i had concerns about the TTK going ultra low with mastermodes, its nice to see it perform (relatively) balanced compared to what i was expecting, they did a really good job here, the only thing im really waiting to see now is individual ships flight physics, particularly on the reliant/khartu-al, super excited to see this get expanded on
I haven't played with master modes yet, but I like the new double bracket targeting reticle. It makes it easier to determine their relative motion, or at least it appears that way to me.
Very interested to see how other weapons were treated. I've missed component and weapon choice meaning something, even without the full master modes into the PU I kinda wish they'd push the updated weapons to PU but if AC holds up with being reliable that will certainly hold me over.
Looking forward to playing 3.20. I tried playing in 3.18 and I couldn't even play which sucks since I wanted to play around with my corsair a bit more.
This makes me want physical damage model (Like in most flight sims or more famously War thunder) and control surfaces even more. Imagine no more HP DPS system and more complex and nuanced atmospheric flight.
How do you have your screen so stable? When I am dogfighting the head bobs and looks all over while turning which increasingly changes how I play. Watching your gameplay is more responsive without that drunk kind of feeling. Also your reticle is a perfect size
auto works the same as running gimbals just without going 1 size down they take longer to get on target and have half the fire-rate, but you can still go a size down and they will work the same as gimbals do now. The reason I have 2 pips though, I turned on the "1pip per weapon type" option on. Ballistics now have slightly slower projectile velocity than lasers do so having that option on I can now where to aim the specific weapon.
Im not against master modes in gnenral, but i dont like the limitations they placed on the flight model. The rrstrictions where you can only have 100% thrust in one axsis. (Mapping the controlls for keyboard and joysticks so that they ate more like a game pad. Just map the game pad.) Also I dont like how you slow down even when decouppled after boosting for no reason. Im not against these because of pvp, or becaue i like flying fast. Its because I was already annoyed with the physics in game and this further breaks physics. We already cant orbit, and everything in orbit is orbiting very wierdly, you can't even get to orbital velocity in most ships. And to be honnest, it doesnt feel right. Space is suposed to be cold and unforgiving, not we need to lower the skill celing. So ya, im annoyed. If they just let us keep boost speed.
@@shadowlordalpha and that is fine. Except, when I go forward and down, I should have the respective thrusters at 100% each, not 70% each. Additionally, that addresses nothing in regards to the ship slowing down after boost is disengaged especially when decoupled. Computing force exerted based on thruster placement is perfectly fine. Its simple enough math, so I'm surprised it wasn't always done that way. Since that is based on controll input, it could be conputed on client side to save on server resources. Just have the client give the server the net thrust vector. Heck if done right we could get auto thrust balancing, so we don't loose control of ships when an engine is lost. We just loose some thrust in the effected engines would provide. (This math is just some basic vector addition, litterly some of the easiest math there is. If you really needed it done quickly you could even have it done in a video card. Not joking it is the same math used for much of ray tracing.)
@FrozenKnight21 you would think so but not really. A lot of engines and thrusters angle to give better or more exact angles but that also causes a loss in thrust. For the ones that don't they are partially fighting eachother and that causes loss as well. Then also think of the frame and the stress it can hold. I'm also completely overanalysing this but meh whatever.
I used to think the same thing, and I still get slapped really hard, too. But I think with master modes, the skill gap was lowered and I think its alot more tolerable now
The current flight system is very convoluted and theres a lot of things you need to be taught by people, which is kind of why mastermodes are very exciting, when you get a chance to play them i think you'll have a much more fun time with it
Thats actually your missles locking. So your missles are pre locked before you even switch to them, but once they are charged you can let them rip right away
@@OneNutSupreme ah, makes more sense. It's still too much in your face though. I would prefer a target reticle that shows me what way the enemy's nose is pointing
Dude! You literally won a staring contest at 3:50 into your video, then said "Wow! This feels great!" The current MM tuning is so bad.. Shields are broke, power management is non-existent, speeds are capped so low that you have to hold boost continually so you're not just a sitting duck which leads to a ridiculous amount of wiggling. Lack of 45 and Tricord turns all fights into a single dimensional circle, pitch only - which is shallow and boring compared to what we have in the current model. The amount of fixed assist is far too high.. I could go on... Ya, the current flight model has it's issues, but they could have fixed them in a very short amount of time instead of the years they spent on this.
I 100% agree with you. The current MM is super shallow. My experience so far is that players that didn't understand the current flight model love MM and players that did have a similar opinion to yours which kind of proves the point that the current MM iteration has way less depth than the current flight model
I think you guys need to remember that this is a very early and barebones version of MM in this first iteration. I'm sure as CIG works on it more, it will be more fleshed out and balanced
I don’t like how homogeneous it feels, it kinda looks like planetside 2 a2a ESF which would be a bad direction to take things in terms of tactical diversity
I think its nice, there's a long delay on your guns to converge on your target and your rate of fire is halved. I like the trade off, but I much rather prefer fixed
i had concerns about the TTK going ultra low with mastermodes, its nice to see it perform (relatively) balanced compared to what i was expecting, they did a really good job here, the only thing im really waiting to see now is individual ships flight physics, particularly on the reliant/khartu-al, super excited to see this get expanded on
I haven't played with master modes yet, but I like the new double bracket targeting reticle. It makes it easier to determine their relative motion, or at least it appears that way to me.
Oh I 100% agree
Great watching these fights from your perspective, noting the difference in flight styles. I'm glad you're enjoying 3.20 PTU Nut!
This has me genuinely excited for Master Modes. Can’t wait to get my hands on it when I can get into the PTU!
It's moved to wave 3 now, so we are closer to it being open
Very interested to see how other weapons were treated. I've missed component and weapon choice meaning something, even without the full master modes into the PU I kinda wish they'd push the updated weapons to PU but if AC holds up with being reliable that will certainly hold me over.
Looking forward to playing 3.20. I tried playing in 3.18 and I couldn't even play which sucks since I wanted to play around with my corsair a bit more.
Nice shooting, Tex! Seems shields would drop with one hit? The "Friendly Target" warning could be toned down.
So much better than what we have atm
This makes me want physical damage model (Like in most flight sims or more famously War thunder) and control surfaces even more.
Imagine no more HP DPS system and more complex and nuanced atmospheric flight.
I would be down for that
LOL Always fun listening to you.. you are so funny. never fail to entertain me
Just a shame it's going to take forever to come onto the PU side, sooo many ships to test it on and atm it's only the gladius
Yes, good video. Teaming up and holding shit down, muah, chef's kiss.
How do you have your screen so stable? When I am dogfighting the head bobs and looks all over while turning which increasingly changes how I play. Watching your gameplay is more responsive without that drunk kind of feeling. Also your reticle is a perfect size
there was setting i messed with in the general game settings.
New ui looks great. Actually sad this isn't massing a full release any time soon, it looks good
How does auto targeting work? and why are there 2 pips?
auto works the same as running gimbals just without going 1 size down they take longer to get on target and have half the fire-rate, but you can still go a size down and they will work the same as gimbals do now. The reason I have 2 pips though, I turned on the "1pip per weapon type" option on. Ballistics now have slightly slower projectile velocity than lasers do so having that option on I can now where to aim the specific weapon.
I was testing matermodes today and there was all this visual trash/visual bugs on the cockpit screen. Anyone know a way to get rid of that?
Yeah the latest PTU patch broke alot of shit
Im not against master modes in gnenral, but i dont like the limitations they placed on the flight model.
The rrstrictions where you can only have 100% thrust in one axsis. (Mapping the controlls for keyboard and joysticks so that they ate more like a game pad. Just map the game pad.)
Also I dont like how you slow down even when decouppled after boosting for no reason.
Im not against these because of pvp, or becaue i like flying fast. Its because I was already annoyed with the physics in game and this further breaks physics. We already cant orbit, and everything in orbit is orbiting very wierdly, you can't even get to orbital velocity in most ships. And to be honnest, it doesnt feel right. Space is suposed to be cold and unforgiving, not we need to lower the skill celing. So ya, im annoyed. If they just let us keep boost speed.
Its a local axis so it lines up more with your engines, I think the Fury also handles it differently as its engines move moreso than the ship does
@@shadowlordalpha hunh? Sorry I think I missed something.
@FrozenKnight21 it's based on engine placement and movement now instead of total thrust. At least that's what it seems they are going for
@@shadowlordalpha and that is fine. Except, when I go forward and down, I should have the respective thrusters at 100% each, not 70% each.
Additionally, that addresses nothing in regards to the ship slowing down after boost is disengaged especially when decoupled.
Computing force exerted based on thruster placement is perfectly fine. Its simple enough math, so I'm surprised it wasn't always done that way.
Since that is based on controll input, it could be conputed on client side to save on server resources. Just have the client give the server the net thrust vector. Heck if done right we could get auto thrust balancing, so we don't loose control of ships when an engine is lost. We just loose some thrust in the effected engines would provide. (This math is just some basic vector addition, litterly some of the easiest math there is. If you really needed it done quickly you could even have it done in a video card. Not joking it is the same math used for much of ray tracing.)
@FrozenKnight21 you would think so but not really. A lot of engines and thrusters angle to give better or more exact angles but that also causes a loss in thrust. For the ones that don't they are partially fighting eachother and that causes loss as well.
Then also think of the frame and the stress it can hold.
I'm also completely overanalysing this but meh whatever.
How the heck does one even get into AC PvP? Every time I try I just get stomped into the dirt and then leave wondering wtf just happened.
I used to think the same thing, and I still get slapped really hard, too. But I think with master modes, the skill gap was lowered and I think its alot more tolerable now
The current flight system is very convoluted and theres a lot of things you need to be taught by people, which is kind of why mastermodes are very exciting, when you get a chance to play them i think you'll have a much more fun time with it
Basically what cig has done is slap training wheels on your vehicle and removed the more nuanced knowledge based advantages that good players had
@@jambothejoyful2966 Lmfao yeah right
The rotating green target bracket thing is insanely annoying
Thats actually your missles locking. So your missles are pre locked before you even switch to them, but once they are charged you can let them rip right away
@@OneNutSupreme ah, makes more sense. It's still too much in your face though. I would prefer a target reticle that shows me what way the enemy's nose is pointing
@@eavdmeer on actual hostiles in vanduul swarm the box is red
Aged like milk
I don't think so
idc to check myself but doesnt that QR code contain IP information or did they change that.
Seem like it's a whole lot of nothing to me. I tried scanning it and got pretty much nothing
well I made it into the video while trying to fix my flight sticks 😂
(TheLeoElement)
Dope!!!!
This looks amazing
Dude! You literally won a staring contest at 3:50 into your video, then said "Wow! This feels great!" The current MM tuning is so bad.. Shields are broke, power management is non-existent, speeds are capped so low that you have to hold boost continually so you're not just a sitting duck which leads to a ridiculous amount of wiggling. Lack of 45 and Tricord turns all fights into a single dimensional circle, pitch only - which is shallow and boring compared to what we have in the current model. The amount of fixed assist is far too high.. I could go on...
Ya, the current flight model has it's issues, but they could have fixed them in a very short amount of time instead of the years they spent on this.
I 100% agree with you. The current MM is super shallow. My experience so far is that players that didn't understand the current flight model love MM and players that did have a similar opinion to yours which kind of proves the point that the current MM iteration has way less depth than the current flight model
I think you guys need to remember that this is a very early and barebones version of MM in this first iteration. I'm sure as CIG works on it more, it will be more fleshed out and balanced
Halo music, fuckin pog.
Halo music is so goated lol
@@OneNutSupreme 100%
@@OneNutSupreme sc is not worthy of halo music yet .
I don’t like how homogeneous it feels, it kinda looks like planetside 2 a2a ESF which would be a bad direction to take things in terms of tactical diversity
Also I do not like s3 gimbals, it greatly removes the incentive to learn fixed aim
I think its nice, there's a long delay on your guns to converge on your target and your rate of fire is halved. I like the trade off, but I much rather prefer fixed
@@jambothejoyful2966 it doesn't. your dps is halved if you use gimbaled mode. everyone is still gonna run fixed since gimbals are gonna be pointless