Isn't this just the Murder Hornet build?... Like, doing the Eckhart mission to get the F7A turrets and plopping them on via tractor, before it got nerfed when the MkII came out? Back then, the devs said that was perfectly acceptable. I don't know why that'd have changed. This used to be the go-to build for VHRT's, as a Hornet pilot.
@@Hurric4ne_ Fair. The Murder Hornet was 4xS3 2xS2. However, there's still the pilot aspect to take into account - Didn't matter how good the Murder Hornet was in PvE, because the second you went up against someone who could handle any other fighter even remotely better than you, you were dust. This is a pain for cargo players who can't maneuver/tank the shots, though.
Tbh im a fan of having the MK2 turrets on the mk1, keeps the mk1 relevant Fits with the lore that militias on fringes like Nyx still have aging mk1s but upgraded the turrets to meet modern threats Plus hopefully we'll be able earn the turret blueprint and craft them for mk1s and F7C mk2 The main issue is that you can replace your stealth top cap on the mk1 ghost and still keep stealth stats .. and the fact that S3 singe cannons seem ridiculous at the moment Hopefully they'll change that rather than blocking turret upgrades that make the mk1 cool
To be fair this hornet should lose a majority of its radar emissions suppression if it swaps out the ghost center cap. Then you'd be stuck with 3 weapons but keep the super stealth.
Another Idea which is probably not fully implemented yet is components health. I intentionally fit Cutlass with competition class components with health as low as 300-400Hp each and did several Pirate/Vanduul swarms. Havent even once a situation when my powerplant or shields was shot. So stealth components right now doesn't lower ship survivability in a dogfight. And industrial powerplant/shields/coolers are best choice for non-stealth dogfight.
Honestly it does sound like its fine. The nose turrets have been interchangeable for awhile and yes a stealth ship with that many guns sounds scary but instead of preventing this gameplay why not increase the ghost signature greatly if it has a mk2 turret and if it has a top turret at all. Along with why dont we have better scanning to look for this kind of threat (maybe elwe do haven't looked yet)
The tradeoff is it adds 2 tons to the weight of the ship and makes it less maneuverable. In my opinion anything should connect to anything and the tradeoffs shouldn't be some arbitrary card game approach, but physics.
2:25 I just love the attention to detail when they were putting in all the new features of the new MFDs and the dumb lighting streaks from the projector to the holographic HUD elements. How did not a single tester at CIG notice that the light sprite is not even in the right location?
You used to be able to do that and I thought it was stupid that they took it away. I don't love it with the stealth of the ghost, but that is on CIG for making the stealth work without the stealth module. I definitely think you should be able to use the larger turrets on all of the hornets The game is better with more options
firing big weapons should make you appear on radar too, or even powering large weapons should increase your stealth footprint a bit and especially firing them. but as another comment said, removing the stealth module and replacing it with another weapon module is supposed to wipe out the increased stealth bonuses so this shouldn't be so unbalanced later on
Don't think it is a balancing issue, those nose turrets are bespoke only to the MK II series, just by putting them on the ghost is indeed an EXPLOIT issue, just like what we had before with the Hurricane
the exploit is not to use f7a mk2 turrets on ghost but using singes on other ship than defender ...and this is not a ghost F7a ... the F7a have 4X S3 and 2X S4 weapons.
You can literally just swap the guns to another ship in the ship loadout manager, no exploit here, and the Singes are balanced by having extremely short range (1500m), no fixed aim assist, a charge time, and the fact you can't hold a charge, it fires as soon as it's fully charged. NDBs are going to be more effective in PvP for 99% of players
@@The_Diginaut >and the Singes are balanced by having extremely short range Except the fact that 6xS3 Singes do 6k alpha from 1500 distance and Ghost can have emissions near 1200 with enabled weapons ))) So if you in Arrow chilling out somewhere - you will pass away instantly even with max powered shields. >NDBs are going to be more effective in PvP for 99% of players Pvp might be quite different. Imagine 5 ghosts targeting synchronously. That's 30k alfa. PS It came to me just now that currently big multicrew ships are literally defenseless agains organized stealth attacks. Several stealth ships with emissions near 1300 can stay in stealth and attack endlessly doing decent DPS in group. Only available choice for big ship is to jump away.
Thats what happens when you make a Mk2 variant to make money instead of upgrading the old ships. So many version that even the devs get so confused which values to put on what ship. And the crazy amount of copy pasting they are doing inbetween the variants. This type of "bug" doesn't happen on its own. Hardpoints are kind of a lock and key system. Whenever stuff like this happens it was human error adjusting values on ships where things just get copied over from one ship to another to speed up. Also makes you think how much testing they do on ships they are working on. They probably never really check loadouts, they just load the ship fly around a bit to see if it feels like they want it to feel and thats it. Noone checks functionalities.
Problem with this configuration is the lack of power on the ghost. F7A has a larger power supply to accommodate the larger weapons. We were building these murder hornet ghosts a long way back steeling the guns from the bounty mission f7a. I dont think this is an exploit in any way. You can put the guns on it, always have been. you just have power issues
@@cpt_foxyloxy yeah, power plants, shields and quantum drives are all funky right now, I think. We can’t really get too worked up until we have actual stats for all the components and such. EVERYTHING is jank right now and CIG is like, “Well, 4.0 is coming so whatever. Everything means nothing again”
Looks like this trick with F7A turrets is impossible in AC, so arena will not be ruined by endless swarm of Ghosts. In PU it will be mostly duel so nothing to worry.
I appreciate a lot of your content mostly because it’s usually not this ‘lose your mind’ type of content. Pretty sure we can maybe calm down a bit. This ‘exploit’ is based on a semi broken weapon you cannot buy in game unless you buy the whole 6 million uec ship to strip from. Then you need to have a limited F7A to strip as well.
You are taking parts from the F7A mk2 and then saying its too powerfull, its still less powerfull then the f7a with 2xS4... It just means the F7A should have never been available to the players. F7A is a problem ship from the start, I think everyone can see that. A ship that size should never have 2xS4 on the wings or 2x s3 on the nose.
This isn't a panic situation or as bad for the game as the existence of the F7A or the Firebird "which does stealth better with 24 s3 missiles"...but an F7A on comparable loadouts can deliver 1k+ dps more & if they chose to run stealth components "I hate even typing this" they can get their emissions down to + - 2k and accommodating for the sub 100% radar efficiency a Hercules is going to have to be constantly pinging to pick one up until 2k, since the F7A has a 2300 front CS. Smaller radar sizes even worse. Running a ballistic loadout they would be able to kill faster than the Ghost especially on a moving target. They've been slaughtering large ships without the need for for stealth because they won't get hits on them anyways, radar or not. F7a/F8cs have twice the dps of most fighters, a Ghost getting back it's murder turrets isn't anymore OP than them or the Firebird. It takes work, understanding the systems and timing to pull off stealth kills, gauging the kill effectiveness of a Ghost off of charge shot weapons is almost fear mongering and NOT a proper representation of capabilities, you even demonstrated that they are not very viable in a pvp scenario, they make you vulnerable to even lesser pilots which is the reason no one uses them "many of us try these cheese builds but you need a stationary/slow moving target or someone who flies bad enough you could get the kill on other weapons" but 95% of griefers are not going to run them, 90% don't have the patience/need to lower signatures so low before attacking to do deep stealth & 75% of the average kill gankers in an F7a won't even run ballistics due to having to arm back up every few kills so I don't think the verse is about to be invaded by tons of Ghosts especially when the A or Firebird could just go full stealth components and be more destructive.
Foxy you may have reported the bug under a certain field that restricts the capacity for others to view your report. So say you report an issue as "Exploit/Account Issue" it will display a warning telling you "will only be visible to the reporter and staff members to be reviewed in due course". That is likely why we can't take a look at your report on the IC.
Worth noting, if you want to freak people out, use grade A stealth components on a Firebird, those detection ranges are insanity when power managing and they only need a trip to Lorville + a couple other spots to buy the ship & parts, very low skill players can use those to more effect than the Ghost on a charge shot setup which most medium skill pilots won't get hit by. Anyone can get hit by it's S3 EM missiles not given time to flare or in current server states flares are a coin toss.
Not really sure how this is an exploit. It's fairly close to the old 'Murder Hornet' build, although that was pretty challenging to pull off. More to the point, if you leave the F7A MkII turrets on the F7A MkII, you already have 4xS3 and 2x S4 as standard. You don't have the stealth aspect, but the firepower is more than adequate. To be able to build this ship, you need to own an F7A MkII. That's fairly uncommon to start with, and can't be purchased. You also need to own an F7C MkI Ghost, which is no longer on sale. It's not like every player in the game is going to be making this build. Personally, I think we should have the option of fitting whatever components we have available. The F7A MkII nose turret is going to be hard to find and most people who have one also have the F7A MkII to put it on. It's a non-issue. I don't understand this obsession some players have with 'balance'. The hornet is a military combat ship. It's not supposed to be balanced - it exists purely to annihilate the enemy, not give them a 'fair chance'.
Honestly, I'd still rather use my F7A. The size 2 power plant can be stealth, and you dont have to sacrifice using 6 singes or sledges. I know that mass drivers/taychons are a fun build, trust me. I always give a 6x singe-3 build a try every time there's a major patch. But, while Singes are indeed powerful, they still dont even come close to the raw DPS of other alternatives. Unless your plan is to soley do ERT's, this build is impractical. Actual players are far more difficult to peg with the way drivers/tachyons work right now. If only they left the old auto-gimbal in the game, then Singes would be roflstomping everyone right now. But, that's not the case, unless they beefed up the automatic gimbal assist with the latest patch. I dunno. Ultimately, I'll give it a try. I always call my F7A mk2, with full Singes, as "The Blapper." It does delete things, if you can hit them.
I don't think this is an exploit. This is just taking advantage of not all mechanics being in. The ghost should be using that module it has in place of the ball turret for it's stealth aspect, and instead it's applied direclty to the ship. So if you change the module it shouldn't be as stealthy. It's really mostly just a hornet framework with stealth components. When you swap out the components it's just like the hornet you swapped them from. So they need to fix the stealth mechanic to match with this. They need more systemic systems rather than specific ship game mechanics. That's what this is a demonstration of really.
I wish we had game developers for this game that actually played the game. Maybe then we would not have such crap like this hit the PTU in the first place!
I mean I don't really see nothing wrong with it this is basically the same thing from way back in 2015 when you can take the turn off the super hornet and place it on the ghost and regular hornets which was not a feature and then they ended up just leaving a b because everybody liked it. I mean you can put 6 size 3 on a f7a as well only difference I would believe is the ghost with die faster
There is not only the Ghost ! I think every F7XMK1 can equip 6xS3 weapons. my Ghost and my SuperHornet can. But you have to own the F7A to upgrade F7C by mobiglas.
@@cpt_foxyloxy That answers why I couldn't upgrade the nose turret on my F7C. I've had no luck using tractor beams either. The ball turret replaced fine though.
I.C. link not working ... TBH I feel this is an acceptable build ... before the 3.14 weapon rebalance (Nerf) I ran claim jumper missions with a similar build popping turrets from 3k out before they knew I was there!
So in your eyes its ok for the hornet 2 to be a completely busted hero vehicle, but upgrading the mk 1 with an extra size 3 is a step too far? We already know there is an upcoming mk 2 versions of all the hornets coming up soon. I bet you this will be the standard hardpoint loadout lol
so might have been patched already a friend and I wanted to test but every time we get the turrets put on it just despawns them when we call the ghost.
You swapped the F7 nose turret for another F7 nose turret. This is literally intended gameplay, but the emissions should be higher for doing this, thats all.
@cpt_foxyloxy thankfully I can't seem to attach the F7A mk-2 nose turret to my F7C mk-1 Ghost, I could equip it in the mobii but it never "sticks" after saving the config no matter what I've tried so far, even though it appears successful. Also no luck using tractor beams with ports unlocked. Is there some trick to making the mk-2 nose turret stick on a mk-1 ghost so we can better reproduce this exploit to get it fixed and not menace the verse? edit - Looks like you need to "own" the F7A to successfully swap its nose turret over to your F7C Ghost.
With powered off weapons this config can fly with full shields/engines under 1300 Emissions. For opponent's F7A radar for instance this means 1100m visibility. Very easy to disappear from second player's aim.
It sounds more right to me than pay to win f7a with four size 3 and two size 4. Maybe not now but it will be pay 2 win when they fix mastermodes. now it loses to buccaneer.
@@cpt_foxyloxy some pv player are having issues tracking the targets with the new MFD, and not able to see the names, so i was wondering if is a bug or also has something to do with the scanners. on a side note, Awesome work, ive been watching you're videos and they are fun and informative. 07
what's this guy even on about? It's meant to be this way for years now. If he's talking about having those guns with stealth ship well yeah that's been known for a very long time. When they get around to moving the stealth into the stealth module it won't be an issue anymore because it will lose the stealth when you remove the stealth module in the future.
>what's this guy even on about? It's meant to be this way for years now Ghost never had 1300 emissions before. Not even close. Last two years it was near 3000. Neither Singe had any usability before 2024 spring.
@@alexpetrov8871 and wow it's still not an exploit. The Ghost is a stealth version of the hornet. It comes with a module to make the ship stealthy. I'm sorry they still haven't gotten around to moving the stealth into the module for you. Just wait till you have to deal with the even more powerful Mk II version coming in the next year. He was complaining about being able to use the parts from other hornets on it to make it even more powerful with even more guns that is not an exploit it is a feature for the hornet line.
@@DeadlySky1 >and wow it's still not an exploit Anyway I bet they will fix it relatively quick. Because having Hornets with 1300 emissions and F7A-like burst DPS will ruin any non-duel pvp. Any other ship with emissions like 5000+ will be targeted first by everyone and shot by multiple invisible opponets.
@@alexpetrov8871 Also you guys are worried about a ship that are very few in numbers most griefers don't spend money which is part of the reason they grief. They sure didn't spend money on a ship that was broken for a long time.
I tried the link! The issue council entry is not accessible: "You lack the proper access level to reach this area". Other items are accessible though without issues
F7A II can have 4 size 3 and 2 size 4, but the emission signature are way higher than the ghost, if in PvP situation, you would have spotted that ship long ago. But ghost once you see it, it is too late
@@cpt_foxyloxy >But ghost once you see it, it is too late Not exactly. You can't oneshot medium fighters even with 6 singes. And once oppent start evading and pinging - you have to run. Honestly I'd prefer 6xNDB-30 - whaay more versatile.
it is definitely an issue that a F7C can mount bespoken turrets from another ship, but Foxy, might not be the time to be calling that the sky is falling... The IC report is enough 🤣 (edit) Also your link to the IC report is bad, links into YOUR report, and we aren't you, cant access.
Ok, I also put the IC report number there Also I have encountered this exploit by a few gankers, and they tried to keep this a secret, so I am exposing it
Foxy, I don't know what you're talking about. Everything is cool and normal with my favorite ship.
lol😂
Isn't this just the Murder Hornet build?... Like, doing the Eckhart mission to get the F7A turrets and plopping them on via tractor, before it got nerfed when the MkII came out?
Back then, the devs said that was perfectly acceptable. I don't know why that'd have changed. This used to be the go-to build for VHRT's, as a Hornet pilot.
I didn't even know F7As appeared in the Eckhart missions, guess I know what I'll be doing next session
I was about to say that haha ! Loved those days
It's more than the Murder Hornet. Back then there was no F7A2 to grab thr Nose Turret from.
@@Hurric4ne_ Fair. The Murder Hornet was 4xS3 2xS2. However, there's still the pilot aspect to take into account - Didn't matter how good the Murder Hornet was in PvE, because the second you went up against someone who could handle any other fighter even remotely better than you, you were dust. This is a pain for cargo players who can't maneuver/tank the shots, though.
@@IrisCorvenit was the meta for a very long time when the hornets acceleration was completely busted and had 20g.
At least a year around 3.18
Issue council link on your description shows unavailable/ inaccessible
Tbh im a fan of having the MK2 turrets on the mk1, keeps the mk1 relevant
Fits with the lore that militias on fringes like Nyx still have aging mk1s but upgraded the turrets to meet modern threats
Plus hopefully we'll be able earn the turret blueprint and craft them for mk1s and F7C mk2
The main issue is that you can replace your stealth top cap on the mk1 ghost and still keep stealth stats
.. and the fact that S3 singe cannons seem ridiculous at the moment
Hopefully they'll change that rather than blocking turret upgrades that make the mk1 cool
To be fair this hornet should lose a majority of its radar emissions suppression if it swaps out the ghost center cap.
Then you'd be stuck with 3 weapons but keep the super stealth.
I hope you know that the intended idea that isn't fully implemented yet is that removing the ghost's proprietary center cap makes it a regular mk1.
Another Idea which is probably not fully implemented yet is components health. I intentionally fit Cutlass with competition class components with health as low as 300-400Hp each and did several Pirate/Vanduul swarms. Havent even once a situation when my powerplant or shields was shot.
So stealth components right now doesn't lower ship survivability in a dogfight. And industrial powerplant/shields/coolers are best choice for non-stealth dogfight.
Murder Hornet is back boys! Now with extra sneak
Honestly it does sound like its fine. The nose turrets have been interchangeable for awhile and yes a stealth ship with that many guns sounds scary but instead of preventing this gameplay why not increase the ghost signature greatly if it has a mk2 turret and if it has a top turret at all. Along with why dont we have better scanning to look for this kind of threat (maybe elwe do haven't looked yet)
The tradeoff is it adds 2 tons to the weight of the ship and makes it less maneuverable. In my opinion anything should connect to anything and the tradeoffs shouldn't be some arbitrary card game approach, but physics.
That ship has sailed sadly.
@@sebastienjonas4984 The ship sailed, got attacked, sunk, haunted and exorcised by now.
Yup, like in DCS, being to loaded makes your ship slower and some even force you to cap at 5Gs
Ghost's default mass is 72t. 2t of components make near zero difference in meneuverability.
Mass isn't a thing in engine it's an artificial effect added per ship
2:25 I just love the attention to detail when they were putting in all the new features of the new MFDs and the dumb lighting streaks from the projector to the holographic HUD elements. How did not a single tester at CIG notice that the light sprite is not even in the right location?
You just rediscovered the MurderHornet. It was posisble to build this even before F7C2 / F7A2 was introduced.
You used to be able to do that and I thought it was stupid that they took it away. I don't love it with the stealth of the ghost, but that is on CIG for making the stealth work without the stealth module. I definitely think you should be able to use the larger turrets on all of the hornets The game is better with more options
firing big weapons should make you appear on radar too, or even powering large weapons should increase your stealth footprint a bit and especially firing them. but as another comment said, removing the stealth module and replacing it with another weapon module is supposed to wipe out the increased stealth bonuses so this shouldn't be so unbalanced later on
@@DeSinc agreed
It’s in flux, not worth getting crazy about.
The Murder-Hornet is back on the menu, boys!
And Foxy, you are now soundly my favorite SC content creator!💖
Seems less a bug/exploit than a balancing issue.
Don't think it is a balancing issue, those nose turrets are bespoke only to the MK II series, just by putting them on the ghost is indeed an EXPLOIT issue, just like what we had before with the Hurricane
They are supposed to be a mark i only paylon, so most likely is a big just like the f8 bug last year
@@cpt_foxyloxy why do we have tractor beams, this is gameplay don't destroy our fun
that pirate in the mantis was probably SOOOO confused
Looks like the Murder Hornet is back on the menu
I also can't apply any liverys to my f7a. This patch is extremely broken.
Tried 13 times to play it now.. and I just cant enjoy the game in this state :(
the exploit is not to use f7a mk2 turrets on ghost but using singes on other ship than defender ...and this is not a ghost F7a ... the F7a have 4X S3 and 2X S4 weapons.
You can literally just swap the guns to another ship in the ship loadout manager, no exploit here, and the Singes are balanced by having extremely short range (1500m), no fixed aim assist, a charge time, and the fact you can't hold a charge, it fires as soon as it's fully charged.
NDBs are going to be more effective in PvP for 99% of players
@@The_Diginaut >and the Singes are balanced by having extremely short range
Except the fact that 6xS3 Singes do 6k alpha from 1500 distance and Ghost can have emissions near 1200 with enabled weapons ))) So if you in Arrow chilling out somewhere - you will pass away instantly even with max powered shields.
>NDBs are going to be more effective in PvP for 99% of players
Pvp might be quite different. Imagine 5 ghosts targeting synchronously. That's 30k alfa.
PS It came to me just now that currently big multicrew ships are literally defenseless agains organized stealth attacks. Several stealth ships with emissions near 1300 can stay in stealth and attack endlessly doing decent DPS in group. Only available choice for big ship is to jump away.
Thats what happens when you make a Mk2 variant to make money instead of upgrading the old ships. So many version that even the devs get so confused which values to put on what ship.
And the crazy amount of copy pasting they are doing inbetween the variants.
This type of "bug" doesn't happen on its own. Hardpoints are kind of a lock and key system. Whenever stuff like this happens it was human error adjusting values on ships where things just get copied over from one ship to another to speed up.
Also makes you think how much testing they do on ships they are working on. They probably never really check loadouts, they just load the ship fly around a bit to see if it feels like they want it to feel and thats it.
Noone checks functionalities.
Problem with this configuration is the lack of power on the ghost. F7A has a larger power supply to accommodate the larger weapons. We were building these murder hornet ghosts a long way back steeling the guns from the bounty mission f7a. I dont think this is an exploit in any way. You can put the guns on it, always have been. you just have power issues
That's exactly the problem, you got sufficient power to power up all 6 of those power hungry Singe-3 without any power problem shown in this video.
@@cpt_foxyloxy yeah, power plants, shields and quantum drives are all funky right now, I think. We can’t really get too worked up until we have actual stats for all the components and such. EVERYTHING is jank right now and CIG is like, “Well, 4.0 is coming so whatever. Everything means nothing again”
To that I agree, well then at least regard this video as a concern or even a warning for the peaceful citizens to be careful travel around Stanton.
Looks like this trick with F7A turrets is impossible in AC, so arena will not be ruined by endless swarm of Ghosts. In PU it will be mostly duel so nothing to worry.
I appreciate a lot of your content mostly because it’s usually not this ‘lose your mind’ type of content. Pretty sure we can maybe calm down a bit. This ‘exploit’ is based on a semi broken weapon you cannot buy in game unless you buy the whole 6 million uec ship to strip from. Then you need to have a limited F7A to strip as well.
flying by that style since 1st minute of 3.24.2 ... sadly you didnt use stealth components with max energy for shilds, weapons and booster at once...
You are taking parts from the F7A mk2 and then saying its too powerfull, its still less powerfull then the f7a with 2xS4... It just means the F7A should have never been available to the players.
F7A is a problem ship from the start, I think everyone can see that. A ship that size should never have 2xS4 on the wings or 2x s3 on the nose.
perfectly normal.. just wait till they release the MKII ghost...
I mean station and bunker turrets don't even work right now . But hard for griefers to grief us if servers 30k every 5 minutes
You have just made a new Hornet F7D- MkII Hornet Spectre
This isn't a panic situation or as bad for the game as the existence of the F7A or the Firebird "which does stealth better with 24 s3 missiles"...but an F7A on comparable loadouts can deliver 1k+ dps more & if they chose to run stealth components "I hate even typing this" they can get their emissions down to + - 2k and accommodating for the sub 100% radar efficiency a Hercules is going to have to be constantly pinging to pick one up until 2k, since the F7A has a 2300 front CS. Smaller radar sizes even worse. Running a ballistic loadout they would be able to kill faster than the Ghost especially on a moving target. They've been slaughtering large ships without the need for for stealth because they won't get hits on them anyways, radar or not. F7a/F8cs have twice the dps of most fighters, a Ghost getting back it's murder turrets isn't anymore OP than them or the Firebird.
It takes work, understanding the systems and timing to pull off stealth kills, gauging the kill effectiveness of a Ghost off of charge shot weapons is almost fear mongering and NOT a proper representation of capabilities, you even demonstrated that they are not very viable in a pvp scenario, they make you vulnerable to even lesser pilots which is the reason no one uses them "many of us try these cheese builds but you need a stationary/slow moving target or someone who flies bad enough you could get the kill on other weapons" but 95% of griefers are not going to run them, 90% don't have the patience/need to lower signatures so low before attacking to do deep stealth & 75% of the average kill gankers in an F7a won't even run ballistics due to having to arm back up every few kills so I don't think the verse is about to be invaded by tons of Ghosts especially when the A or Firebird could just go full stealth components and be more destructive.
LOL that sounds fun XD Now try to imagine an F8A-R lol
Foxy you may have reported the bug under a certain field that restricts the capacity for others to view your report. So say you report an issue as "Exploit/Account Issue" it will display a warning telling you "will only be visible to the reporter and staff members to be reviewed in due course". That is likely why we can't take a look at your report on the IC.
I see, here is the report number see if you can find it by searching it: STARC-135222
Worth noting, if you want to freak people out, use grade A stealth components on a Firebird, those detection ranges are insanity when power managing and they only need a trip to Lorville + a couple other spots to buy the ship & parts, very low skill players can use those to more effect than the Ghost on a charge shot setup which most medium skill pilots won't get hit by. Anyone can get hit by it's S3 EM missiles not given time to flare or in current server states flares are a coin toss.
This is exactly what stealth missileboat Firebird was designed to - ambush.
Not really sure how this is an exploit. It's fairly close to the old 'Murder Hornet' build, although that was pretty challenging to pull off. More to the point, if you leave the F7A MkII turrets on the F7A MkII, you already have 4xS3 and 2x S4 as standard. You don't have the stealth aspect, but the firepower is more than adequate.
To be able to build this ship, you need to own an F7A MkII. That's fairly uncommon to start with, and can't be purchased. You also need to own an F7C MkI Ghost, which is no longer on sale.
It's not like every player in the game is going to be making this build. Personally, I think we should have the option of fitting whatever components we have available. The F7A MkII nose turret is going to be hard to find and most people who have one also have the F7A MkII to put it on. It's a non-issue.
I don't understand this obsession some players have with 'balance'. The hornet is a military combat ship. It's not supposed to be balanced - it exists purely to annihilate the enemy, not give them a 'fair chance'.
Honestly, I'd still rather use my F7A. The size 2 power plant can be stealth, and you dont have to sacrifice using 6 singes or sledges. I know that mass drivers/taychons are a fun build, trust me. I always give a 6x singe-3 build a try every time there's a major patch. But, while Singes are indeed powerful, they still dont even come close to the raw DPS of other alternatives. Unless your plan is to soley do ERT's, this build is impractical. Actual players are far more difficult to peg with the way drivers/tachyons work right now. If only they left the old auto-gimbal in the game, then Singes would be roflstomping everyone right now. But, that's not the case, unless they beefed up the automatic gimbal assist with the latest patch. I dunno.
Ultimately, I'll give it a try. I always call my F7A mk2, with full Singes, as "The Blapper." It does delete things, if you can hit them.
I don't think this is an exploit. This is just taking advantage of not all mechanics being in. The ghost should be using that module it has in place of the ball turret for it's stealth aspect, and instead it's applied direclty to the ship. So if you change the module it shouldn't be as stealthy. It's really mostly just a hornet framework with stealth components. When you swap out the components it's just like the hornet you swapped them from. So they need to fix the stealth mechanic to match with this.
They need more systemic systems rather than specific ship game mechanics. That's what this is a demonstration of really.
I wish we had game developers for this game that actually played the game. Maybe then we would not have such crap like this hit the PTU in the first place!
Making a video about this is the first step in creating a problem in game, not solving one
Looks like we have a new combat meta. I wonder how many patch cycles before CIG fixes it.
I mean I don't really see nothing wrong with it this is basically the same thing from way back in 2015 when you can take the turn off the super hornet and place it on the ghost and regular hornets which was not a feature and then they ended up just leaving a b because everybody liked it. I mean you can put 6 size 3 on a f7a as well only difference I would believe is the ghost with die faster
Can't wait to hear the crying in GLobal chat. Yeah this things OP but we all know it will get Nerfed like everythign else does eventually.
this has been a thing since the hornet mk2 was released
No it's recent, you were certainly not able to put any other turrets I tried
@@PursauntYapper yes you were I have been running the size five varipuck with a size 4 gun and the nose turret on my hornet ghost since 3.18
@@eric4079 how the hell did you get a size 4 to fit on a Mk1? Mobi doesn't give options and the snap point never gave the option
@@PursauntYapper once you take the ghost cap off you can put a size 5 varipuck In it’s place and then attach a size 4 weapon to it
@@eric4079 oh you are talking about the top cap, that isn't special that has been possible.
The nose has been broken since 3.19
There is not only the Ghost !
I think every F7XMK1 can equip 6xS3 weapons. my Ghost and my SuperHornet can.
But you have to own the F7A to upgrade F7C by mobiglas.
Yeah I just realized that
@@cpt_foxyloxy That answers why I couldn't upgrade the nose turret on my F7C. I've had no luck using tractor beams either. The ball turret replaced fine though.
All well and good, but doesn't the Ghost have less power available to run them? If so, is there a real difference to what we could do before?
I will be okay, servers are pretty rough right now
I.C. link not working ... TBH I feel this is an acceptable build ... before the 3.14 weapon rebalance (Nerf) I ran claim jumper missions with a similar build popping turrets from 3k out before they knew I was there!
So in your eyes its ok for the hornet 2 to be a completely busted hero vehicle, but upgrading the mk 1 with an extra size 3 is a step too far?
We already know there is an upcoming mk 2 versions of all the hornets coming up soon. I bet you this will be the standard hardpoint loadout lol
so might have been patched already a friend and I wanted to test but every time we get the turrets put on it just despawns them when we call the ghost.
Crazy! Definitely not gonna exploit the hell out of this for my ghost while I can lul
and this is why we can't have nice things.
Murder Hornet is back!
You swapped the F7 nose turret for another F7 nose turret. This is literally intended gameplay, but the emissions should be higher for doing this, thats all.
That's pretty brutal....
This issue council isn't working. Did it get closed down or hidden behind avocado?
That what he gets for randomly interdicting.
Is anyone having the issue when it is stored and called out both turrets disappear?
@cpt_foxyloxy thankfully I can't seem to attach the F7A mk-2 nose turret to my F7C mk-1 Ghost, I could equip it in the mobii but it never "sticks" after saving the config no matter what I've tried so far, even though it appears successful. Also no luck using tractor beams with ports unlocked.
Is there some trick to making the mk-2 nose turret stick on a mk-1 ghost so we can better reproduce this exploit to get it fixed and not menace the verse?
edit - Looks like you need to "own" the F7A to successfully swap its nose turret over to your F7C Ghost.
are Singe cannons able to come of the ship ? I tried to take them off with my tractor tool but doesnt work...
This is just the old school Murder Hornet, isn’t it?
Might be deadly, but the second player you confronted took you out, so not that deadly. 🙂
With powered off weapons this config can fly with full shields/engines under 1300 Emissions. For opponent's F7A radar for instance this means 1100m visibility. Very easy to disappear from second player's aim.
Nah, I'll be using this to spite CIG until they fix my mk2 paint not working
Thats nasty combo...
Trick? Or Treat? 😉
The King is back.
Lol, you know they planned that, right?
You get the crime stat, then the guy that you didn't see gets the bounty.
so what, just make it use more power to run them. who wants to be locked into one way of building a ship.
Make the ship multi-crew and give the co-pilot 4 guns 😝
Angry ghost in stanton ? Isnt halloween coming soon ? Seems fitting
Why were those ship red all over?
Maybe all stealth is like this is need to check my sabre
It sounds more right to me than pay to win f7a with four size 3 and two size 4. Maybe not now but it will be pay 2 win when they fix mastermodes. now it loses to buccaneer.
Do you need 2 Banu defender to get the weapons or can you multiply them by taking them off and put it on the hornet and reclaim the defender?
You need a Banu and then you can multiply them by taking them off and repair to get more back
Dude shhhhh I thought only I knew about this
Singes are extremely hard to use in PvP, 99% of players would be more effective in PvP with NDBs.
No you didn’t
I'm sure they'll fix it... and then sell it as the F7A Mk. II Ghost lol
I'll allow it. 🙂
It was always like this.
Can you do a test between the Tracker vs Terrapin? (scanner)
Will do
@@cpt_foxyloxy some pv player are having issues tracking the targets with the new MFD, and not able to see the names, so i was wondering if is a bug or also has something to do with the scanners.
on a side note, Awesome work, ive been watching you're videos and they are fun and informative. 07
mwhahahaaa the murder hornet returns
what's this guy even on about? It's meant to be this way for years now. If he's talking about having those guns with stealth ship well yeah that's been known for a very long time. When they get around to moving the stealth into the stealth module it won't be an issue anymore because it will lose the stealth when you remove the stealth module in the future.
>what's this guy even on about? It's meant to be this way for years now
Ghost never had 1300 emissions before. Not even close. Last two years it was near 3000.
Neither Singe had any usability before 2024 spring.
@@alexpetrov8871 and wow it's still not an exploit. The Ghost is a stealth version of the hornet. It comes with a module to make the ship stealthy. I'm sorry they still haven't gotten around to moving the stealth into the module for you. Just wait till you have to deal with the even more powerful Mk II version coming in the next year. He was complaining about being able to use the parts from other hornets on it to make it even more powerful with even more guns that is not an exploit it is a feature for the hornet line.
@@DeadlySky1 >and wow it's still not an exploit
Anyway I bet they will fix it relatively quick. Because having Hornets with 1300 emissions and F7A-like burst DPS will ruin any non-duel pvp. Any other ship with emissions like 5000+ will be targeted first by everyone and shot by multiple invisible opponets.
@@alexpetrov8871 Yeah any day now I mean how many years has it been since the ghost was brought into game yep, any day I'm sure.
@@alexpetrov8871 Also you guys are worried about a ship that are very few in numbers most griefers don't spend money which is part of the reason they grief. They sure didn't spend money on a ship that was broken for a long time.
Did you report this as an Evocati bug? I cannot access the issue council entry
I did, link under the video description
I tried the link! The issue council entry is not accessible: "You lack the proper access level to reach this area". Other items are accessible though without issues
@@eavdmeerusually for exploit report only the reporter and the dev can see
How about we focus on the actual real bugs in the game instead of this dogsh*t complaints?
Hows the F7A itself then?
F7A II can have 4 size 3 and 2 size 4, but the emission signature are way higher than the ghost, if in PvP situation, you would have spotted that ship long ago. But ghost once you see it, it is too late
@@cpt_foxyloxy >But ghost once you see it, it is too late
Not exactly. You can't oneshot medium fighters even with 6 singes. And once oppent start evading and pinging - you have to run. Honestly I'd prefer 6xNDB-30 - whaay more versatile.
U need to suck they plasma, or they block you.
it is definitely an issue that a F7C can mount bespoken turrets from another ship, but Foxy, might not be the time to be calling that the sky is falling... The IC report is enough 🤣
(edit) Also your link to the IC report is bad, links into YOUR report, and we aren't you, cant access.
Ok I will change the title
Ok, I also put the IC report number there
Also I have encountered this exploit by a few gankers, and they tried to keep this a secret, so I am exposing it
@@cpt_foxyloxy exposure is awesome, and its people like you rely on to test like mad. You rock, and I hope you know it.
@@cpt_foxyloxy The only IC I could find on it was #STARC-134010 ...couldn't find yours
Once CIG acknowledge a report as an exploit nobody else can see it, besides whom already contributed. It seems it's the case.
That was god awful combat
GrieferNet appreciates your research good friend 📝
Shhhh!
What is this snitchery?
I think the Singe is the only exploit… pretty sure the ghost has all the same hardpoints as a super hornet. MK2 parts should not fit on it though
you are not the one,
Tattle tale
Shhhhhhhhhhhhhh
wtf..
lol, you like a year late man. been in game since 3.19
Nope, never it was as stealth as now. Neither Singes were usable before 3.23
Lol, you know they planned that, right?
You get the crime stat, then the guy that you didn't see gets the bounty.