Can’t I just pay to win my dogfights?
$10.00 and I'll fly in a straight line with my landing gear down. $12.00 and I'll fire a few shots so you can say it was a dog fight.Can’t I just pay to win my dogfights?
The person in charge of the Gimbal Aim Assist....... heheheWhat's a señor weapons officer?
Well, I do need 3 more promotions, haThe person in charge of the Gimbal Aim Assist....... hehehe
This is realy well said you know. I am glad CIG is doing the gimble assyst. The good combat players can continue to be good, but won't completely dominate the more average players. We still might get lucky once in a while. What it does is allow for a more even playing field, without giving any advantage to players who have not mastered combat. Instead it kind of brings things back toward an even keel.@Montoya really good video.
As I've mentioned before, I played the game years ago when Arena Commander released but quit the game shortly after. I still credit you mostly for my return. But anyway to the point, what you said in the video was spot on, I gave up on Star Citizen because it was simply too difficult. At the time I was about to turn 40, I had a new-born son, plus 2 other kids and a nephew to support. On top of that there's the whole day job thing as well. I just didn't have the time or interest to become good enough to master Star Citizen "Hard Mode" and learn real space physics. My gaming time needs to be relaxing and fun, that's it. To be honest, the old flight model and targeting system was not fun... for me at least.
I like and agree with what you said about using countermeasures to throw off the auto-aim, I'm sure other things could be used as well, such as forms of electronic warfare etc. In short, things that either should put your guns in a locked position or cause them to aim away from the target for a brief period of time.
Will I rely on Gimbal Assist 100% of the time? No, but I will probably rely on it 75% of the time. This makes it so that a guy like me can play, I know I'll never be the best pilot on the server, but I'd settle for average or if I'm lucky, slightly above average.
Multiplayer game balance is tricky. You do want to make it easy to get into and given StarCitizen high AI population it does allow for the average player to win a lot of combat engagements. But at the same time you need to have a depth of skill to keep everyone interested in learning and practicing to be even more effective next time. I like the fact that there is still fixed weapons that give an advantage on dps over the gimbled and there needs to be a way to be able to break the lock by maneuvering (seems to be lacking at the moment but that could be more a factor of the new flight dynamic and a new learning curve).This is realy well said you know. I am glad CIG is doing the gimble assyst. The good combat players can continue to be good, but won't completely dominate the more average players. We still might get lucky once in a while. What it does is allow for a more even playing field, without giving any advantage to players who have not mastered combat. Instead it kind of brings things back toward an even keel.
Yes, if someone like Shroud starts playing there is no way i'll be able to match his FPS aiming skills!Some say the game is being dumbed down.
I say it is not being dumbed down ENOUGH!
Arena commander is the problem currently as the most vocal whingers are holding it up as representative of the actual game, when its not. The PU is the one and only consideration for balance and ship performance.Only solution to 3rd party aim bot's would to give everyone aim assist and make time to kill very long.
Having a very long time to kill would make ship combat not about the GUNS.... and more about strategy, power allocation, component quality, crew quality, real time repairs....
Arena commander can remain an arcade game used to hone you skills, but in the universe... a battle should be %#$^ epic... and no one comes out completely unscathed.
Well said, your hole post! The other thing CIG is doing that I like is fleshing out other game play elements. It's not just about combat, they are also putting in place elements of an in game economy, kind of the "reason for the combat" as we might have to compete a little for resources. That makes for some tremendous game play potential if it's done right.I honestly think Star Citizen has an advantage here due to the fact that they can make a easier introduction to combat against the vast verse of bots while still allowing players to challenge each other in contested space.
I'm hoping we can all get together on a Saturday night, get drunk, look for trouble, and have a big space brawl.Fearless Leader is right
I'm looking forward to the fleet fights
large fleets and elite skills are a contradiction in terms
it's gonna be about the strategies and tactics we use to win with our terrible pilots
All the more reason why I am glad to have invested in this project. Eve was another game that was very successful in giving a reason for the combat.Well said, your hole post! The other thing CIG is doing that I like is fleshing out other game play elements. It's not just about combat, they are also putting in place elements of an in game economy, kind of the "reason for the combat" as we might have to compete a little for resources. That makes for some tremendous game play potential if it's done right.