I'm not sure if you are aware: you can pin ships. That way you'll get distance information but they don't know you're targeting them. Move your cross hair over a ship to highlight it and assign a number using alt-1, alt-2 or alt-3. That way the ship is saved - now you can use the assigned number to target / de-target. Useful to quickly check on a ship for a second and to prioritise targets when you're facing a group.
Thank you for your comments! Yes you can, but throughout this video I was just using passive radar detection where you can detect and target, the active radar detection (which you can detect but cannot target) is a bit hard to control and will make this video too complicated. And I already have pin number 1 to 3 set on my throttle.
2 things, first.. super jealous of your 2950 BiS eclipse skin... secondly.. IIRC when I was running my eclipse, I think that I got lower IR than that by suppressing overall IR inside the MFD, and powering down weapons and shields. I think the suppress overall IR puts extra pressure on your coolers, but I think it accomplishes the same result of you unequipping the redundant components.
Thank you! Yeah, for the suppress IR, I tested a few times in a few of my previous videos, every time I test that, it only reduces the number on your ship, when I was using another ship to detect the same ship, the IR was not reduced at all. So I am not sure that works as of right now.
Raven and Prowler are my favorite stealth ships, but I really like all of them. Even the Delta was very nice before 3.23, but the whole Mustang series generally got the same bad stats for no reason. The Delta used to be way more nimble, close to the Gladius.
You could mention in special prize category Aurora LN (exactly this version). With stripped components and weapons it has signatures IR 2900 and EM 1250 - lower than any specialized stealth ships )) Aurora is not much of a menace BUT - it still is a ship with QT drive AND it can transport passengers and some cargo (People even managed to stuck a Pulse intside of cabin). Wich makes Aurora LN interesting transport for covert ops.
Very good idea, thank you. The Aurora is not officially a stealth ship, but its signature is so low it definitely can be a stealthy ship. Will check that out.
11:36 "will make Eclipse quite useless" - actually there is almost no changes for PVE. Earlier it was possible to shoot torps from 3.3km stealth distance with 2.5km min lock range. Now it will be 5km distance due to encreased min lock range, still from stealth. So farming ERTs with 300$ ship is still available. As for PVP - it was almost impossible to hit anyone with locked torp anyway because people will start accelerate and use countermeasures the second they see the torp. Only by dumbfiring at close distance.
@@SpaceDad42 First - what is "torpedo" in space - a dumbfired rocket? Why even call it "torpedo", why make assumption how "space torpedo" should work "because it's torpedo"? Second - S9 in SC always were "homing missiles" de facto, just slow. It locks on target, it tracks target and meneuvers. As long as homing missile has enough speed, fuel (it has) and target moves in straight course - missile can eventually hit any small target.
"Sorry I got abit salty there. I need some candy" Yes cig needs to give us some candy instead of shoveling salt... Great to see my comment/idea got turned into a vid! Even if its not all ships. Still exactly what I wanted to see. A showdown of the method for stealth ships. ^_^
They realized that they painted themselves into a corner with the stealth ships. Instead of being clever about it they reverted back to their ham fisted technique of just making the ship you bought incapable of doing what you bought it for. They need to get off their ass and actually make the pathfinder ships capable of painting stealth ships for the fleet so long as the pathfinders remain stationary. They also need to make anti stealth missiles that actually use literal paint to apply a radioisotope marker directly to the ship that has to be removed via "repair". So there are solutions to this... but CIG keeps going with the lazy option for a quick fix. Not entirely a bad strategy when you have other things to work on... but the problem is that they never seem to come back to doing a proper treatment of these things.
When I first saw the stats for the Strife Massdrivers I tried a stealth approach with my Hawk, no success. But after seeing that removing componets reduces the IR signature, I tried again, and it actually works. It is even better with a Terrapin, since it can get an even lower IR signature and even when the cover gets blown it still can hold itself, though with only two Strifes it takes a lot longer. Wish the Hawk had 6 size 2s as it was advertised in concept.
Things to keep in mind for the Prowler, it is a stealth dropship, so you need to compare the other regular dropships like the valkerie and the vanguard hoplite to it. It's not going to be able to drop troops on top of the target undetected, but it is going to be able to be a lot closer when it is detected compared to the other two dropships. It is also considerably faster and more maneuverable than the other two. so it could close the gap of that 10km a lot faster to drop off and pick up troops. Hopefully when more stealth mechanics come online we can reduce the detection ranges of these ships even further.
Great video, 2 issues. You looked at all the ships as a fighter pilot. 1 The Prowler 10 km distance is the FIRST time it can be seen. And only if it is above the horizon. 2 You didnt try to strafe EMP an enemy. IE, can you go fast enough so when first detected, you can still EMP the target before it can get away? So 2 more videos, landing troops with a Prowler, and stealth EMPing targets. could be a lot of fun, or a lot of laughs.
Great suggestions thank you, the EMP for the raven is bugged, it hurts your own shield, so I won't be using that, but I do plan to do a drop ship video with the prowler soon, thanks for the suggestion.
I'd be curious to see how snub fighters stack up, especially since the Fury has 4 s2 slots. Someone could potentially field a fleet of sniper snubs, with waves of railgun fire popping distant targets.
@@cpt_foxyloxy that's really odd! You definitely wouldn't expect a snub ship with no qt drive to show up further away than a fully-fledged fighter. I wonder if it's a bug.
there is nothing to be fixed.. component specialisations are still just placeholders.. components are mostly the same until they are done with the basic question of how many of what a ship needs.. they are going to rebalance component counts for all ships with 4.0.. maybe after that got balanced they are willing to differenciate components into specialisations again..
Do u recommend talon or talon shrike? Its mainly for sneakin around, im very new. Leanin towards base talon for more weapon options since i can try size 3 gimbals too
An idea for a new "stealth" family video is to test the effect of your emissions on how effectively missiles can lock on and track the target. The reason your missiles against the Khartu-al didnt lock on well might be that staying outside of detection range also causes issues with em missile lockon vs their em signature.
It could also cause a bit of an issue using missiles vs small ships because the minimum locking distance will be very close to their emissions and give a smaller effective range (Goldilocks zone) for using missiles vs specific ships
Been following your work on this closely, and have been trying out the builds I can with the ships I have, the Mustang Delta seems the cheapest and highest DPS in the group making a great all rounder for Bounties until you need the torps of the Eclipse for the higher level ones. I followed your guide and noticed you might as well keep the shields and just turn them off when needed as removing them doesn't reduce the EM which remains the highest and you still end up with an EM of only 3432 (against 3212 if you remove the shields) which is still below the IR of 4350 so leaves you some shields to help if you get into a spot of bother. Biggest pain is trying to get rid of the Jericho Rockets as you can't remove the rocket pods I tried even taking out of armistice, unlocking ports and tractoring but tractor doesn't recognise them as components, hit them with tractor and you just drag the ship around. Firing off all the missiles and then turning them off in ship UI power settings is all you can do, but of course currently as you switch in and out of Nav mode they auto power back on.. GRR Keep up the great work Captain a lot of food for thought in your tests!
Yes indeed, I am just show some stealth numbers in this video from two extreme situations. So depends on the situation and the ship you can choose to keep shields on or not, and you can even just use one shield, coz some ships have two. Thank you for your comments!
I would really like to know the difference between the component classes. I am having trouble getting my IR as low as you did. But that may be the time involved to cold soak. But is there a difference between the A to C/D components
Does maneuvering like strafing and decelerating affect IR detection? I figure the RCS (thrusters) makes for a decent hotspot. It would make sense for a ship focused on stealth to cover its thrusters, maybe fly uncoupled and use the main rear thruster as much as possible for positioning so all the IR is thrown back
Your engine will add your EM, especially your afterburners, so in a way yes. And the angle you face your enemy will affect your cross section detection.
hello ,i have a question doesent 40 percent decrese of em signiture mean you should consider the 3000 em signiture as 0.6×3000=1800? Or we should just consider the 3000?
The 40% stealth reduction is already counted in the stealth numbers when you look at your ship HUD, so don't need to do anything to it just simple ready the signatures on your ship.
Been enjoying all these stealth videos, have you looked at the Origin M50 Interceptor? While it doesn't have the stealth tags, you can get well under 2k EM with a small cross section, just need to hide the IR signiture.
8^) stealthing JT is always fun. A lot of information here that was learned by actually playing the game through the years, many now have it spoon fed to them without the many deaths. Now all you have to do is master the art of dumb firing tobe a true Space Ninja. Good luck, 07.
I have been testing those stealth components, but the results are inconsistent, and there is no real balance to the stealth components yet, so I might not make a video for it, but I will test more see if I can find some consistency.
I think overall stealth needs some serious work but I also expect that stealth as it is now is not representative of how it will be in the future. Personally I love my Tervarin ships so the Talon series and the Prowler are my favourites although I intend to try out a Sabre once I've got enough cash ingame.
Thanks Foxy. I know the Terrapin isn't classed as a stealth ship but it is a scout ship and scouts need to be stealthy. As it only has 2x size 2 mounts and no missiles (but a ton of hull health), I would be curious about how it compares to the Razor EX, not just for when things go right but also for when things go wrong. No worries if you don't fancy doing this but as a Terrapin appreciator I had to ask. Thanks again 😁👍 (After a year of research into this crazy project we call Star Citizen, it was the Terrapin that gave me the final push to become a backer. I love that little ship!)
The Terrapin, my most beloved ship. I actually tried that. Removing the components gives you a small enough IR signal to not blow your cover when using Strife Massdrivers from max range. I did a few VLRTs, LRTs and MRTs, I went ok, took a while though, it is nice for the novelty factor. Hull As are surprisingly hard to take down, but after looking at the HP pool it is obvious why. On one occasion an NPC Mantis joined in and that blew my cover. A Tana and a Nomad concentrated their fire on me and ignored the Mantis, I still managed to take both down while tanking/evading the weapons fire with only small damage recieved. Three engines were down to 90%, one down to 75%, the front hull part was down to 80%. The nose turret is the most vulnerable part, it was down to 65%. Actually, I would use the Terrapin with shields and energy weapons in those BH missions, if I would use it again.
@@scribblescrabble3185 You have great taste! Thanks for the info. I actually got my Pirate Swarm badge in a maxed out Terrapin (military grade A plus NDBs for component splash damage) back when the AI wingmen were not working well, I was solo. She's such an overlooked ship. I'm just hoping that the changes (that need to happen with the game) don't diminish her value in the game. I would hate for her to become just a *special occasion* ship rather than my preferred daily driver. Whatever happens, she'll always be my favourite. Thanks again for the info. #TerrapinGang #Terrapin4life 😁👍
@@cpt_foxyloxy Thanks Foxy. I understand the dilemma, her stated purpose isn't in game yet. I appreciate the consideration though and please don't worry about it if nothing springs to mind right now. The idea may be like the Terrapin herself, it'll just appear from nowhere and surprise you. Thanks once more.✌😁👍
nice video, but did you forget the 40% detection range reduction, I think your results in the video multiplied by 60% is a more accurate result, also, you can reduce your heat in the heat management from the MFD, you can one click to reduce all heat sources or separately reduce weapons, thrusters, shields and power plants, so the ir signals for these ships can be lower than they are in the video, but I don't know if you remove a cooler will affect the ability to reduce the heat, if you didn't know that, maybe you can check it out
First of all the 40% stealth reduction is already considered into those emissions numbers you see on your ship HUD. And what you mean by reducing heat is the "Suppress IR" and if you watched my previous videos, I tested that multiple times, it doesn't really work. With one cooler, and no shield, and ballistic weapon, your ship heat is actually reduced.
I haven't tested if the detection range is signal volume multiplied by 60% or it has already been multiplied before it is shown, so I could be wrong, but from my personal pvp game experience, I can only detect a saber, for example, from about 2.5km away from a s1 radar, also if I am in a stealth ship and lock a player, I usually don't get a lock back around 2.5-3km, so it does feel like the highest single number multiple by 60% is the detection range. Also, thanks for reminding me, that "suppress over all ir " did not really work, I did test this in the earlier version of the game, at least it didn't work in the past
@@cpt_foxyloxy I don't think it was intentional. I just think whoever was handling the Hornets just copy pasted the stats across the board without realizing "Ghost" meant "Stealth".
Wonder what the reasoning is that installed components that are off generate.heat? Maybe they need some heating to stop them getting damaged? Thats how satellites work after all...
@@ThunderbirdAnthares Actually, this could be a great opportunity to rework explicitly marketed Stealth Components. Other components turned off will still emit some baseline EM and IR reflecting that they need to be kept warm and draw some power to remain functional. Stealth components will not only be able to be active with reduced signature, they will be also be able to maintain near-baseline or even baseline (Does NOT change the IR, EM, CS of the shi[p!) signature emission characteristic, depending on the brand, quality and condition of the stealth components.
honestly, the difference between the unequipped components and equipped (but turned off) is so small that it does not really matter. The missile lock range is more than enough for that difference.
It's a personal choice, I prefer unequip them, especially when I was dueling with the other firebird at JT, I actually had the stealth advantage, he fired a lot of missile at me, but I simply dodged them by flying out of the detection range which in 2.4km, but I can lock and fire missiles at him at over 3km and was able to get some hits on him, so that's the difference. Every meter counts.
@@cpt_foxyloxy enjoy it while you can.. soon you need all the coolers you can get or your ship overheats and malufunctions, or even gets damage because of increased wear/tear. and you need shields in pyro otherwise you get cooked by the solar flares..
missing fury skirmisher. 90% of its parts are stealth components till the fury XD releases with clocking module like the F17ghost, and last of the razor comparatives by miari. as its cross section is smaller then an ursa over, because it is smaller then an ursa rover ntm -2400ir/em where most of the stealth ships are ok at -4k ir/em. as that fury xd/ex stealth varrient with cloaking/anti tracking utility on rear with a blast shield and no missiles should be ultra stealthy! so defiantly looking to upgrade my 6 skirmishers to xd models when ever that is unveiled. the saber series are also really nice, however i cant see myself upgrading past the base model as long as the improved variants with the same hull design is forgetting 2s3 guns just because. as i would upgrade the base saber to a raven if not for this specific failure. the prowler is a good stealth drop ship, but idk there is something off about her and she just doesn't quite fit my liking for some reasons. seeming more like a halo troop drop ship. i wish origin/rsi would come out with a luxury/military stealth drop ship. as military vessels have added armor and shields ect. and something smaller as a size 2 aka small ship comparable to the picies c8x/c8r, but empire like with the transport folding wings and stealth would be cool. as fitting for the galaxy rear pad would be very nice. because tho the prowler is really cool, she is just a little bigger then i would hope to have for this roll purpose. and i know this is as of for 3.23.1/2... but i really wish that by time galaxy releases we could have some S4 large stealth components. as i think the galaxy would be a perfect canadate for a large stealth craft. considering the engines are recessed like the eclipse and razor. as it would be really cool to have a bispoke option to replace the 3rd belly turret mount with a large signal disrupter like the f17ghost small cloaking unit. as i would gladly sacrifice 2s6 guns if it meant i could modify a galaxy large signature to report or appear as something much smaller like a huricane or aries. and closing those missile and torpedo ranges to a sub 6km range. as smaller ships like the ghost and the fury xd could probably go completely undetected where computers cant even track the ship above 500-900meters. but it would be very cool if the galaxy had this also where it couldnt be tracked above 2200 or 4km range. but this is just a hope for future of stealth play. for when they start to improve mechanics and capabilities for what it is suppose to do.
It has more uses than ships like the Sen or Herald actually. It's a more than potent combat platform, nice weapon storage and personal storage, you can put an X1 or Pulse inside easily and it's nimble/stealthy for its weight class.
I think you should reason more like in reality. Stealth fighters are not smaller than normal fighter, but simply reflect radar waves differently. I think the same applies here, on one side some inactive missile that probably are made with signature reduction in mind, on the other side a big ew appliance, with probably effectiveness issues in giving it a more stealthy shape. At least that's how I justify it
@@janschmid281 active radar doesn't need target emission: ping is emitted by radar -> ping bounce on object -> radar evaluate target distance and dimension by various signal characteristics. Obviously the bigger the target surface stronger the signal. Em and IR does not get into equation
I always think the side CS value should be smaller. like maybe twice the front, but also depending on the ship. Top and bottom you are a kite and easier to see and hit thus I'd think the CS would be a bigger value.. Weird how they do that.
The issue I see by deactivating the components and switching on the power consumption to stealth modus is that when you need immediately activate your shields due to combat, you will run out of power… this costs you valuable time to stabilize your ship
Stop relying on shields. You only have to get to 2.5-3KM away and you will dissapear completely from their radar again and not be targetable and you can fire missiles from further than that. Turning on your shields is probably what is getting you targeted in the first place. Fire Missiles > Nav Mode Flight > Boost away at 1300 whilst the enemy AI are farting around at 150 trying to leave atmosphere. Half the time they turn Nav mode on themselves to chase you and disable their weapons and shields for the next missile 👍
The Ghost is not bugged, CIG lazily removed the stealth from it because it was virtually undetectable in dogfights with the old flight model. PvP needs balance, you know.
But if MM puts us closer up, with weapon ranges and such, why not fix it? It was still working up until 3.23 - My EM and IR never popped over 4k. I don't think they removed the stealth value, I think they just lazily copy-pasted the stats across the entire Hornet MKI range because "Well we'll fix it later when we do MM balance passes." Two patches into 3.23. Only balance we've seen is on the two ships they were pushing during ILW. (Firebird because new shiny, Tali because modularity.)
Foxy, it takes time for the components to cool down - it's not instant. When stealth used to matter it could be like 30 minutes for my ship to hit it's bottom line. Just give it a few minutes and it will drop considerably
Yes indeed, actually I found the MM actually mess up with stealth a bit, ever time you go back to SCM from NAV, you have to go through some EM cool down time.
11:58 "Caterpillar shooting my torpedo" -He actually shootin at you, because you opened from stealth )) Torpedo was simply blindshot because it was in the way. If you keep distance and stay in stealth - nothing alike will happen, Cat will just sit there passively until hit. Here is the difference with PVP - most single piloted ships will not able to shoot torp from small distance, because they react slow and have no time to turn. But AI turrets don't have this problem, they start shooting the moment you get into firirng distance.
@@SpaceDad42 No he wasn't. On video target was shooting exactly at him, parallel to torpedo course 11:58. He fired torpedo while he was in stealth it is true, but then he apparently continued to move forward and as soon he crossed 3.2km distance Cat opened fire in his direction destroying torpedo. Also I use Eclipse every day for bounty farming. Used it today. Don't tell me how AI targets react to it when I'm in stealth - they don't )) Also was helping to do Xenothreat Incursions yesterday, shot 3 HH while two other guys had mess with 19 AI fighters. No AI gave a sht about my torpedoes, they all hit.
I was in stealth range all the time and never got detected, and my first torp got shot down straight away, and then you can see my second torp was not aligned with my ship, it was way to my left, and the cat was clearly aiming and shooting at my torpedo not my ship, the third torp made it through and killed the starfarer, and then I was shooting my long range sniper at the cat, so never got detected. And our torps in this patch, in a decent server, will get shot down most of the time.
@@alexpetrov8871 AI abilities depend greatly on the server. They DO shoot at torpedos. The devs have shown this and I have seen this myself. Just like sometimes the bunker ai will stand there and do nothing while you dance around them and other times will light you up.
@@cpt_foxyloxy so most components from what I noticed do little difference. Other than speed/distance with it or a few extra hp based on shield grade. But people insist on asking for cash to get their specific components. But I don't mind being proven wrong.
Ok so here is the question if you remove all these component's then how do you plan to defend yourself because your Generator will not be able to hold its shield and fire a weapon at all you be lucky even if you can run away if you take hits. You also missed the A1 ship which is 100% stealth bomber.
stripping off components is personal choice and situations, for the firebird, it has enough speed to escape when detected, however, you got 24 missiles that can get some close as to lower than 3 km to fire at the enemy, that is a great advantage, especially when I was dueling with the other firebird, I was actually a lot stealthy then him and he wasn't able to fire at me at all. And as for A1, it is not a stealth bomber, it doesn't have the 40% stealth reduction
Wow. I dont understand why numbers are so baf for Razor Ex. Razor EX should be the stealthiest according to my logic. But it has more crossection then Firebird.
Cross section doesn’t really mean a whole lot unless you are flying your ship belly first. I’ve seen plenty of people park their Mirai on stations whilst trespassing and not getting targeted by npc ships or the station missile launchers.
The Razer EX is a space racer with an exterior designed to maximize flight performance and some stealth components, probably a bit of radar absorbing material (RAM). The Firebird is a stealth ship first and foremost, so it's shapes are designed in such a way so that they minimize cross section by scattering return signals as well as using RAM, possibly even different materials all together.
a lot of ships can be stealthy, but not officially stealth ship, the stealth ships I mean hear is when they officially have a 40% stealth reduction (which you can find this out on Erkul), and the stealth numbers are already deducted on your ship HUD
@@alexpetrov8871 He's tested it in multiple videos now, it lies to you when you hit that button. Your IR appears to drop but it doesn't actually drop - it's been like that for many years
@@Wakish0069 >it lies to you when you hit that button Not it doesn't, there are some glitches with indication and also some mess in Foxy videos too. I tested stealth since 3.23 in various conditions and ships. Supression really drop IR. Just as an example what I did recently at PTU 3.23.1: I landed FireBird at HDMS-Edmond, respawned myself at Everus and came with Corsair. Then checked radar detection distance from flying Corsair without IR supression on FB and with IR supression on FB. It works, period.
@@cpt_foxyloxy No, it's more of a raw numbers thing. Remember how in my stealth article I said stealth should be thought of in degrees (as opposed to absolutes)? Check spviewer. I think you'll be very interested by the unmodified emissions figures the Cutter puts out. At one point, it had a CS of just 1,032. Now I think its just
The number show it is indeed a stealthy ship, will definitely see what I can do with that, and maybe dedicate a video for that. Thank for the suggestion.
I feel like the Alien ships should get a actual cloaking field, and the Eclipse should have the highest stealth function. That poor Santok yai pilot must have been having a heart attack. Missiles sadly suck and should hit like a truck.
Drop offs like that may have an unseen poweful downward current. Basically you get close the edge and it sucks down with a force that you could never fight. You die. Never go near drop offs unless you are a professional with a team.
The Prowler is so bad, it can only drop fps players so to not let know that you have drop players you must drop them more than 10km away from the objectif or worst from the guarded area around the objectif (exemple in JT you will have other ship scouting km around JT), when you know in fps with full stuff it took approximately 3min/km in the best condition, that mean that if you really want to do stealth drop with this ship, the people you drop will have to run minimum for more than 30 min to join the objectif. It's fucking stupid and bad, i love this ship, i love his design but it absolutely dosent do the job so that's why i melted it...
I don't understand why so many people have trouble using the Eclipse properly. It was and still is my best money maker when it comes to bounties. It's the ultimate ERT farmer, even in this patch I have fired hundreds of torpedoes already, and hit rate is 99.99%. xD All you have to do is fire from range while undetected and it's a splash every time. I usually slow down just around 10km, let the enemies spawn and get the "neutralize" marker on your main target, and as soon as you can get both a visual AND audio "missile lock", you're free to release the torp, switch to the cinematic camera and enjoy the show.
It might just be a server thing, the things I heard from people is torps getting shot down 99% of the time, and for this video, 2 of my torps got shot down by a caterpillar, so if your torp was not shot down, it might just be a slow server, NPC is not quick to react.
@@cpt_foxyloxy I've played on both fast and slow servers, the issue is the torps will get shot down when you are detected by the NPCs, but if you remain out of detection range and fire the torp, they will simply remain static and won't move a muscle. xD
so is this epic ship completely useless for anything else and even still nerfed badly? i have thought to buy it for the longest time, its probably my favourite
I'm not sure if you are aware: you can pin ships. That way you'll get distance information but they don't know you're targeting them. Move your cross hair over a ship to highlight it and assign a number using alt-1, alt-2 or alt-3. That way the ship is saved - now you can use the assigned number to target / de-target. Useful to quickly check on a ship for a second and to prioritise targets when you're facing a group.
Thank you for your comments! Yes you can, but throughout this video I was just using passive radar detection where you can detect and target, the active radar detection (which you can detect but cannot target) is a bit hard to control and will make this video too complicated. And I already have pin number 1 to 3 set on my throttle.
If you are using Tobii try to disable the option Gaze Based Missile Lock. This option makes you lose missile lock if you look away from your target.
I did turn that missile gaze off, but yes I need to check that again, it might just be some wrong settings on my end. Thanks for reminding me
2 things, first.. super jealous of your 2950 BiS eclipse skin... secondly.. IIRC when I was running my eclipse, I think that I got lower IR than that by suppressing overall IR inside the MFD, and powering down weapons and shields. I think the suppress overall IR puts extra pressure on your coolers, but I think it accomplishes the same result of you unequipping the redundant components.
Thank you! Yeah, for the suppress IR, I tested a few times in a few of my previous videos, every time I test that, it only reduces the number on your ship, when I was using another ship to detect the same ship, the IR was not reduced at all. So I am not sure that works as of right now.
@@cpt_foxyloxythis was my experience too
Raven and Prowler are my favorite stealth ships, but I really like all of them. Even the Delta was very nice before 3.23, but the whole Mustang series generally got the same bad stats for no reason. The Delta used to be way more nimble, close to the Gladius.
You could mention in special prize category Aurora LN (exactly this version). With stripped components and weapons it has signatures IR 2900 and EM 1250 - lower than any specialized stealth ships )) Aurora is not much of a menace BUT - it still is a ship with QT drive AND it can transport passengers and some cargo (People even managed to stuck a Pulse intside of cabin). Wich makes Aurora LN interesting transport for covert ops.
Very good idea, thank you. The Aurora is not officially a stealth ship, but its signature is so low it definitely can be a stealthy ship. Will check that out.
Still love the Prowler.
…though there should be variants of it for carrying cargo, vehicle lift, recon, etc
Indeed
11:36 "will make Eclipse quite useless" - actually there is almost no changes for PVE. Earlier it was possible to shoot torps from 3.3km stealth distance with 2.5km min lock range. Now it will be 5km distance due to encreased min lock range, still from stealth. So farming ERTs with 300$ ship is still available.
As for PVP - it was almost impossible to hit anyone with locked torp anyway because people will start accelerate and use countermeasures the second they see the torp. Only by dumbfiring at close distance.
She can still do low attack angle ground bombing runs very effectively ;)
A torpedo should never have been able to hit a moving ship smaller than large/capital. I’m glad they can’t now.
@@SpaceDad42 First - what is "torpedo" in space - a dumbfired rocket? Why even call it "torpedo", why make assumption how "space torpedo" should work "because it's torpedo"?
Second - S9 in SC always were "homing missiles" de facto, just slow. It locks on target, it tracks target and meneuvers. As long as homing missile has enough speed, fuel (it has) and target moves in straight course - missile can eventually hit any small target.
"Sorry I got abit salty there. I need some candy" Yes cig needs to give us some candy instead of shoveling salt...
Great to see my comment/idea got turned into a vid! Even if its not all ships. Still exactly what I wanted to see. A showdown of the method for stealth ships. ^_^
They realized that they painted themselves into a corner with the stealth ships. Instead of being clever about it they reverted back to their ham fisted technique of just making the ship you bought incapable of doing what you bought it for.
They need to get off their ass and actually make the pathfinder ships capable of painting stealth ships for the fleet so long as the pathfinders remain stationary.
They also need to make anti stealth missiles that actually use literal paint to apply a radioisotope marker directly to the ship that has to be removed via "repair".
So there are solutions to this... but CIG keeps going with the lazy option for a quick fix.
Not entirely a bad strategy when you have other things to work on... but the problem is that they never seem to come back to doing a proper treatment of these things.
Thank you for the testing. Great job.
Thank you
When I first saw the stats for the Strife Massdrivers I tried a stealth approach with my Hawk, no success. But after seeing that removing componets reduces the IR signature, I tried again, and it actually works. It is even better with a Terrapin, since it can get an even lower IR signature and even when the cover gets blown it still can hold itself, though with only two Strifes it takes a lot longer.
Wish the Hawk had 6 size 2s as it was advertised in concept.
Nice test, and thanks for sharing!
@@cpt_foxyloxy btw. if you try out the Hawk, you have to remove the gimbals, the diffrence is significant, about 1100 a.u.
Great to see you doing some pvp using numbers... and with success. Informative and entertaining as always. Even more so with a little pvp added in!
I like your kind of scientific approach by questioning also dismantled vs only turned off ship components
Things to keep in mind for the Prowler, it is a stealth dropship, so you need to compare the other regular dropships like the valkerie and the vanguard hoplite to it.
It's not going to be able to drop troops on top of the target undetected, but it is going to be able to be a lot closer when it is detected compared to the other two dropships. It is also considerably faster and more maneuverable than the other two. so it could close the gap of that 10km a lot faster to drop off and pick up troops.
Hopefully when more stealth mechanics come online we can reduce the detection ranges of these ships even further.
Great points, and yes I plan to do a drop ship comparison, thanks for the comments.
Great video, 2 issues. You looked at all the ships as a fighter pilot. 1 The Prowler 10 km distance is the FIRST time it can be seen. And only if it is above the horizon. 2 You didnt try to strafe EMP an enemy. IE, can you go fast enough so when first detected, you can still EMP the target before it can get away?
So 2 more videos, landing troops with a Prowler, and stealth EMPing targets. could be a lot of fun, or a lot of laughs.
Great suggestions thank you, the EMP for the raven is bugged, it hurts your own shield, so I won't be using that, but I do plan to do a drop ship video with the prowler soon, thanks for the suggestion.
I'd be curious to see how snub fighters stack up, especially since the Fury has 4 s2 slots. Someone could potentially field a fleet of sniper snubs, with waves of railgun fire popping distant targets.
Tried this a few hours before I saw this vid in AC. Was disappointed. The IR was nearly 5k even with minimal components and railguns.
Yeah, I tried the Fury, but don't know why its signature is so relatively high compared with the size of the ship
@@cpt_foxyloxy that's really odd! You definitely wouldn't expect a snub ship with no qt drive to show up further away than a fully-fledged fighter. I wonder if it's a bug.
How does this work if you're using FULL Stealth Equipment A-Class??? Has CIG fixed stealth on equipment yet???
there is nothing to be fixed.. component specialisations are still just placeholders.. components are mostly the same until they are done with the basic question of how many of what a ship needs.. they are going to rebalance component counts for all ships with 4.0.. maybe after that got balanced they are willing to differenciate components into specialisations again..
@@FalconDS9 That’ll be nice whenever they go back to components being unique again. It’s been like 5 years or so.
Do u recommend talon or talon shrike? Its mainly for sneakin around, im very new. Leanin towards base talon for more weapon options since i can try size 3 gimbals too
An idea for a new "stealth" family video is to test the effect of your emissions on how effectively missiles can lock on and track the target.
The reason your missiles against the Khartu-al didnt lock on well might be that staying outside of detection range also causes issues with em missile lockon vs their em signature.
It will be helpful to know if using IR missiles vs ships with high IR matters, and likewise for EM and cross section
It could also cause a bit of an issue using missiles vs small ships because the minimum locking distance will be very close to their emissions and give a smaller effective range (Goldilocks zone) for using missiles vs specific ships
Such a wonderful idea, I am on it. Thank you!
Been following your work on this closely, and have been trying out the builds I can with the ships I have, the Mustang Delta seems the cheapest and highest DPS in the group making a great all rounder for Bounties until you need the torps of the Eclipse for the higher level ones. I followed your guide and noticed you might as well keep the shields and just turn them off when needed as removing them doesn't reduce the EM which remains the highest and you still end up with an EM of only 3432 (against 3212 if you remove the shields) which is still below the IR of 4350 so leaves you some shields to help if you get into a spot of bother. Biggest pain is trying to get rid of the Jericho Rockets as you can't remove the rocket pods I tried even taking out of armistice, unlocking ports and tractoring but tractor doesn't recognise them as components, hit them with tractor and you just drag the ship around. Firing off all the missiles and then turning them off in ship UI power settings is all you can do, but of course currently as you switch in and out of Nav mode they auto power back on.. GRR Keep up the great work Captain a lot of food for thought in your tests!
Yes indeed, I am just show some stealth numbers in this video from two extreme situations. So depends on the situation and the ship you can choose to keep shields on or not, and you can even just use one shield, coz some ships have two. Thank you for your comments!
Are there any non 'stealth' ships that have better numbers than these?
Great question, a video about that is just made, will be published soon
I would really like to know the difference between the component classes. I am having trouble getting my IR as low as you did. But that may be the time involved to cold soak. But is there a difference between the A to C/D components
Really great info thanks, what firebird paint are you rocking there ?
Thank!, The paints was an old polar paint for the sabre, but I think it is bugged, so the pattern looks very wired on the ship.
@@cpt_foxyloxy thank you sir
Prowler is my favorite design.
Not the greatest ship, but there is nothing else like it.
One of the things I noticed is a slight EM reduction if you get rid of the gimbal mounts on the Sabre. I didn't test this out with other things.
Nice point there, thanks
Does maneuvering like strafing and decelerating affect IR detection? I figure the RCS (thrusters) makes for a decent hotspot.
It would make sense for a ship focused on stealth to cover its thrusters, maybe fly uncoupled and use the main rear thruster as much as possible for positioning so all the IR is thrown back
Your engine will add your EM, especially your afterburners, so in a way yes. And the angle you face your enemy will affect your cross section detection.
hello ,i have a question doesent 40 percent decrese of em signiture mean you should consider the 3000 em signiture as 0.6×3000=1800? Or we should just consider the 3000?
The 40% stealth reduction is already counted in the stealth numbers when you look at your ship HUD, so don't need to do anything to it just simple ready the signatures on your ship.
@@cpt_foxyloxy
Thanks alot bro 🙏🙏🙏🙏🙏❤❤❤❤
Been enjoying all these stealth videos, have you looked at the Origin M50 Interceptor? While it doesn't have the stealth tags, you can get well under 2k EM with a small cross section, just need to hide the IR signiture.
Great suggestions, thank you! It will be in the following video.
8^) stealthing JT is always fun. A lot of information here that was learned by actually playing the game through the years, many now have it spoon fed to them without the many deaths. Now all you have to do is master the art of dumb firing tobe a true Space Ninja. Good luck, 07.
thanks for the comments o7 Cmdr
First🎉 thank you! Are you also going to test the stealth components?
Since patch 3.14 we don't have stealth components, it's just a name with no practical meaning.
I have been testing those stealth components, but the results are inconsistent, and there is no real balance to the stealth components yet, so I might not make a video for it, but I will test more see if I can find some consistency.
I think overall stealth needs some serious work but I also expect that stealth as it is now is not representative of how it will be in the future. Personally I love my Tervarin ships so the Talon series and the Prowler are my favourites although I intend to try out a Sabre once I've got enough cash ingame.
The base Sabre/Comet are in a very rough spot right now.
Thanks Foxy.
I know the Terrapin isn't classed as a stealth ship but it is a scout ship and scouts need to be stealthy. As it only has 2x size 2 mounts and no missiles (but a ton of hull health), I would be curious about how it compares to the Razor EX, not just for when things go right but also for when things go wrong.
No worries if you don't fancy doing this but as a Terrapin appreciator I had to ask.
Thanks again 😁👍
(After a year of research into this crazy project we call Star Citizen, it was the Terrapin that gave me the final push to become a backer. I love that little ship!)
The Terrapin, my most beloved ship.
I actually tried that. Removing the components gives you a small enough IR signal to not blow your cover when using Strife Massdrivers from max range. I did a few VLRTs, LRTs and MRTs, I went ok, took a while though, it is nice for the novelty factor. Hull As are surprisingly hard to take down, but after looking at the HP pool it is obvious why.
On one occasion an NPC Mantis joined in and that blew my cover. A Tana and a Nomad concentrated their fire on me and ignored the Mantis, I still managed to take both down while tanking/evading the weapons fire with only small damage recieved. Three engines were down to 90%, one down to 75%, the front hull part was down to 80%. The nose turret is the most vulnerable part, it was down to 65%.
Actually, I would use the Terrapin with shields and energy weapons in those BH missions, if I would use it again.
@@scribblescrabble3185 You have great taste! Thanks for the info.
I actually got my Pirate Swarm badge in a maxed out Terrapin (military grade A plus NDBs for component splash damage) back when the AI wingmen were not working well, I was solo.
She's such an overlooked ship. I'm just hoping that the changes (that need to happen with the game) don't diminish her value in the game. I would hate for her to become just a *special occasion* ship rather than my preferred daily driver. Whatever happens, she'll always be my favourite.
Thanks again for the info.
#TerrapinGang #Terrapin4life
😁👍
I don't know what to do with the Terrapin yet, but I will definitely make a video for you.
@@cpt_foxyloxy Thanks Foxy. I understand the dilemma, her stated purpose isn't in game yet. I appreciate the consideration though and please don't worry about it if nothing springs to mind right now. The idea may be like the Terrapin herself, it'll just appear from nowhere and surprise you. Thanks once more.✌😁👍
nice video, but did you forget the 40% detection range reduction, I think your results in the video multiplied by 60% is a more accurate result, also, you can reduce your heat in the heat management from the MFD, you can one click to reduce all heat sources or separately reduce weapons, thrusters, shields and power plants, so the ir signals for these ships can be lower than they are in the video, but I don't know if you remove a cooler will affect the ability to reduce the heat, if you didn't know that, maybe you can check it out
First of all the 40% stealth reduction is already considered into those emissions numbers you see on your ship HUD. And what you mean by reducing heat is the "Suppress IR" and if you watched my previous videos, I tested that multiple times, it doesn't really work. With one cooler, and no shield, and ballistic weapon, your ship heat is actually reduced.
I haven't tested if the detection range is signal volume multiplied by 60% or it has already been multiplied before it is shown, so I could be wrong, but from my personal pvp game experience, I can only detect a saber, for example, from about 2.5km away from a s1 radar, also if I am in a stealth ship and lock a player, I usually don't get a lock back around 2.5-3km, so it does feel like the highest single number multiple by 60% is the detection range. Also, thanks for reminding me, that "suppress over all ir " did not really work, I did test this in the earlier version of the game, at least it didn't work in the past
@@afafwbgfythykj1901that could be due to the radar size 1 and 2 equations.
F7 ghost was the best stealth ship until 3.22. They removed all its stealth capabilities, still think this is a bug.
Definitely intentional by CIG, but don't know why
@@cpt_foxyloxy I don't think it was intentional. I just think whoever was handling the Hornets just copy pasted the stats across the board without realizing "Ghost" meant "Stealth".
Wonder what the reasoning is that installed components that are off generate.heat? Maybe they need some heating to stop them getting damaged? Thats how satellites work after all...
i dont think there is a reason, more likely just doesnt work as intended
@@ThunderbirdAnthares Actually, this could be a great opportunity to rework explicitly marketed Stealth Components.
Other components turned off will still emit some baseline EM and IR reflecting that they need to be kept warm and draw some power to remain functional.
Stealth components will not only be able to be active with reduced signature, they will be also be able to maintain near-baseline or even baseline (Does NOT change the IR, EM, CS of the shi[p!) signature emission characteristic, depending on the brand, quality and condition of the stealth components.
I don't think that's the reason but it'd be pretty cool if they made it the reason.
honestly, the difference between the unequipped components and equipped (but turned off) is so small that it does not really matter. The missile lock range is more than enough for that difference.
It's a personal choice, I prefer unequip them, especially when I was dueling with the other firebird at JT, I actually had the stealth advantage, he fired a lot of missile at me, but I simply dodged them by flying out of the detection range which in 2.4km, but I can lock and fire missiles at him at over 3km and was able to get some hits on him, so that's the difference. Every meter counts.
@@cpt_foxyloxy enjoy it while you can.. soon you need all the coolers you can get or your ship overheats and malufunctions, or even gets damage because of increased wear/tear. and you need shields in pyro otherwise you get cooked by the solar flares..
Nice video !
missing fury skirmisher. 90% of its parts are stealth components till the fury XD releases with clocking module like the F17ghost, and last of the razor comparatives by miari. as its cross section is smaller then an ursa over, because it is smaller then an ursa rover ntm -2400ir/em where most of the stealth ships are ok at -4k ir/em. as that fury xd/ex stealth varrient with cloaking/anti tracking utility on rear with a blast shield and no missiles should be ultra stealthy! so defiantly looking to upgrade my 6 skirmishers to xd models when ever that is unveiled.
the saber series are also really nice, however i cant see myself upgrading past the base model as long as the improved variants with the same hull design is forgetting 2s3 guns just because. as i would upgrade the base saber to a raven if not for this specific failure.
the prowler is a good stealth drop ship, but idk there is something off about her and she just doesn't quite fit my liking for some reasons. seeming more like a halo troop drop ship. i wish origin/rsi would come out with a luxury/military stealth drop ship. as military vessels have added armor and shields ect. and something smaller as a size 2 aka small ship comparable to the picies c8x/c8r, but empire like with the transport folding wings and stealth would be cool. as fitting for the galaxy rear pad would be very nice. because tho the prowler is really cool, she is just a little bigger then i would hope to have for this roll purpose.
and i know this is as of for 3.23.1/2... but i really wish that by time galaxy releases we could have some S4 large stealth components. as i think the galaxy would be a perfect canadate for a large stealth craft. considering the engines are recessed like the eclipse and razor. as it would be really cool to have a bispoke option to replace the 3rd belly turret mount with a large signal disrupter like the f17ghost small cloaking unit. as i would gladly sacrifice 2s6 guns if it meant i could modify a galaxy large signature to report or appear as something much smaller like a huricane or aries. and closing those missile and torpedo ranges to a sub 6km range. as smaller ships like the ghost and the fury xd could probably go completely undetected where computers cant even track the ship above 500-900meters. but it would be very cool if the galaxy had this also where it couldnt be tracked above 2200 or 4km range. but this is just a hope for future of stealth play. for when they start to improve mechanics and capabilities for what it is suppose to do.
Prowler all the way... it just looks so much not like the usual space ship.
It NEEDS a use...
It has more uses than ships like the Sen or Herald actually. It's a more than potent combat platform, nice weapon storage and personal storage, you can put an X1 or Pulse inside easily and it's nimble/stealthy for its weight class.
How can the raven have more cs than the firebird? Its the same size and chassi.
Cuz of the EMP. I think it gives more signature than the rocket pod, and u can't take it out
@@arthurgl3267 as i saw the 2 side by side the emp and rocket pod have the dimesions, so CS should be the same.
I think you should reason more like in reality. Stealth fighters are not smaller than normal fighter, but simply reflect radar waves differently. I think the same applies here, on one side some inactive missile that probably are made with signature reduction in mind, on the other side a big ew appliance, with probably effectiveness issues in giving it a more stealthy shape. At least that's how I justify it
@@divaganto im talking about CROSSECTION not em or ir. If a ship has the same dimetions it should have the same CS emission
@@janschmid281 active radar doesn't need target emission: ping is emitted by radar -> ping bounce on object -> radar evaluate target distance and dimension by various signal characteristics. Obviously the bigger the target surface stronger the signal. Em and IR does not get into equation
I understand why the torp range is 5K. Took down the SF with one hit. Glad there is a fighting chance at that speed
good point, they used to one shot an HH
@@cpt_foxyloxy If we take into account other fighters attacking the HH, it will work like a charm in the heat of battle
I heard the aurora ln has less signature than the rest? Even with power on?
I saw that too, I am gonna check that ship out
We need a stealth Origin. "The best you can look without being seen!"
Why didnt you test the hornet ghost?
The ghost's stealth is bugged, or intentionally removed by CIG as of right now.
Question: if you are not detected and shot missiles, does the opponent get alerted of incoming missiles?
YES. So far I found only the size 9 they will be actively shooting, and the size 5 torp, they will not.
Is the Razor EX’s stealth fixed? It was bugged in 3.22.
I think it is fixed, I can use its stealth now.
@@cpt_foxyloxy Thanks! New question though: do stealth components actually do something after they reset all the stats on components?
Nice
I always think the side CS value should be smaller. like maybe twice the front, but also depending on the ship. Top and bottom you are a kite and easier to see and hit thus I'd think the CS would be a bigger value.. Weird how they do that.
Yeah, for real, some ships size CS is bigger, some top is bigger, some a lot of them don't make sense.
The issue I see by deactivating the components and switching on the power consumption to stealth modus is that when you need immediately activate your shields due to combat, you will run out of power… this costs you valuable time to stabilize your ship
just don't get hit
@@AsthmaQueen it’s not about getting hit only. With too less power the ship is not stable and you can’t steer your ship
@@muhlaka123 You can manually set how much power each component gets, including thrusters
@@Wakish0069 Usually I deactivate the components e.g. shields with hotkey then click on stealth power mode. Thx I will try it out
Stop relying on shields. You only have to get to 2.5-3KM away and you will dissapear completely from their radar again and not be targetable and you can fire missiles from further than that. Turning on your shields is probably what is getting you targeted in the first place. Fire Missiles > Nav Mode Flight > Boost away at 1300 whilst the enemy AI are farting around at 150 trying to leave atmosphere. Half the time they turn Nav mode on themselves to chase you and disable their weapons and shields for the next missile 👍
The Ghost is not bugged, CIG lazily removed the stealth from it because it was virtually undetectable in dogfights with the old flight model. PvP needs balance, you know.
figures.
But if MM puts us closer up, with weapon ranges and such, why not fix it? It was still working up until 3.23 - My EM and IR never popped over 4k. I don't think they removed the stealth value, I think they just lazily copy-pasted the stats across the entire Hornet MKI range because "Well we'll fix it later when we do MM balance passes."
Two patches into 3.23. Only balance we've seen is on the two ships they were pushing during ILW. (Firebird because new shiny, Tali because modularity.)
Foxy, it takes time for the components to cool down - it's not instant. When stealth used to matter it could be like 30 minutes for my ship to hit it's bottom line. Just give it a few minutes and it will drop considerably
Yes indeed, actually I found the MM actually mess up with stealth a bit, ever time you go back to SCM from NAV, you have to go through some EM cool down time.
11:58 "Caterpillar shooting my torpedo" -He actually shootin at you, because you opened from stealth )) Torpedo was simply blindshot because it was in the way. If you keep distance and stay in stealth - nothing alike will happen, Cat will just sit there passively until hit.
Here is the difference with PVP - most single piloted ships will not able to shoot torp from small distance, because they react slow and have no time to turn. But AI turrets don't have this problem, they start shooting the moment you get into firirng distance.
No, they do shoot torpedoes. He was outside of detection range.
@@SpaceDad42 No he wasn't. On video target was shooting exactly at him, parallel to torpedo course 11:58. He fired torpedo while he was in stealth it is true, but then he apparently continued to move forward and as soon he crossed 3.2km distance Cat opened fire in his direction destroying torpedo.
Also I use Eclipse every day for bounty farming. Used it today. Don't tell me how AI targets react to it when I'm in stealth - they don't ))
Also was helping to do Xenothreat Incursions yesterday, shot 3 HH while two other guys had mess with 19 AI fighters. No AI gave a sht about my torpedoes, they all hit.
I was in stealth range all the time and never got detected, and my first torp got shot down straight away, and then you can see my second torp was not aligned with my ship, it was way to my left, and the cat was clearly aiming and shooting at my torpedo not my ship, the third torp made it through and killed the starfarer, and then I was shooting my long range sniper at the cat, so never got detected. And our torps in this patch, in a decent server, will get shot down most of the time.
@@alexpetrov8871
AI abilities depend greatly on the server. They DO shoot at torpedos. The devs have shown this and I have seen this myself. Just like sometimes the bunker ai will stand there and do nothing while you dance around them and other times will light you up.
No shot they broke my ghost AGAIN. At least it’s not holes in the shield this time 😂
lol
Hmm do the different stealth components make a difference yet?
Not much, just the EM decay is faster with stealth component, but I am still hesitating is I should do a video on that or not
@@cpt_foxyloxy so most components from what I noticed do little difference. Other than speed/distance with it or a few extra hp based on shield grade. But people insist on asking for cash to get their specific components. But I don't mind being proven wrong.
Ok so here is the question if you remove all these component's then how do you plan to defend yourself because your Generator will not be able to hold its shield and fire a weapon at all you be lucky even if you can run away if you take hits.
You also missed the A1 ship which is 100% stealth bomber.
stripping off components is personal choice and situations, for the firebird, it has enough speed to escape when detected, however, you got 24 missiles that can get some close as to lower than 3 km to fire at the enemy, that is a great advantage, especially when I was dueling with the other firebird, I was actually a lot stealthy then him and he wasn't able to fire at me at all. And as for A1, it is not a stealth bomber, it doesn't have the 40% stealth reduction
@@cpt_foxyloxyI missed that it says combat not stealth for the a1
Nobody ever expects an 890J to sneak up behind them.
😆nobody can see that 890j, it is clocked.
Wow. I dont understand why numbers are so baf for Razor Ex. Razor EX should be the stealthiest according to my logic. But it has more crossection then Firebird.
Cross section doesn’t really mean a whole lot unless you are flying your ship belly first. I’ve seen plenty of people park their Mirai on stations whilst trespassing and not getting targeted by npc ships or the station missile launchers.
@@iKennectz ok. good to know, thanx. i am guessing how stealthy are snubs like Fury and P72 Arghimedes
The Razer EX is a space racer with an exterior designed to maximize flight performance and some stealth components, probably a bit of radar absorbing material (RAM). The Firebird is a stealth ship first and foremost, so it's shapes are designed in such a way so that they minimize cross section by scattering return signals as well as using RAM, possibly even different materials all together.
No avenger warlock?
So what makes a "Stealth Ship" as opposed to a normal ship with stealth components?
Stealth ships have a stealth modifier to them. Stealth components (which are currently normalized) will just have lower overall emissions
a lot of ships can be stealthy, but not officially stealth ship, the stealth ships I mean hear is when they officially have a 40% stealth reduction (which you can find this out on Erkul), and the stealth numbers are already deducted on your ship HUD
Thanks much appreciated! Subscribed great work on the videos 👍
What if you turn off modules and use IR Suppression button? o7
IR suppression doesn't actually work
@@Wakish0069 It actually works and drops somewhere near 10-15% of IR. He just didn't used it in this video.
@@alexpetrov8871 He's tested it in multiple videos now, it lies to you when you hit that button. Your IR appears to drop but it doesn't actually drop - it's been like that for many years
@@Wakish0069 >it lies to you when you hit that button
Not it doesn't, there are some glitches with indication and also some mess in Foxy videos too. I tested stealth since 3.23 in various conditions and ships. Supression really drop IR.
Just as an example what I did recently at PTU 3.23.1: I landed FireBird at HDMS-Edmond, respawned myself at Everus and came with Corsair. Then checked radar detection distance from flying Corsair without IR supression on FB and with IR supression on FB. It works, period.
@@alexpetrov8871 It has never worked, period. It's been tested
No hornet ghost???
It is currently bugged right now.
You're missing the Cutter... 😏
Wait, Drake Cutter has has 40% stealth reduction? which one, I keep checking the specs, couldn't find the stealth modifier.
@@cpt_foxyloxy No, it's more of a raw numbers thing. Remember how in my stealth article I said stealth should be thought of in degrees (as opposed to absolutes)? Check spviewer. I think you'll be very interested by the unmodified emissions figures the Cutter puts out. At one point, it had a CS of just 1,032. Now I think its just
The number show it is indeed a stealthy ship, will definitely see what I can do with that, and maybe dedicate a video for that. Thank for the suggestion.
I feel like the Alien ships should get a actual cloaking field, and the Eclipse should have the highest stealth function. That poor Santok yai pilot must have been having a heart attack. Missiles sadly suck and should hit like a truck.
Missles do hit really hard. The problem is they rarely hit.
Prpwler and strikes dive bomb without power.
Drop offs like that may have an unseen poweful downward current. Basically you get close the edge and it sucks down with a force that you could never fight. You die. Never go near drop offs unless you are a professional with a team.
Just turn on IR suppression...
Tested multiple time in my previous videos, it doesn't work
The Prowler is so bad, it can only drop fps players so to not let know that you have drop players you must drop them more than 10km away from the objectif or worst from the guarded area around the objectif (exemple in JT you will have other ship scouting km around JT), when you know in fps with full stuff it took approximately 3min/km in the best condition, that mean that if you really want to do stealth drop with this ship, the people you drop will have to run minimum for more than 30 min to join the objectif. It's fucking stupid and bad, i love this ship, i love his design but it absolutely dosent do the job so that's why i melted it...
where pulse
Dude missed the stealthy Terrapin.
It has no attack capability.
I am only consider the ship that has 40% stealth reduction as stealth ship, the Terrapin is stealthy yes, but it doesn't have the 40% reduction.
1:25 Anyone else kinda shit themselves a bit?
That was lucky.
I don't understand why so many people have trouble using the Eclipse properly. It was and still is my best money maker when it comes to bounties. It's the ultimate ERT farmer, even in this patch I have fired hundreds of torpedoes already, and hit rate is 99.99%. xD
All you have to do is fire from range while undetected and it's a splash every time. I usually slow down just around 10km, let the enemies spawn and get the "neutralize" marker on your main target, and as soon as you can get both a visual AND audio "missile lock", you're free to release the torp, switch to the cinematic camera and enjoy the show.
It might just be a server thing, the things I heard from people is torps getting shot down 99% of the time, and for this video, 2 of my torps got shot down by a caterpillar, so if your torp was not shot down, it might just be a slow server, NPC is not quick to react.
@@cpt_foxyloxy I've played on both fast and slow servers, the issue is the torps will get shot down when you are detected by the NPCs, but if you remain out of detection range and fire the torp, they will simply remain static and won't move a muscle. xD
so is this epic ship completely useless for anything else and even still nerfed badly?
i have thought to buy it for the longest time, its probably my favourite
@@barryr.9354 Wouldn't know, I stopped playing. The game is a mess. xD
@@Zagor24 prayers for darkest before dawn dreams
Noob, you should have had the kill with the Firebird.
o7
Why are you yelling so loud? ;-)
Try to reduce your volume a bit