The trick there is to lure them into an asteroid field, where if you're careful it'll be easier to take them out one by one. They will suicide into asteroids more often than you will, especially if you keep the speed of the fight high.praetorian wrote:Yeah I was able to look around in the cockpit but nothing was interactive at all. Im assuming that will change. It does give a good indication of what it will be like in an out number scenario, on wave 7 ish im always alone because my wingmen die, so its me vs 6 guys... survived maybe a minute or so before they all fired on me at once.
Meaph wrote:There wre a few things I couldnt work out what they did, I take it decoupling makes you fly with real physics in that you can drift backwards ect?
Dudus wrote:I have only been on AC a little. for sure it needs some tweaks.
There should be a better representation of the radar, it's a bit meh and only the targeted ship is obvious where it is. The interface is not great, there's lots of meaningless stuff in the cockpit and you have to cycle thru the screens to get the info. i tend to leave the shield page up.
The control is a bit shitty atm, i am currently on m/kb, big dead zone then very sensitive movement will take a bit of practice. hopefully they will make available some kind of lead indicator.
Missiles seem very useful so i'm trying to decide if maybe the freelancer missile boat will be my variant.
i'm a bit confused about the cutlass. with the last few tweaks on the ship specs it seems the cutlass got fat and is now similar to the freelancer for cargo capacity.
Glabro wrote:2) I am not a big fan of autoaim
ProjectZen wrote:Glabro wrote:2) I am not a big fan of autoaim
Apparently this is the reason.
https://forums.robertsspaceindustries.c ... weapons/p1
Glabro wrote:I realize that in reality in 30th century the guns would probably not only aim themselves but also fly on their own, but we're not trying to be realistic here.
Seraph wrote:Glabro wrote:I realize that in reality in 30th century the guns would probably not only aim themselves but also fly on their own, but we're not trying to be realistic here.
If our species manages to survive that long, it will be because we stopped using violence to solve our problems, and instead looked to reason. There will be no guns in the 30th century, or there will be no humans in the 30th century. One or the other.
ProjectZen wrote:This is supposed to be from CR.( couldn't find the OP)
https://forums.robertsspaceindustries.c ... sub-par/p2
When I see posts about the physics not being correct, or the flight model being WW2 and not Newtonian – it really means that current implementation of the Intelligent Flight Control System (IFCS) is not what people would like / are expecting as there is no cheating on physics (as I describe above).... My goal is to have more than one IFCS setting (possibly needing a different avionics package) with different “flight models” and the more sophisticated packages will allow a pilot to switch off and on aspects of the IFCS – for instance letting your fly-by-wire system know that you input is now only about angular position / velocity and not your linear velocity vector, or that your input is now just requesting a velocity /adjustment without a heading change. The goal from the beginning of Star Citizen has always been to allow players to set up and customize their ship the way they want. There will be a huge amount of plug in items / systems that will allow a player to significantly tweak the abilities of their ship and part of this is the flight computer.
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