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ExiIe

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  1. I suppose we'll have to wait and see. I really hope not.
  2. They're fixing the flight model in the .9 release I'm giddy.
  3. Not to insult your intelligence at all; but there's the off chance that your default video settings are actually set to a "normal" setting.
  4. Why exactly do you advise to wait? Just curious. @OP You can pledge for a ship and a game copy at THIS page.
  5. I agree with the requirement for B-Betty to get muzzled a bit.
  6. Why not? I put three thousand dollars into this project. That's pretty serious.
  7. LOL @ Artofinca! Love that image. Back on topic: I'm looking forward to see how they react to our first impressions, but in the end I really do need them to "fix" the IFCS.
  8. Haha! That's hilarious. All bitching aside. I'm still digging it. Even if they don't "fix" the way the IFCS works; I'm still going to play the shit out of this game. and Elite
  9. Yeah the wingmen are pretty useless. It's sometimes beneficial to cover them though, so that you don't become the only target.
  10. Alright. Sorry for the double post. So 6DOF is on hold until the IFCS gets fixed and control schemes are bindable by the user. However; there's still something to be learned here. Removing G-Lock and ConStab is a necessity. They're training wheels and we don't need them. Here's what I've got so far, ad-lib, right off the top of my head. This is for AI only; as they are predictable etc. Currently; my functioning tactic goes right back to basic aeronautical combat; just with more drift. Guns only: The main concept I'm using at the moment is to close in; get as close as I can and then fandangle the hell out of the Throttle; going from Full throttle+Boost, to cutting it right back to zero. This affords me an incredible turn radius that nearly resembles the 180 spin and fire that the Decouple mode was originally designed to enable. Similar to a Scissor maneuver, from basic atmospheric combat; I cut into the AI's counter, killing speed to turn quickly, then boosting to catch up; firing on the cross and then repeating until the AI decides to stop zig zagging and tries a turning battle. On the loop, I just cut throttle and stay on the inside; firing at the AI as it circles me. Note that I don't need to climb to lose speed. The upward motion of the loop maneuver is replaced by cutting the throttle. If it gets too tight I boost away; 180 and the whole dance begins with the Scissor again. Tip: Save your missiles for the elites. The high end Vanndul tend to ignore your wingmen and come hunting straight for the Player character. Cycle your targets when they first spawn, find the elite and put a missile right into his canopy as they're on their way toward you. Flares drop from behind, so they tend to be a little useless since the AI doesn't really maneuver to avoid the missile. Looking forward to combat against real people.
  11. So, I've remedied my connection issues and have tried out the pre-alpha. I'm thoroughly disappointed. The "decoupled" mode is completely broken. It maintains whatever vector you had when you hit the button; any vector inputs you make thereafter don't add up to your angular momentum. They temporarily change your vector based on the original angular momentum when you hit the CapsLock key. Once you stop providing that given input, the craft returns to its original vector. Basically it's like changing lanes on a straight freeway; and makes all my hypothesis useless. At least my tactics work in Elite Dangerous; where the Flight Assist Off actually works with proper physics. I'm pretty upset about this, since I invested so heavily into this game. They'd better get their shit together. [EDIT] All that being said; joystick "wiggle" and all. It's still pretty fun; and I'm actually quite surprised at how versatile the Aurora is turning out to be. I made it through most of Vandul swarm without dying except for when I was suicide rammed by the Elite fighters 'a la BF4'
  12. I love the Monty Python references in this forum
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