I learned basics in ED, where some guy had a playlist of exercises like the one you had with the pad. I imported what I remembered to SC and have had a good go with it. This demonstration, on the landing pad, drove home the first half of your explanation a lot easier. I personally have found it easier to translate stationary practice into moving objects more intuitively.
Good vid Commander. I would love to see a weapons fire off mode (dry fire mide). That would allow more practice for anyone (without wasting time with respawns). This mode would benefit every player in the game. (And SHOULD be just as simple for CIG to implement.) o7
What overlay is that? I was looking for something for my dual TM to put on my videos! Thanks for explaining the 45! Im glad you called out my mistake. I've been boosting too much when turning or brake way too late. Its hard with desync but this was helpful. If you can check out my wing man training video and you can see how i was making these mistakes!
it seem like when you your right joystick toward you, the nose go down, is it how you set it up ? Is it more confortable that way ? i'm getting used to my hosas and don't know wick i really prefer, currently pulling on the right stick make my nose goes up, kinda like a plane.
I just became aware of just how severely handicapped my piloting ceiling is using a keyboard that only allows 2 inputs concurrently... I guess I have to get some sticks
MnK has some pretty glaring advantages in comparison to sticks. Its all a trade off and will boil down to how YOU want to fly. I am a bit partial to sticks tho ngl.
@@GenesisDG Yeah I was thinking about it after the fact and I could realistically get a proper gaming keyboard that can have more concurrent inputs and pressure sensitive keys and I bet precision flying is still quite attainable. You are somewhat limited by only having 2 concurrent inputs on the bargain basement keyboards.
@@adamconner9302 which ever route you go, make sure you simply enjoy it. That will always be the better choice. I would recommend a set of pedals as well though. That will be such a ridiculous game changer for you. Test it out with some Walmart racing pedals and see if you like it!
I wish we could still do moves like this in 3.23 / 3.24. For those in the past, I am from Star Citizen future. Ship to ship fighting goes to shit with something called Master Modes. Essentially we get awkwardly forced into flying 3 Dof rather than the 6 Dof we've been used to having. Strafing is now nerfed into the ground. You have a combat mode now that forces you to fly at scm speeds at all times til you switch to nav mode which turns guns and shields off but gives you your full range of speed and it isn't an instant change either. It can take like 4 or 5 painful seconds to fire up nav mode. Combat has become so slow and boring and there were even talks of nerfing boost speeds to an already slow ass combat flying mechanic. Man I miss the pre 3.23 days. Fuck MMs. Not M&Ms though, I like those :p
I hate the 45. It's dumb. Makes all other angles essentially useless. Wish they would adjust the additive x-y inputs in general. As is it feels like a 90s game. Poor design.
it's a little concerning how good people are getting at this.. having to deal with leet pilots all over the place will probably be what pushes most people away from this as the game gets more fleshed out.
The pvp community has been screaming for a while for everyone to "get ready". The people at Liberty Reapers, Avenger Squadron and many others are all 200% willing to take the time and help people learn the very basics (and more!) of defending yourself out in the Persistent Universe. Winters even helped me the day I got my sticks where I was just lurking watching them fly. The pvp community is really an amazing bunch of pilots who DON'T want everyone caught with their pants down. Barring joining the discords (which I HIGHLY HIGHLY recommend simply from how nice everyone is), these pilots are putting videos out to further the effort to help people learn a bit more about what the future is going to hopefully turn in to and how to fight against it. I personally don't think people will be pushed away from what Star Citizen is becoming. Look at the scale of the current playable area is right now. The size of the planets alone are pretty girthy and we only have 100...110ish player server caps. If you truly wanted to not see another pilot outside of refueling at stations or major cities, you could easily avoid those encounters. I'd even bet some of those new routes have yet to be found and plotted even here in the stanton system.
@@GenesisDG sure, but only a very small fraction of a percent of prospective players are paying attention to what the pvp community is saying. most will be caught with their pants down regardless, and with the tedious nature of how long it takes to go from your bed to being mission ready only to then be blown up by a pirate, especially if it's a small fighter against your fully crewed multi role ship, that will push away alot of people, unless star citizen finds some way to cut down on all the minutia. the vast majority of backers have put this game out of mind until it's in a more playable state, they don't prepare for it like it's their job.
@@johnwayne4911 I'm not sure about you but trying to take down a fully manned Connie, Deemer or any other ship with turrets is a tall order, a very tall order. Outside of your top tier pilots (which is a fraction of a fraction of the pvp community which is ALSO a very tiny fraction of the player base), its not happening. If this actually does happen, the fault of that loss is on the fully crewed ship. Turrets have absurd auto aim and are designed specifically to ward of light/medium/heavy fighters as they cover all (maybe not all but quite a lot) your blind spots. Not only do the larger ship have (armor eventually) beefer shields, higher HP hull but MONSTERSLY superior fire power. Their only real weakness is their movement (strafe, accel/decel) but even that can be mitigated in the current hyper-kite meta by simply driving in reverse. This forces the light fighter to either disengage or fight inside your cone which means he's a goner. Even still, you can just QT away in the current sandbox. Thankfully mastermodes will fix this. I 110% agree that a player just getting off a planet takes a decent amount of time. However, I feel like this is another justification for learning other aspects of the game . To not (in my opinion) is akin to only playing Disk 1 thru 3 of Final Fantasy 7 and never starting disk 4. Alas, there are indeed an untold amount of players who simply enjoy other game loops and thats absolutely ok. But those players also have to understand that pvp/pirating is going to be a lot more common come 3.18 than before. But we are just going to have to wait and see what CIG does with future updates as things could wildly change yet again. Sorry for the long read my friend. I do tend to get a bit "ranty" when I'm tired XD
@@GenesisDG 100% agree with everything you said, being a long ish time player only now delving into more pvp content. Its stressful for sure, but getting that 1% in every day is really good.
I laughed pretty good at the cut scene after the explosion.
Great job explaining.
I finally realised that I can (and have to) strafe backwards sometimes.
5:17 platform drill is awesome.
I love the speed and joystick indicators. Your videos are awesome.
Damn, JW killing it with the content. This is sick
I learned basics in ED, where some guy had a playlist of exercises like the one you had with the pad. I imported what I remembered to SC and have had a good go with it. This demonstration, on the landing pad, drove home the first half of your explanation a lot easier. I personally have found it easier to translate stationary practice into moving objects more intuitively.
I'm having flashbacks to the countless hours I spent following the rotation of the orbis station at a constant distance. But it was worth it! :D
Great video. I don't generally try to work on this enough.
Great info, my Ace @Johnathan Winters! I need to make time review your other great videos and grateful to have this added among them! 💯
Great guide and drills!
Quality. Thanks.
Oh yeah, this is gonna be great.
Your videos are so educational!! Thank you thank you.
Good vid Commander. I would love to see a weapons fire off mode (dry fire mide). That would allow more practice for anyone (without wasting time with respawns). This mode would benefit every player in the game. (And SHOULD be just as simple for CIG to implement.) o7
Only use one gun in AC :)
splendid explanation!
This is amazing. Thank you!
Good stuff Johnathan. Quality video and drill
Hey Jonathan love your videos. Are these maneuvers possible using coupled mode? Or do you recommend only flying in decoupled for these dogfights?
It's possible coupled, more straineous though imo.
Great content. Thanks!
Where are those platforms to practice exactly? What does "free flight" mean? Somewhere in Arena Commander?
Yes
Good stuff man
What overlay is that? I was looking for something for my dual TM to put on my videos! Thanks for explaining the 45! Im glad you called out my mistake. I've been boosting too much when turning or brake way too late. Its hard with desync but this was helpful. If you can check out my wing man training video and you can see how i was making these mistakes!
th-cam.com/video/VLS8i82CiNk/w-d-xo.html
I'm trying to decipher how much of this will apply in upcoming master modes
platform drill @6:00
Awesome video bro
Is any of this possible with mouse and keyboard?
Decoupled, Yes.
it seem like when you your right joystick toward you, the nose go down, is it how you set it up ? Is it more confortable that way ? i'm getting used to my hosas and don't know wick i really prefer, currently pulling on the right stick make my nose goes up, kinda like a plane.
I play inverted, I invert it on the viewer just to make it easier to follow.
@@JohnathanWinters Oh, so the yaw too is inverted on the viewer, or going left on the yaw really make your ship go left ?
@@madeizo No only pitch.
@@JohnathanWinters Thanks
got a hotas setup, do you think i need a double stick setup do do that kind of stuff?
No, doable with hotas, but you have to remap your strafes and thrust to hat switches, the hotas lever itself is not good for combat.
Do you fly decoupled in atmos?
I toggle, but yeah for the most part.
I’m a precious video you said you prefer coupled mode but this video looks all decoupled. Have you changed your preference?
I've always preferred decouple
how do you stop without spacebrake?
Check my basic maneuvering guide, has the msr as the thumbnail.
Favorite part of the video is when magic crashed into the pad, lol.
That was Gondor =P
@@JohnathanWinters oh, lol
Would it be better to start off with a heavier/slower ship?
Might help, the most important thing, is limiting your speed till you can control it.
Searching for the discord link
legend
I just became aware of just how severely handicapped my piloting ceiling is using a keyboard that only allows 2 inputs concurrently... I guess I have to get some sticks
You don't, Ako beats my ass, he's on mouse and keyboard.
MnK has some pretty glaring advantages in comparison to sticks. Its all a trade off and will boil down to how YOU want to fly. I am a bit partial to sticks tho ngl.
@@GenesisDG Yeah I was thinking about it after the fact and I could realistically get a proper gaming keyboard that can have more concurrent inputs and pressure sensitive keys and I bet precision flying is still quite attainable. You are somewhat limited by only having 2 concurrent inputs on the bargain basement keyboards.
@@adamconner9302 which ever route you go, make sure you simply enjoy it. That will always be the better choice.
I would recommend a set of pedals as well though. That will be such a ridiculous game changer for you. Test it out with some Walmart racing pedals and see if you like it!
I wish we could still do moves like this in 3.23 / 3.24. For those in the past, I am from Star Citizen future. Ship to ship fighting goes to shit with something called Master Modes. Essentially we get awkwardly forced into flying 3 Dof rather than the 6 Dof we've been used to having. Strafing is now nerfed into the ground. You have a combat mode now that forces you to fly at scm speeds at all times til you switch to nav mode which turns guns and shields off but gives you your full range of speed and it isn't an instant change either. It can take like 4 or 5 painful seconds to fire up nav mode. Combat has become so slow and boring and there were even talks of nerfing boost speeds to an already slow ass combat flying mechanic.
Man I miss the pre 3.23 days. Fuck MMs. Not M&Ms though, I like those :p
I wish the VV pro/retro were clearer on HMD
Vector is useless in combat, pip works as a vector indicator as well, just relative to the opponent.
lols and thank you
That landing pad doesn't stand a chance.
This is crazy hard with mk... lot of these moves are difficult with mk... seems stick is must
And that…. Is why I suck lol
I'd hate to be in a dogfight with you
i would help people to stop backstrafing instead all of this.. lol
6th!
I hate the 45. It's dumb. Makes all other angles essentially useless. Wish they would adjust the additive x-y inputs in general. As is it feels like a 90s game. Poor design.
They are not useless, it's all relative to what you are trying to do. Knife fighting requires the use of every single angle.
@@JohnathanWinters x + y > x or y
@@scotscottscottt not always, in knife fight. Sometimes 0 is best, into a single y or x.
Hey was wondering if you could do a video on joy stick cuves and saturation
I plan on it.
awesome, whats the software that shows joystick inputs?
It's a website, a.teall.info I have a video on it.
it's a little concerning how good people are getting at this.. having to deal with leet pilots all over the place will probably be what pushes most people away from this as the game gets more fleshed out.
The pvp community has been screaming for a while for everyone to "get ready". The people at Liberty Reapers, Avenger Squadron and many others are all 200% willing to take the time and help people learn the very basics (and more!) of defending yourself out in the Persistent Universe. Winters even helped me the day I got my sticks where I was just lurking watching them fly. The pvp community is really an amazing bunch of pilots who DON'T want everyone caught with their pants down. Barring joining the discords (which I HIGHLY HIGHLY recommend simply from how nice everyone is), these pilots are putting videos out to further the effort to help people learn a bit more about what the future is going to hopefully turn in to and how to fight against it.
I personally don't think people will be pushed away from what Star Citizen is becoming. Look at the scale of the current playable area is right now. The size of the planets alone are pretty girthy and we only have 100...110ish player server caps. If you truly wanted to not see another pilot outside of refueling at stations or major cities, you could easily avoid those encounters. I'd even bet some of those new routes have yet to be found and plotted even here in the stanton system.
@@GenesisDG sure, but only a very small fraction of a percent of prospective players are paying attention to what the pvp community is saying. most will be caught with their pants down regardless, and with the tedious nature of how long it takes to go from your bed to being mission ready only to then be blown up by a pirate, especially if it's a small fighter against your fully crewed multi role ship, that will push away alot of people, unless star citizen finds some way to cut down on all the minutia.
the vast majority of backers have put this game out of mind until it's in a more playable state, they don't prepare for it like it's their job.
@@johnwayne4911 I'm not sure about you but trying to take down a fully manned Connie, Deemer or any other ship with turrets is a tall order, a very tall order. Outside of your top tier pilots (which is a fraction of a fraction of the pvp community which is ALSO a very tiny fraction of the player base), its not happening. If this actually does happen, the fault of that loss is on the fully crewed ship. Turrets have absurd auto aim and are designed specifically to ward of light/medium/heavy fighters as they cover all (maybe not all but quite a lot) your blind spots.
Not only do the larger ship have (armor eventually) beefer shields, higher HP hull but MONSTERSLY superior fire power. Their only real weakness is their movement (strafe, accel/decel) but even that can be mitigated in the current hyper-kite meta by simply driving in reverse. This forces the light fighter to either disengage or fight inside your cone which means he's a goner. Even still, you can just QT away in the current sandbox. Thankfully mastermodes will fix this.
I 110% agree that a player just getting off a planet takes a decent amount of time. However, I feel like this is another justification for learning other aspects of the game . To not (in my opinion) is akin to only playing Disk 1 thru 3 of Final Fantasy 7 and never starting disk 4.
Alas, there are indeed an untold amount of players who simply enjoy other game loops and thats absolutely ok. But those players also have to understand that pvp/pirating is going to be a lot more common come 3.18 than before. But we are just going to have to wait and see what CIG does with future updates as things could wildly change yet again.
Sorry for the long read my friend. I do tend to get a bit "ranty" when I'm tired XD
@@GenesisDG 100% agree with everything you said, being a long ish time player only now delving into more pvp content. Its stressful for sure, but getting that 1% in every day is really good.