Space combat with two pilots that are not trying to fly like planes looks like that. Even with the old system, the skilled pilots always face each other and essentially create a sphere or ball while they dogfight
imo its better then the current flight model where people just fly at super high speeds, mm isn't perfect, like its hard to get angles, but I prefer that too people just flying max speeds over and over then jump away when shields get low
this is good, now people cant run away. The issue was people engaging in arrows or gladius & them jetting out to get shield and coming back in. this will prevent that. you ether stay and fight or do not engage & jump out.
sometimes when i try to switch to lag i cant see them, try switching between lead and lag pip, my buddy had to delete his user folder to get it too work
I had this too, found it was a setting i needed to change. Look in your game settings for 'show precision lines' or something like that and make sure it's turned on. I have pips in MM now
The green box looks so stupid. Why does it have to keep rotating? It doesn't give any useful information, rather than a nonsense animation put in by a stupid dev who thought that was cool? At least the current target UI could tell where the target ship is pointing at.
i mean I guess but good lord that fight went on way longer than it should have. you were hitting that ship nearly every burst and it still took 3.5 minutes to knock it down.
That's because of weapon spread and because they were backstrafing and shooting from far away. If you shoot at closer ranges you will destroy ships much faster. If you utilize close range positional fighting you can destroy a gladius in 1.5 volleys
@@sudonix5923I'm sorry I came across rude, but you have the maneuvering advantage vs Bucc's and Hornet's. Orbit at optimal range. I'm seeing backstrafe for the merge but also at mid range. Why? if the delta for the merge is too high than yes a little backstrafe, but increase your transversal and pass them for an optimal orbit.
@@etogreen I know... I didn't think you were rude. The issue is the time to kill is ridiculous. Drawing out a fight too long feels wrong. It gives me "the division" vibes. What they should do is make the ships easier to take down, complete destruction of ships harder, pilot/crew survivability higher... Even in the PU its a little too high.
I hate the spinning reticle. It drives me insane. That animation is so distracting.
imo the whole master mode system just looks like slowly flying in circles instead of before where you actually had to think about how you fly
Space combat with two pilots that are not trying to fly like planes looks like that. Even with the old system, the skilled pilots always face each other and essentially create a sphere or ball while they dogfight
the old system has people flying in circles but faster lol
imo its better then the current flight model where people just fly at super high speeds, mm isn't perfect, like its hard to get angles, but I prefer that too people just flying max speeds over and over then jump away when shields get low
this is good, now people cant run away. The issue was people engaging in arrows or gladius & them jetting out to get shield and coming back in. this will prevent that. you ether stay and fight or do not engage & jump out.
its not made for 1v1 MM is made for group fights. if your trading blows from circle strafing it other in a group fight your doing it wrong
verr nice footage. thnx
Wish I could see my pips in MM. Have to guess my lead.
sometimes when i try to switch to lag i cant see them, try switching between lead and lag pip, my buddy had to delete his user folder to get it too work
@@damaddmann thanks I'll give that a try
I had this too, found it was a setting i needed to change. Look in your game settings for 'show precision lines' or something like that and make sure it's turned on. I have pips in MM now
The green box looks so stupid. Why does it have to keep rotating? It doesn't give any useful information, rather than a nonsense animation put in by a stupid dev who thought that was cool? At least the current target UI could tell where the target ship is pointing at.
I put this on screen for me, I need to watch my strafes, its just for me
@@damaddmannI mean the spinning game HUD green box around your opponent, not your joystick overlay.
@@brockoala2994 ahhh I see yea your right
Yes, this.
i mean I guess but good lord that fight went on way longer than it should have. you were hitting that ship nearly every burst and it still took 3.5 minutes to knock it down.
That's because of weapon spread and because they were backstrafing and shooting from far away. If you shoot at closer ranges you will destroy ships much faster. If you utilize close range positional fighting you can destroy a gladius in 1.5 volleys
@@etogreen bruh...
@@sudonix5923I'm sorry I came across rude, but you have the maneuvering advantage vs Bucc's and Hornet's. Orbit at optimal range. I'm seeing backstrafe for the merge but also at mid range. Why? if the delta for the merge is too high than yes a little backstrafe, but increase your transversal and pass them for an optimal orbit.
@@etogreen I know... I didn't think you were rude. The issue is the time to kill is ridiculous. Drawing out a fight too long feels wrong. It gives me "the division" vibes. What they should do is make the ships easier to take down, complete destruction of ships harder, pilot/crew survivability higher... Even in the PU its a little too high.
@@sudonix5923 I've mainly been playing 3.22.1 PTU, time to kill is shorter there. Also, again, if your closer than 500m TTK is much shorter.
Evocati?