G Save was on, figth to much in yaw instead of roll aim to pitch, to far away, thus stay close against heavy ships, do not use full Laser setup because the capacitor of the Horner is to low, try a mix and you can also place permanently damage once the shields are are up.
Have you tested this? None of these ships feel like they can outmaneuver other ships regardless of the class unless you’re in and interceptor appreciate your feedback.
You go in a ship with a better pitch rate, acceleration and lower hitbox against a ship with higher dps and health pool. Your only option was to take the fight to a smaller orbit as perfect as possible even if it ends up in small crossovers. And trust that your lower hitbox and higher maneuverability will channel the combat to a dps favorable to you, enough to compensate the difference in health pool.
@@XComanceX that is super interesting and it would have made sense in the old flight model in this flight model if the person flies decoupled it is very hard to keep their nose off of me but definitely keep this in mind for the future and I need to test it morethank you
Looked like he was using mass drivers in precision based on the time between shots and how hard they hit. That means anything out past 1km is his territory. Even though you aren't using scatterguns, it would have helped a lot in this fight if you kept distance like you were. He was also using missiles with an em lock mechanic, so flares would be almost useless. Should have used noise instead. This would have also broken his lock on you and made you harder to hit without target assistance from lock and gave you a chance to jump into close range again.
I see what he did....you burned him in the beginning then he went into VTOL. He strafed up and pointed his nose down to get a larger angle of deflection also pushing him away from you giving him time to get shields back and launch missiles. Since flares are kinda broken you couldn't get them off you. when you pushed through to get your shields back he had to go out of VTOL to follow that was when you burned his shields but you already lost most of your guns and were too damaged to win the fight.
@@damaddmann to be honest I think he was using the Banu defender singe weapon...looked like he was charging them to hit you with...those things travel at 3k m/s and I think half of it go through shields...I could be wrong though.
@@GAT_Buboyog do you know what I think you’re right I saw a video on that whatever those weapons was. It was dropping my shield way faster than normal. I’m pretty versed in PVP exchanges. I need to get those weapons.
@@damaddmann They only come in size 3...they don't sell the size 2 or 1's yet and you need the banu defender. I think some people in the org that that ship...I might get it for my cutty blue LOL
I have done PvP for a few years now (check my channel for proof). There are some things to mention here: knowledge is power. You are flying an F7A MKII against a Cutlass Blue. The Cutty has significantly less turn rate, its guns do less damage (because its 4xSize 3) than yours, it has a truckload of missiles (up to 48 Size 1), is more tanky, less manouverable, a bigger target and has a dampener which can disable your ability to use quantum or nav mode. Furthermore, on his first shot you gain the information he is using mass drivers, which travel very fast (3000-5000 m/s, your guns travel 1400m/s) but their aim assist got nerfed harshly during the 3.23 ptu cycle, making them hard to aim, especially for targets moving a lot up close. What does that all mean for you? Less turn rate means you are able to outturn/turnfight, but only if you are close enough. The further you are, the less difference turn rate makes. This is a reason to push close and a reason for him to keep you at distance. More guns means you can outdps easier, but only if the target is not more tanky and you are hitting your shots. Missiles are very important to consider because they only work at a distance (depends on size, generally they can't be fired if you are closer than about 1km. Size 1 task force can still be fired at 750m). If he wanted to missile spam you from a distance you would not have enough flares to avoid all of the possible 48 missiles. This is one more reason to push and keep close. If he is bigger than you are you can hit him easier from a distance than he can hit you. This means you can kite on range - but only if we don't consider the other things mentioned. Less manouverable than you means you can decide the fighting distance more easily than he can. The mass drivers are one more reason to push close. They are hard to aim if you move around a lot but do a ton of damage once they hit. You can listen to the audio clue when they are charged and about to fire. tldr: In this fight you should have pushed close (100-200m) all the time while abusing your higher turn rate. Change your direction when you notice he is about to fire. Try to get behind him/avoid his nose through the turn fight. There is more to say but post is long enough :)
G Save was on, figth to much in yaw instead of roll aim to pitch, to far away, thus stay close against heavy ships, do not use full Laser setup because the capacitor of the Horner is to low, try a mix and you can also place permanently damage once the shields are are up.
For my taste, you have stayed too long static at the range of his weapons.
You have to take advantage of the greater maneuverability of your ship.
Have you tested this? None of these ships feel like they can outmaneuver other ships regardless of the class unless you’re in and interceptor appreciate your feedback.
You go in a ship with a better pitch rate, acceleration and lower hitbox against a ship with higher dps and health pool.
Your only option was to take the fight to a smaller orbit as perfect as possible even if it ends up in small crossovers.
And trust that your lower hitbox and higher maneuverability will channel the combat to a dps favorable to you, enough to compensate the difference in health pool.
@@XComanceX that is super interesting and it would have made sense in the old flight model in this flight model if the person flies decoupled it is very hard to keep their nose off of me but definitely keep this in mind for the future and I need to test it morethank you
@@damaddmann th-cam.com/video/ASq0mIi5ZM8/w-d-xo.htmlsi=uvy6d6FaDNUrsDqy
Looked like he was using mass drivers in precision based on the time between shots and how hard they hit. That means anything out past 1km is his territory. Even though you aren't using scatterguns, it would have helped a lot in this fight if you kept distance like you were. He was also using missiles with an em lock mechanic, so flares would be almost useless. Should have used noise instead. This would have also broken his lock on you and made you harder to hit without target assistance from lock and gave you a chance to jump into close range again.
Damn, so I got out class and never sent other word
Is there a rear firing missile countermeasure that locks on to a enemy on your six ?
you got outclass.
I see what he did....you burned him in the beginning then he went into VTOL. He strafed up and pointed his nose down to get a larger angle of deflection also pushing him away from you giving him time to get shields back and launch missiles. Since flares are kinda broken you couldn't get them off you. when you pushed through to get your shields back he had to go out of VTOL to follow that was when you burned his shields but you already lost most of your guns and were too damaged to win the fight.
Man, this is a pretty good idea of what happened. I was kind of lost. Could you tell what weapons he was running?
I think he was also targeting sub targeting my guns. I’ve never had my gun shut off so easy but then again it could be the turret of the F7.A
@@damaddmann to be honest I think he was using the Banu defender singe weapon...looked like he was charging them to hit you with...those things travel at 3k m/s and I think half of it go through shields...I could be wrong though.
@@GAT_Buboyog do you know what I think you’re right I saw a video on that whatever those weapons was. It was dropping my shield way faster than normal. I’m pretty versed in PVP exchanges. I need to get those weapons.
@@damaddmann They only come in size 3...they don't sell the size 2 or 1's yet and you need the banu defender. I think some people in the org that that ship...I might get it for my cutty blue LOL
I have done PvP for a few years now (check my channel for proof). There are some things to mention here: knowledge is power. You are flying an F7A MKII against a Cutlass Blue. The Cutty has significantly less turn rate, its guns do less damage (because its 4xSize 3) than yours, it has a truckload of missiles (up to 48 Size 1), is more tanky, less manouverable, a bigger target and has a dampener which can disable your ability to use quantum or nav mode. Furthermore, on his first shot you gain the information he is using mass drivers, which travel very fast (3000-5000 m/s, your guns travel 1400m/s) but their aim assist got nerfed harshly during the 3.23 ptu cycle, making them hard to aim, especially for targets moving a lot up close.
What does that all mean for you?
Less turn rate means you are able to outturn/turnfight, but only if you are close enough. The further you are, the less difference turn rate makes. This is a reason to push close and a reason for him to keep you at distance. More guns means you can outdps easier, but only if the target is not more tanky and you are hitting your shots. Missiles are very important to consider because they only work at a distance (depends on size, generally they can't be fired if you are closer than about 1km. Size 1 task force can still be fired at 750m). If he wanted to missile spam you from a distance you would not have enough flares to avoid all of the possible 48 missiles. This is one more reason to push and keep close.
If he is bigger than you are you can hit him easier from a distance than he can hit you. This means you can kite on range - but only if we don't consider the other things mentioned.
Less manouverable than you means you can decide the fighting distance more easily than he can.
The mass drivers are one more reason to push close. They are hard to aim if you move around a lot but do a ton of damage once they hit. You can listen to the audio clue when they are charged and about to fire.
tldr: In this fight you should have pushed close (100-200m) all the time while abusing your higher turn rate. Change your direction when you notice he is about to fire. Try to get behind him/avoid his nose through the turn fight.
There is more to say but post is long enough :)