Turning in atmo, in all F7 ships requires you to properly bank and apply thrust. You also need to be decoupled. Doing this will stop the nose from swinging wildly... The swinging it due to the strafing thruster ls placement. In coupled mode, when you attempt to turn the automated system can get very confused from the aerodynamic interaction of atmosphere. Decouple and it shouldnt be a problem if you actually know how to stablize and bank properly.
I'm a little partial to the Mk1. Something about the nose and design I'm just used to. The size 4 wing guns on the Mk2 look ridiculously large, it reminds me of a Gundam or something, not a Star Citizen ship. It makes me worried about power creep, and how balanced things will be in the end. I really hope in the end the Mk1 is just as useful as the Mk2 and F7A.
Once the centercap modules are actually functional, and the super hornet ball turret is no longer outside of the super hornet (and maybe thr mk2) they will have their place. I can imagine the tracker hornet being particularly useful.
According to game files (and DPS Calculator) both the F7A and F7A Mk2 versions can change their turrets, they just can't put the cargo module on it yet. We'll have to see if that changes once they are fully released, and Lore-wise, maybe they can't. Of course, the actual ships in the patch right now may have them fixed but theoretically they should be changeable. There's a little too much uncertainty to confirm that yet. If you meant the F8A Lightning, that I don't know, but it wasn't discussed in this video.
Both the Frostbite and Ironscale applies to all f7 mk2 variants, meaning both the a and c. It specifies as much in the item description. There is a paint, the Simoon, that is for the f7a mk2 only. And it says as much.
I don't like the idea of variant-locked skins. If anything, CIG should (eventually, low-pri) make all Hornet skins applicable to any model F7 (mkI, mkII, A, C...)
Bro, I have been following you for a few months now….. always thought the name was Seamaster, until today when I actually paid attention … that’s my bad
Maverick had a RIO so needs a Super Hornet variant, also this is in the group of ships that looks a bit cartoonish silly with disproportionate sized weapons.
Turning in atmo, in all F7 ships requires you to properly bank and apply thrust. You also need to be decoupled. Doing this will stop the nose from swinging wildly...
The swinging it due to the strafing thruster ls placement. In coupled mode, when you attempt to turn the automated system can get very confused from the aerodynamic interaction of atmosphere.
Decouple and it shouldnt be a problem if you actually know how to stablize and bank properly.
I'm a little partial to the Mk1. Something about the nose and design I'm just used to. The size 4 wing guns on the Mk2 look ridiculously large, it reminds me of a Gundam or something, not a Star Citizen ship. It makes me worried about power creep, and how balanced things will be in the end. I really hope in the end the Mk1 is just as useful as the Mk2 and F7A.
Once the centercap modules are actually functional, and the super hornet ball turret is no longer outside of the super hornet (and maybe thr mk2) they will have their place. I can imagine the tracker hornet being particularly useful.
And I can imagine after they actually fix the thruster bug they'll still make the mk1 faster in a straight line than other ships of its class
I'm really interested to see what they do with the Mk I. I feel they need to keep it viable and not make it obsolete when compared to the Mk II.
I’m hoping the make it better in a straight line and have more hp. The mk2 should e better, but there should still be a reason for the mk1s
With 3x AD4B and tarantula 870, you can destroy hammerhead with ease. Its a DPS beast
I'll have to try that!!
MKII is tuned for MM in 3.23, so the atmo issue is likely stay as in MM you are locked to scm
That makes sense!
Also, just decouple and a lot of the wiggle is reduced... actually bank and apply proper maneuvers to your flight and you don't wiggle at all
New info, looks like default guns on the F7C Mk 2 in Patch 3.23 are now ballistic repeaters.
Next patch i want to try if I cam move the caps with the multi tool without putting it in the vehicle loadout and see if they fit inside the mark 2
That would be a good test. Especially if you can move the cargo module between ships.
The F8A cannot change the ball turret, it is permanently installed. The C variant can do that.
This difference should be mentioned.
According to game files (and DPS Calculator) both the F7A and F7A Mk2 versions can change their turrets, they just can't put the cargo module on it yet. We'll have to see if that changes once they are fully released, and Lore-wise, maybe they can't. Of course, the actual ships in the patch right now may have them fixed but theoretically they should be changeable. There's a little too much uncertainty to confirm that yet. If you meant the F8A Lightning, that I don't know, but it wasn't discussed in this video.
Other than the stealth from the ghost and the additional tracking og the Ftc m mk1 ..
But 40% stealth is nice
They should make an LX, DX, EX, and EX-L trim packages
are you sure you lose the cargo module? Im pretty sure it's just un-equipped and put into your vehicle load out manager? I was able to re-equip mine.
When equipping a turret there, the cargo module disappeared and I couldn't re-equip it, but maybe CIG has fixed that issue since.
Bring on the F8A and the T8A i neeed it sooo baddd!
Where are components located, I can't find them? It supposed to be gold standard ship.
Good question, I'll go check.
does that mean that the mk2 paints wont work on the f7a?
Most likely the Mark 2 F7A Paints won't work on Mark 1 ships, although I don't have a Mark 1 F7A to test.
Both the Frostbite and Ironscale applies to all f7 mk2 variants, meaning both the a and c. It specifies as much in the item description.
There is a paint, the Simoon, that is for the f7a mk2 only. And it says as much.
None of them work on the mk1 ships. They are not mk1 paints.
I don't like the idea of variant-locked skins. If anything, CIG should (eventually, low-pri) make all Hornet skins applicable to any model F7 (mkI, mkII, A, C...)
Bro, I have been following you for a few months now….. always thought the name was Seamaster, until today when I actually paid attention … that’s my bad
Thanks! Although that's not a bad name, sadly I know nothing of the sea.
Maverick had a RIO so needs a Super Hornet variant, also this is in the group of ships that looks a bit cartoonish silly with disproportionate sized weapons.
I agree, the Size 4 guns look gigantic on the Mark 2's.