I give them a background check, if they don't own an f8 they get a discount, if they're hunting griefer f8cs....I may give them for free haha.
The type of weapon being used against you is also a consideration. So each detection range in your hud applies to the ability for that weapon type to lock you. for example IR detection range of 2500 means thats the closest and IR missile can lock you. So if you can scan your target and learn their loadout. You can keep outside engagement ranges based on your emissions. This is why the Eclipse is the King of stealth.
Cross-section does not only come into effect while pinging, my friend and I tested detection thoroughly when CS was added. We took 2 Freelancers to a moon, I parked on the ground and my friend went 90 degrees above me and then backed up until the exact meter where he lost my pip; he then moved a meter closer to get my pip back, and rotated his ship 90 degrees. As he would rotate his ship we would pick up and lose each other without any pinging involved whatsoever
@@Wakish0069 I think EM emissions are probably omni directional, at least mostly, but I think the IR emissions are directional. You probably have much more IR emissions directed rearwards and less in the other directions.
@@Twidgyt No I believe EM and IR are both spherical bubbles, that's how they always worked before CS is the only one that is affected by other variables like the direction that each ship is facing Edit: And during my CS testing, we purposely made CS the highest number of the 3 - which means we were not detecting his EM nor IR at all, purely his CS
are you sure about the CS a value only checked during pings? How did you test this? From personal experience it appears to be more like a guaranteed detection distance, within which a target will detect me as a contact... but through my own testing it does seem to depend on how much of my ship is facing the target. Approaching nose-on can buy maybe 1km of distance before detection whereas approaching by strafing up (showing the entirety of the top side of my ship which is the largest possible surface area) will give me detection at the range specifically stated as the CS value. This video isn't exactly clear either way, because the NPC carrack that you attack for demonstration only target locks you at 1.4km, which is well inside the range of detection given by any of the 3 stats, so inconclusive. Your human targets are being taken by surprise so their own reaction times are making the target lock light an unreliable readout on when you are actually getting detected. I'd like to thank you for this video. Its great to watch and i love seeing people test game mechanics out to see how to work within them (also, i agree with you about the hornet turrets - at least until the other central mounts mean something in the game. The ghost one might actually be the source of its stealth so it would be a trade-off to use the turret and lose the stealth buffs)
This is why I love this game and I haven't even played it once.. maybe one day.. one day I will take it to the skies and write my name in the history of the persistent universe. I love your video and thank you very much. GG 😊❤
@@Twidgyt hey... I've been watching citizencon... oh man.. the upcoming updates for the game are huge.. I wish I had a good pc man.. anyways I love to see you play the game with the coming updates.. cheers 😊
It's not on Erkul. You have to list it from a F7A hornet. Can find one on the first Arlington Gang mission and in some combat threat beacons. Read the rest of the comments here for more details
Last two guys, completely different. I doubt the 1st one even noticed you, all he saw was a light show. 2nd one, though - he knew what he was doing, could end either way. Subscribed! (I'm playing for a bit over a week now and equipped my default Mustang Alpha with stealth gear, will see how it goes - advisory welcome)
Im not sold on the ballistic loadout. You fought a buccaneer and ran out of ammo. If you were fighting another hornet or a scorpius you would run out of ammo and have to disengage before securing the splash
Me neither. It was more than enough to take out that Carrack but I'm obviously not landing enough shots. I'm thinking of doing a cannon loadout and a shotgun build. But I have to fly down to Orison to get them, and so far I've been too lazy.
Size 1 radar (light fighters) see you at 80% of your emission value. If your max emission value is 10,000 - they will will not be able to target you at 10,000m - they will only be able to target you at 8000m. Size 2 radar will see you at 90% of the emission value. This means your largest emission value isn't your 'minimum' detection range, it's actually going to be a less than that depending on the target's radar size.
That's really interesting. I hadn't thought to use the radar specs. Is that actually in game or is it just specified on the website? Cause the tractor beam turrets were specified there for years but we didn't get them until last patch.
I've never played Star Citizen, but this video is awesome cool and inspiring. I hope to play one day and doing similar stuff be as badass, methodical and efficient as you!
@@Twidgyt Well, my plan is to try out the Squadron 42 when it releases and to see if it's good or not. I think this game will determine the yet not completely certain future of the Star Citizen. If that game's any good I'll surely invest my money and time into Star Citizen. Also I wouldn't really want to meet you as an enemy, LOL!
Litterally was theory crafting this build a few months ago. Just never decided to give it a go. Nice vid man. Just got drowned out by music sometimes. When you get to a player bounty, do you bail if they're in a bigger ship or still give a try? Asking cause in video you only fought players who were in fightercraft.
That's almost all I found. I did try my hand at a fully player manned hammerhead, didn't work; I landed all my shots midship and couldn't kill them. But I did come back much later in my ballistic Corsair, after they had repaired at least once, and took them out. Actually uploaded that video right before this one. Go check that one out, it's fun.
Some people used Google ads and put their referral code in them. I wonder if that is cheaper than buying some of these ships. Probably not, but still curious what the rate of return is.
I'm far too poor to pay for ads. But I have been thinking to put my referral code in an overlay in the video. Like a faint watermark in the corner somewhere. No one has used my code yet, but heck why not. I'd like to have a free gladius.
The issue with hitting the "supress ir" button is the shields will start overheating. Im not sure why this didn't start happening to you since me and the group i play with have known about the supress IR function for a while and routinely use it on other ships. Recently it was changed so if you suppress the IR on shields they just indefinitely overheat which might be a bug or it could be intentional behavior its hard to say.
@@Twidgyt i also noticed the same behavior on size 2 & 3 components. You can supress the signature on the engines and weapons but if you do powerplant and shields both will overheat. Its rather strange behavior, I'll have to do more testing with it to see if it's a bug or something.
Nice vid. It used to be the Values you show on Sig was client side. Server side it was not working. Nice to see it maybe working now. Latency server struggle also factor in lol. Only production suggestion i have is lower you background music as your voice is low to some ears (Some of us are old and had some loud noise in our past lol). It detracts or even overloads your voice.
Yeah, I know. Worst part is the wife told me when I uploaded it, but it was the second time and it was late. I got careless. But I have a new mic coming soonish so next time I will sound better.
That info about ping and cross section is useful... However i was under the impression that detection range is determined by the total of your 3 emissions multiplied by .75, and at least in my Sabre that's seems to hold true (when tested with my brother in an eclipse)
Very good info. Thanks for sharing your knowledge... I didnt realize there was a 40% reduction on stealth craft now. I have a Razer EX but Erkul says its got zero reduction while the Razer itself shows having the 40% reduction, but thats the racing variant, so Im wondering if you can shed any light on if Erkul is correct and why that is. If not, still tanks for the info in this vid!
You missed something? Only thermal-stealth weapons, engines and power. Shields don't save enough and you can't get EM low enough to match...so by NOT thermal stealth shields you don't have any thruster/weapons issues.
Agree with the comment about music being too loud. Also, according to Erkul, there's no difference between stealth and non-stealth components in terms of emissions.
@@skatman3278 as of the latest patch they actually gave the wrong razor the stealth deductions. The LX currently has the stealth and the EX has nothing.
Hey quick question, I know the Terrapin is sold as having stealth capabilities but then again it’s flavor text also pitches it as having “ample weaponry” so I don’t know how much of its stealth is in game. Do you know how the Terrapin compares to other stealth ships in terms of viably sneaking vs just loudly tanking? Does it have the 40% reduction like everything else?
It does not have any signature reductions. I've never flown one so I don't know what kind of cross section it has. But you can put stealth components and ballistic guns on it and turn shields off and probably get those emissions down to about 5-6k
I need to test this myself. Love a terrapin just they are undergunned so badly & until armor comes into play it is a fun but sluggish ship with only 2 size 2 guns and the f8 having the same 2x s2 shields it's not just a matter of fighting/dodging hits toggling vtol with light fighters either to a slow victory or evading/jumping away anymore when you can get melted before leaving atmo by the Lightning. They should at least 1 more s2 shield and a dual s3 turret up top.
Loved the vid twidge. Was just wondering if you had a strat to get the f7a nose and ball turrets. Everytime I try to take them from the 1 in the eckhart chain I can only take the guns off them but not the turrets themselves. Tried multiple times. Any tips?
The military F7A hornet comes with a nose turret that holds two size two guns and a ball turret that holds two size three. The first Arlington Gang mission has one. Abandon the mission when you get to the F7A, if you complete it you won't get a second chance. When fighting the F7A make sure you don't hard death him or the turrets won't come off. I've had better luck distorting the F7A, killing the pilot, and hopping in the seat to unlock ports. Good luck.
@@Twidgyt Wait, this works again? Lately haven't been able to get in F7A unless softkilled first. Killing pilot without soft death just left canopy locked.
It worked for me, and on a planet surface no less. It totally feels like they've made it harder tho. Hard death makes the turrets irretrievable, sometimes even soft death seems to leave the turrets damaged, and sometimes the nose turret is the ugly super hornet turret. But it's doable. Definitely abandon the mission before engaging tho
Hey dude o7 I wonder if the stealth components are even needed though if you're keeping shields off until needed? I might have to try a ballistic Ghost though as I've been using the Talon with AD4B's to dispatch big boys coming back for their cargo ;) 😉🏴☠
The stealth components definitely make a difference. The FR-66 shields have higher residual EM when powered off and are much higher when running and the spike when powering up I think is higher.
@@RaccooNooB it is not. Guns have been normalized by type, so all laser repeaters are the same, and the coolers don't seem to make much difference, but shields, power plants, and quantum drives have different values, and the biggest change is stealth A components vs military A.
Great video, lots of good detail that other videos don't have. I've been trying to swap turrets for weeks and I can't figure it out. Could you please show us how?
@@Twidgyt Honestly, any of the turrets. I saw a video where a guy took the turret from a hurricane and put it on a sentinel but he didn't explain how he did it. That's what I've been trying to do.
@@tysonburns9535 that was an exploit, found by Moist Noodle I think, and replicated by me and a friend. You had to use a vulture tractor beam, it was awesome, and was nerfed via a hot patch a couple days after it was shared around. Can't change manned turrets anymore.
I have a Hornet Ghost and I would like to get into stealth gameplay more. I watched several guides and all mention the "Suppress IR" button but if I press that my shields always overheat. Why is that and how can I fix it?
I know about the power output, that's why I commented on it not affecting the signature. But you may have not been able to hear me. As for the IR, I know it used to not change anything but I thought it was fixed.
But the parts do not change the singaure in a meaningful way. I have about the same, maybe 100 higher or so signatures with full military gear and without operating the MFD "suppress overall IR"
are you sure about those numbers or maybe its just not implemented correctly just yet? because I've fought stealth hornets that I could not target until 1km, and I have that recorded 100% at 1km. as soon as it went further than 1km it was untraceable.
I don't know if the values show are before or AFTER the hornet's stelath bonus is applied, but cutting down ~2500m by ~40% get's you pretty close to the 1km range you're experiencing.
Hi, some questions (english is not my mother tongue): 5:13 you press the Stealth button on the Heat MFD but on the Power MFD you don't, why ? 5:59 "one tick above", above what?
Above the current usage. Zoom in on that MFD and check out the three sliders. The should be the limiter on the top and the other two are how much the ship is requesting from the power plant and the other is good much it's giving.
There's not much to it, really. Use stealth components, follow the same steps as in this video, fly as close as 3500m, launch torpedos, boost away, change to nav mode and jump away
On my office pc, with audio coming from the monitors, I understand like 10% of what you are talking, music is too loud. Guess will have to try again later with private pc.
Yup - This video convinced me to buy one in game and try it out. Although I probably won't get the F7A guns before any wipe - at least I'll get used to the Flight Procedure before engagement. I really enjoyed this video...
Almost as good as the ghost. More nimble but not as fast, nearly the same firepower. The sabre feels better in a dogfight but the hornet's raw acceleration just dominates the fights, allows you to chase any target and disengage when you wish, but really adds to the jousting problem.
@@kosmosskuggan9827 it used to. The sabre and the eclipse both had the most signature reductions. But they recently gave all the stealth ships the same -40%.
good video, can you please share your complete build ? english is not my native so i cant fully understand what your loadout is. im also using ghost . thanks
Two snowblind coolers, one slipstream power plant, two mirage shields, voyage quantum drive, four Mantis GT-220 ballistic gatlings, and two badger laser repeaters as well as F7A military nose and ball turrets.
@@jaybirdjargon yeah I started out with one attrition 3 up top but I switched it out for all size three ballistic gats and two size two lasers on the nose.
Pro tips : For stop your ship you had to "turn off" the QD from your MFD once you are close to your destination. "B" : disable QD and decrease "progressively" the EM Turnig OFF from MFD it will be instantaneous After jump my EM on ECLIPSE is : 8500 If i turn off directly it is : 2300 73% EM reduction instantaneous This is my personnal test from 3.1
Thanks for the info. But why does your video look like something recorded 20 years ago? It says 1080p but looks like 480p, while your voice sounds like you are having a flu, and your mic is about to die.
that last fight didnt make sense to me given how you explained the process. you jump in at just over 5500m with an EM signature of 7300m and never turn on your shields? given your description of the mechanic they would have detected you from the second you dropped in. it seems that a non-stealth hornet build would have won that fight much easier
It was an imperfect example. I probably was up on his radar but with so many contacts he didn't know who was attacking him right away. I spent days trying to get a clean example of surprise-I'm-killing-you-now but they were all complicated or I forgot to record it. But I was using almost all ballistics so it wouldn't have gone any faster with another build, except maybe all distortion but that would have given him time to eject and combat log.
@@Twidgyt fair enough, i guess im still curious if you can reliably get the drop on a player if you don't have time to let your EM cool down. in that single scenario a non-stealth build wouldn't have killed the target faster but you'd certainly be safer with military shield's id love to sub so i can learn more and id love to see more of this play style in action.
@@siaa9992 ambush tactics are just a recent thing I wanted to refine and see how viable it was. It's still something I'll do when there are bounties up, but if there aren't any available then I'll usually become the bounty and rack up a crime stat and wait for the bounty hunters to come after me. Or just see what the guys are doing. But I'll be uploading anytime I record something interesting and I'll try and get some more footage of ambushes if you like.
I discovered all this on my own too. I bought the ghost in hopes of future gameplay. Luckily, I found reddit are idiots. I got murder hornet once but CIG patch wiped the next day. Then I messed up the mission and damaged the turrets too much. It's such a pain to get it unless someone gives it to you.
There's at least one contract that will semi-reliably spawn a military F7A which has a nose turret that's not purchasable which carries two size 2 mounts and considerably more hit points than the other nose pieces
The military F7A hornet comes with a nose turret that holds two size two guns and a ball turret that holds two size three. The first Arlington Gang mission has one. Abandon the mission when you get to the F7A, if you complete it you won't get a second chance.
@@Twidgyt Cool! Will try to get it! I've been using the Hornet Ghost for the past 2 years almost (in the good and bad times...). One thing I always hated: the white on the nose turret! Now, fixing that and getting a little more firepower... :-) On top I will try the size 3's once I get it but really like the AD4B there!
anybody realized that Hornet's manuevers are nerfed with 3.22.1 ? I cannot stop my ghost right now... I don't know what happened but they have changed flying mechanics of hornets ? am I only one realized it ?
I know what you mean about the stoping and drifting. I either hit boost with braking / strafing, or I decouple, flip a 180 and use my main booster to stop.
The cities are the worst locations for frames, to be fair. And the GPU isn't nearly as important as the CPU right now. This game is heavily CPU bottlenecked. I actually play on a Costco special gaming laptop so my frames are very less than ideal, but I've picked up some tricks: SSD is a must, 32GB is almost required, anything over a 2060 super is needed(mine is a 4060 mobile), and have a good CPU. The AMD X3Ds are great out of the box, but if you have a recent Intel with E cores or efficiency cores, disable them. Either thru the BIOS or with a program like process lasso. Hope this helps.
@@TwidgytI thank you, I have the 32gig and a 2060 super but my I-5 9600K is not going to cut it unless they optimize and use something like DLSS from Nividia. DCS did that and it made a mega difference. I have a freelancer and a couple of other ships and I did play it before but when they went to the 3.x system I was done. It is not playable at all for me.
@@bTusler well that sucks. But I know they are nearly finished with integrating Vulkan and it should be in an upcoming patch soon. I don't think it will be in 3.23 but maybe in 3.24. hope you get in soon
@@Twidgyt Thanks for the good news. Vulcan can make a lot of difference. I think there a few people like me, I am sure eventually they will get around to better optimization. In the mean time check out Reentry an orbital simulator, it is awesome too.
@Twidgyt apparently everything I wrote got removed? 😩 Oof. Don't want to rewrite the full explanation. Basically the EM sig and IR sig match up if you leave the shield suppression off...so there's no reason to suppress it. You can leave 1 shield generator running at all times. Because you can blow away s1 in 1 pass or s2 in about 2 passes. The shields shouldn't be useful. You should use the stealth to break target locks and just do a kind of "fly by" full burst against selected targets.
It’s a shame the ingame music is so loud. And it sounds like the mic is too close to your mouth. It’s very difficult for me to actually hear everything that’s being said. I bet this would have been quite interesting.
Was interesting watching a bit but the music is just way too loud to hear you whispering about how stealth works. After several replays of sections trying to hear what you are saying, I admit defeat, the secrets of how stealth works in SC will remain a secret for now.
Apparently part of being stealthy is turning up the music to 140% the volume of the voiceover
Yeah, I need to get better at the edit
@Twidgyt though it may be true, great video overall.
I don't know if I missed it, but do those values add together or act in different ways and whichever is highest is the distance at which you are detected?
@@schlagzahne6741 whichever is higher
Give us an Eclipse buildout and keep this show going. Nice video
The most badass bounty hunter I've ever seen. Poor guy didn't knew what hit him 😂
You should go watch my hammerhead video from a few months ago
i love this video. clear and no silly youtuber commentary
I have had first hand experience of the Hornet Ghost, weapon's could only lock-on at about 2.5 - 3.0 km.
At night in atmo, your just PREY! It was zoom & boom, picking us off one at a time.
The only counter I could find on the fly was, once spotted pre-turn on his vector & hopefully get some shot's off on the fly by.
As you have only a couple of second's to acquire a lock.
Awesome vid dude, a little insight to how it's done, very interesting.
haha you just described how to kill f8cs with an Inferno/ad5b Sentinel ..kind of haha. Use your mental pip "fast ships move fast enough your lead pip needs user assist" to send a bead where he's going to be, in that situation if you're lucky he bends outward and gives you range to launch some EM's his way and can go for the attack while they're managing flares.
Hahah sorry adhd, the vid got my mind going and my murder build ballistic Ghost/Inferno are my current main fun toys.
As a terrifying bounty hunter, you also have the voice for it. Your voice cracking over comms would be scary enough.
This video is excellent. I especially enjoy the part where you say you don't care about opinions on turrets. If you put in the work to get them then you completed the quest. Well done.
I couldn't quite get which turret he's got equipped. I have a ghost, would love to know.
@Twidgyt would love to know about the turret you're talking about too
@@franxico5433 I have the F7A military turrets. Allows two size three up top and two size two on the nose, aside from the size threes on the wings.
@@Twidgyt did you get them from completing the Eckhart mission and stealing from a the F7A? I'm trying to trigger that mission and not sure why I can't
@@jives_man just keep grinding bounties and merc missions and be on the lookout for the mission to pop up. It will eventually. And only one can be running at a time I think so read the popups at the top. Make sure you abandon the mission before engaging
THIS. All of it. Accurate, well spoken, and very comprehensive.
Well Done! That has been the most comprehensive stealth guild I've seen in years!👍👍In last fight you did make use of Decoys/noise to give ya a temporary boost to stealth by making them lose lock on for a second or two? Missiles /Player! Very Well Done!!
Looks like no, not that time. And thank you for the comment
Holy shit. A video of this quality I was expecting came from a content creator with thousands of subs. Keep at it, this is excellent stuff
Thank you
You used the supress IR button. I only recently started playing again but last time i checked that button only affects the client of the person flying the ship. Heating u up and reducing power, but not actually lowering ur IR on the server, so it doesnt help in stealth unless ur trying to hide from yourself.
Thank you! I'm a new player who bought the ghost hornet because it looked cool and being prior service, Hornets are badass. lol... bad reason I know. Anyway, I've been playing all of a week... learned I bought it too soon... but I'm gonna make it work. This gave me a starting point to start making it work! Thanks amigo!
Hell yeah man. Glad you're finding the game.
Would love to see an updated version of this video with MM!
Yeah, I plan on it. But the EPTU is full of jank now
Just got me this setup today and it's the most fun I had in SC in a long time :) Thanks for the idea and explanations!
This was the best hands on stealth guide I’ve seen with practical demonstration. I’m curious about where you’re getting your numbers for some things though. Example, all grade a shields in erkul have the same HP. What am I missing?
Nice video! Instant sub. I used to love stealth until CIG basically made it useless. Had a 2500m Gladius that was just hilarious
You can cut ur signature even more. Early days of AC there was a segment on stealth. You can also cut ur main engines and only use maneuvering thrusters. It’s not too risky as you can just power cycle to turn all systems on if you need to evade. The current iteration of emissions suppression causes heat buildup (3.22) maybe coolers influence this… don’t think cooling actually works as of now. The stealth button actually calculates a nominal with current systems online. You could run all systems (quantum drive spooled) then hit the stealth button, that will give you the minimum needed for all systems functioning… then turn off your QD, main engine and shield. In theory… as it used to imply… reducing acceleration and speed limiting would reduce the output (spark) of ur thrusters as this practice minimizes the thrusters output. What I used to practice was locking on the target at the greatest distance I could, achieving a max possible velocity with a safe vector (not colliding with any obstacle) , decouple and when in range for target acquisition, attack. Missile strikes work pretty good this way… especially in the good ol days when we could fire our entire payload at once.
This is all gonna be completely redone… not much the same long term… just look at what master modes are going to do to gameplay. Long range targeting, electronic warfare etc.
That's how the stealth should work and I have been doing it that way but would run into that limiter when I turn on the QT drive to chase someone. That's why I suggest setting it manual just above the current usage.
@@Twidgyt that’s why I said turn on all components including QD, THEN hit the stealth button. It will calculate the minimum power needed for ALL systems you intend to use. Then afterwards shut off the items you need to suppress. You won’t achieve the lowest possible power plant sig this way, just the lowest nominal for ALL systems on.
But this whole mechanic is going to be obsolete very soon. We won’t be able to power all components at once… we’ll be forced to pick and chose for the current task…. similar to how elite dangerous handles power management. Then factor in master modes and stealth play with be upended. I have no idea how they’re going to approach it in the near future. Seems like almost nothing with this game loop will be the same after the new tech is in place
@@clemdog76 I agree with everything you said at the end. But for the limiter I'm saying that the stealth button isn't always correct, including QT on. I've run into a problem doing that where it will still request more power than what it calculated. I'm not sure if it is requesting more power during the shield building phase or what but it would often hit me in the middle of a battle when I turned on QT to chase someone it suddenly hits that limiter and the ship handling goes out the window.
@@Twidgyt I haven’t run into any problems with the calibration method so long as I haven’t sustained any damage… it used to be that bounties or pirates would use distortion weapons… in the case that you are referring to, I just keep a keybind for the power throttle and nudge it up a little if necessary. In an emergency I would double tap the power throttle to maximize and power cycle to all systems to escape and correct torque deficiencies.
@@Twidgyt stealth flight is actually intended to be high risk.
Based off other Chris Roberts titles, such as Freelancer, I suspect the ability to put the F7A turrets is 100% intended. What I think is not intended is when you remove the stealth cap from the ghost to put the top turret, I don't think the Ghost is supposed to keep its stealth values. But a fix like that is low priority at the moment.
The ghost has a special paint for stealth according to the description. It should reduce its stealth capability but not remove it completely
@@tibinicle agreed, but right now it makes no difference
They suddenly blocked access to stealing the f7a & f8 ...yet not the turrets which would be a couple more sets of code. All within a month or two of the sudden G force "bug"....a few months later the f8c is released...a couple more months and the Ghost gets a stealth boost. The "glitches/bugs" on Chris Roberts' favorite ship happening at such times...plus the f8c's debut timeline cannot be coincidence. Just like all the hate over the Ghost's stealth cs making it "OP" in the weeks prior to another round of f8 sales? Everyone calling the Ghost meta ...yet most who have tried it on mid-low skill have sucked. How does a low level pilot "git' good"? F8c. 6x the shields 2x the hull hp and ability to run away from anything at 1337m/s.
That being said, when someone wants f7a turrets I give them a background check, if they don't own an f8 they get a discount, if they're hunting griefer f8cs....I may give them for free haha.
The type of weapon being used against you is also a consideration.
So each detection range in your hud applies to the ability for that weapon type to lock you.
for example IR detection range of 2500 means thats the closest and IR missile can lock you. So if you can scan your target and learn their loadout. You can keep outside engagement ranges based on your emissions.
This is why the Eclipse is the King of stealth.
Cross-section does not only come into effect while pinging, my friend and I tested detection thoroughly when CS was added. We took 2 Freelancers to a moon, I parked on the ground and my friend went 90 degrees above me and then backed up until the exact meter where he lost my pip; he then moved a meter closer to get my pip back, and rotated his ship 90 degrees. As he would rotate his ship we would pick up and lose each other without any pinging involved whatsoever
That doesn't rule out asymmetrical emissions. But thank you for the info
@@Twidgyt What do you mean by that?
@@Wakish0069 I think EM emissions are probably omni directional, at least mostly, but I think the IR emissions are directional. You probably have much more IR emissions directed rearwards and less in the other directions.
@@Twidgyt No I believe EM and IR are both spherical bubbles, that's how they always worked before
CS is the only one that is affected by other variables like the direction that each ship is facing
Edit: And during my CS testing, we purposely made CS the highest number of the 3 - which means we were not detecting his EM nor IR at all, purely his CS
are you sure about the CS a value only checked during pings? How did you test this? From personal experience it appears to be more like a guaranteed detection distance, within which a target will detect me as a contact... but through my own testing it does seem to depend on how much of my ship is facing the target. Approaching nose-on can buy maybe 1km of distance before detection whereas approaching by strafing up (showing the entirety of the top side of my ship which is the largest possible surface area) will give me detection at the range specifically stated as the CS value.
This video isn't exactly clear either way, because the NPC carrack that you attack for demonstration only target locks you at 1.4km, which is well inside the range of detection given by any of the 3 stats, so inconclusive.
Your human targets are being taken by surprise so their own reaction times are making the target lock light an unreliable readout on when you are actually getting detected.
I'd like to thank you for this video. Its great to watch and i love seeing people test game mechanics out to see how to work within them (also, i agree with you about the hornet turrets - at least until the other central mounts mean something in the game. The ghost one might actually be the source of its stealth so it would be a trade-off to use the turret and lose the stealth buffs)
This is why I love this game and I haven't even played it once.. maybe one day.. one day I will take it to the skies and write my name in the history of the persistent universe.
I love your video and thank you very much. GG 😊❤
Hell yeah man. Get in the verse!
@@Twidgyt I will as soon as I get a capable pc.. but until then I will continue watching your gameplays 😊..
I'm subbing 👍
@@Twidgyt hey... I've been watching citizencon... oh man.. the upcoming updates for the game are huge.. I wish I had a good pc man.. anyways I love to see you play the game with the coming updates.. cheers 😊
@@Shadow_2135 yeah man. I can't wait!
curiously, there are people who hate the game but also say they've never even played it once, lol.. is that what a "hate boner" is? 😂
congrats. Just bougth one and trying to configurate it this way.
Love the video. How did you get the F7A Turret? I'm not seeing it as an option on Erkul
It's not on Erkul. You have to list it from a F7A hornet. Can find one on the first Arlington Gang mission and in some combat threat beacons. Read the rest of the comments here for more details
Good to know that EM and IR are working again.
Looks like the Polaris has inherent stealth qualifies
What do you mean? It has signature reductions?
The most clickbaitiest title I've ever seen.
But I wasn't disappointed.
Last two guys, completely different. I doubt the 1st one even noticed you, all he saw was a light show. 2nd one, though - he knew what he was doing, could end either way. Subscribed! (I'm playing for a bit over a week now and equipped my default Mustang Alpha with stealth gear, will see how it goes - advisory welcome)
Im not sold on the ballistic loadout. You fought a buccaneer and ran out of ammo. If you were fighting another hornet or a scorpius you would run out of ammo and have to disengage before securing the splash
Me neither. It was more than enough to take out that Carrack but I'm obviously not landing enough shots. I'm thinking of doing a cannon loadout and a shotgun build. But I have to fly down to Orison to get them, and so far I've been too lazy.
@@Twidgyt shotguns could be good. The hornet excels at controlling distance
Size 1 radar (light fighters) see you at 80% of your emission value. If your max emission value is 10,000 - they will will not be able to target you at 10,000m - they will only be able to target you at 8000m. Size 2 radar will see you at 90% of the emission value. This means your largest emission value isn't your 'minimum' detection range, it's actually going to be a less than that depending on the target's radar size.
That's really interesting. I hadn't thought to use the radar specs. Is that actually in game or is it just specified on the website? Cause the tractor beam turrets were specified there for years but we didn't get them until last patch.
I've never played Star Citizen, but this video is awesome cool and inspiring. I hope to play one day and doing similar stuff be as badass, methodical and efficient as you!
Heck yeah man. See you in the verse soon, huh?
@@Twidgyt Well, my plan is to try out the Squadron 42 when it releases and to see if it's good or not. I think this game will determine the yet not completely certain future of the Star Citizen. If that game's any good I'll surely invest my money and time into Star Citizen. Also I wouldn't really want to meet you as an enemy, LOL!
@@Winghelm I'm definitely not an enemy to everyone. But if you have me as your bounty target, come prepared
@@Twidgyt Haha, roger, I'll be the good boy!
Litterally was theory crafting this build a few months ago. Just never decided to give it a go. Nice vid man. Just got drowned out by music sometimes. When you get to a player bounty, do you bail if they're in a bigger ship or still give a try? Asking cause in video you only fought players who were in fightercraft.
That's almost all I found. I did try my hand at a fully player manned hammerhead, didn't work; I landed all my shots midship and couldn't kill them. But I did come back much later in my ballistic Corsair, after they had repaired at least once, and took them out. Actually uploaded that video right before this one. Go check that one out, it's fun.
I have done some testing with a friend and the lowered IR from suppressed heat didn't seem to make any difference.
I've heard that before, but I think it may have changed. I need to test
Some people used Google ads and put their referral code in them. I wonder if that is cheaper than buying some of these ships. Probably not, but still curious what the rate of return is.
I'm far too poor to pay for ads. But I have been thinking to put my referral code in an overlay in the video. Like a faint watermark in the corner somewhere. No one has used my code yet, but heck why not. I'd like to have a free gladius.
Try this one weird trick the industry doesn't want you to know about...
The issue with hitting the "supress ir" button is the shields will start overheating. Im not sure why this didn't start happening to you since me and the group i play with have known about the supress IR function for a while and routinely use it on other ships. Recently it was changed so if you suppress the IR on shields they just indefinitely overheat which might be a bug or it could be intentional behavior its hard to say.
I don't get the shields overheating. Maybe because I don't spend much time with them on.
@@Twidgyt i also noticed the same behavior on size 2 & 3 components.
You can supress the signature on the engines and weapons but if you do powerplant and shields both will overheat.
Its rather strange behavior, I'll have to do more testing with it to see if it's a bug or something.
Nice vid. It used to be the Values you show on Sig was client side. Server side it was not working. Nice to see it maybe working now. Latency server struggle also factor in lol. Only production suggestion i have is lower you background music as your voice is low to some ears (Some of us are old and had some loud noise in our past lol). It detracts or even overloads your voice.
Yeah, I know. Worst part is the wife told me when I uploaded it, but it was the second time and it was late. I got careless. But I have a new mic coming soonish so next time I will sound better.
Awesome description. Thx!
That info about ping and cross section is useful...
However i was under the impression that detection range is determined by the total of your 3 emissions multiplied by .75, and at least in my Sabre that's seems to hold true (when tested with my brother in an eclipse)
I've never heard that before. I've just used the higher emission and that seems to track for me when we test it
Very good info. Thanks for sharing your knowledge... I didnt realize there was a 40% reduction on stealth craft now. I have a Razer EX but Erkul says its got zero reduction while the Razer itself shows having the 40% reduction, but thats the racing variant, so Im wondering if you can shed any light on if Erkul is correct and why that is. If not, still tanks for the info in this vid!
The devs have admitted they messed up with the razor EX. They accidentally gave the LX the stealth.
You missed something? Only thermal-stealth weapons, engines and power.
Shields don't save enough and you can't get EM low enough to match...so by NOT thermal stealth shields you don't have any thruster/weapons issues.
Could you explain further? I don't know what you mean.
Ulalaaaa look at that pro UA-camr title!!! Nice video man 😊
Thanks. I thought it was funny
The Sabre needs a buff IMO but I'm trying to use it nonetheless.
Agree with the comment about music being too loud.
Also, according to Erkul, there's no difference between stealth and non-stealth components in terms of emissions.
In three game there is. Erkul isn't great with the signature calculations.
@@Twidgyt interesting. I'll have a play. I took all of the stealth components out of my Razer EX for these reasons.
@@skatman3278 as of the latest patch they actually gave the wrong razor the stealth deductions. The LX currently has the stealth and the EX has nothing.
@@Twidgyt 🤦♂️
the f7c nose can hold size 1 weapons, how did you manage to use size 2 scorpions on it ? thanks for the video btw
That's the F7A turrets, or murder hornet, I talked about in the video. You have to salvage them off a very rare ship in the game.
Hey quick question, I know the Terrapin is sold as having stealth capabilities but then again it’s flavor text also pitches it as having “ample weaponry” so I don’t know how much of its stealth is in game. Do you know how the Terrapin compares to other stealth ships in terms of viably sneaking vs just loudly tanking? Does it have the 40% reduction like everything else?
It does not have any signature reductions. I've never flown one so I don't know what kind of cross section it has. But you can put stealth components and ballistic guns on it and turn shields off and probably get those emissions down to about 5-6k
It’s abotu the the stelthiest ship in the game. Great for Recon. Shields, weapons, and thrusters reduced you wont see it 2k out
I need to test this myself. Love a terrapin just they are undergunned so badly & until armor comes into play it is a fun but sluggish ship with only 2 size 2 guns and the f8 having the same 2x s2 shields it's not just a matter of fighting/dodging hits toggling vtol with light fighters either to a slow victory or evading/jumping away anymore when you can get melted before leaving atmo by the Lightning. They should at least 1 more s2 shield and a dual s3 turret up top.
You can overclock the Slipstream to power a full energy weapons Ghost loadout. ;)
I haven't even messed with over clocking. I thought it wasn't working anymore
It does though your signature will skyrocket but it still much useable with the so low Ghost signature @@Twidgyt
Death in the shadows nice video I'm.now going to fit my ghost and what ballistics have you fitted
Four mantis ballistic gats and two lasers repeaters
Loved the vid twidge. Was just wondering if you had a strat to get the f7a nose and ball turrets. Everytime I try to take them from the 1 in the eckhart chain I can only take the guns off them but not the turrets themselves. Tried multiple times. Any tips?
The military F7A hornet comes with a nose turret that holds two size two guns and a ball turret that holds two size three. The first Arlington Gang mission has one. Abandon the mission when you get to the F7A, if you complete it you won't get a second chance. When fighting the F7A make sure you don't hard death him or the turrets won't come off. I've had better luck distorting the F7A, killing the pilot, and hopping in the seat to unlock ports. Good luck.
@@Twidgyt Wait, this works again? Lately haven't been able to get in F7A unless softkilled first. Killing pilot without soft death just left canopy locked.
It worked for me, and on a planet surface no less. It totally feels like they've made it harder tho. Hard death makes the turrets irretrievable, sometimes even soft death seems to leave the turrets damaged, and sometimes the nose turret is the ugly super hornet turret. But it's doable. Definitely abandon the mission before engaging tho
Oh, and once you get in the cockpit you have to unlock ports, right-alt k
Hello there my English is not that good did you use the special turret from the quest thing or just go with a standard?
Nice video
Yes, I used the military nose and ball turret
@@Twidgyt thank you Sir
Thanks for the info and insight. New sub.
Hey dude o7 I wonder if the stealth components are even needed though if you're keeping shields off until needed? I might have to try a ballistic Ghost though as I've been using the Talon with AD4B's to dispatch big boys coming back for their cargo ;) 😉🏴☠
The stealth components definitely make a difference. The FR-66 shields have higher residual EM when powered off and are much higher when running and the spike when powering up I think is higher.
@@Twidgyt roger! I'll give it a go... Would be nice if I could make the Mantis a bit more hidden then drop QD 😅
I was under the impression all components had their values normalized? Is this not the case?@@Twidgyt
@@RaccooNooB it is not. Guns have been normalized by type, so all laser repeaters are the same, and the coolers don't seem to make much difference, but shields, power plants, and quantum drives have different values, and the biggest change is stealth A components vs military A.
Great video, lots of good detail that other videos don't have. I've been trying to swap turrets for weeks and I can't figure it out. Could you please show us how?
What turrets? The military F7A turrets?
@@Twidgyt Honestly, any of the turrets. I saw a video where a guy took the turret from a hurricane and put it on a sentinel but he didn't explain how he did it. That's what I've been trying to do.
@@tysonburns9535 that was an exploit, found by Moist Noodle I think, and replicated by me and a friend. You had to use a vulture tractor beam, it was awesome, and was nerfed via a hot patch a couple days after it was shared around. Can't change manned turrets anymore.
@@Twidgyt Shit...thanks
I have a Hornet Ghost and I would like to get into stealth gameplay more. I watched several guides and all mention the "Suppress IR" button but if I press that my shields always overheat.
Why is that and how can I fix it?
That's weird, do the shields actually fail or do you just get the warning? Try the loadout in the video
@@Twidgyt They haven't failed yet but the warning is alwas there. I'll try your loadout.
3.22 Suppress IR and lowering power output does not effect your signature.
I know about the power output, that's why I commented on it not affecting the signature. But you may have not been able to hear me. As for the IR, I know it used to not change anything but I thought it was fixed.
@@Twidgyt Stealth button is client side only still i do believe. As in it shows to you but the server dont register it.
But the parts do not change the singaure in a meaningful way. I have about the same, maybe 100 higher or so signatures with full military gear and without operating the MFD "suppress overall IR"
What’s your loadout and what systems do you have on?
i thought stealth wasnt implemented yet? (like hitting the stealth button) I will be playing with this for sure
Its all gonna change when armor on ship is introduced-
Very informative. No how do you get the f7a weapon mount?
I've explained it a few times in the comments here. Just scroll down and see. See you in the verse!
@@Twidgyt yea just found it. Thanks. Now i gotta go grind
are you sure about those numbers or maybe its just not implemented correctly just yet? because I've fought stealth hornets that I could not target until 1km, and I have that recorded 100% at 1km. as soon as it went further than 1km it was untraceable.
I don't know if the values show are before or AFTER the hornet's stelath bonus is applied, but cutting down ~2500m by ~40% get's you pretty close to the 1km range you're experiencing.
Try this with the razor?
Hi, some questions (english is not my mother tongue): 5:13 you press the Stealth button on the Heat MFD but on the Power MFD you don't, why ?
5:59 "one tick above", above what?
Above the current usage. Zoom in on that MFD and check out the three sliders. The should be the limiter on the top and the other two are how much the ship is requesting from the power plant and the other is good much it's giving.
Good video , but the music is way to loud.
Thanks for the video.
What is your eclipse build?
I have tried a few different builds and would like your opinion because you know far more about stealth mechanics than I do :)
There's not much to it, really. Use stealth components, follow the same steps as in this video, fly as close as 3500m, launch torpedos, boost away, change to nav mode and jump away
Awesome content!
On my office pc, with audio coming from the monitors, I understand like 10% of what you are talking, music is too loud. Guess will have to try again later with private pc.
Yeah, sorry. I'm looking to get a real mic
I'm curious about the mustangs, do they all have the same stealth or just the Delta?
I really wanna run a bangstang stealth, (Beta) lol
Just the Delta
Time to sell off one of my children and get me a Ghost! 🎉
Yup - This video convinced me to buy one in game and try it out. Although I probably won't get the F7A guns before any wipe - at least I'll get used to the Flight Procedure before engagement. I really enjoyed this video...
I have a question does terrain coverage help with lowering Cross section.
It's supposed to but it changes patch to patch
If your gonna run with somethinpowed off just about the whole time, just remove it entirely
I almost never need my fire extinguisher, should I get rid of that?
What do you think of the sabre for stealth gameplay
Almost as good as the ghost. More nimble but not as fast, nearly the same firepower. The sabre feels better in a dogfight but the hornet's raw acceleration just dominates the fights, allows you to chase any target and disengage when you wish, but really adds to the jousting problem.
But as for lowering emissions they're almost identical.
Cool. But damn I thought the sabre had lower signatures. Just looking at it it seems like the difference would be huge
@@kosmosskuggan9827 it used to. The sabre and the eclipse both had the most signature reductions. But they recently gave all the stealth ships the same -40%.
good video, can you please share your complete build ? english is not my native so i cant fully understand what your loadout is. im also using ghost . thanks
Two snowblind coolers, one slipstream power plant, two mirage shields, voyage quantum drive, four Mantis GT-220 ballistic gatlings, and two badger laser repeaters as well as F7A military nose and ball turrets.
Thank you, Sir@@Twidgyt
@@Twidgyt I see Attrition though on that build in the video as well as scorps.
@@jaybirdjargon yeah I started out with one attrition 3 up top but I switched it out for all size three ballistic gats and two size two lasers on the nose.
@@jaybirdjargon next I'm going to try ballistic cannons.
How do your turn off quantum drive ? As is disable from drawing power to reduce EM Is there a default keybind for it ?
B
@Twidgyt thanks 😊👍.
Pro tips :
For stop your ship you had to "turn off" the QD from your MFD once you are close to your destination.
"B" : disable QD and decrease "progressively" the EM
Turnig OFF from MFD it will be instantaneous
After jump my EM on ECLIPSE is : 8500
If i turn off directly it is : 2300
73% EM reduction instantaneous
This is my personnal test from 3.1
@@TUROCK320 Thanks heaps :)
@@TUROCK320 thanks Heaps, I'll remember that 😊👍
Thanks for the info. But why does your video look like something recorded 20 years ago? It says 1080p but looks like 480p, while your voice sounds like you are having a flu, and your mic is about to die.
It was recorded at 1080p, check your stream settings. But yeah, the audio sucks. It's just my steel series headphone mic. I got a new one coming soon.
How do you calculate the distance you would be detectectable at?
The signature values are given in meters. So if they are not pinging then it would be the larger of either the IR or EM values.
that last fight didnt make sense to me given how you explained the process.
you jump in at just over 5500m with an EM signature of 7300m and never turn on your shields?
given your description of the mechanic they would have detected you from the second you dropped in.
it seems that a non-stealth hornet build would have won that fight much easier
It was an imperfect example. I probably was up on his radar but with so many contacts he didn't know who was attacking him right away. I spent days trying to get a clean example of surprise-I'm-killing-you-now but they were all complicated or I forgot to record it. But I was using almost all ballistics so it wouldn't have gone any faster with another build, except maybe all distortion but that would have given him time to eject and combat log.
@@Twidgyt fair enough, i guess im still curious if you can reliably get the drop on a player if you don't have time to let your EM cool down.
in that single scenario a non-stealth build wouldn't have killed the target faster but you'd certainly be safer with military shield's
id love to sub so i can learn more and id love to see more of this play style in action.
@@siaa9992 ambush tactics are just a recent thing I wanted to refine and see how viable it was. It's still something I'll do when there are bounties up, but if there aren't any available then I'll usually become the bounty and rack up a crime stat and wait for the bounty hunters to come after me. Or just see what the guys are doing. But I'll be uploading anytime I record something interesting and I'll try and get some more footage of ambushes if you like.
I discovered all this on my own too. I bought the ghost in hopes of future gameplay. Luckily, I found reddit are idiots. I got murder hornet once but CIG patch wiped the next day. Then I messed up the mission and damaged the turrets too much. It's such a pain to get it unless someone gives it to you.
Yes. Quest item
I'm not sure what you mean when you said "equipped it with the F7a nose and ball turret..." - do you mean all 337s?
There's at least one contract that will semi-reliably spawn a military F7A which has a nose turret that's not purchasable which carries two size 2 mounts and considerably more hit points than the other nose pieces
@@joshwilson6388 Nice! Is it a "Criminal" mission? ;-)
@@joshwilson6388 I'm also interested in this, do you know more precise information about the contract?
The military F7A hornet comes with a nose turret that holds two size two guns and a ball turret that holds two size three. The first Arlington Gang mission has one. Abandon the mission when you get to the F7A, if you complete it you won't get a second chance.
@@Twidgyt Cool! Will try to get it! I've been using the Hornet Ghost for the past 2 years almost (in the good and bad times...). One thing I always hated: the white on the nose turret! Now, fixing that and getting a little more firepower... :-) On top I will try the size 3's once I get it but really like the AD4B there!
Stealth buff watchun mean
How do you get 4 scorpions a mantis and a attrition-3 on your ship?
how does that work?
Read thru the rest of the comments. You're not the first one to ask. Good luck!
@@Twidgyt from reading the comments i need to get a turret that isn’t listed on erkul
@@minecraftprovie5076 correct. You have to get it from a disabled F7A in game. It's very tricky and they are hard to find.
@@Twidgyt i can imagine. how would i get it off that disabled ship and onto my ship?
@@minecraftprovie5076 tractor beams, baby!
anybody realized that Hornet's manuevers are nerfed with 3.22.1 ? I cannot stop my ghost right now... I don't know what happened but they have changed flying mechanics of hornets ? am I only one realized it ?
I haven't really flown it yet. I'll have to try it out
I know what you mean about the stoping and drifting. I either hit boost with braking / strafing, or I decouple, flip a 180 and use my main booster to stop.
@@mikeshweeng they nerfed to people buy mk2 version. It is so evil thing. Evil than Apple.
Haven't watched the video, just gonna say I use "heavy" stealth.
No one is ringing the alarm if everyone is dead.
Operators hate him! Learn how he changed the stealth industry with one simple trick!
What? Whaaaaat? I can't hear you over the music!
A well used and deserved critique
When was stealth buff
The last major patch is when all three ships went from something between -5% and -30% to -40% across all of them.
When they optimize the game so a average PC can get more than 23FPS in the city without having to buy a 4070+ video card then it will be fun.
The cities are the worst locations for frames, to be fair. And the GPU isn't nearly as important as the CPU right now. This game is heavily CPU bottlenecked. I actually play on a Costco special gaming laptop so my frames are very less than ideal, but I've picked up some tricks: SSD is a must, 32GB is almost required, anything over a 2060 super is needed(mine is a 4060 mobile), and have a good CPU. The AMD X3Ds are great out of the box, but if you have a recent Intel with E cores or efficiency cores, disable them. Either thru the BIOS or with a program like process lasso. Hope this helps.
@@TwidgytI thank you, I have the 32gig and a 2060 super but my I-5 9600K is not going to cut it unless they optimize and use something like DLSS from Nividia. DCS did that and it made a mega difference. I have a freelancer and a couple of other ships and I did play it before but when they went to the 3.x system I was done. It is not playable at all for me.
@@bTusler well that sucks. But I know they are nearly finished with integrating Vulkan and it should be in an upcoming patch soon. I don't think it will be in 3.23 but maybe in 3.24. hope you get in soon
@@Twidgyt Thanks for the good news. Vulcan can make a lot of difference. I think there a few people like me, I am sure eventually they will get around to better optimization. In the mean time check out Reentry an orbital simulator, it is awesome too.
cool video. the music is way too loud compared to the voice.
Thank you. I'm working on getting a real mic
In fact yoire flat out wrong. DO NOT suppress overall IR. Do it for the three EXCEPT shields.
Could you expound on your three points?
@Twidgyt apparently everything I wrote got removed? 😩
Oof. Don't want to rewrite the full explanation.
Basically the EM sig and IR sig match up if you leave the shield suppression off...so there's no reason to suppress it. You can leave 1 shield generator running at all times.
Because you can blow away s1 in 1 pass or s2 in about 2 passes. The shields shouldn't be useful.
You should use the stealth to break target locks and just do a kind of "fly by" full burst against selected targets.
can't hear your voice with this music in the way
Sorry, I‘d be interested but at least on my TV the music is much too loud! I can’t understand you. 😢
I'm working on getting a new mic
I came here just to thumbs up your clickbaity Title,.... +1
Thanks! I didn't know what I was going to call it. In the last minute I just decided to be funny.
It’s a shame the ingame music is so loud. And it sounds like the mic is too close to your mouth. It’s very difficult for me to actually hear everything that’s being said.
I bet this would have been quite interesting.
Did you say all stealth ships have been normalised to have a 40% reduction in all 3 signatures?
With how tanky ships have become, stealth is one of the most useless feature in the game currently.
You're not wrong. We need to do some testing.
Awesome, why not use a saber instead of cheating ? Joking.
Was interesting watching a bit but the music is just way too loud to hear you whispering about how stealth works. After several replays of sections trying to hear what you are saying, I admit defeat, the secrets of how stealth works in SC will remain a secret for now.
Closed captions is a thing my dude
I had no problem hearing him over the music. I was on AirPods; maybe it’s device dependent
I had no issues hearing him, and I'm using my phones speaker.
No issues, music was great addition