I got an idea watching your Mk I Ghost video. If you -equip an F8C with a full set of Stealth-A equipment -disable shields, life support, and one cooler -put one pip into guns, 4 into engines -use 8 (!!!) S2 Strife mass drivers, with their 5500m range and 5000m/s projectile velocity You would have a powerful little sniper boat. Against an S1 radar you'd be visible at 2.1km (2.4 against an S2 and 2.65 against an S3), which admittedly _is_ a lot higher than the Mk I Ghost, but against a big target, you'd have twice the firepower (or twice the ammo) of the Ghost. Of course, if they catch you from the side or top, you'd pop up on radar at 8-10km, but hey, nobody's perfect.
I think it makes sense to have some sort of reduced emissions on the Prowler if you want to fight as you don't have missiles and if the enemies sees you that late you're save from their missiles quite often. Pretty much like a charged ambush. Also I don't understand why the Ghost has such a tiny cross-section. It's a way bigger ship in comparison to some of the other ships and has only -15% emissions.
I've been ambushed a few times now in live by a stealth ship while in my f7a with laser repeater build, all grade a military components. I find that if I can visually spot them (I normally try and look for their thruster trails), I can typically win the fight. But if I can't visually spot the enemy, they can just continue to fly in ambush and get back out of range, and eventually win the fight. Stealth is interesting right now
Great video as always, very interesting tests. 2 things i noticed in this patch that might be worth some more testing: -The best modules you seem to be able to put on your ship now are competition modules, shield have more hp, power plalnts have more "power bricks" and coolers require less power bricks to cool a decent amount not to make your ship overheat.... what they lack is module hp compared to their military counterpart, and as for stealth, they don't seem to be that bad either, so maybe now compoetition modules are the best we can have. -I noticed that coolers will increase your IR when they have power... i believe this should be the opposite, as an unpowered cooler will make your engine etc hotter and hotter.... thing is, after a few minutes your IR will increase drastically, i remember turning off both coolers on a cutty blue for a few minutes just to be surprised to see the "cool" warning flashing red and my IR signature as high as 70k. So maybe there's a balance to play when giving power to coolers, to not increase IR or EM too much
I don't think it's over stealthed but that SC needs to put weaker ships that are hit from an unknown/unseen enemy into a "panic mode" where they fly off as fast as possible and stronger ships should go into hunting mode trying to find you but should at least fly in the direction the bullets are coming from ;) oh and narrowing scanner pings should massively boost range
very cool info! But what is even cooler is the detail on the big space rock when you were in Talon. I have a 2080 super and have NEVER seen such detail before! Amazing!
I am using the SC Ship Performances Viewer desktop app and for the Prowler it shows the IR is 1353 with the exact same settings you showed. In fact ALL the ships you show here I am getting totally different numbers and some are not even close to what you are showing. Wonder why the difference, or are they updating this app so quick they change before you can put out the video? Or maybe I am clueless how to use this viewer? That is very likely.
I bought the Eclipse myself with in-game and used it for the Bounty ERT mission or Vaughn missions. And it worked well with these NPC ships. But against real players who aren't exactly falling asleep at the keyboard, it's difficult or even impossible. 5s lock time, min range 5000m. A player has "forever" to react, be it with counter measures or to fly away. The torpedoes are very slow. So I've always wondered what use these stealth ships with torpedoes have against real players. Or am I seeing this all wrong and have chosen the wrong tactic.
They're not meant for smaller ships. Torpedoes are meant for capital ships which would be used in massive fleet battles. You'd have a dozen people on the capital ship (at least) and a dozen people in Eclipses shooting so they have purpose there. In solo play and in non-capital ship battles they're pointless... for good reason. The gameplay for them isn't a thing in game yet.
Sorry if you answered the question in a previous video, but could you do some research if the cross-section increases linearly when you turn, or your enemy gets a different angle on you.
the ships are not overstealthed, the npcs need routines to start acting when they get hit but cant target, like let them boost/fly away, search for whatever is shooting at them fly into the direction it came from
I think esperia (along with some other stealth ships) used to have a natural modifier to their signatures built into the chassis, is that no longer the case?
would be great if the ares ion had actual long range so not some dumb size 3 gun somehow has more range, it would be fun as fuck to snipe ships outside of detection range in an ion
Would like to use this information. Unfortunately, this PU patch has proven completely unplayable and have not found a day that it has been worth the time.
Too bad I cant play the game. It's a 30k every 10 minutes. I have been on vacation all week and have had very little game play do to the game being in such poor state.
Now with the prowler your enemy only needs to watch you and your friends walk 5km and die together one by one becaue you all are clipping through the planet or just randomly sliding to your death 😂
This is one thing i always had against this game. All the meta and alpha damage nonsense. I understand if lasers have a meta due to capacitor sizes And quality of the ship. But, meta with solids seems a bit arcade like. I know they still have to balance everything, but its so weird that lasers hit different compared to pvp vs pve. Can we just get a game that is well versed across the board? How hard can that be!? Because ive always noticed the difference between fighting pvp vs pve. Pvp seem to be bullet sponge like when dealing with hackers and exploiters. Yet often too when lag comes into play when some of your shots dont register but your lagging opponents will always out gun you.
I don't get your comment. The meta of something is simply what the most effective. (Literally: Most Effective Tactics Available) It's impossible to not have a meta choice for any weapon type unless all weapons are statistically identical. Alpha damage is a measurement of how much damage a single shot (or the initial barrage) from that weapon delivers. It's an important part of looking at how powerful a weapon is.
PROWLER is useless as a stealth dropship lore wise. You literally can NOT attack capitals like the lore sets it out to be the one that all captials fear cause of this so yeah, nah
I got an idea watching your Mk I Ghost video. If you
-equip an F8C with a full set of Stealth-A equipment
-disable shields, life support, and one cooler
-put one pip into guns, 4 into engines
-use 8 (!!!) S2 Strife mass drivers, with their 5500m range and 5000m/s projectile velocity
You would have a powerful little sniper boat. Against an S1 radar you'd be visible at 2.1km (2.4 against an S2 and 2.65 against an S3), which admittedly _is_ a lot higher than the Mk I Ghost, but against a big target, you'd have twice the firepower (or twice the ammo) of the Ghost.
Of course, if they catch you from the side or top, you'd pop up on radar at 8-10km, but hey, nobody's perfect.
I think it makes sense to have some sort of reduced emissions on the Prowler if you want to fight as you don't have missiles and if the enemies sees you that late you're save from their missiles quite often. Pretty much like a charged ambush.
Also I don't understand why the Ghost has such a tiny cross-section. It's a way bigger ship in comparison to some of the other ships and has only -15% emissions.
Would love to see the Furies tested out
I've been ambushed a few times now in live by a stealth ship while in my f7a with laser repeater build, all grade a military components. I find that if I can visually spot them (I normally try and look for their thruster trails), I can typically win the fight. But if I can't visually spot the enemy, they can just continue to fly in ambush and get back out of range, and eventually win the fight. Stealth is interesting right now
Great video as always, very interesting tests.
2 things i noticed in this patch that might be worth some more testing:
-The best modules you seem to be able to put on your ship now are competition modules, shield have more hp, power plalnts have more "power bricks" and coolers require less power bricks to cool a decent amount not to make your ship overheat.... what they lack is module hp compared to their military counterpart, and as for stealth, they don't seem to be that bad either, so maybe now compoetition modules are the best we can have.
-I noticed that coolers will increase your IR when they have power... i believe this should be the opposite, as an unpowered cooler will make your engine etc hotter and hotter.... thing is, after a few minutes your IR will increase drastically, i remember turning off both coolers on a cutty blue for a few minutes just to be surprised to see the "cool" warning flashing red and my IR signature as high as 70k.
So maybe there's a balance to play when giving power to coolers, to not increase IR or EM too much
Great info! thank you!
Great job thanks! Looking forward to the next one.
I think shooting weapons should simply add 2000 to the energy signature or heat signature while recharging/cooling of the guns.
I don't think it's over stealthed but that SC needs to put weaker ships that are hit from an unknown/unseen enemy into a "panic mode" where they fly off as fast as possible and stronger ships should go into hunting mode trying to find you but should at least fly in the direction the bullets are coming from ;) oh and narrowing scanner pings should massively boost range
No.
very cool info!
But what is even cooler is the detail on the big space rock when you were in Talon. I have a 2080 super and have NEVER seen such detail before! Amazing!
I am using the SC Ship Performances Viewer desktop app and for the Prowler it shows the IR is 1353 with the exact same settings you showed. In fact ALL the ships you show here I am getting totally different numbers and some are not even close to what you are showing. Wonder why the difference, or are they updating this app so quick they change before you can put out the video? Or maybe I am clueless how to use this viewer? That is very likely.
Awesome! thank you!
I bought the Eclipse myself with in-game and used it for the Bounty ERT mission or Vaughn missions. And it worked well with these NPC ships. But against real players who aren't exactly falling asleep at the keyboard, it's difficult or even impossible. 5s lock time, min range 5000m. A player has "forever" to react, be it with counter measures or to fly away. The torpedoes are very slow. So I've always wondered what use these stealth ships with torpedoes have against real players. Or am I seeing this all wrong and have chosen the wrong tactic.
They're not meant for smaller ships. Torpedoes are meant for capital ships which would be used in massive fleet battles. You'd have a dozen people on the capital ship (at least) and a dozen people in Eclipses shooting so they have purpose there. In solo play and in non-capital ship battles they're pointless... for good reason. The gameplay for them isn't a thing in game yet.
I agree, a player won’t get sniped from 5km
So excited for your next video, keep it up
The feeling will pass
Sorry if you answered the question in a previous video, but could you do some research if the cross-section increases linearly when you turn, or your enemy gets a different angle on you.
the ships are not overstealthed, the npcs need routines to start acting when they get hit but cant target, like let them boost/fly away, search for whatever is shooting at them fly into the direction it came from
I think esperia (along with some other stealth ships) used to have a natural modifier to their signatures built into the chassis, is that no longer the case?
would be great if the ares ion had actual long range so not some dumb size 3 gun somehow has more range, it would be fun as fuck to snipe ships outside of detection range in an ion
Does cooling simply not matter right now? In these videos you always turn coolers off for lower emissions, and that doesn't lead to overheating?
great video.. Can you test narrowing scanner pings down and see if that extends detection range? (unless I missed you doing that at some point?)
It doesn't
cant wait for hornet ghost mk2
stealth ion / inferno?
Would like to use this information. Unfortunately, this PU patch has proven completely unplayable and have not found a day that it has been worth the time.
Great video! I was thinking about buying an C8R pieces to play as "stealth medic", could anyone confirm if it's possible?
what about stealth scorpius perhaps?
Too bad I cant play the game. It's a 30k every 10 minutes. I have been on vacation all week and have had very little game play do to the game being in such poor state.
No sabre?
Also on Hornet Ghost I use sz 5 on top turret!
No you don't
Flip Wilson, lol
Yes! A naked test for an unstable server!
there are ways to reduce cross section using the environment
Now with the prowler your enemy only needs to watch you and your friends walk 5km and die together one by one becaue you all are clipping through the planet or just randomly sliding to your death 😂
i guess if i disable my life support i cant breath inside right ?))))))
Yes, Just wear a helmet
I think the solution is simple. You should lose stealth when firing.
4.4km is not close on foot, especially on hurston,
This is one thing i always had against this game. All the meta and alpha damage nonsense. I understand if lasers have a meta due to capacitor sizes And quality of the ship. But, meta with solids seems a bit arcade like. I know they still have to balance everything, but its so weird that lasers hit different compared to pvp vs pve. Can we just get a game that is well versed across the board? How hard can that be!? Because ive always noticed the difference between fighting pvp vs pve. Pvp seem to be bullet sponge like when dealing with hackers and exploiters. Yet often too when lag comes into play when some of your shots dont register but your lagging opponents will always out gun you.
I don't get your comment. The meta of something is simply what the most effective. (Literally: Most Effective Tactics Available) It's impossible to not have a meta choice for any weapon type unless all weapons are statistically identical.
Alpha damage is a measurement of how much damage a single shot (or the initial barrage) from that weapon delivers. It's an important part of looking at how powerful a weapon is.
poor Sabre
It’s not OP, it’s just the NPCs are dumb. Players would retreat or search for you, etc.
An active ping should be able to pick you up fairly quickly.
o7
PROWLER is useless as a stealth dropship lore wise. You literally can NOT attack capitals like the lore sets it out to be the one that all captials fear cause of this so yeah, nah
First!
you are actually second
I thought the Saber was a stealth ship
He covered it in part 1.