CORRECTIONS - SEE BELOW Hey, everyone! A few corrections to the video that either slipped in after I'd prepared it, or that I missed entirely at first. **COST PER BULLET EFFICIENCY CHANGES** How much capacitor energy each shot uses has been changed for several weapon classes. A reduction (negative) is a buff that improves efficency and how much total damage you get per full capacitor, while increase (positive) is a nerf. This net result is expressed below as x points of damage to 1 point of energy: ```Attrition Laser Repeater -40% | 1.80 to 1 CF-xx7 Laser Repeater +20% | 0.90 to 1 DR Model-XJx Dist. Repeater -43% | 1.00 to 1 FL-xx Laser Cannon -23% | 1.04 to 1 GVSR Laser Repeater -42% | 1.80 to 1 Lightstrike Laser Cannon -23% | 1.04 to 1 MxA Laser Cannon n/a% | 1.80 to 1 NDB-xx Laser Repeater -12% | 1.21 to 1 NN-xx Laser Cannon n/a% | 1.20 to 1 Omnisky Laser Cannon n/a% | 1.20 to 1 Quarreler Laser Cannon n/a% | 1.20 to 1 Suckerpunch-xx Dist. Cannon n/a% | 1.00 to 1 Yeng'tu Laser Repeater n/a% | 0.87 to 1``` The major takeaways above: 1. At the **1000 m/s band** the Attritions were balanced into "efficient" laser repeaters now that rival the MxA laser cannons - a slow projectile speed with highly efficient use (1.8 to 1) of the capacitor. The Vanguard's GVSR and MVSA mirror these. 2. At the **1400 m/s band** at size 3 and below the Omnisky/Quarreler matches the NDB-xx efficiency (1.2 to 1). However at size 4 and 5 there is no repeater option. 3. At the **1800 m/s band** the CF-xx7 laser repeaters are slightly less efficient (0.9 to 1) than their laser cannon counterparts the Lightstrike/FL-xx (1.04 to 1). 4. Both distortion options (and the Vanguard ATVS/EVSD) are in their own **1300 m/s band** and offer a flat 1 to 1 efficiency now - your choice is down to the fire rate/alpha you want. All splash ranges are the same per size. **MISC STARFARER/GEMINI FLIGHT PERFORMANCE** Another change was made to this shortly before I published, and they corrected the (insanely) high PYR, but there were other changes as well. The quick tl;dr is: - Both now have 106/295 SCM/B and 845 NAV speeds - Both now have 23/23/45 PYR - no more out-turning the F8C - Both now have acceleration Gs of 2.6 main/1.4 retro/2 down - Gemini has slightly higher strafe and up - The Gemini has slightly higher hitpoint pools and lower damage multiplier vs the Base - The Gemini has the same emissions multipliers but lower emissions vs the Base - The Gemini has a more efficient main thrust but less than half the scoop vs the Base - The claim time for the Gemini is for some reason twice as long :joy: Thanks!
“We want WW2 in space!” > refuses to add flak, the single most common anti fighter weapon in WW2 Make it make sense. CIG need to add flak as a weapon exclusive to manned turrets. We have multiple dedicated flak boats in the game (Redeemer, Hammerhead) but no flak to equip them with!! A gladius should be able to dance at the edge of its cannon range and apply dps to a hammerhead. But that Hammerhead should be able to choose to equip itself-or be escorted by a friend-with a weapon dedicated to hitting fighters. This makes it about skill: the flak gunner & flak boat pilot vs the knife edge skill of the gladius. Manned Turrets have auto gimbal as an option. This makes balancing their accuracy pretty easy to do-literally values in a spreadsheet. I suggest that an auto gimbal flak cannon should have roughly 5% accuracy vs a maneuvering Razor that’s at the edge of size 4 Omniski’s range. This should climb to about 90% accuracy at 40% of the S4 Omni’s range, and fall off again to about 2% at point blank. This creates a screen effect on fighters-but allows them to dance on the edge, or attempt to get under the enemy guns by crossing that screen (where they are then trapped, and thus extremely vulnerable to any escort). So, flak should be just as it was in the WW2 space CIG insist they want: proximity fuse aoe, but low impact compared to normal shells. In SC, this translates to a weapon that’s great at splashing damage onto fighters via near misses, but has the lowest dps of any weapon in its class. Ballistic flak should do slightly more damage on a slightly larger aoe than energy flak. This prevents flak from becoming the new default-as it would be awful for using against a 890J, but also gives us a sandbox where a fully crewed 890J isn’t literally a free kill for a mantis and gladius pair. It would make almost every ship in the game instantly pvp viable. Bombers and even the Ares and Ion would be necessary for popping flak boats, but you’d also want real gun boats for targets like the HH & 890J. Fighters of all weights now have room to contribute. Stealth is a genuine possibility. Can you coordinate a barrage from your light fighters with your eclipse pilot to catch the enemy looking and slip a torpedo into their flak redeemer? That’s gameplay. A caterpillar could actually defend itself from 1-2 gank fighters, but still wouldn’t be a powerhouse, and those two fighters, if they’re very good, could still win.
Bruh no one who says "we want WW2 in space" is thinking about Flak. We are thinking about Star Wars, and so we are clear, the films, before you cite some nerd book or war game niche wookiepedia reference. Extra dumb because "in space" usually doesn't imply a surface to put flak guns on. No it's Millennium Falcon Bomber turrets. That's it.
@@SharpEdgeSoda There are multiple instances of capital ships in all three trilogies firing flak-equivalent rounds (almost always some variation of an energy explosion) at fighters. Basically any big fleet fight features shots of star fighters weaving through it. This occurs most prominently in the prequels since Lucas had access to more graphics power, but it was present in 4-6 as well. Flak was also the standard anti-air round for naval ships in WW2. If people talk about anti-air fire they are almost always discussing flak, aside from a small amount of more standard machine gun fire in smaller mounts. All the way from dedicated AA destroyers veritably bristling with flak and mg mounts up to the largest battleships ringed in heavy flak cannons. That said, it came in a huge array of sizes, patterns, and weight of fire. In fact, it ranged all the way from small one person pintle mounts up to specialized ammunition for the Yamamoto’s main guns (granted, Yam-Yams did not find success with those particular rounds, but the point stands).
@@SharpEdgeSoda Forgot to mention: flak is also among the weapons Chris himself mentioned early in development that have yet to be added. So he clearly meant that he wanted flak to be part of his WW2 in space. The idea that we could have fighters without anti-fighter weapons strikes me as pretty strange. Why add dedicated flak boats like the Redeemer and Hammerhead?
@@piedpiper1172 I get Hammerhead, but how is the Redeemer a "flak boat"? Also, fighters should not be able to dance-battle a Hammerhead full stop. The Hammerhead's only purpose is wiping the floor with fighters. I say this as someone who will probably never fly a Hammerhead so I have no skin in that game.
@@Mindbulletz “The Aegis Redeemer is a gunship that is dotted with turrets and missiles. Equipped with strong shielding and a plethora of weapon systems, this ship can engage a wide range of enemies in patrol, front-line or escort roles.” Escort is, particularly for a WW2 in space setting, almost always going to mean anti-air/anti-fighter. If flak guns existed, it would be phenomenal at using them. > Glad shouldn’t be able to fight hammerhead full stop A) If the hammerhead is decked out in my proposed flak in all turrets, it absolutely would crush fighters even at max range. From any approach you’d be in the firing arc of several turrets, each with multiple cannons, so that 5% hit chance is going to add up extremely quickly. Considering the HH is literally described as doing this in its concept lore, I strongly support giving it access to flak guns-and I say this as someone who only has a Gladius, Razor, and Heartseeker pledged. I *should* have to be terrified of a genuine flak boat. B) if the hammerhead chooses to carry anti-ship heavy weapons, then I’d expect it to be very bad at hitting fighters. Hopefully it brought a flak escort. It’s important that the choices exist, and that they matter. Finally, no ship should be literally untouchable by / immune to another. Every ship will always have components and weak pints. Even a Javelin’s engines can be shot. It’s actually vital that we not build in hard stops. Incentivize actually crewing ships instead. (In this case, giving the Jav a gunnery station with very high rear arc anti-fighter/torpedo dps is an option. Two or three 4xS8 flak batteries would be super fun to control I’m sure). The problem in the game is not that fighters can kill Carracks and 890Js and Hammerheads. It’s that none of those ships can kill them back, and even if they could, the experience of crewing them would still be lame. Right now, if you Crew a redeemer you get… 2 S5 guns on a limited arc. If you flew a Corsair you’d get 4, plus flying the ship. This is why it’s vital we change to a gunnery station model controlling multiple turrets with more total dos and utility than just getting in another Corsair. This is why I strongly support massively improving the combat experience of being crew: add flak to the game, upsize almost all existing turrets by 1, convert all turrets to remote turrets, and allow every gunner station to control any two remote turrets on the ship with them both firing at the aim point the way the Tanna does when it’s not bugged (configure in mfd which turrets with a hopefully logical preset to each station). This would mean a two person Redeemer is a genuinely functioning ship, and a three person is pretty terrifying (since now each gunner could hold one of the top or bottom, and one of the nose or tail turrets, making it very hard to approach. Plus you’d see them broadsiding, and that’s just cool. Literally the cinematic stuff CIG go on about). A Hammerhead with 4 gunners would have total coverage and be the floating ball of ballistic doom it is meant to be, all without someone being relegated to only controlling the rear turret. This change would make every ship in the game viable. Even industrial ships could at least stand a chance vs a lone fighter, which improves gameplay for everyone involved.
I see they *still* haven't fixed the massive speed and/or agility nerfs to the 400i, 600i, and Hercules line. The 400i is especially egregious as 3.23 rendered it basically useless. Added: Oh yeah ... I see Redeemer remains in it's horrible nerfed state too.
Yeah, the 400i and Redeemer have been useless for a long time. I'm hopeful there's going to be more coming in .x patches though. As a single patch goes, this isn't an unfair amount of tuning adjustments.
Many thanks for this very relevant and crisp information. This allows you to anticipate certain actions to come and avoid any bad surprises. The Gladius has a good life with these last buffs
@@dracoflame8780 "A blockade runner is a merchant vessel used for evading a naval blockade of a port or strait. It is usually light and fast, using stealth and speed rather than confronting the blockaders in order to break the blockade" from WIKI
Seriously my poor starfarer needs more love and the ability to fuel itself like they said it would since it has the smallest fuel tank for a large ship. Which is silly for a refueling ship to begin with.
Yeah, I don't know what their intent is with the Valkyrie. I want it to be a good ship so bad, but they've just never done anything good with it, from its original launch on out.
@@UniversityofStanton yeah it's a pretty decent increase, about 90% more ammo capacity, give or take. On an F7A MK2, a pair of Attrition 4's went from 17 rounds with full power to weapons to 32 rounds, assuming you choose to also keep the Omnisky cannons.
I just hit the PTU for the first time tonight, I expected cargo to be a nightmare and inventory to be a minor inconvenience. I instead found the opposite; cargo missions were a blast and inventory management was hellish enough that I got off for the night because I didn't want to make another trip to a kiosk. That system needs to go, or at the very least just make the player's gear/inventory integrated, instead of having to pick what you want, then get it from the bin, then remember you need way more stuff and go back, and get it out of the bin, rinse and repeat. I hate the inventory system, and it makes me want to throw up
@@UniversityofStanton and that sucks, because it took my entire night getting geared up and ready to do stuff, and now I'm on again and completely lost
Sigh…I’m with you both. I really struggled to transition from 3.22 to 3.23. At the risk of beating a dead horse, MM was the biggest reason for me. I get it but it really broke my flow as a pilot. Then some of the features they are working on seem to remove the “fun” for me. They are creating things in the name of “gameplay” that don’t make sense. One case, putting out fire by hand…REALLY?!? It’s painfully obvious that there is no development direction.
not a fan of the mantis change, unless its not taking into account the EM from the QED being activated Using such a weapon should definitely make u detectable
You brought up a good point so I went back and checked, and sure enough I forgot to flip the QED to "on." *facepalm* It does still only max out at 10,600, so there's a narrow window, and you can widen it by turning the shields off (it's an increase to EM signature). But you're right, it does make it a little more difficult.
The Starfarer Gemini got buffed in hull resistances (-52% physical dmg, -5% energy dmg, -5% distortion dmg) though. Only the normal Starfarer got worse with -45%, +10%, +10%.
Yep, thanks, I discovered they put another change out to those and a bunch of the Starfarer stats. Update is posted in the comments here and on discord!
I installed the new Launcher and updated to 3.23 this past weekend. I haven't played since 3.22, so I found out how bad the new flight model is. I was an average pilot before. My flying now resembles that of a drunk spider monkey tripping on LSD. It sucks balls.
It's so bizzare, these people tell us in one breath that the point of dumbing down the FM with MM is to make the game more accessible and then in the same breath talk about why we need item kiosks and everything to be stored in SCU containers before leaving.
I mean yeah, but this is at least a step into a mechanic that can work pretty well. I don't know that it belongs on the Ion, with what they say its intended purpose was (which is totally defeated), but I can see the weapon system having a different niche.
Raft is misunderstanded. Relatively massive hauler with no speed in atmosphere have similar HP pool to smaller and much faster cutlass. Ship have in his name "reinforced' but in practice feels like made of glass, especially thrusters. In the same time little Hull A have massive 160k HP. I don't understand this.
@@UniversityofStanton I think so. Hull A, similar style, and the same manufacturer as freelancer. Freelancer have about 20-30k hp in the same time and similar manuverbility. Ship balance still does not exist.
@@piedpiper1172 we don’t need it to target components. All it does is allow us to kite larger ships while dismantling them. Take it away so that we have to dive in and out to slowly take out turrets and components of larger ships Edit: and give it just to turrets so they can stop small ships from kitting them
@@asog88 I entirely agree that pilot seats shouldn’t have precision mode. At the absolute most it shouldn’t offer aim assist beyond setting a target point for fixed assist, and should be restricted to targeting only the engines and turrets. I’d actually prefer it be something only a second seat Wizzo can set the targets for (including passing that targeting to the pilot’s guns). The solution to crewed turrets is slightly more complex, but effortless to implement-it would only take a few edits to lines in their existing data files. Exclusive access to full precision mode, +1 size to all existing turrets (some will need +2, like the Warden and all Connie / Corsair turrets, though the Connie and Corsair pilot guns should be downsized), and introduce flak. A gladius should be able to dance at the edge of its cannon range and apply dps to a hammerhead. But that Hammerhead should be able to choose to equip itself-or be escorted by a friend-with a weapon dedicated to hitting fighters. This makes it about skill: the flak gunner & flak boat pilot vs the knife edge skill of the gladius. Manned Turrets have auto gimbal as an option. This makes balancing their accuracy pretty easy to do-literally values in a spreadsheet. I suggest that an auto gimbal flak cannon should have roughly 5% accuracy vs a maneuvering Razor that’s at the edge of size 4 Omniski’s range. This should climb to about 90% accuracy at 40% of the S4 Omni’s range, and fall off again to about 2% at point blank. This creates a screen effect on fighters-but allows them to dance on the edge, or attempt to get under the enemy guns by crossing that screen (where they are then trapped, and thus extremely vulnerable to any escort). So, flak should be just as it was in the WW2 space CIG insist they want: proximity fuse aoe, but low impact compared to normal shells. In SC, this translates to a weapon that’s great at splashing damage onto fighters via near misses, but has the lowest dps of any weapon in its class. Ballistic flak should do slightly more damage on a slightly larger aoe than energy flak. This prevents flak from becoming the new default-as it would be awful for using against a 890J, but also gives us a sandbox where a fully crewed 890J isn’t literally a free kill for a mantis and gladius pair. It would make almost every ship in the game instantly pvp viable. Bombers and even the Ares and Ion would be necessary for popping flak boats, but you’d also want real gun boats for targets like the HH & 890J. Fighters of all weights now have room to contribute. Stealth is a genuine possibility. Can you coordinate a barrage from your light fighters with your eclipse pilot to catch the enemy looking and slip a torpedo into their flak redeemer? That’s gameplay. A caterpillar could actually defend itself from 1-2 gank fighters, but still wouldn’t be a powerhouse, and those two fighters, if they’re very good, could still win. I’m so tired of the game offering only one-dimensional fights, and of the community getting increasingly polarized into a camp that endlessly expects more solo power and another that wants multicrew ships to unstoppable behemoths that can just ignore fighters because they’re so sick of the fighter / one seat meta. I want 25 players in a Wolfpack of 1 and 2 seat fighters to encounter 25 players in a multicrew squadron of 3-7 seat medium and large ships and it actually be a real, tactical fight. I want it to matter if the Wolfpack brought fighter bombers (or strike craft like the Ares or Eclipse) to take on the Squadron’s flak boats. I want it to matter how many flak turrets the Squadron brought, and how they’re distributed-is it two dedicated flak redeemers escorting a mix of other ships, or are they 3 Hammerheads each with a few flak turrets and a Liberator with a few snubs? I want it to matter when the Squadron sends out its snubs to try to knock out the Wolfpack’s interdiction generator-and for it to matter if the Wolfpack dedicated superiority fighters to cover their Mantis or Scorp A. I want it to matter how good at holding formation the Squadron’s pilots are, and how good at threat assessment the Wolfpack’s are. I want it to matter how good individual fighter pilots are at sustaining dps on a target while dancing at the edge of the enemy flak cloud. It should matter that the Squadron’s boats are bigger, and it should matter if they coordinate targets to thin the fighters quickly.
You guys all bring up interesting ideas. I can tell you up front fighters don't use precision mode to hit large targets far away currently - we just don't need to and we can keep our fire rate. I'd never considered making precision mode a turret only thing. If it is, I feel like it should also double the projectile speed, so you can *actually* reach out to smaller targets farther away. It would definitely make the game more interesting and break the overwhelming advantage fighters have against multicrew ships.
So both the Starfarers and RAFT was nerfed hard in flight and it is not even mentioned in the video, which is odd with HOW BIG THE NERFS TO THE OVERALL THRUST POWER WAS! RAFT got a 29% nerf to its main thrusters power, which makes it incredibly slow in atmosphere and generally sluggish. For anyone who doesnt know, RAFT weighs 50% more than the Constellations, a ship series that is a Size BIGGER than the RAFT, having worse thrusters than those ships makes the RAFT one highly unappealing ship, as it takes away its usefulness in fast delivery less. Starfarer also got a nerf to its Main thrusters, not as insane, but 15% nerf is very noticable when you have played it in LIVE, and in the EVO PTU when it was actually buffed by quite a lot. It overall can barely exceed its SCM speeds in NAV MODE in atmosphere.
The Ion change is so emblematic of how much CIG fails to think holistically about their game. A) It (and all charge weapons) should always have had the ability to hold the shot for a brief period. B) It should have been the two-seater Ares. SC is the only immersive multicrew space flight game on the market or in development. Others let you be part of the bridge crew of a ship you don’t really own or control, or give some of the freedom in much less immersive settings. Despite this, the Super Hornet is still the only two-seat variant of a single seat fighter, still lacks a reason to be so, and isn’t even the ship which most obviously should have had a Super Variant. (Also didn’t get a Mk II, which, just freaking lol. The ship sold as “closest to military available to civilians” doesn’t even come with the F7A Mk I turret that fits on it for way more dps, and if it did would still get smoked by the single seat F7C Mk II.) The Ares Inferno is a perfect single seat strike fighter. The Gatling cannon is ideal for that. The Ion with its all or nothing shot is the single most obvious example of why we have ever put a second person in any fighter ever: it needs a dedicated operator-a Wizzo. That cannon should have always been in the control of the second seat, always able to hold its charge (for longer than this as well, since it’s their entire combat gameplay loop), and had slightly better fixed assist than the Inferno. This is the ideal ship for a Weapons System Officer / Wizzo. C) Because they haven’t thought holistically, they’ve just made an absolute menace and further buff to single-seat power. A handful of players already specialize in this ship, and already approached being semi viable in 1v1 pvp with it. Now, a lot of people are going to try very hard to master it, and they’ll one shot every fighter in the game when they do. They’ll also be even more oppressive versus large multicrew ships than anything we’ve seen so far. That would be fine if the Ion itself required two players. But, just as with the Corsair and F7 Mk II, we’re once again seeing a huge buff in the power available to a single person flying a solo ship. D) Now put all this in the context of the precision mode buff. A lone pilot can now use precision mode-complete with its gimbal functions-at only a 15% dps penalty. Why? Why would you respond to a 12 year single-seat meta by buffing single seats this much? Why isn’t this exclusive to crewed turrets? Exactly how much power should a pilot have, and why does the same player in a turret seat deserve such a tiny relative amount?
Totally agree. It's painfully obvious that left and right hands are not talking to each other in any of those studios. Nothing is ever thought through properly.
I play the game as sheer indulgence, can't get into stats beyond the basics, they're there, yet in constant flux and what bind the game together, thank god, gone are the days of carrying around your whole inventory, or an aurora could take out a Hammerhead. So rebalancing is the life blood of the game, as are we of course. Love your concise viewpoint, im not your typical viewer, but do enjoy your content.
Aww no love for the Deemer’s flight performance. Still going to fly like a brick. I don’t want it to fly like a fighter or anything but it’s maneuverability is just not proportionate to its size. I’m pretty sure a C2 Herc can out maneuver it.
Thanks for the info. Love how concise you are. Me at the beginning: “ooh good opportunity for a Valkyrie buff” Moments later….. So the Valkyrie got a nerf… Dude it’s so fucking MADDENING. The Valkyrie has like 70% more mass than a Connie because it’s supposed to be alpha Chad but it has 1/5th the HP of the Connie!
Oh tell me about it. I love the idea of that ship but it's always been useless. CIG has no idea what a "dropship" is supposed to be or do, it's just an imaginary placeholder for something that doesn't work the way they think it does.
@@UniversityofStanton I think they understand it conceptually but we don’t have gameplay to make use of it yet. They seem a bit lost when it comes to balance mainly. The fact the Cutlass Steel has double the HP of the Valkyrie is crazy AF. After 12 years I’m confident they can make an engine. Maybe in another 12 they’ll figure out how to make a game.
Ehhh I guess...but are you gonna pay them? How long is it going to take? Will any of it be worth it anyone's time and attention? Right now it's looking too tedious to be worth anyone's while.
@UniversityofStanton that my org. Paying them is standard. If they need some extra cash to buy a ship I'm more than happy to give up my share. Its a video game at the end of the day.
As it turns out it does go up a little higher, and while the ship *can* stay at an invisible edge, it's actually narrower than we realized at the time this video was made - maybe 1-2km sliver. Extremely hard to stay in even if you're an excellent pilot.
I hope that number goes up to x2 or x3 the range of the dampener/snare. There should be no way for it to hide while the dampener is active. It would make piracy engagements more even; the escorts have to protect the trade ship, and the pirates have to protect the interdictor.
Maravilloso contenido, como backer español agradezco enormemente un contenido muy gráfico, es muy ameno y agradable al menos para mí, que no tengo un dominio del ingles elevado. Se ha ganado un suscripto señor mío!
That's the cool part - it's not. All of this information is datamined from game files. Good luck getting any developer to document their game these days.
Hahah I saw that in an updated changelog right after I put the video out *facepalm*. Oh well, there'll be a fresh "final" version out sometime after 3.24 goes live!
just to clarify it means ships now have armor??? i was under impression armor is still not implemented after your shields are gone ships pop very fast so this is what it looks like with armor... because it still feels like no armor on ship... sorry if my question sounds stupid but i'm noob I really expected certain ships to be a verry sturdy heavy bricks thinking about you my lovely terrapin :)
Correct, it's not "armor" in the physical armor sense, it's just a way they've programmatically broken the resistance stats off of the ship hull itself into a separate "object."
Cig needs sometimes to rebalance all ship. I would sah there are just a few good ships, less than 10. F7c F8c M2/C2 Scorpius Redeemer Hammerhead (Without mining and salvege ships). Did i forget some real good ship?
I suppose you meant regular fuel and not qt fuel, I doubt it would make too much of a difference in Pyro since you use qt to travel long distance, it will change the way you go about though, ships can't go on forever
I loved Ion and used it constantly until they started this new revision of it. I finally got rid of it because I have zero confidence in them making it operate in a smooth proper manner. Even in it's nerfed repeater state I still think it was flyable compared to what exists now. More and more as time goes I find myself shifting over to pure ballistic builds. Ended up swapping the Ion for Inferno. Fingers crossed they don't decide to come up with some sort of stupid mechanic for the inferno like tap to fire faster or something. Anyone holding out hope for the Ion, do yourself a favor and just let it go. The only thing that will save the Ion is if they actually give it a long charge up hit scan particle beam.
damn, i love how they sell the ares ion on the store page but as it is atm i will never fly my most beloved ship since its -1/10 and with this its even worse. i miss the release version ofcourse but also the last winter version where it had a slight aim assist again so it was capable to bring down big ships since its dps was meh but it had a super long battery so it could be in its burst window for a super long while which was its nieche but now its just sad.
@@UniversityofStanton if they keep it as is but bump the DMG to like 40k per charged shot it would be good against big ships since it's able to hit them but it would still be shit against small ships
that last 2 patches ave finally made me not want to play anymore and the next few patches are pushing further in that direction, it actually seems like SC is is going to end up a game I dont want to play in the end (how ever many decades that is away)
unless somethings changed since last year. stealth is still pointless as anyone guarding an area or suspecting someone is active pinging. and you can be stealthed 100% and still pop on an active ping.
@@UniversityofStanton it’s pretty easy to chase down as it puts a bubble in the area then you fly to it and poof. They pop. When I’m running cas for my org I just ping every 30 seconds. Caught a few People that were trying to sneak up.
Considering it! I post a poll every month for my Patreon subscribers for the kinds of things they'd like to see. My problem with commodity prices right now is that there's really no depth to the trade system at all - it's completely removed from any notion of economy. All you need to do to know trade is look at uexcorp or sctradetools and click "best trade." The prices are essentially static, and the best routes are cut and dry. So if I did a guide on that it would be about 30 seconds long lol.
All that's really changed there are the same blanket changes that affected most guns: increased spread and increased refire rate while in precision mode. No other changes to Suckerpunches currently. HOWEVER, I did just notice the distortion repeaters got an improvement to energy usage/ammo count, as did the attritions! We'll be due for a correction soon.
Mmm they don't always. Going into 3.23 the Vanduul ships actually ended up pretty strong in unique ways, they were just eclipsed by the Hornet tuning clusterfuck on the tail of that sales drive.
3.24 patch needs to focus ON TRACTOR BEAM function and phyiscs and figure out ways to STABALIZE the cargo logistics side . long as people be also giving balance feedback espcially for game modes like gun rush where the start weapon is a damp towel you whip at other players asses 30 times to get to the next gun.
It needs to focus on so much more though. The inventory system is an absurd waste of everyone's time. It's not fun. It's not immersive. It's busywork for no reason.
Because it doesn't perform nearly as well as other light fighters (Gladius, Arrow, Talon, etc) so it can't compete there, but also doesn't perform as well as a medium fighter (Hornet) so can't really compete there either.
As a Hornet Ghost owner, I'm glad to see it get some of its stealth back, but did the Mk-I line really need a speed nerf? Considering the Mk-II outguns them, the Mk-I line needs some advantage over it.
@@Ogata123…so the people who did buy them? You think they deserve to have their money wasted? Will you feel this way when your current daily ship gets “updated”?
It’s kinda rough knowing they worked on the Mk I’s only to nerf them and fail to fix the Heartseeker’s missing nose art. They assigned someone to fix the Ghost and work on the line, but couldn’t fix a bug for the only Hornet missing it’s literal namesake? Also, kinda hilarious that the stealth buff seems to be tied to the Ghost’s hull and not the stealth module, so it can’t be swapped to other Hornets but can upgun itself…
It did need to be slowed down, it was way outperforming in its role as a medium fighter given all the firepower - light fighters are essentially useless at this point. I believe they're finally trying to align them better.
@@UniversityofStanton You feel the Mk I’s (and thus the Ghost in particular) were over performing? We all agree the MK II’s were, but I haven’t seen anyone suggest the MK I line was. Especially with the buffs to ships like the Gladius (much needed), I don’t think the MK I Hornets would have been problematic with the 3.23 speeds.
Dude, what were you thinking choosing car alarm beeping noises as your music. I must have paused the video four times halfway through thinking my wife is home.
What I think is a shame is that they're improving the F8 strafe, which was already complicated to close, but now it's going to be even worse. The DPS meta will be with us for a long time yet.
Yeah, I don't know what their intent is with the Valkyrie. I want it to be a good ship so bad, but they've just never done anything good with it, from its original launch on out.
lmao, right? I think its "buff" is being able to load cargo, as of the PTU patch that came out the other day. Before that they managed to break it, lol.
Does the F8c still fly like a brick ? This is a joke how can the F8c have less maneuverability than a Vanguard !! Its weight is over 100tons lighter WTF honestly
CORRECTIONS - SEE BELOW
Hey, everyone! A few corrections to the video that either slipped in after I'd prepared it, or that I missed entirely at first.
**COST PER BULLET EFFICIENCY CHANGES**
How much capacitor energy each shot uses has been changed for several weapon classes. A reduction (negative) is a buff that improves efficency and how much total damage you get per full capacitor, while increase (positive) is a nerf. This net result is expressed below as x points of damage to 1 point of energy:
```Attrition Laser Repeater -40% | 1.80 to 1
CF-xx7 Laser Repeater +20% | 0.90 to 1
DR Model-XJx Dist. Repeater -43% | 1.00 to 1
FL-xx Laser Cannon -23% | 1.04 to 1
GVSR Laser Repeater -42% | 1.80 to 1
Lightstrike Laser Cannon -23% | 1.04 to 1
MxA Laser Cannon n/a% | 1.80 to 1
NDB-xx Laser Repeater -12% | 1.21 to 1
NN-xx Laser Cannon n/a% | 1.20 to 1
Omnisky Laser Cannon n/a% | 1.20 to 1
Quarreler Laser Cannon n/a% | 1.20 to 1
Suckerpunch-xx Dist. Cannon n/a% | 1.00 to 1
Yeng'tu Laser Repeater n/a% | 0.87 to 1```
The major takeaways above:
1. At the **1000 m/s band** the Attritions were balanced into "efficient" laser repeaters now that rival the MxA laser cannons - a slow projectile speed with highly efficient use (1.8 to 1) of the capacitor. The Vanguard's GVSR and MVSA mirror these.
2. At the **1400 m/s band** at size 3 and below the Omnisky/Quarreler matches the NDB-xx efficiency (1.2 to 1). However at size 4 and 5 there is no repeater option.
3. At the **1800 m/s band** the CF-xx7 laser repeaters are slightly less efficient (0.9 to 1) than their laser cannon counterparts the Lightstrike/FL-xx (1.04 to 1).
4. Both distortion options (and the Vanguard ATVS/EVSD) are in their own **1300 m/s band** and offer a flat 1 to 1 efficiency now - your choice is down to the fire rate/alpha you want. All splash ranges are the same per size.
**MISC STARFARER/GEMINI FLIGHT PERFORMANCE**
Another change was made to this shortly before I published, and they corrected the (insanely) high PYR, but there were other changes as well. The quick tl;dr is:
- Both now have 106/295 SCM/B and 845 NAV speeds
- Both now have 23/23/45 PYR - no more out-turning the F8C
- Both now have acceleration Gs of 2.6 main/1.4 retro/2 down - Gemini has slightly higher strafe and up
- The Gemini has slightly higher hitpoint pools and lower damage multiplier vs the Base
- The Gemini has the same emissions multipliers but lower emissions vs the Base
- The Gemini has a more efficient main thrust but less than half the scoop vs the Base
- The claim time for the Gemini is for some reason twice as long :joy:
Thanks!
great table thanks!
“We want WW2 in space!”
> refuses to add flak, the single most common anti fighter weapon in WW2
Make it make sense.
CIG need to add flak as a weapon exclusive to manned turrets. We have multiple dedicated flak boats in the game (Redeemer, Hammerhead) but no flak to equip them with!!
A gladius should be able to dance at the edge of its cannon range and apply dps to a hammerhead. But that Hammerhead should be able to choose to equip itself-or be escorted by a friend-with a weapon dedicated to hitting fighters. This makes it about skill: the flak gunner & flak boat pilot vs the knife edge skill of the gladius.
Manned Turrets have auto gimbal as an option. This makes balancing their accuracy pretty easy to do-literally values in a spreadsheet. I suggest that an auto gimbal flak cannon should have roughly 5% accuracy vs a maneuvering Razor that’s at the edge of size 4 Omniski’s range. This should climb to about 90% accuracy at 40% of the S4 Omni’s range, and fall off again to about 2% at point blank. This creates a screen effect on fighters-but allows them to dance on the edge, or attempt to get under the enemy guns by crossing that screen (where they are then trapped, and thus extremely vulnerable to any escort).
So, flak should be just as it was in the WW2 space CIG insist they want: proximity fuse aoe, but low impact compared to normal shells. In SC, this translates to a weapon that’s great at splashing damage onto fighters via near misses, but has the lowest dps of any weapon in its class. Ballistic flak should do slightly more damage on a slightly larger aoe than energy flak.
This prevents flak from becoming the new default-as it would be awful for using against a 890J, but also gives us a sandbox where a fully crewed 890J isn’t literally a free kill for a mantis and gladius pair.
It would make almost every ship in the game instantly pvp viable. Bombers and even the Ares and Ion would be necessary for popping flak boats, but you’d also want real gun boats for targets like the HH & 890J. Fighters of all weights now have room to contribute. Stealth is a genuine possibility. Can you coordinate a barrage from your light fighters with your eclipse pilot to catch the enemy looking and slip a torpedo into their flak redeemer? That’s gameplay.
A caterpillar could actually defend itself from 1-2 gank fighters, but still wouldn’t be a powerhouse, and those two fighters, if they’re very good, could still win.
Bruh no one who says "we want WW2 in space" is thinking about Flak.
We are thinking about Star Wars, and so we are clear, the films, before you cite some nerd book or war game niche wookiepedia reference.
Extra dumb because "in space" usually doesn't imply a surface to put flak guns on.
No it's Millennium Falcon Bomber turrets. That's it.
@@SharpEdgeSoda There are multiple instances of capital ships in all three trilogies firing flak-equivalent rounds (almost always some variation of an energy explosion) at fighters. Basically any big fleet fight features shots of star fighters weaving through it. This occurs most prominently in the prequels since Lucas had access to more graphics power, but it was present in 4-6 as well.
Flak was also the standard anti-air round for naval ships in WW2. If people talk about anti-air fire they are almost always discussing flak, aside from a small amount of more standard machine gun fire in smaller mounts. All the way from dedicated AA destroyers veritably bristling with flak and mg mounts up to the largest battleships ringed in heavy flak cannons.
That said, it came in a huge array of sizes, patterns, and weight of fire. In fact, it ranged all the way from small one person pintle mounts up to specialized ammunition for the Yamamoto’s main guns (granted, Yam-Yams did not find success with those particular rounds, but the point stands).
@@SharpEdgeSoda Forgot to mention: flak is also among the weapons Chris himself mentioned early in development that have yet to be added. So he clearly meant that he wanted flak to be part of his WW2 in space.
The idea that we could have fighters without anti-fighter weapons strikes me as pretty strange. Why add dedicated flak boats like the Redeemer and Hammerhead?
@@piedpiper1172 I get Hammerhead, but how is the Redeemer a "flak boat"?
Also, fighters should not be able to dance-battle a Hammerhead full stop. The Hammerhead's only purpose is wiping the floor with fighters. I say this as someone who will probably never fly a Hammerhead so I have no skin in that game.
@@Mindbulletz “The Aegis Redeemer is a gunship that is dotted with turrets and missiles. Equipped with strong shielding and a plethora of weapon systems, this ship can engage a wide range of enemies in patrol, front-line or escort roles.”
Escort is, particularly for a WW2 in space setting, almost always going to mean anti-air/anti-fighter. If flak guns existed, it would be phenomenal at using them.
> Glad shouldn’t be able to fight hammerhead full stop
A) If the hammerhead is decked out in my proposed flak in all turrets, it absolutely would crush fighters even at max range. From any approach you’d be in the firing arc of several turrets, each with multiple cannons, so that 5% hit chance is going to add up extremely quickly.
Considering the HH is literally described as doing this in its concept lore, I strongly support giving it access to flak guns-and I say this as someone who only has a Gladius, Razor, and Heartseeker pledged. I *should* have to be terrified of a genuine flak boat.
B) if the hammerhead chooses to carry anti-ship heavy weapons, then I’d expect it to be very bad at hitting fighters. Hopefully it brought a flak escort. It’s important that the choices exist, and that they matter.
Finally, no ship should be literally untouchable by / immune to another. Every ship will always have components and weak pints. Even a Javelin’s engines can be shot.
It’s actually vital that we not build in hard stops. Incentivize actually crewing ships instead. (In this case, giving the Jav a gunnery station with very high rear arc anti-fighter/torpedo dps is an option. Two or three 4xS8 flak batteries would be super fun to control I’m sure).
The problem in the game is not that fighters can kill Carracks and 890Js and Hammerheads. It’s that none of those ships can kill them back, and even if they could, the experience of crewing them would still be lame.
Right now, if you Crew a redeemer you get… 2 S5 guns on a limited arc. If you flew a Corsair you’d get 4, plus flying the ship. This is why it’s vital we change to a gunnery station model controlling multiple turrets with more total dos and utility than just getting in another Corsair.
This is why I strongly support massively improving the combat experience of being crew: add flak to the game, upsize almost all existing turrets by 1, convert all turrets to remote turrets, and allow every gunner station to control any two remote turrets on the ship with them both firing at the aim point the way the Tanna does when it’s not bugged (configure in mfd which turrets with a hopefully logical preset to each station).
This would mean a two person Redeemer is a genuinely functioning ship, and a three person is pretty terrifying (since now each gunner could hold one of the top or bottom, and one of the nose or tail turrets, making it very hard to approach. Plus you’d see them broadsiding, and that’s just cool. Literally the cinematic stuff CIG go on about).
A Hammerhead with 4 gunners would have total coverage and be the floating ball of ballistic doom it is meant to be, all without someone being relegated to only controlling the rear turret.
This change would make every ship in the game viable. Even industrial ships could at least stand a chance vs a lone fighter, which improves gameplay for everyone involved.
I see they *still* haven't fixed the massive speed and/or agility nerfs to the 400i, 600i, and Hercules line. The 400i is especially egregious as 3.23 rendered it basically useless.
Added: Oh yeah ... I see Redeemer remains in it's horrible nerfed state too.
Yeah, the 400i and Redeemer have been useless for a long time. I'm hopeful there's going to be more coming in .x patches though. As a single patch goes, this isn't an unfair amount of tuning adjustments.
Many thanks for this very relevant and crisp information.
This allows you to anticipate certain actions to come and avoid any bad surprises.
The Gladius has a good life with these last buffs
You're welcome, I hope it's useful to you!
Seriously underrated YT channel. These changes are what I look for patch to patch.
Good vid. Love this kinda quickfire format for info updates like this. Good job.
Ah yes, increasing the health of the nose mount on the MSR fixes everything. Thank you CIG
I hate that ship myself, but I'll shed a tear for you anyway. They've left it woefully unloved.
For the size and lack of weapons it has. It should have some better health
@@dracoflame8780 not really... its a data runner, at best forward speed, boost time, nav speed and charge speed should be its primary stats
@@UniqueFrank it was also advertised as a blockade runner. Cant do that with paper mache
@@dracoflame8780 "A blockade runner is a merchant vessel used for evading a naval blockade of a port or strait. It is usually light and fast, using stealth and speed rather than confronting the blockaders in order to break the blockade" from WIKI
Once again, your polish and straight to the point info I why Ill never unsub
thanks for putting this together, it's very useful going into the new patch
Nerfing the Xian ships… what madness is this???And what on earth are they doing to the Valk and Starfarer???
II can't be certain that even they know.
Seriously my poor starfarer needs more love and the ability to fuel itself like they said it would since it has the smallest fuel tank for a large ship. Which is silly for a refueling ship to begin with.
Aopoa ships actually got huge flight performance buffs, but they decided to not mention any of this? lol
@@PolarisCaptain Really? Why not mention it then? Did he just miss it? Can you post on this because I haven't seen anyone say anything about this.
@@MadM0nte i mean he cant have missed it, if he spoke with multiple people about this stuff like he said?
anyways here's the stuff he missed:
Khartu-Al:
FlightCharacteristics
ScmSpeed: 225 -> 228.7(+2%)
MaxSpeed: 1 200 -> 1 205.9(+0.49%)
Pitch: 62 -> 74.7(+20%)
Yaw: 62 -> 55.5(-10%)
Roll: 200 -> 210.7(+5%)
ThrustCapacity
Main: 3 188 000 -> 6 304 000(+98%)
Maneuvering: 6 216 000 -> 3 264 000(-47%)
AccelerationG
Main: 12.9 -> 13.2(+2%)
Retro: 4.4 -> 4.5(+2%)
Strafe: 9.9 -> 10.5(+6%)
Up: 9.9 -> 10.3(+4%)
Down: 9.9 -> 5.3(-46%)
MasterModes
ScmMode
BoostSpeedForward: 500 -> 506.6(+1%)
BoostSpeedBackward: 260 -> 262.6(+1%)
Boost
RampDown: 0.2 -> 0.3(+50%)
AccelerationMultiplier
PositiveAxis
Y:1.55 -> 1.6(+3%)
NegativeAxis
Y:1.41 -> .38(-1%)
Aopoa San'tok.yāi:
FlightCharacteristics
ScmSpeed: 220 -> 227(+3%)
MaxSpeed: 1 150 -> 1 161(+0.96%)
ThrustCapacity
Main: 8 000 000 -> 8 400 000(+5%)
Retro: 10 000 -> 524 000(+5 140%)
Maneuvering: 13 374 000 -> 15 836 000(+18%)
AccelerationG
Main: 11 -> 11.3(+3%)
Retro: 3.5 -> 7.9(+126%)
Strafe: 4.9 -> 11.2(+129%)
Up: 8 -> 8.1(+1%)
Down: 8 -> 4.9(-39%)
MasterModes
ScmMode
BoostSpeedForward: 480 -> 493(+3%)
BoostSpeedBackward: 250 -> 225(-10%)
Boost
RampDown: 0.2 -> 0.3(+50%)
Increase of fuel use across ships is a dream to hear about. Refuelling needs to be made into a gameplay, both in Pyro and elsewhere.
Yeah, they created the feature for refuelling and then...didn't use it at all.
Thanks for compiling this. Mantis stealth buff should be interesting.
I doubt the mantis will be stealthy once it charges up its QED. That should light it up like a christmas tree.
@@mattstephen7494 yah he commented below the testing was done with qed off, and didn’t test with it on. radar bloom on!
The Valk nerf is a mistery to me
Yeah, I don't know what their intent is with the Valkyrie. I want it to be a good ship so bad, but they've just never done anything good with it, from its original launch on out.
@@theuselessteammate2097 For when you and 40 of the lads want to martyr themselves for the cause:
Fly Valkyrie.
@@UniversityofStanton I actually won one from CIG with lti a few weeks back so I want it to be good even worse lol.
@@piedpiper1172 real 😔
Nice and very informative video. Keep it rolling, dude!
You missed the biggest buff to the Attritions; they nearly doubled the ammo capacity of the Attritions, making them much more viable.
Holy crap - I did totally miss that, good looking out. Let me look into this further.
@@UniversityofStanton yeah it's a pretty decent increase, about 90% more ammo capacity, give or take. On an F7A MK2, a pair of Attrition 4's went from 17 rounds with full power to weapons to 32 rounds, assuming you choose to also keep the Omnisky cannons.
I just hit the PTU for the first time tonight, I expected cargo to be a nightmare and inventory to be a minor inconvenience. I instead found the opposite; cargo missions were a blast and inventory management was hellish enough that I got off for the night because I didn't want to make another trip to a kiosk. That system needs to go, or at the very least just make the player's gear/inventory integrated, instead of having to pick what you want, then get it from the bin, then remember you need way more stuff and go back, and get it out of the bin, rinse and repeat. I hate the inventory system, and it makes me want to throw up
I'm right there with you. My motivation to test PTU and even think about playing it live is totally sapped right now.
@@UniversityofStanton and that sucks, because it took my entire night getting geared up and ready to do stuff, and now I'm on again and completely lost
Sigh…I’m with you both. I really struggled to transition from 3.22 to 3.23. At the risk of beating a dead horse, MM was the biggest reason for me. I get it but it really broke my flow as a pilot. Then some of the features they are working on seem to remove the “fun” for me. They are creating things in the name of “gameplay” that don’t make sense. One case, putting out fire by hand…REALLY?!? It’s painfully obvious that there is no development direction.
“Huh. Lemme check out this video YT is suggesting.”
…….
SUBSCRIBED.
Concise, informative, AND contains good news about my Vanguard! Thanks! XD
Thank you, glad you liked it! Got interesting stuff coming with 3.24.
not a fan of the mantis change, unless its not taking into account the EM from the QED being activated
Using such a weapon should definitely make u detectable
You brought up a good point so I went back and checked, and sure enough I forgot to flip the QED to "on." *facepalm*
It does still only max out at 10,600, so there's a narrow window, and you can widen it by turning the shields off (it's an increase to EM signature). But you're right, it does make it a little more difficult.
The Starfarer Gemini got buffed in hull resistances (-52% physical dmg, -5% energy dmg, -5% distortion dmg) though. Only the normal Starfarer got worse with -45%, +10%, +10%.
Yep, thanks, I discovered they put another change out to those and a bunch of the Starfarer stats. Update is posted in the comments here and on discord!
I installed the new Launcher and updated to 3.23 this past weekend. I haven't played since 3.22, so I found out how bad the new flight model is. I was an average pilot before. My flying now resembles that of a drunk spider monkey tripping on LSD. It sucks balls.
Imagine... if we had a game to play them in instead of troubleshooting constantly.
Whelp, looks like the Gladiator is still being left out in the cold and completely forgotten about.
Per usual, I'm afraid.
It's so bizzare, these people tell us in one breath that the point of dumbing down the FM with MM is to make the game more accessible and then in the same breath talk about why we need item kiosks and everything to be stored in SCU containers before leaving.
They legit hate the ion.
I mean yeah, but this is at least a step into a mechanic that can work pretty well. I don't know that it belongs on the Ion, with what they say its intended purpose was (which is totally defeated), but I can see the weapon system having a different niche.
Raft is misunderstanded. Relatively massive hauler with no speed in atmosphere have similar HP pool to smaller and much faster cutlass. Ship have in his name "reinforced' but in practice feels like made of glass, especially thrusters. In the same time little Hull A have massive 160k HP. I don't understand this.
That's okay, I don't think the people setting the numbers on them understand it either.
@@UniversityofStanton I think so. Hull A, similar style, and the same manufacturer as freelancer. Freelancer have about 20-30k hp in the same time and similar manuverbility. Ship balance still does not exist.
The Raft is a flying scaffold with a shipping container on the front.
I don’t know what they are doing about precision mode. Even with the spread it’s still so OP
@@asog88 I don’t understand why pilots can access it. It’s such an obvious case for a feature that should be exclusive to manned turrets.
@@piedpiper1172 we don’t need it to target components. All it does is allow us to kite larger ships while dismantling them. Take it away so that we have to dive in and out to slowly take out turrets and components of larger ships
Edit: and give it just to turrets so they can stop small ships from kitting them
@@asog88 I entirely agree that pilot seats shouldn’t have precision mode. At the absolute most it shouldn’t offer aim assist beyond setting a target point for fixed assist, and should be restricted to targeting only the engines and turrets.
I’d actually prefer it be something only a second seat Wizzo can set the targets for (including passing that targeting to the pilot’s guns).
The solution to crewed turrets is slightly more complex, but effortless to implement-it would only take a few edits to lines in their existing data files. Exclusive access to full precision mode, +1 size to all existing turrets (some will need +2, like the Warden and all Connie / Corsair turrets, though the Connie and Corsair pilot guns should be downsized), and introduce flak.
A gladius should be able to dance at the edge of its cannon range and apply dps to a hammerhead. But that Hammerhead should be able to choose to equip itself-or be escorted by a friend-with a weapon dedicated to hitting fighters. This makes it about skill: the flak gunner & flak boat pilot vs the knife edge skill of the gladius.
Manned Turrets have auto gimbal as an option. This makes balancing their accuracy pretty easy to do-literally values in a spreadsheet. I suggest that an auto gimbal flak cannon should have roughly 5% accuracy vs a maneuvering Razor that’s at the edge of size 4 Omniski’s range. This should climb to about 90% accuracy at 40% of the S4 Omni’s range, and fall off again to about 2% at point blank. This creates a screen effect on fighters-but allows them to dance on the edge, or attempt to get under the enemy guns by crossing that screen (where they are then trapped, and thus extremely vulnerable to any escort).
So, flak should be just as it was in the WW2 space CIG insist they want: proximity fuse aoe, but low impact compared to normal shells. In SC, this translates to a weapon that’s great at splashing damage onto fighters via near misses, but has the lowest dps of any weapon in its class. Ballistic flak should do slightly more damage on a slightly larger aoe than energy flak.
This prevents flak from becoming the new default-as it would be awful for using against a 890J, but also gives us a sandbox where a fully crewed 890J isn’t literally a free kill for a mantis and gladius pair.
It would make almost every ship in the game instantly pvp viable. Bombers and even the Ares and Ion would be necessary for popping flak boats, but you’d also want real gun boats for targets like the HH & 890J. Fighters of all weights now have room to contribute. Stealth is a genuine possibility. Can you coordinate a barrage from your light fighters with your eclipse pilot to catch the enemy looking and slip a torpedo into their flak redeemer? That’s gameplay.
A caterpillar could actually defend itself from 1-2 gank fighters, but still wouldn’t be a powerhouse, and those two fighters, if they’re very good, could still win.
I’m so tired of the game offering only one-dimensional fights, and of the community getting increasingly polarized into a camp that endlessly expects more solo power and another that wants multicrew ships to unstoppable behemoths that can just ignore fighters because they’re so sick of the fighter / one seat meta.
I want 25 players in a Wolfpack of 1 and 2 seat fighters to encounter 25 players in a multicrew squadron of 3-7 seat medium and large ships and it actually be a real, tactical fight.
I want it to matter if the Wolfpack brought fighter bombers (or strike craft like the Ares or Eclipse) to take on the Squadron’s flak boats.
I want it to matter how many flak turrets the Squadron brought, and how they’re distributed-is it two dedicated flak redeemers escorting a mix of other ships, or are they 3 Hammerheads each with a few flak turrets and a Liberator with a few snubs?
I want it to matter when the Squadron sends out its snubs to try to knock out the Wolfpack’s interdiction generator-and for it to matter if the Wolfpack dedicated superiority fighters to cover their Mantis or Scorp A.
I want it to matter how good at holding formation the Squadron’s pilots are, and how good at threat assessment the Wolfpack’s are.
I want it to matter how good individual fighter pilots are at sustaining dps on a target while dancing at the edge of the enemy flak cloud. It should matter that the Squadron’s boats are bigger, and it should matter if they coordinate targets to thin the fighters quickly.
You guys all bring up interesting ideas. I can tell you up front fighters don't use precision mode to hit large targets far away currently - we just don't need to and we can keep our fire rate. I'd never considered making precision mode a turret only thing. If it is, I feel like it should also double the projectile speed, so you can *actually* reach out to smaller targets farther away. It would definitely make the game more interesting and break the overwhelming advantage fighters have against multicrew ships.
So both the Starfarers and RAFT was nerfed hard in flight and it is not even mentioned in the video, which is odd with HOW BIG THE NERFS TO THE OVERALL THRUST POWER WAS!
RAFT got a 29% nerf to its main thrusters power, which makes it incredibly slow in atmosphere and generally sluggish.
For anyone who doesnt know, RAFT weighs 50% more than the Constellations, a ship series that is a Size BIGGER than the RAFT, having worse thrusters than those ships makes the RAFT one highly unappealing ship, as it takes away its usefulness in fast delivery less.
Starfarer also got a nerf to its Main thrusters, not as insane, but 15% nerf is very noticable when you have played it in LIVE, and in the EVO PTU when it was actually buffed by quite a lot. It overall can barely exceed its SCM speeds in NAV MODE in atmosphere.
Thanks for this smooth presentation man.
Excellent video. Thank you for info!!!
The Ion change is so emblematic of how much CIG fails to think holistically about their game.
A) It (and all charge weapons) should always have had the ability to hold the shot for a brief period.
B) It should have been the two-seater Ares. SC is the only immersive multicrew space flight game on the market or in development. Others let you be part of the bridge crew of a ship you don’t really own or control, or give some of the freedom in much less immersive settings.
Despite this, the Super Hornet is still the only two-seat variant of a single seat fighter, still lacks a reason to be so, and isn’t even the ship which most obviously should have had a Super Variant. (Also didn’t get a Mk II, which, just freaking lol. The ship sold as “closest to military available to civilians” doesn’t even come with the F7A Mk I turret that fits on it for way more dps, and if it did would still get smoked by the single seat F7C Mk II.)
The Ares Inferno is a perfect single seat strike fighter. The Gatling cannon is ideal for that. The Ion with its all or nothing shot is the single most obvious example of why we have ever put a second person in any fighter ever: it needs a dedicated operator-a Wizzo.
That cannon should have always been in the control of the second seat, always able to hold its charge (for longer than this as well, since it’s their entire combat gameplay loop), and had slightly better fixed assist than the Inferno. This is the ideal ship for a Weapons System Officer / Wizzo.
C) Because they haven’t thought holistically, they’ve just made an absolute menace and further buff to single-seat power. A handful of players already specialize in this ship, and already approached being semi viable in 1v1 pvp with it.
Now, a lot of people are going to try very hard to master it, and they’ll one shot every fighter in the game when they do. They’ll also be even more oppressive versus large multicrew ships than anything we’ve seen so far.
That would be fine if the Ion itself required two players. But, just as with the Corsair and F7 Mk II, we’re once again seeing a huge buff in the power available to a single person flying a solo ship.
D) Now put all this in the context of the precision mode buff. A lone pilot can now use precision mode-complete with its gimbal functions-at only a 15% dps penalty.
Why? Why would you respond to a 12 year single-seat meta by buffing single seats this much? Why isn’t this exclusive to crewed turrets? Exactly how much power should a pilot have, and why does the same player in a turret seat deserve such a tiny relative amount?
Totally agree. It's painfully obvious that left and right hands are not talking to each other in any of those studios. Nothing is ever thought through properly.
I play the game as sheer indulgence, can't get into stats beyond the basics, they're there, yet in constant flux and what bind the game together, thank god, gone are the days of carrying around your whole inventory, or an aurora could take out a Hammerhead. So rebalancing is the life blood of the game, as are we of course. Love your concise viewpoint, im not your typical viewer, but do enjoy your content.
This is great content, love the buff and debuff charts. Would really like to see this in the future
Aww no love for the Deemer’s flight performance. Still going to fly like a brick. I don’t want it to fly like a fighter or anything but it’s maneuverability is just not proportionate to its size. I’m pretty sure a C2 Herc can out maneuver it.
The designers are still stuck on trying to find a way to shoehorn in those stupid pistons from 3 years ago 😂.
Thanks for the info. Love how concise you are.
Me at the beginning: “ooh good opportunity for a Valkyrie buff”
Moments later…..
So the Valkyrie got a nerf…
Dude it’s so fucking MADDENING. The Valkyrie has like 70% more mass than a Connie because it’s supposed to be alpha Chad but it has 1/5th the HP of the Connie!
Oh tell me about it. I love the idea of that ship but it's always been useless. CIG has no idea what a "dropship" is supposed to be or do, it's just an imaginary placeholder for something that doesn't work the way they think it does.
@@UniversityofStanton I think they understand it conceptually but we don’t have gameplay to make use of it yet. They seem a bit lost when it comes to balance mainly. The fact the Cutlass Steel has double the HP of the Valkyrie is crazy AF. After 12 years I’m confident they can make an engine. Maybe in another 12 they’ll figure out how to make a game.
no valk HP buff...wtf?
As a valk lib owner I just keep waiting on it with diamond hands for the big dropships patch...😅
Bro I’ve been here since video one, u are the voice we need. Love your content keep up the great work citizen o7
Thanks so much, I plan to do just that!
wish they'd buff the glass coffins of the connie ships in hp and such (her turrets)
1 thing I do like about 3.24 is that you will become a lot more dependent on your org members for assistance to speed up the unloading.
Ehhh I guess...but are you gonna pay them? How long is it going to take? Will any of it be worth it anyone's time and attention?
Right now it's looking too tedious to be worth anyone's while.
@UniversityofStanton that my org. Paying them is standard. If they need some extra cash to buy a ship I'm more than happy to give up my share. Its a video game at the end of the day.
I like the vanguard as duo pvp hunter. Maybe now with turrent, the vanguard had a chance vs hornet or lightning. I will see...
Nice work, bud.
Thank you
Good report. 👍
Thank u, man - excellent summary!
Gotta say, I’m hoping the Mantis has massive em/ir output while its snare/dampener is active. It only makes sense, and counters one sided greifing.
As it turns out it does go up a little higher, and while the ship *can* stay at an invisible edge, it's actually narrower than we realized at the time this video was made - maybe 1-2km sliver. Extremely hard to stay in even if you're an excellent pilot.
I hope that number goes up to x2 or x3 the range of the dampener/snare. There should be no way for it to hide while the dampener is active.
It would make piracy engagements more even; the escorts have to protect the trade ship, and the pirates have to protect the interdictor.
I heard the STY got a buff to its maneuvering turns out that was hot air I guess.
Maravilloso contenido, como backer español agradezco enormemente un contenido muy gráfico, es muy ameno y agradable al menos para mí, que no tengo un dominio del ingles elevado.
Se ha ganado un suscripto señor mío!
I'm more sure if I missed it but wass there any MSR love this patch?
A bit! The nose turret got a buff to hitpoints. Functionally though? Not a lot.
God's work, this. Thank you
Where is this ship tuning information posted officially by CIG? Would be helpful to include a link to that.
That's the cool part - it's not. All of this information is datamined from game files. Good luck getting any developer to document their game these days.
They actually brought the Starfarer rotation rates & speeds back down, so it's back down to 23/23/45 & 106m/s.
Hahah I saw that in an updated changelog right after I put the video out *facepalm*. Oh well, there'll be a fresh "final" version out sometime after 3.24 goes live!
Thank you for this summary ✌
just to clarify it means ships now have armor??? i was under impression armor is still not implemented after your shields are gone ships pop very fast so this is what it looks like with armor... because it still feels like no armor on ship... sorry if my question sounds stupid but i'm noob I really expected certain ships to be a verry sturdy heavy bricks thinking about you my lovely terrapin :)
Correct, it's not "armor" in the physical armor sense, it's just a way they've programmatically broken the resistance stats off of the ship hull itself into a separate "object."
Cig needs sometimes to rebalance all ship. I would sah there are just a few good ships, less than 10.
F7c
F8c
M2/C2
Scorpius
Redeemer
Hammerhead
(Without mining and salvege ships).
Did i forget some real good ship?
Another great video. Keep it up man.
I suppose you meant regular fuel and not qt fuel, I doubt it would make too much of a difference in Pyro since you use qt to travel long distance, it will change the way you go about though, ships can't go on forever
Just noticed the attritions now also load almost twice as much ammo.
Yep, someone just pointed that out to me, I'll be doing a correction when we're closer to live.
I loved Ion and used it constantly until they started this new revision of it. I finally got rid of it because I have zero confidence in them making it operate in a smooth proper manner. Even in it's nerfed repeater state I still think it was flyable compared to what exists now. More and more as time goes I find myself shifting over to pure ballistic builds. Ended up swapping the Ion for Inferno. Fingers crossed they don't decide to come up with some sort of stupid mechanic for the inferno like tap to fire faster or something. Anyone holding out hope for the Ion, do yourself a favor and just let it go. The only thing that will save the Ion is if they actually give it a long charge up hit scan particle beam.
Oh no, I'm sorry to hear that. I haven't tried it personally, the new mechanic sounded good to me though. Have you tried it in 3.24 and it's bad?
4:00 You! dare disgrace to our great ROC blue collar working class!
Oh, hmm... 🤔 I'm gonna have to go looking for some since they'll be easier to find now!
Great video 🔥👍
Perfect, ty
TYSM !
o7
From what ive found the hornet is fine
Ty ty
damn, i love how they sell the ares ion on the store page but as it is atm i will never fly my most beloved ship since its -1/10 and with this its even worse.
i miss the release version ofcourse but also the last winter version where it had a slight aim assist again so it was capable to bring down big ships since its dps was meh but it had a super long battery so it could be in its burst window for a super long while which was its nieche but now its just sad.
Yeah, they clearly don't know what they want it to be for. There's no way it works for its original stated roll the way it is right now.
@@UniversityofStanton if they keep it as is but bump the DMG to like 40k per charged shot it would be good against big ships since it's able to hit them but it would still be shit against small ships
that last 2 patches ave finally made me not want to play anymore and the next few patches are pushing further in that direction, it actually seems like SC is is going to end up a game I dont want to play in the end (how ever many decades that is away)
I REALLY hate to agree with you there, but I'm very much feeling the same way. This entire inventory update is an obscene waste of the player's time.
Can i add a red dot or customize the holographic to my ships aim down sight?
Exclusive to each ship, reflex sights $7.99.
Not gonna lie none of these changes are exciting for me but I still appreciate the work and quality of your videos ma dude
Nerfing Mustang Delta armor and stealth should be a joke right?
So one would suppose 🤦
Do you have any recommendations for ballistic weaponry?
You are the vid hero we need to track our Ludicrous Space game.
nohing on Blade / Glaive / Banu ???
Nope, nothing new here I'm afraid!
unless somethings changed since last year. stealth is still pointless as anyone guarding an area or suspecting someone is active pinging. and you can be stealthed 100% and still pop on an active ping.
I mean yes and no. You still have to actively chase the ping down. Depends on the context I guess.
@@UniversityofStanton it’s pretty easy to chase down as it puts a bubble in the area then you fly to it and poof. They pop.
When I’m running cas for my org I just ping every 30 seconds. Caught a few People that were trying to sneak up.
Video was great, Can you make one for commodity prices too? and many one for mission rewards?
Considering it! I post a poll every month for my Patreon subscribers for the kinds of things they'd like to see.
My problem with commodity prices right now is that there's really no depth to the trade system at all - it's completely removed from any notion of economy. All you need to do to know trade is look at uexcorp or sctradetools and click "best trade." The prices are essentially static, and the best routes are cut and dry. So if I did a guide on that it would be about 30 seconds long lol.
@@UniversityofStanton thanks for the tip.
But what about the changes to suckerpunches?
All that's really changed there are the same blanket changes that affected most guns: increased spread and increased refire rate while in precision mode. No other changes to Suckerpunches currently. HOWEVER, I did just notice the distortion repeaters got an improvement to energy usage/ammo count, as did the attritions! We'll be due for a correction soon.
@@UniversityofStanton noice. I had heard the damage output was doubled but I'm not seeing it in the PTU
Ty gd vid 👍
Why does CIG hate the ION so much?
I don't know :-( I had high hopes for that line.
Why is it Alien ships almost always receive a nerf?
Mmm they don't always. Going into 3.23 the Vanduul ships actually ended up pretty strong in unique ways, they were just eclipsed by the Hornet tuning clusterfuck on the tail of that sales drive.
@@UniversityofStanton It seems like there is a conspiracy in the Navy to keep alien technology third tier at best :P
3.24 patch needs to focus ON TRACTOR BEAM function and phyiscs and figure out ways to STABALIZE the cargo logistics side .
long as people be also giving balance feedback espcially for game modes like gun rush where the start weapon is a damp towel you whip at other players asses 30 times to get to the next gun.
It needs to focus on so much more though. The inventory system is an absurd waste of everyone's time. It's not fun. It's not immersive. It's busywork for no reason.
Did they ever FULLY fix the supporting bug? Last i played, early 3.23 it was still a problem
@@Ogata123 Supposedly, I seem to recall them making a big deal of it in .1 or .1a.
Sabre isn't a light fighter? What was meant by this?
Because it doesn't perform nearly as well as other light fighters (Gladius, Arrow, Talon, etc) so it can't compete there, but also doesn't perform as well as a medium fighter (Hornet) so can't really compete there either.
@@UniversityofStanton gotcha. Glad it's getting a buff. It's in Ptu already? Any experience with the new version? Looks to be much more maneuverable
@@JoshSnowden0 Not personally, I never really mess with that one. I've heard second hand though that it's much more enjoyable!
Tx 😊
leave my custodian alone :/
better make underbarrels work again :P
Wait, the underbarrels aren't working? What happened to them?
EXCELLENT
Once again the Freelancer series is forgotten.
The irony.
Did they not get buffed in 3.23?
@@El1qt They nerfed the HP, pitch and yaw, missiles still don't work.
@@themarveluniverseonline oh lol
game is unplayable for me atm. can't spawn in any ships in my hangar and the Hull C is Flipping useless too
I still cant get over MM fake speed restrictions..
Yeeeeah it's honestly kind of jarring the way it snaps you back to SCM. It could've been done better.
Great vid. o7
Thank you! Great to see you again o7
Ships will be buffed or nerfed as they need to improve ship sales. Everything is done for ship sales.
Racing and racing ships?
Nothing :( I feel like it just slipped under the rug with master modes and they haven't bothered to go back for it yet.
As a Hornet Ghost owner, I'm glad to see it get some of its stealth back, but did the Mk-I line really need a speed nerf? Considering the Mk-II outguns them, the Mk-I line needs some advantage over it.
They dont sell the Mk-I on the pledge shop anymore so no advantages to it
@@Ogata123…so the people who did buy them? You think they deserve to have their money wasted?
Will you feel this way when your current daily ship gets “updated”?
It’s kinda rough knowing they worked on the Mk I’s only to nerf them and fail to fix the Heartseeker’s missing nose art.
They assigned someone to fix the Ghost and work on the line, but couldn’t fix a bug for the only Hornet missing it’s literal namesake?
Also, kinda hilarious that the stealth buff seems to be tied to the Ghost’s hull and not the stealth module, so it can’t be swapped to other Hornets but can upgun itself…
It did need to be slowed down, it was way outperforming in its role as a medium fighter given all the firepower - light fighters are essentially useless at this point. I believe they're finally trying to align them better.
@@UniversityofStanton You feel the Mk I’s (and thus the Ghost in particular) were over performing?
We all agree the MK II’s were, but I haven’t seen anyone suggest the MK I line was.
Especially with the buffs to ships like the Gladius (much needed), I don’t think the MK I Hornets would have been problematic with the 3.23 speeds.
Why nerfing the F8...
Not cool CIG
Dude, what were you thinking choosing car alarm beeping noises as your music. I must have paused the video four times halfway through thinking my wife is home.
Bahahahah my job here is done. Until next time!
no changes to the Corsair?
What would need to change?
Not directly - but the 10% damage nerf to cannons will definitely impact it since it's one of the most prolific users.
For me is 3.24 a complete mess.nothing work
It HAS been a pretty disappointing PTU run.
Lol why would they nerf the mustang?
One of the enduring questions of our time 🤦
I'm just glad they gave it some fighter turn rates!
Nooo! Stop nerfing Custodian! 😞
"gingerly" :D
What I think is a shame is that they're improving the F8 strafe, which was already complicated to close, but now it's going to be even worse. The DPS meta will be with us for a long time yet.
Time to ride a time machine until 4.0
2026 i believe
calling the valkyrie a POS hurt me deeply.. sigh but its true so did duble damage
Yeah, I don't know what their intent is with the Valkyrie. I want it to be a good ship so bad, but they've just never done anything good with it, from its original launch on out.
@@UniversityofStanton remove all rhe seats give it a front ramp move ladder to the side u have a grate little cargo ship for land vehicles.
Any aurora buffs? Pls? Lmao
lmao, right? I think its "buff" is being able to load cargo, as of the PTU patch that came out the other day. Before that they managed to break it, lol.
last
Does the F8c still fly like a brick ? This is a joke how can the F8c have less maneuverability than a Vanguard !! Its weight is over 100tons lighter WTF honestly
Yup, and now it turns like a brick too!