This is a fantastic video. A quick addition, you can apply additional (NON-HOLDING W) strafes while making your turns to make them sharper. Say for instance you come in for a pass with intent to get behind your target. You let your decoupled momentum carry/slingshot you right past the target (WHILE NOT HOLDING W, or really anything for that matter), as you are turning, QE rotate to keep the top of your ship facing the target, and apply upstrafe (SPACEBAR). This will slow you down (since the thrusters on the bottom of your ship are the second most powerful and because you're changing directions you're now using them to apply thrust in the opposite direction of the direction you came from to begin moving you towards your target) and make it EVEN EASIER to then reapply W once you are actually looking at your target and get behind your target. Don't forget to tap full power to engines for a second and use afterburner during the turn to make it EVEN EASIER. This is the kind of information that deserves to not be gatekept from anyone, these are the new fundamentals to flying in MM. Thanks for always putting out actually informative content!
@@fredoman1323 Controlling your speed for your desired outcome is lesson number one. Practice practice When you approach your destination, try to do it as fast as you can, and not over shoot it. Thats the best way to start. Then practice pointing your ship at a fixed point as you approach. A great place to start doing this is every time you approach a station.
Very difficult when you have a throttle and you have to push forward and then bring the throttle back to neutral to stop pushing forward I've been practicing this since they took away tri cord I had to move the forward and reverse on the same axis. For anyone with a throttle out there this is the best way I have found it just takes a lot of practice and discipline to bring the throttle back to neutral
Love your videos and your communication. Always easy to digest and showing the keys now and where your fingers are goes beyond help. Thanks a lot brother 🤟🏽👌🏽
Thanks for this. Old habits are hard to break. I noticed exactly what are talking about the other night in AC when I was using my strafe sticks on my HOTAS and realized we'd been severely limited. I pulled the throttle back to zero and just used the mini sticks and performance doubled for me.
Thank you, Buzz, fantastic video. I realize you recommend pilots fly in decoupled, but it would be nice if you could do a follow up Tutorial video showing how to fly coupled correctly and/ or a quick tips video explaining when and why coupled might want to be used. Thanks again!
I was told with a basic example, Coupled is plane mode while Decoupled is space mode. The first one makes the ship to point its nose in impulse direction, forward basically, while the later allows to look back regardless the impulse direction. If in atmosphere we had to count on aerodynamics the coupled mode would be adequate, but without gravity the decoupled mode is the best. I've seen some players switch both modes with key binding.
I'd say proper strafing is more about changing movement direction than about reaching max speed. The more frequently you change direction the more chances you avoid projectiles. So it is acceleration that matters not the max speed you reach. So if you strafe and roll simultaneously - id doesn't matter will you hold W or not. You'll change direction constantly and never reach a speed wall.
@@BuzzCutPsycho it limits max strafe speed, not max strafe acceleration. You can easily see it by looking at G's indicator. It'll take 1-2sec strafing with max G in one direction until you reach max strafe speed. When you roll - you change strafe direction constantly and will never reach max strafe speed. Which means - when you roll W doesn't affect your strafe.
I have never seen any new person sling shot around their target location. I have never seen any new player do that kind of maneuver if they pass their destination as well. One thing I do teach my friends and what not or at least I did before master modes was added was retrograding. You decouple and face the exact opposite direction you are going and at the last possible second you recouple and boost forwards. This would allow you to rapidly decelerate. Master modes changed this for me. Now I go from qt nav mode to scam gun mode at the last second to get the same effect.
Absolutely. I get a lot of new people hoping over to our discord for training and almost all of them keep holding W. Which is what I observed anyway. Your methods are spot on too.
Top quality examples as always. For a long time I had these bad habits when using FPS controls to fly. Much of it naturally corrected itself when I started learning twin sticks a few years ago. (Although joysticks do come with their own strengths and weaknesses. neither control method is superior in my opinion. It's not the tool, but how the tool is used blah blah)
Mission dictates the gear and all that BLAH BLAH BLAH but no in all seriousness I get you. I actually had an entire stick and pedal setup but got rid of it because my brain was programmed for 30+ years of MKB gaming. I couldn't do it.
To be fair you can keep holding W if you point the nose correctly. Which is useless unless you just want to rotate as fast and close as your ships can to the target for whatever reason
Omg man, you are a blast... You had me literally 🤣🤣🤣🤣🤣🤣😂😂😂😂 "On that stop holding W at the end" I love it man. Glad I subscribed to this channel because I would have missed out on all these great videos with great informative info and comedy applied on some... Keep Going man. Make that 10k or more soon of Subs. Videos are very helpful...😎👍
Thanks man! And you're welcome. The goal of this channel is to be helpful. Its a hobby for me and I love SC and I want others to be able to get into it too. The subs are nice and positive reinforcement but the most important thing here is making sure people get the info they need in the time they have
I was aware of the new limits on tri-cording. But since old habits die hard (modern flight sims), I have always flown with the roll and pitch mechanic. It was interesting to see your visual of that new limit though. You can really see it.
Always! This was a bit longer but I think it helped a bit for people. Some sort of esoteric knowledge here. Most people don't realize the inputs cancel each other out a bit to a degree.
I havent really flown in decoupled too much ( Maybe execpt to glide into a vector landing) but maybe its causse using a throttle for me gives me kind of the same effect with the sling shot since if i forget to actually pull my throttle back while turning around the same thing happens since theres a physical stick giving the input rather than buttons. But i also dont get into too many pvp fights at the moment that i can see the difference. Good video tho.
Thanks! I tried coupled and it feels so weird so me. I keep trying to like coupled but I cannot get used to it. Coupled may slingshot you though if you keep holding down W, if you remove the finger it should slow you down to a stop though. Sort of like a break.
@@BuzzCutPsycho I feel like that might be because decoupled tries to make keyboard users have more control over their ship in space flight especially since it helps you maintain momentum without any extra inputs. Which i say does indeed help. Ever since i got my HOTAS i really hated keyboard flight cause it is all based off of absolutes and you have far less control over your ship in a pinch without doing alot of extra steps that the stick natrually does for you or speed that can be managed in far better incremants with the throttle. Due to that decoupled flight serves as just a mode i use when i dont want my ship to simulate the drag of flying through atmo in space, but coupled doing that with HOTAS feels far more comfy as it just allows me to fly the same as if i was in atmo anywhere but with slight differences obviously. However, i cant really know the advantages of decoupled on stick until i try i suppose.
Slight insert: depending on the ship archetype tuning (alongside so many other factors I'd need a character limit about the size of the Library of Congress to type it all out), doing "slash-passes" on a target may be a better tactical consideration vs a consistent circle-strafe. Yes I know that's only a step away from jousting, but there are some ships which cannot trade 1:1 vs their target, and have to play this way. Hell, Vanduul ships are pretty much designed for this given that massive S5 *and the massive fuck-off physical scythe of a wing they are meant to use as a melee weapon*.
Another good video! Thanks for the info. I have ALOT to work on and practice. What about dog fighting in an atmosphere? Still de-coupled? Same, strategy? Is there a difference in approaching that fight?
I'll do an entire atmosphere video. But in general you treat it like a modern jet and fly into the pitch. Depending on ship. Also there are some settings to disable for atmosphere flight
"stop holding w" im not. but its still the same problem. i need a second joystick to fix that i guess, as i right now have a throttle bound to forward/backward
A lot of general errors also stems from SC's lack of adequate vector illustration to inform the player of the ship's movement. The oblique view of the circle at the bottom left of the central HUD, displays the 2D planar direction by highlighting the direction of the circle in red. The little ball shows the vector in 3D space but it's very misleading b/c of the angle at which it is shown to the player. It's easier to simply take the ball's movement as up/down, and the circle's red sector and imagine it as a vector addition to know where you're headed. HUD needs to be revamped. Like having a simple hologram model of the ship, and a 3D arrow extrapolated to show the vector, shorter arrow for lower magnitude longer arrow for larger magnitude. And a mirror image for the locked target too.
Good question. I'll make a video about this. But in general if they are approaching you and the PiP is say to the left. As you pass you will strafe to the opposite if their pip to get distance or strafe into it to get closer
Can you explain more what you're doing instead of holding W? I get it we can shift + in another direction, but are we generally just trying to be unpredicable? shift in different directions every couple seconds to achieve "Wiggle"?
I'll make a video about evasion but in general I'm letting my momentum carry me more thus decouple. So if I reach max SCM going forward I release the key and let momentum carry me. I make adjustments with strafe as needed. Actually. Do you think you need a follow up video? Tell me what you still don't understand and I'll make a better and more informed video about it.
So I assume that on the hotas pushing the throttle forward is the equivalent of W on the keyboard. I have to fight with my throttle pulled all the way back at 0?
I've had all my strafes on a left flight stick for years. Seems like I'm losing efficiency by having an analog input with 360 degrees. I'll have to adjust to this. No more diagonals, no more twist-strafe up and forward (Omni throttle). I have to rest at the center and then pick a specific direction.
No you don't, just fly deliberately. The only thing you shouldn't doing is trusting forward and strafing at the same time, as your strafe will be very weak.
@BuzzCutPyscho, what is your opinion about doing something like holding [A], or toggling between [A] and [space], and attempting to orbit your target by side strafing?
How does the multiple input affect joysticks? It's almost impossible to only put in a single input at a time, or is it a scaled thing? But would joysticks ever get 100% performance in any direction?
Less important for sticks due to analog inputs not hitting the input cap as quickly as digital inputs. You have less to worry about but should still consider it. You don't need a strafe direction unless you need it. That applies to all inputs. Let momentum carry you.
Do you have any advice for stick users? I've found racing performance in particular is suffering. Thinking about changing curves or something, bi/tri coord ends up really punishing now.
Wait, we should not hold w? I guess its a good thing I fly with dual sticks? Truthfully, I instinctively let off forward stick while strafing. But the backward strafe tactic is designed specifically to maintain distance, so no you do not always want to stop holding S as it is suggested. There's a reason you use both, but in this circumstance yes you don't want to. And tbh the only time this point is valid is against a slower moving target, against another light fighter, its not a crucial thing to remember, because they are going to be doing the same thing you are going to do, and using forward or W has a tactical advantage of keeping you outside their aiming reticle. This is what is known as a circle jerk in the old flight model. Granted its not as bad as it was before where people were making 25-50g maneuvers doing this which isn't the case now in MM. You can understand how this actually works by trying to circle strafe around an asteroid in free flight mode. The objective is you want to be as close as possible to the asteroid without hitting the asteroid and maintaining distance. There is a reason you want to press W and strafe at the same time. You won't be able to do this with just strafe in one direction, you will have to use W or S or forward/back to maintain distance against an object that isn't in a stationary position or as the example of an asteroid is not a perfect circle. This also involves a lot more than just W + D or S + D at the same time, it also involves joystick correction angles. But it helps to understand angular vectors. The Mouse/Joystick angular corrections changes the direction of angular vectors that allows you to orbit an imperfect object such as an asteroid and you can't do this with just one input vector as the video suggests. And there's still another level to be added to the equation. Boost control which increases the directional velocity of the maneuver in the direction of angular vectors. Its a lot more involved than people think, but at a basic level what the video suggest is just the tip of the iceberg. As much as it pains me to admit this there's a reason racers are better pilots than dogfighters, because they have to actually worry about hitting something, where it is far less common among dogfighters.
This is a good reply with lots of meat in it. Well done. You're very much fine with how you do it. And judging by your insight into the game you have no issues whatsoever. :) Funny you mentiom racers since i agree that they have always been better pilots in that regard. When I first started playing the game I ran the courses over and over so I could learn how the ships worked. After a month or so of that I instantly became better at movement and control and just worked on the aim in AC.
@@BuzzCutPsycho Also I still have issues lol. But I don't fly as much as I should. Just think a lot of things change with the game and I don't want to get bogged down on a flight model that is going to change. I'll dedicate more time to it once they solidify the flight model intention.
if you want to compare something, or demonstrate, just use a bit of editing, and put two montages near each other, so we could see the difference in real time.
Damn, just bought a VKB dual stick setup with foot pedals set to arrive any day.. any point to this anymore if only one input at a time is allowed by the flight system?
But what about a joystick, the inputs are not a digital 100% but analog often combined inputs. If I understood your video correctly, the combined movement with the joystick would be wrong, or I would just have to use the individual axes.
@@fastgamingchannels7024 you roll with Q/E and then move the mouse so that the ship's nose starts to go up and you end up turning 180deg to your starting position. Try it separately at first - do a 180 roll (turn upside down) and then pull the nose up until you reach 180 turn (turn downside up).
Meanwhile c2 Pilot : "Smoke time ". What i notice during turning i press space bar or ctrl to turn my nose in heavier ships wich fuk up my turn towards the enemy .
Deliberate movement but it matters a lot less since you're using analog and have more room before you reach 100%. It really is only noticeable with two movements being 100% each.
@@BuzzCutPsycho still the "you should be flying decoupled" hint caught me hard. Are there any resources to learn better dogfight movement using HOTAS on decoupled mode?
I'm only 11 seconds in. and THIS has been my concern from the previous flight model and current. I've ALWAYS questioned this. There are so many flight styles and ways to fight. You gotta go this way in an arrow, you gotta do this in a gladius, oh you have to use the meta wiggle. And im like... BRUH. This is why its separated. Forget the ceiling being lowered, how do you know I'm actually improved versus mimicking someone else's flight movements that just happens to work. Its hard to explain. I'm trying to learn the basics. Im an average pilot but theres a wall. Getting over the wall seems to be capitalizing on broken game mechanics. What is most frustrating in learning pvp or dogfighting that its not that im not as good as other players, its the facts that the basics are around "broken" game mechanics or a broken ship or you learn a style in an arrow that isn't "as valid" in a gladius. i digress. Idk know what the video is about YET, but I see this problem allllllllllllllll the time of just simply NOT knowing what mistakes you are making. ( yeah you want to push close to that target) - "Well what do you mean? I was pushing and boosting and he still kept his distance" etc. etc. Edit: Yup been doing it wrong. Even in decoupled I was always pressing forward and right. A bad habit on my VKB. Makes sense. I go back to circle drills and all that stuff, but I've noticed I do have constant inputs versus letting the ship drift. I def needed someone to show me to "focus on one input". People throw around tricord limiter as in, oh its less effective, "but you still do it":
You always maintain momentum in your direction instead of being slowed down. So if you are going foward and let go of thrust you will continue to drift in that direction
Its hard to explain. But your ship no longer counters any directional movement on its own. You have to do it manually. Try it for yourself in an open area of space. Pro tip: It takes practice getting used to it, if you don't use it often. And if you use both modes often, you have to pay very close attention to which mode you are in. You will likely forget to hit the brakes and kill yourself. Notice he is illustrating how to hold a point on your nose more effectively when in an extreme maneuvering for something like combat. Salvaging, mining, cargo hauling isn't that crucial for decoupled.
I'm not seeing this one clearly because joystick users are really doing partial W the majority of the time and it's hard to imagine that they are chained to lower performance as a law of the sc universe
@@BuzzCutPsycho that’s certainly one solution, however poor it may be. I’m not a complete MM hater, I just hope they increase speeds. MM seems like another type of ship power triangle. It’s needlessly complicating things. Maybe they should have just done more with power distribution play.
This honestly just reinforces MM dumbing down combat. Only press one input rather than multitasking. Plus look at all those juicy straight lines for easy shooting
Well mouse is less intuitive than Joystick. Just some but some of these issues disappear or remain maybe because orthogonal incentives lego flight model is lame.
Create button presses for scenarios when this needed. Like combat for example. Way less wear and tear on your throttle. You're not going to be maneuvering like this when mining, salvage, or landing.
It makes sense if multiple thruster output has a limit. If you're sending all your available output to your main engines, this should have a limit to what is available for other thrusters. Unless we want to throw that "what would be realistic" discussion in here. Like, why ships 900 years in the future have that kind of limit. But if we go down that road, then we gotta ask what else would not have limits, for the sake of realism in a game. Mankind should be genetically able to go days without food, or have self healing properties by then too. Haven't we been working on the ultimate soldier engineering for some time now. How about armor like Ironman while we are at it.
This is a fantastic video. A quick addition, you can apply additional (NON-HOLDING W) strafes while making your turns to make them sharper.
Say for instance you come in for a pass with intent to get behind your target. You let your decoupled momentum carry/slingshot you right past the target (WHILE NOT HOLDING W, or really anything for that matter), as you are turning, QE rotate to keep the top of your ship facing the target, and apply upstrafe (SPACEBAR).
This will slow you down (since the thrusters on the bottom of your ship are the second most powerful and because you're changing directions you're now using them to apply thrust in the opposite direction of the direction you came from to begin moving you towards your target) and make it EVEN EASIER to then reapply W once you are actually looking at your target and get behind your target.
Don't forget to tap full power to engines for a second and use afterburner during the turn to make it EVEN EASIER.
This is the kind of information that deserves to not be gatekept from anyone, these are the new fundamentals to flying in MM. Thanks for always putting out actually informative content!
I'm gonna pin this
He pinned it
When a comments really strong...youuu must pin it!
I'm not sure but I think he said STOP HOLDING W
Clearly you weren't listening very closely. He said stop not holding w. People are letting go of w. Mash that baby
It's such an important message
No, he said to stop holding W.
@@BuzzCutPsycho Instructions unclear, cant move on foot to get to my ship.
@@panmac8540
My God i should have clarified myself !!
I woke up this morning ....repeating in my head...STOP HOLDING W, STOP HOLDING W, STOP HOLDING W......My life has new meaning! Thank you Buzz!
You're welcome! Now make sure you eat your breakfast and take your vitamins too.
@@BuzzCutPsycho Right!..LOL
Now if you were playing Overwatch you need to completely ignore what your brain is telling you. Holding W in overwatch is how you (W)in games.
Never realized that’s what tri cording was tbh they made it seem like some elite movement combo. Thanks for the info and helping the community
Np technically this is bicording but it is close enough. Everyone knows it as tricording
No, it's literally just basic math, so it must be an exploit, right?
Yeah, me too. I really need a piloting remedial course on SC piloting cause I suck.
@@fredoman1323 Controlling your speed for your desired outcome is lesson number one.
Practice practice
When you approach your destination, try to do it as fast as you can, and not over shoot it. Thats the best way to start.
Then practice pointing your ship at a fixed point as you approach.
A great place to start doing this is every time you approach a station.
No it's just something you did really without even knowing you did it the same thing I felt when someone explained it to me
Very difficult when you have a throttle and you have to push forward and then bring the throttle back to neutral to stop pushing forward I've been practicing this since they took away tri cord I had to move the forward and reverse on the same axis. For anyone with a throttle out there this is the best way I have found it just takes a lot of practice and discipline to bring the throttle back to neutral
Thanks for the tips!
@BuzzCutPsycho better late than never thanks for sparking this conversation no one else is.
this is one of the most useful lessons i've seen in basic piloting. thank you
Glad it was helpful!
Im just glad this guy tells it how it is and its short and sharp. None of this inflated 20min bull.
Doesn't take 20m to explain most ;)
He said we’re “jousting” lmaooo, great video .🙏
Thanks! Maybe you're not jousting ;)
I am struggling with MM and found this video extremely useful. I was still trying to 45 and tri-chord.
Stop it you nerd
Love your videos and your communication. Always easy to digest and showing the keys now and where your fingers are goes beyond help. Thanks a lot brother 🤟🏽👌🏽
I appreciate that! I figured it might be very helpful for people and I'm going to continue doing that from now on
Thanks for this. Old habits are hard to break. I noticed exactly what are talking about the other night in AC when I was using my strafe sticks on my HOTAS and realized we'd been severely limited. I pulled the throttle back to zero and just used the mini sticks and performance doubled for me.
No problem man. Seems like keeping it neutral until you need it is best for now.
Thank you, Buzz, fantastic video. I realize you recommend pilots fly in decoupled, but it would be nice if you could do a follow up Tutorial video showing how to fly coupled correctly and/ or a quick tips video explaining when and why coupled might want to be used. Thanks again!
Yes 100%. I will do that. I'm learning that not a lot of people understand the reasoning or methodology behind it
I was told with a basic example, Coupled is plane mode while Decoupled is space mode. The first one makes the ship to point its nose in impulse direction, forward basically, while the later allows to look back regardless the impulse direction. If in atmosphere we had to count on aerodynamics the coupled mode would be adequate, but without gravity the decoupled mode is the best.
I've seen some players switch both modes with key binding.
I'd say proper strafing is more about changing movement direction than about reaching max speed. The more frequently you change direction the more chances you avoid projectiles. So it is acceleration that matters not the max speed you reach. So if you strafe and roll simultaneously - id doesn't matter will you hold W or not. You'll change direction constantly and never reach a speed wall.
Well holding W limits your strafe due to tricord limiter
@@BuzzCutPsycho it limits max strafe speed, not max strafe acceleration. You can easily see it by looking at G's indicator. It'll take 1-2sec strafing with max G in one direction until you reach max strafe speed. When you roll - you change strafe direction constantly and will never reach max strafe speed. Which means - when you roll W doesn't affect your strafe.
So I should hold W ?
no
LOL
I have never seen any new person sling shot around their target location. I have never seen any new player do that kind of maneuver if they pass their destination as well. One thing I do teach my friends and what not or at least I did before master modes was added was retrograding. You decouple and face the exact opposite direction you are going and at the last possible second you recouple and boost forwards. This would allow you to rapidly decelerate. Master modes changed this for me. Now I go from qt nav mode to scam gun mode at the last second to get the same effect.
Absolutely. I get a lot of new people hoping over to our discord for training and almost all of them keep holding W. Which is what I observed anyway. Your methods are spot on too.
Top quality examples as always. For a long time I had these bad habits when using FPS controls to fly. Much of it naturally corrected itself when I started learning twin sticks a few years ago.
(Although joysticks do come with their own strengths and weaknesses. neither control method is superior in my opinion. It's not the tool, but how the tool is used blah blah)
Mission dictates the gear and all that BLAH BLAH BLAH
but no in all seriousness I get you. I actually had an entire stick and pedal setup but got rid of it because my brain was programmed for 30+ years of MKB gaming. I couldn't do it.
Thanks man! this was the info I asked for before. Much appreciated.
Glad to help!
Nice and concise; I’ve seen others explain this poorly
They're laaaame
To be fair you can keep holding W if you point the nose correctly.
Which is useless unless you just want to rotate as fast and close as your ships can to the target for whatever reason
Based. And true. Thats all something I can do in another video. For people wanting to get close.
Always appreciate tips like this, keep them coming!
will do man
Omg man, you are a blast... You had me literally 🤣🤣🤣🤣🤣🤣😂😂😂😂 "On that stop holding W at the end" I love it man. Glad I subscribed to this channel because I would have missed out on all these great videos with great informative info and comedy applied on some... Keep Going man. Make that 10k or more soon of Subs. Videos are very helpful...😎👍
Thanks man! And you're welcome. The goal of this channel is to be helpful. Its a hobby for me and I love SC and I want others to be able to get into it too. The subs are nice and positive reinforcement but the most important thing here is making sure people get the info they need in the time they have
@@BuzzCutPsycho You are doing that and more. Wonderful job!💯👍
Keep holding W. Got it
Staahp
I was aware of the new limits on tri-cording. But since old habits die hard (modern flight sims), I have always flown with the roll and pitch mechanic.
It was interesting to see your visual of that new limit though. You can really see it.
It is noticeable but only if it is pointed out. Very weird game cig has
This really seems to favor keyboard binary inputs and decoupled. Thanks for the lesson!
It does! To a degree. Certain maneuvers just cannot be done on MKB that can be done on sticks. Heck I can make a video about that
@BuzzCutPsycho Please do! I'm interested in the tradeoffs.
I will take these teachings....and apply them to my dual flight sticks. Thank you, BuzzCutPsycho.
You are so welcome! They help regardless of input
Wow ty for this info definitely bin doing this had no idea Mutable input is hurting us now
Glad it helped
Very nice. Ty 💪
Thank you too!
I use a Syulen, and I destroy in it, however I fly different then other folks. I don't understand why people say the ship sucks.... I disagree!
It ain't bad
LOVE decoupled. I just don't know if I should be using decoupled in atmo. Decoupled in atmo seems to be fight against "drag" and gravity.
In atmo coupled mode is pseudo flying, decoupled is pure falling. You can use that to your advantage, so long as you avoid augering into the planet.
Id fly decouple in atmosphere and also turn off gravity compensatory. I'll make a video about it
Fugging good Explains like always! keep up the good Work!
Always! This was a bit longer but I think it helped a bit for people. Some sort of esoteric knowledge here. Most people don't realize the inputs cancel each other out a bit to a degree.
I had no idea. Thanks
No problem!
I havent really flown in decoupled too much ( Maybe execpt to glide into a vector landing) but maybe its causse using a throttle for me gives me kind of the same effect with the sling shot since if i forget to actually pull my throttle back while turning around the same thing happens since theres a physical stick giving the input rather than buttons. But i also dont get into too many pvp fights at the moment that i can see the difference. Good video tho.
Thanks! I tried coupled and it feels so weird so me. I keep trying to like coupled but I cannot get used to it. Coupled may slingshot you though if you keep holding down W, if you remove the finger it should slow you down to a stop though. Sort of like a break.
@@BuzzCutPsycho I feel like that might be because decoupled tries to make keyboard users have more control over their ship in space flight especially since it helps you maintain momentum without any extra inputs. Which i say does indeed help. Ever since i got my HOTAS i really hated keyboard flight cause it is all based off of absolutes and you have far less control over your ship in a pinch without doing alot of extra steps that the stick natrually does for you or speed that can be managed in far better incremants with the throttle. Due to that decoupled flight serves as just a mode i use when i dont want my ship to simulate the drag of flying through atmo in space, but coupled doing that with HOTAS feels far more comfy as it just allows me to fly the same as if i was in atmo anywhere but with slight differences obviously. However, i cant really know the advantages of decoupled on stick until i try i suppose.
Slight insert: depending on the ship archetype tuning (alongside so many other factors I'd need a character limit about the size of the Library of Congress to type it all out), doing "slash-passes" on a target may be a better tactical consideration vs a consistent circle-strafe. Yes I know that's only a step away from jousting, but there are some ships which cannot trade 1:1 vs their target, and have to play this way.
Hell, Vanduul ships are pretty much designed for this given that massive S5 *and the massive fuck-off physical scythe of a wing they are meant to use as a melee weapon*.
Oh for sure. You can use the Bucc as a semi boom and zoom in that context too. It depends on ship really.
Is there even a time when you should use coupled? Also is there a recommended practice map. I usually use the broken moon map in arena commander.
Landing or taking off usually.
Another good video! Thanks for the info. I have ALOT to work on and practice.
What about dog fighting in an atmosphere? Still de-coupled? Same, strategy? Is there a difference in approaching that fight?
I'll do an entire atmosphere video. But in general you treat it like a modern jet and fly into the pitch. Depending on ship.
Also there are some settings to disable for atmosphere flight
Thanks decoupling is what I was missing
Remeber to turn off g safe aswell
Hah I'm glad this helped. I take for granted how many people don't decouple
great vid thanks for the tips
No problem 👍
"stop holding w"
im not. but its still the same problem. i need a second joystick to fix that i guess, as i right now have a throttle bound to forward/backward
and for it to not put a significant amount of thrust in any direction i need to kind of guess where the middle is
its great for getting somewhere, in coupled mode though
Mouse pedals and stick is the meta atm. You should be close to fine without a second stick
@@BuzzCutPsycho im probably gonna get one when i found a new appartment and moved though. but not virpil, t16000 as i have that one
Joystick in mm seems worst than keyboard. Sad but true.
Nice...good advice.
Glad it was helpful!
They murdered my game
is that based?
A lot of general errors also stems from SC's lack of adequate vector illustration to inform the player of the ship's movement. The oblique view of the circle at the bottom left of the central HUD, displays the 2D planar direction by highlighting the direction of the circle in red. The little ball shows the vector in 3D space but it's very misleading b/c of the angle at which it is shown to the player. It's easier to simply take the ball's movement as up/down, and the circle's red sector and imagine it as a vector addition to know where you're headed.
HUD needs to be revamped. Like having a simple hologram model of the ship, and a 3D arrow extrapolated to show the vector, shorter arrow for lower magnitude longer arrow for larger magnitude. And a mirror image for the locked target too.
You're not wrong at all and SCs information relay is absolutely terrible and does a major disservice to the players. The HUD sucks
Is it better to strafe sideways or roll into the direction your enemy was flying past you?
Good question. I'll make a video about this. But in general if they are approaching you and the PiP is say to the left. As you pass you will strafe to the opposite if their pip to get distance or strafe into it to get closer
Very informative thank you. Im def guilty of that lol
You and me both!
Can you explain more what you're doing instead of holding W? I get it we can shift + in another direction, but are we generally just trying to be unpredicable? shift in different directions every couple seconds to achieve "Wiggle"?
I'll make a video about evasion but in general I'm letting my momentum carry me more thus decouple. So if I reach max SCM going forward I release the key and let momentum carry me. I make adjustments with strafe as needed.
Actually. Do you think you need a follow up video? Tell me what you still don't understand and I'll make a better and more informed video about it.
I’m about to do it. I’m about to hold W
Don't you dare
So I assume that on the hotas pushing the throttle forward is the equivalent of W on the keyboard. I have to fight with my throttle pulled all the way back at 0?
Throttle neutral is meta now, yes. But isnt too bad on HOTAS since it isnt digital thus you dont reach the limiter as fast
So does this mean that HOSAS users have to try to input only one thrust axis at a time? :(
not nearly as bad, but sorta. throttle neutral basically
I've had all my strafes on a left flight stick for years. Seems like I'm losing efficiency by having an analog input with 360 degrees. I'll have to adjust to this.
No more diagonals, no more twist-strafe up and forward (Omni throttle). I have to rest at the center and then pick a specific direction.
No you don't, just fly deliberately. The only thing you shouldn't doing is trusting forward and strafing at the same time, as your strafe will be very weak.
Tea house is correct. I recommend you check his response.
Honeslty, can we get more vids like this? So much easier to understand with the inputs on the side
Sure. I'll keep them there.
@@BuzzCutPsycho Does this advice apply in atmo or is there a way to do similar while using coupled to better help hitting the ground?
Stop holding W, Got it!
based
What about if you're using sticks?
It's just a different input not different game mechanics,Thai also applies to sticks
Than W would be forward strafe. So stop pushing forward i guess ;)
@@BuzzCutPsycho Stop holding the stick hahahahaha
Take your foot off the gas when pushing the clutch or brake.
Its not the race track anymore.
@BuzzCutPyscho, what is your opinion about doing something like holding [A], or toggling between [A] and [space], and attempting to orbit your target by side strafing?
Totally fine. That's basically feathering the strafe and works fine.
How does the multiple input affect joysticks? It's almost impossible to only put in a single input at a time, or is it a scaled thing? But would joysticks ever get 100% performance in any direction?
This guy is a clown…don’t bother. Lol
Less important for sticks due to analog inputs not hitting the input cap as quickly as digital inputs. You have less to worry about but should still consider it. You don't need a strafe direction unless you need it. That applies to all inputs. Let momentum carry you.
Do you have any advice for stick users? I've found racing performance in particular is suffering. Thinking about changing curves or something, bi/tri coord ends up really punishing now.
Sadly no sticks for me
Take your foot off the gas when pushing the clutch or brake.
Wait, we should not hold w? I guess its a good thing I fly with dual sticks? Truthfully, I instinctively let off forward stick while strafing. But the backward strafe tactic is designed specifically to maintain distance, so no you do not always want to stop holding S as it is suggested. There's a reason you use both, but in this circumstance yes you don't want to.
And tbh the only time this point is valid is against a slower moving target, against another light fighter, its not a crucial thing to remember, because they are going to be doing the same thing you are going to do, and using forward or W has a tactical advantage of keeping you outside their aiming reticle.
This is what is known as a circle jerk in the old flight model. Granted its not as bad as it was before where people were making 25-50g maneuvers doing this which isn't the case now in MM.
You can understand how this actually works by trying to circle strafe around an asteroid in free flight mode. The objective is you want to be as close as possible to the asteroid without hitting the asteroid and maintaining distance. There is a reason you want to press W and strafe at the same time. You won't be able to do this with just strafe in one direction, you will have to use W or S or forward/back to maintain distance against an object that isn't in a stationary position or as the example of an asteroid is not a perfect circle.
This also involves a lot more than just W + D or S + D at the same time, it also involves joystick correction angles. But it helps to understand angular vectors. The Mouse/Joystick angular corrections changes the direction of angular vectors that allows you to orbit an imperfect object such as an asteroid and you can't do this with just one input vector as the video suggests.
And there's still another level to be added to the equation. Boost control which increases the directional velocity of the maneuver in the direction of angular vectors. Its a lot more involved than people think, but at a basic level what the video suggest is just the tip of the iceberg. As much as it pains me to admit this there's a reason racers are better pilots than dogfighters, because they have to actually worry about hitting something, where it is far less common among dogfighters.
This is a good reply with lots of meat in it. Well done.
You're very much fine with how you do it. And judging by your insight into the game you have no issues whatsoever. :)
Funny you mentiom racers since i agree that they have always been better pilots in that regard. When I first started playing the game I ran the courses over and over so I could learn how the ships worked. After a month or so of that I instantly became better at movement and control and just worked on the aim in AC.
@@BuzzCutPsycho Also I still have issues lol. But I don't fly as much as I should. Just think a lot of things change with the game and I don't want to get bogged down on a flight model that is going to change. I'll dedicate more time to it once they solidify the flight model intention.
So, should I hold W or staahp holding it?
Press it until you run into that Vietnamese guys laundry mat
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW What thanks for this info as a new player I do all of those things
Wwwweewwweee
I think i will hold W even harder then!
Noooooo
if you want to compare something, or demonstrate, just use a bit of editing, and put two montages near each other, so we could see the difference in real time.
I could but I'm rather terrible at editing. Clip champ can only do so much!
Whee whill whee whant whee shall win.
2 many Ws
Damn, just bought a VKB dual stick setup with foot pedals set to arrive any day.. any point to this anymore if only one input at a time is allowed by the flight system?
It is less an issue on sticks due to analog
Oh! Thanks my man.. thought I just wasted a bunch of hard earned bucks..
But what about a joystick, the inputs are not a digital 100% but analog often combined inputs. If I understood your video correctly, the combined movement with the joystick would be wrong, or I would just have to use the individual axes.
If would be less punishing but still limiting. Analog makes it more forgiving
Is this double input limitation new as of master modes or was always an issue ?
It is a feature of master modes.
thx
Yw
Technically two inputs being held at once is a BI-CORD. Figured I'd sticky this for the sick nerds.
Good grief…….
Huh... Guess i naturally picked that up. I thought it would be obvious.
You would be shocked
2:15, that's so me 💀 I need to get better, but I only have Mustang Alpha, not a dps ship and it's fast
Just don't get a new ship with real life money.
@BuzzCutPsycho Yeah I plan not too
So hold the W then...Got it. 😜
Noooookk
how to do a roll and turn pitch? :)
Roll and then pitch up! Orient your roll so that the enemy is "above" you and pitch into it.
@@BuzzCutPsycho so i use A or D key or Q or E? sorry i;m new and confused on which keys to press :(
@@fastgamingchannels7024 you roll with Q/E and then move the mouse so that the ship's nose starts to go up and you end up turning 180deg to your starting position. Try it separately at first - do a 180 roll (turn upside down) and then pull the nose up until you reach 180 turn (turn downside up).
Meanwhile c2 Pilot : "Smoke time ". What i notice during turning i press space bar or ctrl to turn my nose in heavier ships wich fuk up my turn towards the enemy .
Smoke and hold W in that C2
Cool, but what if I'm on HOTAS?
Deliberate movement but it matters a lot less since you're using analog and have more room before you reach 100%. It really is only noticeable with two movements being 100% each.
@@BuzzCutPsycho still the "you should be flying decoupled" hint caught me hard. Are there any resources to learn better dogfight movement using HOTAS on decoupled mode?
@@AlexStarl1ght not sure personally. Some the guys in our org fly Hotas could hit us up on disc
So are you saying to just glue the W down?
Put a weight on it
Can I hold W in a joust?
yes
You know that was a joke. I’m appreciative of this video. You explained things in a way that was understandable.
"TAKE YOUR HAND OFF W" lol
They must stop
Holy crap no wonder flying was so hard and to stay on target
Now you know
I'm only 11 seconds in. and THIS has been my concern from the previous flight model and current. I've ALWAYS questioned this. There are so many flight styles and ways to fight. You gotta go this way in an arrow, you gotta do this in a gladius, oh you have to use the meta wiggle. And im like... BRUH. This is why its separated. Forget the ceiling being lowered, how do you know I'm actually improved versus mimicking someone else's flight movements that just happens to work. Its hard to explain. I'm trying to learn the basics. Im an average pilot but theres a wall. Getting over the wall seems to be capitalizing on broken game mechanics. What is most frustrating in learning pvp or dogfighting that its not that im not as good as other players, its the facts that the basics are around "broken" game mechanics or a broken ship or you learn a style in an arrow that isn't "as valid" in a gladius.
i digress. Idk know what the video is about YET, but I see this problem allllllllllllllll the time of just simply NOT knowing what mistakes you are making. ( yeah you want to push close to that target) - "Well what do you mean? I was pushing and boosting and he still kept his distance" etc. etc.
Edit: Yup been doing it wrong. Even in decoupled I was always pressing forward and right. A bad habit on my VKB. Makes sense. I go back to circle drills and all that stuff, but I've noticed I do have constant inputs versus letting the ship drift. I def needed someone to show me to "focus on one input". People throw around tricord limiter as in, oh its less effective, "but you still do it":
Join our org and ill teach you. We have training tonight!
When Freelancer musclememori kicks in...
Exactly. Or any game really. Hell the game teaches you to hold W in coupled
This is why sticks got nerfed to oblivion, you get too much input bleeding.
I think stick aim is nerfed but analog control is still good imo
ok but what is decoupled?
You always maintain momentum in your direction instead of being slowed down. So if you are going foward and let go of thrust you will continue to drift in that direction
Its hard to explain. But your ship no longer counters any directional movement on its own. You have to do it manually.
Try it for yourself in an open area of space.
Pro tip: It takes practice getting used to it, if you don't use it often. And if you use both modes often, you have to pay very close attention to which mode you are in. You will likely forget to hit the brakes and kill yourself.
Notice he is illustrating how to hold a point on your nose more effectively when in an extreme maneuvering for something like combat. Salvaging, mining, cargo hauling isn't that crucial for decoupled.
thank you I will try to not hold w
It's ok if you do i won't hate you
@@BuzzCutPsycho 😁
Just...... STOP IT! 😂❤👍🏼
Haha well it's true !!!
Where my W keyers at we must revolt against this heritic once one of us he has lost his way W key must prevail
LOL I lost it when I went to decoupled mode
I'm not seeing this one clearly because joystick users are really doing partial W the majority of the time and it's hard to imagine that they are chained to lower performance as a law of the sc universe
They aren't im sure this is a mkb pleb issue
@@BuzzCutPsycho fair enough
"Stop holding W" alright, Cruise control it is then!
lmao
Fug. Hahahaha.
Master modes blow. Feels so slow. I hope they fix it.
Go into nav mode
@@BuzzCutPsycho that’s certainly one solution, however poor it may be. I’m not a complete MM hater, I just hope they increase speeds. MM seems like another type of ship power triangle. It’s needlessly complicating things. Maybe they should have just done more with power distribution play.
Today I learned how crappy pilot I am.
Hey we can fix that
Fine, fine. I'll stop holding W.
Only if you want to
Hold W?
Nooooo
Theres pvp in this game?
Only in ac
@@BuzzCutPsycho are flight stick useless now?
@@victimUK
God no. Ideal for pvp is stick and mouse though.
This honestly just reinforces MM dumbing down combat. Only press one input rather than multitasking. Plus look at all those juicy straight lines for easy shooting
Idk about that. 17g in one direction which is what the bugged hornet does now was a feature before.
dude i feel so stupid right now. thank you.😂
You're not stupid
Well mouse is less intuitive than Joystick. Just some but some of these issues disappear or remain maybe because orthogonal incentives lego flight model is lame.
Mouse is the default user input for PC games. It is far from less intuitive to the average PC user.
I have Hotas I’m basically screwed
You are.
CRIES IN TWCS THROTTLE!!!!!
SMOKE SMOKE SMOKE SMOKE SMOKE SMOKE
Create button presses for scenarios when this needed. Like combat for example.
Way less wear and tear on your throttle.
You're not going to be maneuvering like this when mining, salvage, or landing.
The fact thay tri chording no longer works shows a fundamental misunderstanding of newtonion physics on CIGs part
Isn't that the thing with the apples?
It makes sense if multiple thruster output has a limit.
If you're sending all your available output to your main engines, this should have a limit to what is available for other thrusters.
Unless we want to throw that "what would be realistic" discussion in here. Like, why ships 900 years in the future have that kind of limit.
But if we go down that road, then we gotta ask what else would not have limits, for the sake of realism in a game.
Mankind should be genetically able to go days without food, or have self healing properties by then too. Haven't we been working on the ultimate soldier engineering for some time now.
How about armor like Ironman while we are at it.
Somebody remind me how to enter Decoupled Mode pls.
C
C
@@BuzzCutPsycho turns out that in my client it was unbound. Knowing that, I set up a proper keybind. Thanks
Get a platform and learn what your inputs actually do. 80% of the opponent's "evasion" was just me flailing around.
Spot on. I like to flail like an idiot
the lack of using upstrafe and downstrafe kills me
I kept it simple for the video.
the more I watch tutorials the more I wanna just never pilot a ship in any form of combat.
Hahahahahahah I HATE IT TOOOO
What’s
Wrong
With
W?
Just kidding.
:)