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The Biggest FLAWS With Multi-Crew Combat In Star Citizen Currently
With the introduction of Master Modes in Star Citizen. We also go proper tuning for large ships that makes naval combat a reality now.
Despite the firepower large multi-crew ships bring to the game, there are still a lot of issues that CIG needs to address to close some balance gaps, particularly in PvP. In this video I cover these issues and talk about what CIG will be doing to address the problems going forward.
Watch my previous naval combat guide:
ua-cam.com/video/mYVVobRns6E/v-deo.html
~~~
Become a member and support the channel!
ua-cam.com/channels/eSMtWcJwjm6Dj4GrWFngqA.htmljoin
Join the Discord!
discord.gg/mRFMCANaCu
Looking for a disciplined, teamwork-oriented org to play SC with?
Apply to join The Forgotten Heralds today!
forgottenheralds.org
Interested in creating an account to play Star Citizen? Hold on there buddy! Be sure to use my referral code when you sign up and you will be given an additional 5000 credits which you can then use to buy extra gear for your character or ships!
Code: STAR-4L6V-VLWM
~~~
System specs:
GPU: RTX 4090
Mem: 64gb DDR5
CPU: i9-13900k
Storage: Gen5 m.2
TIMESTAMPS:
0:00 Intro
0:44 Current Misconceptions with Escaping
2:09 Weapon Tunings and Gunnery
4:18 Star Citizen Has Always Struggled With Turrets
5:22 Master Modes Has NOT Fully Address This Issue
5:51 Time To Kill Issues
6:33 Projectile Speeds And Weapon Specific Stats
9:13 ESP and Sensitivity Issues For Turrets
10:24 Why Are Weapons Being Rebalanced Again?
11:58 New Ship Weapons?
12:39 What Can Be Done To Fix The Problems?
18:15 Conclusion
22:55 Outro
#starcitizen #guide #forgottenheralds
Переглядів: 1 182

Відео

Star Citizen FINALLY Has Proper Naval Combat, Here Is What You Need To Know
Переглядів 14 тис.21 годину тому
Since the introduction of Master Modes in Star Citizen. All ships and weapons got a major tuning rework to make combat much more engaging not just for fighters, but also large multi-crew ships. In this video, we cover the basics of naval warfare in SC with some examples and commentary, along with a guide for ship weapon selection toward the end of the video. With the advent of proper naval wars...
The Looming Threat - Watching Your Takeoff and Landings in Star Citizen | S3E6
Переглядів 3,9 тис.14 днів тому
In this episode we watch players attempt to complete the various phases of Xenothreat. A returning event for Star Citizen and one of the oldest. Can members of the CDF keep things smooth and cinematic as they conduct operations around the Pyro Gateway station? Let's find out. Become a member and support the channel! ua-cam.com/channels/eSMtWcJwjm6Dj4GrWFngqA.htmljoin Join the Discord! discord.g...
Where is everyone? - Watching Your Takeoff and Landings in Star Citizen | S3E5
Переглядів 7 тис.21 день тому
Back in the seat of the Sabre Raven here in Star Citizen as we watch players takeoff and land at Lorville once more. Due to a duping glitch that allowed players to generate millions of credits on demand. The active player base that normally would frequent the busy ports have been down to a trickle since having all the money you ever need negates the need to make frequent stops to trade or sell ...
Rapid Unscheduled Disassembly - Watching Your Takeoff and Landings in Star Citizen | S3E4
Переглядів 7 тис.28 днів тому
Back among the polluted skies of Lorville, we watch players come and go from Teasa Spaceport. Lorville tends to be a hot spot for miners looking to sell refined materials and with Invictus slowly winding down, activity finally starts to pick up again at the other spaceports. Will we find a player that takes our coveted 10/10 rating today? Become a member and support the channel! ua-cam.com/chan...
The Firebird is one of the BEST sounding ships in Star Citizen
Переглядів 5 тис.Місяць тому
Forgotten Heralds conduct a shakedown run of the new Sabre Firebird support fighter by Aegis Dynamics. Become a member and support the channel! ua-cam.com/channels/eSMtWcJwjm6Dj4GrWFngqA.htmljoin Join the Discord! discord.gg/mRFMCANaCu Looking for a disciplined, teamwork-oriented org to play SC with? Apply to join The Forgotten Heralds today! forgottenheralds.org Interested in creating an accou...
Newbie Madness! - Watching Your Takeoff and Landings in Star Citizen | S3E3
Переглядів 8 тис.Місяць тому
In Star Citizen, Invictus Launch Week went live over the weekend. With it came a free fly and the allowed rentals and sales of multiple military focused vessels from various manufacturers. Being that ILW takes place around ArcCorp and Area18 I decide to see how players handle their newly rented ships and how new players tackle the brand new Master Modes flight model change that came into 3.23 T...
The POWERFUL New Sounds of the Updated Aegis Retaliator | Star Citizen 3.23.1 PTU
Переглядів 7 тис.Місяць тому
Star Citizen's 3.23.1 PTU patch dropped an update for the Sabre Raven but also an update for the Retaliator. A heavy bomber that can be converted to a cargo or troop transport in a flash thanks its modular torpedo bays. With this new update came some improved sounds for the Retaliator the audio team at CIG have been cooking up. The new sounds come as part of a overhaul from ship audio coming do...
Back to the Daily Grind - Watching Your Takeoff and Landings | S3E2
Переглядів 4 тис.Місяць тому
Patch 3.23 is finally here for Star Citizen. And with it brings new ships, new flight model, and of course, a cash wipe. Which means players are back to the grind to get their capital back up again. In today's episode I watching taking off and landings both in 3.23 when it was in the PTU and when it went LIVE recently. New Sabre Raven audio: ua-cam.com/video/7TvVrP69ZUc/v-deo.html TIMESTAMPS: 0...
Incredible New Sabre Raven Sounds | Star Citizen 3.23.1 PTU
Переглядів 21 тис.Місяць тому
On the 3.23.1 PTU. CIG added a pleasant surprise for current Sabre Raven owners. A brand new gold standard Sabre Raven. The standard Sabre got its gold standard pass some time ago which left many wondering why the Raven never got a gold standard pass as well. Now finally we have the raven getting its pass along with its audio updated. This also leaves up in the air what the new Aegis ship CIG h...
Secretly Watching Players Takeoff and Land in Star Citizen | S3E1
Переглядів 23 тис.Місяць тому
We are back once again in Star Citizen, stalking the local star ports in the Stanton system and watching players as they land and take off. This time with the brand new 3.23 patch currently in the PTU and the brand new flight model changes in the form of Master Modes. How will players handle the new flight model changes when it comes to landing and taking off? Let's find out! Become a member an...
The Doom and Gloom over Master Modes | Star Citizen 3.23
Переглядів 10 тис.2 місяці тому
Recently, CIG asked for feedback regarding Master Modes in 3.23 EPTU and the initial wave was negative. This is largely due to the tunings not being complete, balance issues, and some issues with people simply not understanding the underlying changes to the flight model. As someone with tons of hours within Master Modes, both from the AC experimental tests and within 3.23. I wanted to take the ...
The only thing they fear is CHANGE
Переглядів 3,9 тис.2 місяці тому
I love Spectrum sometimes XD Become a member and support the channel! ua-cam.com/channels/eSMtWcJwjm6Dj4GrWFngqA.htmljoin Join the Discord! discord.gg/mRFMCANaCu Looking for a disciplined, teamwork-oriented org to play SC with? Apply to join The Forgotten Heralds today! forgottenheralds.org Interested in creating an account to play Star Citizen? Hold on there buddy! Be sure to use my referral c...
New Gladius Audio | Star Citizen 3.23 EPTU
Переглядів 8 тис.2 місяці тому
With Star Citizen's 3.23 build finally hitting wave 1 in the PTU. One of the newest changes that has caught my attention is the inclusion of the Squadron 42 audio for the Gladius light fighter being ported over to the PU's version. Star Citizen tends to have a quieter but much more dynamic mix range than other games of its type. These new sounds however, are much more louder in comparison, eith...
When will 3.23 go wave one?
Переглядів 8 тис.2 місяці тому
Star Citizen's latest 3.23 update is one of the most anticipated patches in a long time. This leaves a lot of people wondering when the patch will at least hit wave one. In this video I offer some insight into when we could possibly see wave one and when we could see a 3.23 release to live. I also wrap up the topic by giving a brief update about my experience with 3.23 Evocati builds so far. TI...
I am incredibly impressed with patch 3.23 | Early Test Thoughts and Impressions
Переглядів 18 тис.2 місяці тому
I am incredibly impressed with patch 3.23 | Early Test Thoughts and Impressions
Is the new Hornet MK II ACTUALLY good? My impressions, and concerns...
Переглядів 22 тис.3 місяці тому
Is the new Hornet MK II ACTUALLY good? My impressions, and concerns...
Secretly watching your takeoff and landings one last time! | Season 2 Finale | Part 3
Переглядів 4,2 тис.3 місяці тому
Secretly watching your takeoff and landings one last time! | Season 2 Finale | Part 3
More Viewer Landings! - Watching Your Takeoff and Landings | Season 2 Finale | Part Two
Переглядів 2,8 тис.3 місяці тому
More Viewer Landings! - Watching Your Takeoff and Landings | Season 2 Finale | Part Two
Viewer Landings! - Watching Your Takeoff and Landings | Season 2 Finale | Part One
Переглядів 12 тис.3 місяці тому
Viewer Landings! - Watching Your Takeoff and Landings | Season 2 Finale | Part One
What was it like going through a Jump Point?
Переглядів 6 тис.3 місяці тому
What was it like going through a Jump Point?
Such a beautiful sight - Watching Your Takeoff and Landings | S2E7
Переглядів 15 тис.3 місяці тому
Such a beautiful sight - Watching Your Takeoff and Landings | S2E7
Star Citizen's first server meshing test, was it a success?
Переглядів 22 тис.3 місяці тому
Star Citizen's first server meshing test, was it a success?
Teaming up with /r/starcitizen Discord to capture an Idris
Переглядів 1,7 тис.3 місяці тому
Teaming up with /r/starcitizen Discord to capture an Idris
Hey! You can't park there - Watching Your Takeoff and Landings | S2E6
Переглядів 14 тис.4 місяці тому
Hey! You can't park there - Watching Your Takeoff and Landings | S2E6
Star Citizen's new Idris War Game event has some issues...
Переглядів 7 тис.4 місяці тому
Star Citizen's new Idris War Game event has some issues...
The Trickiest Ship to Land - Watching Your Takeoff and Landings | S2E5
Переглядів 13 тис.4 місяці тому
The Trickiest Ship to Land - Watching Your Takeoff and Landings | S2E5
DEMOLISHING players in a fully crewed gunship | Star Citizen Master Modes PvP Gameplay
Переглядів 9 тис.4 місяці тому
DEMOLISHING players in a fully crewed gunship | Star Citizen Master Modes PvP Gameplay
A Herculean Effort - Watching Your Takeoff and Landings | S2E4
Переглядів 7 тис.4 місяці тому
A Herculean Effort - Watching Your Takeoff and Landings | S2E4
AI Idris has a fully visible bridge crew?
Переглядів 3,5 тис.4 місяці тому
AI Idris has a fully visible bridge crew?

КОМЕНТАРІ

  • @ashkelon03
    @ashkelon03 2 хвилини тому

    Weapons should be the same for ships or turrets, but, turret should have specializations, quick and snappy turret for anti fighter and point defense, slower turrets for cannons vs bigger ships. Size1 repeters in a normal poweret slot should have a optimal range of 500meters (just saying a number).. and the energy bolt disperse completely at 1,5k The same size1 repeters on a bigger ships with power to spare, could be configuret at the cost of more energy per shot, a more stable energy bolt, so a turret in this ships could engage at 2k for optimal damage, and interception of missiles and torps. This will generate bubbles of engagement, AA fighters fight at 1k bubble, medium size ships could engage with cannons at 5k and with repeters at 2k.. capital size should be engaging with cannons at 10k and repeters at 5k, yeah.. try to hit fighters at 5k.. but you could installs some flaks intest of cannons. (numbers are examples xD) But this should be an option, part of customization, not a inerint part of turret.

  • @arrclyde4325
    @arrclyde4325 15 хвилин тому

    Who says that you should be able to pop a Cat with a Gladius, since you can't loot it anyway and there is no reason to ever attack a Cat with a solo Gladius. If you find that strange wait until physical damage and armor is in and small ships only having 1-4 size guns make even less damage to medium to large ships with a little armor. If people just want to pop ships for fun, there is AC for that. Everything else should have a reason and takes some effort. Like bringing the right tools for the job. And a solo Gladius is definitely not the right tool for a Cat.

  • @ro-mon_gerrs_u-tube1944
    @ro-mon_gerrs_u-tube1944 38 хвилин тому

    Sorry, I Totally disagree with time to Kill/Disable these are ships, not wet paper bags! They are a big investments! How would you feel if I could just Feather touch your car to make it totally fall apart & explode? Too many games today have "Shit" for Gear ( No durability whatsoever.) You'd hate to spend 30 mins preparing only get "One" (1) shotted, One (1) minute out of the gate. (And I have) Fights needs to be Epic! TTK should 5 minutes Not 5 seconds. If I wanted to get one shotted I'd go play World of Tanks. A Grumpy Grandpa 😖

  • @mcaddc
    @mcaddc 57 хвилин тому

    You also have to deal with the upcoming engineering challenges that multi-crew ships will have to contend with.

  • @vanguardgaming704
    @vanguardgaming704 Годину тому

    I totally agree with that a single seater lone fighter should not be able to destroy a fully crewed bigger ship. ie. A single gladius destroying a fully crewed HH.

    • @ddavis5442
      @ddavis5442 Хвилина тому

      I'll second that but also add that a single gladious should not be able to kill a cat or other fully crewed multi-crew by staying far away. Or why have turrets? If defense was based on escorts, shouldn't all ships just not have turrets because there ineffective. Multi crew ships should have a modifier to out range any fighter class, all fighter classes should have gun range of 1k and below.

  • @FuriousImp
    @FuriousImp Годину тому

    The first 80% of the work requires 20% of the effort, the remaining 20% requires 80% of the effort.

  • @themightymo3491
    @themightymo3491 Годину тому

    I am wanting to get into being a bomber pilot and so getting involved in capital ship and fleet engagements sounds really exciting.

  • @prophet0393
    @prophet0393 Годину тому

    fun my ass .....

  • @parkerxgps8101
    @parkerxgps8101 Годину тому

    Auto gimbals show some good potential. Perhaps engineering can add more power with the wrinkles of having to repair turrets. Always fun having that comm MFD that likes to DM anyone.

  • @user-tk5jx4ih4g
    @user-tk5jx4ih4g Годину тому

    A simple solution would be Turret version of guns or turret exclusive guns that can not be equipped on anything other than a turret. It's not even rocket science to do that. Giving turret weapons much faster projectile speeds or dedicated beams/pulse lasers that are hit scan would eliminate the problem of a single tiny fighter being unkillable for multicrew ships.

    • @vik12D
      @vik12D 44 хвилини тому

      I suggested beams on Spectrum and a ton of people freaked out about hitscan. Spectrum was not a fan lol

  • @leoncantwelliii7946
    @leoncantwelliii7946 Годину тому

    Clearly this man has never run full ballistic. You can melt an 890 in seconds

  • @Oh_Foe_Sho
    @Oh_Foe_Sho Годину тому

    I still feel the big multicrew ships are maybe just a touch too fast in combat modes and once CIG the give the turrets some weapon buffs they should slow the roll speeds on them to make it easier for turret gunners to maintain targets in their field of fire.

  • @JJS563
    @JJS563 Годину тому

    CIG have no idea what they are getting into. To balance PVE and PVP is going to be a nightmare. There are AAA games that have entire teams balancing these two separate game modes, they don't do anything else. There is a reason why most games will keep those separate. But here we are, with more ships than CIG can keep up with, trying to balance PVP and PVE in the same universe, and with one dudes vision who seems so hell bent on making MM a thing. Now they want to make turrets on sub-capitals/capitals act different? AND add all those extra weapon types? On what timeline will this happen? Certainly not the current one we are living in because we are 12 years in and only now working on MM. But whatever it is what it is

  • @novalis791
    @novalis791 Годину тому

    I do think multicrew turrets should remain active while in nav flight mode/quantum mode before the jump

  • @novalis791
    @novalis791 2 години тому

    Well said Hybrid V

  • @helloitsjay38
    @helloitsjay38 2 години тому

    Possibly unpopular opinion: soft death should be the normal death state for bigger ships and the should be repairable so there's an advantage to grouping up and coordinating. That wouls also making boarding more important.

    • @bsquaredbundles
      @bsquaredbundles Годину тому

      Not unpopular at all I imagine. As engineering and maelstrom come into the game, hp-based ship deaths will be more and more replaced with system failures and ship disabling.

    • @vik12D
      @vik12D 47 хвилин тому

      I think that's a pretty popular idea.

    • @SakakiDash
      @SakakiDash 26 хвилин тому

      Its not unpopular

  • @grast5150
    @grast5150 2 години тому

    4:30 Disagree prior to MM, all ship weapons were basically limited to 4K. This means small ships had to close in order to actually be effective. Now with MM, they ranges are 12-14K depending on setup. MM did change gunnery for the worst. Oh and not even talking about the new sniping mode which makes it even easier for ships.

  • @grast5150
    @grast5150 2 години тому

    3:40 This is because all guns have built in dispersion or cone fire. This is just plain geometry. As I said below, small ship far away difficult to hit while same small ship can hit the large ship at the same range without much skill.

  • @eavdmeer
    @eavdmeer 2 години тому

    Turrets are already different from the same weapons on fighters. The capacitor is absurdly much larger. If you make turret weapons magically better, everyone is going to detach them from the turret and put them on a fighter. That puts you back to square 1. Thinking of Elite Dangerous, the station turrets are so effective and feared because they're real lasers, so hitscan. That would certainly make fighters think twice. ED balances this by having a severe damage fall-off.

    • @EeroafHeurlin
      @EeroafHeurlin Годину тому

      The point is (and what CIG has hinted at being something they plan to try) is that *turret* as a platform gives boost to the weapon, not that the weapon itself is different. So detaching it and putting it to a fighter does nothing. So far their tech does not allow for this kind of dynamic modification of the weapon stats.

  • @grast5150
    @grast5150 2 години тому

    2:30 That is so wrong it is ridiculous. If you want multi-crew to be a thing, turrets have to be effective. Otherwise, we go back to 3.2 and before when turrets were useless, and everyone just drove their own ship. Let's not even talk about this opinion makes the Hammerhead a useless ships. The issue is geometry. Distance plus dispersion plus size of ships means the current dispersion cone for turrets is too large. A fighter can hit a hammerhead or large ship at 10K about 80% of the time. While a turret can hit a cutlass at 10K 15-18% of the time, and when you take into MM reducing speeds. A large or medium ship can never close the distance. This is the issue. CIG needs to make turret effective at range. So either project speeds of turrets combined with smaller dispersion needs to be a thing OR something in between. CIG already setup the fire rates meta for fixed versus gimbal. Why not make a special mode for Turrets which speeds up the projectile and lowers dispersion at the cost of Firerate. This would allow turrets to engage at the 10K ranges with a stable ship. In my opinion, If turrets are useless, then multi-crew is dead.

  • @wezzla
    @wezzla 2 години тому

    The whole idea with capital ships in PU is flawed. Maybe they can create a separate epic space battle game mode in arena commander where you get action for the time invested. If you are gaming with your buddies, there are currently no incentives to man a turret vs take a second ship. There are no incentives for a small ship to engage in PvP battle against capital ship. Being the turret guy is and always will suck. The sooner CIG realizes that, the earlier they can redirect the dev effort to better things. And please, don't mention NPC crew. Currently they are dancing on the tables and will continue to do so many years from now.

    • @EeroafHeurlin
      @EeroafHeurlin Годину тому

      Stanton is a tiny system. With larger systems simply getting a squadron of lfighters from one side to another (not to mention to another system alltogether) is going to involve Logistics. With engineering etc for most ships there is going to be a lot more to do than just sit in a turret waiting for something to happen. Also not everyone is a great pilot, being an effective deterrent as a turret gunner *should* be pretty easy (with some headroom for player skill improvement to becoming an absolute terror to fighters or sniping at components on larger ships).

  • @jonathanp906
    @jonathanp906 2 години тому

    Your wrong about escaping. I've been killed several times now in seconds after coming out of quantum (at Orbital Markers) in medium and small sized ships -- Constellation and smaller. It happens way too fast to escape, before you can even raise shields and way before you can quantum, and there seems to be no way to keep this from happening, other than to stay away from OMs entirely. So, if your not space rich with a big ass ship, your dead.

  • @Czecher86
    @Czecher86 2 години тому

    its years from release, calm down..

    • @jeremy6384
      @jeremy6384 2 години тому

      whats your point?

    • @Czecher86
      @Czecher86 2 години тому

      @@jeremy6384 it will all change .Its years from being at least somewhat 1.0 done...

    • @jeremy6384
      @jeremy6384 2 години тому

      @@Czecher86it will change based on feedback. This feedback has value. Your comment has some value but nothing is created or refined because of it.

  • @BernhardMarchhart
    @BernhardMarchhart 2 години тому

    the solution is sooo easy. make a weapon: Range Medium- High / Firerate High / Damage Medium and give it an very low Mag size. so lets say an Corsair with full set have 3 shots......but a Turret have a way bigger Cap or in other words bring the Attrition back to live, give them less spread an the described damage gain when longer fireing a litle bit more range and increas the Energieusage. an the other thing orienting the waepons mor on the real world..... smal guns have smal range and low speed /Big guns have Longe range and high speed 9mm = 100m/~600m/s .300WM = 800m/ ~1000m/s

  • @kVidStream
    @kVidStream 3 години тому

    The turret game is based on WW II type of vehicles. Imagine modern vehicles engaging with missiles over 50k

  • @Citizen-Nurseman
    @Citizen-Nurseman 3 години тому

    We really do need a near hit scan, but low DPS weapon to pushish the fighters that sit at max range, wearing them down and forcing them away this would also be an idea anti-torpedo weapon We also need some better HUD work for turrets, e.g. targets outside of ur weapons range should be less bright Torpedos should have a different marker to missiles as a priority target We also should have markers showing if other turrets are targetting ur target The new gimbal modes were a fantastic addition to the turrets, but its only one part of the puzzle edit, we also need accross the board, but particularly for turrets, % loss of function with damage with turrets, that should be a huge HP pool, but as they get damaged have slower traversal rates etc rather tahn easily being destroyed additionally there need to be a solution for saving those turret gunners realistically, ideally at a certain point they should get incapped and automatically pushed back into the ship to get revived for example % damage = % function loss is imperative for the TTK to work, otherwise it'll always be a 'run away shields up and come back' game, each time that ship comes back it shoudl be less effective if you manage to do some damage to its power plant etc

  • @harabecswurveweathers
    @harabecswurveweathers 3 години тому

    My biggest issue with Turret control is that the player's head moves faster than the turret when using a joystick, so you end up no being able to see anything if you don't use Mouse control for turrets. Its been an issue for a long time now and its kinda of kills the experience at least for me. I haven't been able to find a fix in the options.

  • @HybridVAudio
    @HybridVAudio 4 години тому

    A note on turret ESP: There are some additional ESP tuning adjustments coming for 3.24 including new sliders to change them to taste. Multi-crew and naval combat has been interesting researching as a topic as of late. As you all know, I'm a big fan of multi-crew and naval warfare so it has been a blast seeing it shape up since the introduction of 3.23. Again, still some issues here and there, most notably with turrets but we will have to wait and see how CIG addresses the issues in 3.24 and beyond. Let me know how you have been enjoying multi-crew as of late. I recommend you check out my guide to naval combat in SC if you have not already seen it. ua-cam.com/video/mYVVobRns6E/v-deo.html Remember that teamwork is they key to long term success in such a complicated MMO like SC. If you are looking for a group of like minded individuals to take part in complex combat operations such as Naval Warfare. Be sure then to check out our Org The Forgotten Heralds. Visit forgottenheralds.org to apply today. - Become a member and support the show! ua-cam.com/channels/eSMtWcJwjm6Dj4GrWFngqA.htmljoin Join the Discord! discord.gg/mRFMCANaCu See you all in the next one. o7

  • @Ace-Brigade
    @Ace-Brigade 13 годин тому

    You are pronouncing Valkyrie incorrectly. It is Val - ker - ree

  • @Ace-Brigade
    @Ace-Brigade 13 годин тому

    All that build up and you didn't let us know what was in the box? Shame on you. 😂

  • @frabe81118
    @frabe81118 День тому

    you missed me landing a cutty red into the side of a mountain.

  • @skipvj
    @skipvj День тому

    My favorite way to take off from a hanger with overhead doors is to lift off just a bit, raise my gear as I'm pitching to 90° and with full throttle and afterburner, take off like a rocket! I like to switch to external camera facing the front of the ship to get the full affect of the speed I'm leaving behind the hanger.

  • @_Jay_Maker_
    @_Jay_Maker_ День тому

    As an Eclipse fan, this looks like a dream come true.

  • @danielhardman234
    @danielhardman234 2 дні тому

    house of the dying sun vibers

  • @timdavis6913
    @timdavis6913 2 дні тому

    Call me crazy but I like Master Modes. I have seen far fewer accidental collisions. I'm also careful to not enter atmo if I see ships. I use Nav mode as a space brake. Because I use voice control the change was not that bad to learn. I call out the modified commands.

  • @bimmerbomber2002
    @bimmerbomber2002 2 дні тому

    Dude, I dunno... SC is trying a little too hard to just be Star Wars. Multi-crew ships just fight like bigger slower single-seaters but with turrets lol A contemporary DDG from our 2024 era could solo an entire server's worth of SC multi-crew ships, I don't see anything 'scifi' about this at all. IF CIG wants a little inspiration, they could maybe look to The Expance for a little more variety in combat loops and scope. Maybe toss in some rail guns for medium range? Missiles for long range engagements? Some electronic warfare, additional layers of gameplay? Guns are fine if the fight devolves into a close-range brawl, but there should be a couple more layers above that, not just 'turrets go burrrrrt lol" and that's it. We're in space, we have a ton of room to fight. Why does combat have to be everyone fighting in a broom closet? lol

  • @tomsmarkovs1946
    @tomsmarkovs1946 3 дні тому

    Amazing video, man! I always wanted to see a real 1 HammerHead (7 people) vs 7 fighters, battle. In theory HH should almost always win.

  • @JR-er4so
    @JR-er4so 3 дні тому

    copilot helmsman stfu loll dude this is game we don't need a 2nd your Motion doing noting lol

  • @timothyt.82
    @timothyt.82 3 дні тому

    I kinda want to do a WWII style escort mission in-game. Maybe one of these days a Xenothreat or similar mission will require us to provide an escort to a UEE capitol ship as we progress to its goal. Who knows? Maybe when the game officially releases, we will get to do that as it makes its way to aid in the defense for Earth/Terra (i forgot which one).

  • @Brenelael
    @Brenelael 3 дні тому

    My main problem isn't that it's all bad... No, Master Modes does have potential but it has some glaring issues right now that are just making the game Murder Hobo Central. Now these are not your run of the mill PvPers... I have no issue with them in fact I mix it up with PvP a little myself and never shy away from it. No these are the opportunists that will use exploits or other means to get quick easy kills so they can shit talk. These are not PvPers they are straight up Player Killers. Xenothreat is overrun with them right now. These are the bottom feeders in the PvP ranks. Master Modes has enabled this... period. If CIG does not correct it they will lose a substantial portion of their playerbase. Now I'm not saying ditching it completely is the answer either. Right now with Master Modes a very large portion of the player base are upset as it seems like CIG sold them a bill of goods at this point. People were told that this game would support all play styles but right now it's a PvP gankfest. I also can't quite put my finger on why exactly but the game feels a lot more Arcade now and much less Sim. This is a combination of Master Modes and the new UI. About the new UI... I'm going to be perfectly honest here... the new UI is a cluttered mess. You can't even see your targets half of the time because of the HUGE labels on absolutely everything. It's a confusing cluttered mess. They really need to clean it up... a lot. Master Modes isn't all bad but it needs a lot of work. For one thing no shields in Nav Mode is just a mistake. It you want shut down recharge but leave them up so you have at least some protection. This way they would have to eat through your shields giving you a little more time to escape. Or have them dissipate at a much slower rate then just gone in a second. Nav mode just gives Gankers a free pass to do damage right now and that is it. Some ships can be killed in a couple of seconds with no shields. All this does is give the bottom feeders free kills... as many as they want. The game right now is designed to drive half the playerbase away from this game. If Star Citizen is to have a future they have to cater to the carebears as well as the edgelords. Neither side can support this monolith of a game on their own. It will fail and the last 12 years will be for naught.

  • @realLuisGiordano
    @realLuisGiordano 4 дні тому

    Imagine if capital ships had beam turrets like in FreeSpace 2

  • @ohyeah2816
    @ohyeah2816 4 дні тому

    Is there longer episode? This was great!

  • @kujoujima7303
    @kujoujima7303 4 дні тому

    30:50 felt like the enemy caterpillar was doing okay up until it charged forward and fumbled the bag at the end.

  • @Legion_Victrix
    @Legion_Victrix 5 днів тому

    Greetings, I fly my 400i as my go to for almost everything I do (Mostly bunker missions) and when I got it, I thought I was gonna rip off it's nose at 1st but I got used to it quite a lot. Now I'm always landing in Cinematic ways with it. Once you know how to gage it's nose, it's a piece of cake.

  • @j.d.4697
    @j.d.4697 5 днів тому

    This gameplay is giving me hope for the future. 😍

  • @j.d.4697
    @j.d.4697 5 днів тому

    I wouldn't hate a 3D experience of World of Warships.

  • @Brenelael
    @Brenelael 5 днів тому

    I agree... Never leave your ship open unless you are right there and aware of everything going on around you. I actually was at Everus Harbor and I pulled out my MSR to fly to Arccorp. When I got to the Hanger I looked around and didn't see anything out of place so I opened my ship, went up the ramp but... I've gotten into the habit of doing a complete circle to the right at the top before I look at the door panel and I always position myself at the door control so I can see the ramp. Sure enough someone who was hiding in the hanger ran up the ramp right in front of me and tried to stand in the opposite corner in the bay hoping I would just turn and head for the elevator. I stood there and stared at them for a few seconds before I ran down the ramp closed it and went and stored the ship. They appeared at the Asop area almost instantly and immediately headed toward the hanger elevators to try again. This is not the first time someone tried to sneak on my ship so I'm aware of the tricks they use. Don't make it easy for them and close up your ship unless it's absolutely necessary to open it and make sure your head's on a swivel the whole time you have it open. Also never assume you are alone anywhere in the Verse.

  • @CB-io8oi
    @CB-io8oi 6 днів тому

    Some great footage here mate.

  • @prof4z296
    @prof4z296 7 днів тому

    MPUV - Personnel Module is the escape pod for the large military ships and is the same dimensions as the escape pod of the 890 Jump