Could you do testing with dumbfiring the missiles? (More useful for pvp) because they can't chaff to avoid the shots. Technique is to fly close in nav mode, then switch to missile mode fast and use the bottom of the crosshair to aim the dumfire missile while moving at max afterburner speed. Fire the missile at 1km away. This technique worked before master modes. I am curious if it still works today. For a more detailed guide look at avengerones old dumbfire missile tutorial on youtube
Graphics now for HUD icons are absolutely terrible. Torps can be quick and fast way to end bounties but that loop quickly becomes repetitive and rather dull experience. Of course not helped by the mindless MM and constant switching in and out.
You are not wrong in that perspective, but it is always good to know the best way to use a size-9 so when situation warrants it, you can be sure to bring some heavy hits
I don't even trust the audio for a lock. I wait until the targeting circle completely closes (gray circle) then I wait an additional second for the closed circle to turn red. Then fire. That seems to work 85% of the time
missile/torpedos and their new UI effects are so bad right now.. i realy dont like the target locking animation, its way too creative and movie effect like.. give me something thats fast and easy to understand, not distracting and working 100% of the time... same goes for the missile warning icon, way too big and distracting.. and that these weapons actually work should be priority over fancy effects...
Yeah, the new animation, especially while being bugged is a bit much. Just a very simple 'redbox' indicator that maybe shows up gray and turns red ( or slight variations depending on ship manufacturer) would get the job done in communicating a missile lock. Moreover, the animation should communicate with the server, like the voice prompt does in order to ensure the lock is genuine. Tbh I think it's fine to not really have incoming missile indicators and to just have the IR/EM/CS hostile missile symbol on screen or maybe just add "incoming missile" to those symbols. No need for the rotating red triangles of doom. Maybe for torpedoes ONLY it should be fine to have a warning indicator (though maybe a little less flashy), as for most ships a torpedo is going to be far more concerning than S1-4 missiles anyway, and being slow and able to be shot down it can allow pilots to differentiate between torpedoes and missiles in flight to shoot down torps that may be heading toward a friendly large/cap ship, or toward your own ship if you're on the target vessel.
I thought the electromagnetic ones were the ones that you really wanted because they couldn’t be Fooled by decoys. These videos are very helpful. I appreciate them.
@SpaceDad42 they actually have thought about that though, that's why planets generate background noise (visible as the left number when you activate show radar signatures in options) which also influences on how farout you can see a ship .... heck even ships generate noise, the only point you're right about is that the impact currently is very minor but missiles can lose track because of that or at least impact the amount of flares you need
Any tips on getting past the AI gunners. My torpedoes are always tracking their target, but constantly get shot down. Even the starfarer is taking them out. Both eclipse and Retaliator.
Is the nomad missle mode broken? I tried SC during free fly, and ended up purchasing the nomad pledge. During free fly on all the ships i tested missles worked fine, and middle mouse would cycle into missle mode, but it doesn't seem to do this for the nomad. I mean, I'm new so I could be fundamentally missing something but I don't see what...
So TIp 1 - we are waiting for broken audio queues that often don't play to determine if we can actually lock and track a target to hit? That is not only something they need to fix in the UI and targeting, but also audio. That lock should be communicated VISUALLY not just audio. The audio glitches out like crazy and even if it worked should not be relied up in the heat of battle. It should just be an added nice thing to hear. Good tips though, thanks for testing and helping us learn to navigate the brokenness and jank.
well I mean tip 1 is to combat an actual bug with the visual missile indicators. As they display locked regardless of actually locking. I rather preferred the old lock indicator.
I really love your video format of testing current mechanics and calling out potential problems and workarounds for players like me who jump in and try to enjoy SC today in its current state. Thanks for all your experimentation! :)
very good Video! If have one more tipp: in Arena Commander i was killed very often because the pvp enemy shoot torpedo at very close range. I have just 1-2 sec to react an use my flairs etc. Time was to short, most flair doesnt word at this range. Shoot missle at closest range missle can shoot.
Wooooow. No wonder I've been missing so many of my missles. Thank you again for all of the testing you're doing! Also 6:00 why is that the best thing I've ever heard in my life 😂😭
2:26 How can I enable the cam to follow the missiles / torps? A friend told me ti bind "Enable Cinematic Camera" (Hold) or (Toggle) under "Vehicles - Missiles" to do this but no matter on which key or device I bind this key it doesent work ... did i do something wrong or did i bind the wrong setting?
Great tips! Yeah I found higher success rate with the CS Torps when rotating around the target ship till I can see the largest side of the target ship on the MFD, ie its top or under side. Wait till target lock, within 10km then fire.
I've seen several videos including this one where you disengage by going fast and using Nav mode. But in some of the previous videos you purposely tried to draw them towards you and get them to use Nav mode to drop their shields. Do you have a guide on this? Every time I run away, they don't chase me in nav mode, so I never see them drop their shields.
This sometimes depends on the servers. Generally you charge in get targeted and fly out in full speed while keep an eye on your MFD for the targeted ships, keep a distance about 10k to 15k, depends on the enemy ship, if you go too far slow down a bit, if they catch up with you fly faster, a lot of times, you will see they drop shield on your MFD.
Pedantic, but I got to say it. It's not the Sun, It's Stanton. Sun (aka Sol) is the name of the star is our Solar system. In the Stanton system, the name of the star is Stanton.
Tip 4: Only fire your torps when your enemy does not have you targeted (can't see you), otherwise, the AI will be alerted to you and either be able to shoot down your torps, or will move toward you at full speed and not be stationary, making them able to dodge. Whatever the case it is, it drastically lowers your hit rate if they see you. This is of course more important in a Retaliator due to less stealth, the ERT detection range can be approximately 10-11km, so launch your torps at around 13km. Eclipse of course lets you get closer.
You didn’t demo the missile NOT hitting due to the sun. I seriously doubt the devs have programmed such a thing. That would be very difficult to do. I just don’t think they have the talent to do that or have even considered it.
I didn't, I tried a few times, and it is not that consistent, so I wonder if CIG really implemented this or not, not many viewers do have this experience.
@@cpt_foxyloxy it’s supposed to be a kind of a coin flip if the missile goes after the sun or the target. Depends on the intensity of the IR signature of the ship. Everything is physicalized in SC, wouldn’t be surprised if the Stantons IR signature, depending on distance and angle is one of the many variables
I was going to mention that issue in the last video but forgot. I don't think the bug is with your missiles specifically, I think the NPC ships just spawned in and haven't activated yet. When I do bounties I wait until I see them start moving then I'll get the lock . But when on a high sfps server they activate as soon as they spawn. oops. just realised u said as much in tip 3
@@cpt_foxyloxy in the video you have your shield on. BTW : the stealth doesnt work like that. 1) if you have 2000 EM and 4000 IR.... you will be detected at 4KM (RADAR type 2 of course). 2) you can disable your shield (not necessary to unequip your shield generator LOL. But i supposed it was a joke x) 3) if you want i can share a complete checklist for improve you stealth to the maximum amount (retro thruster too ) thanks for your tips, i did not play on 3.23, waiting 4.0
Use Typhoon-9: th-cam.com/video/wfUEj9CR1tE/w-d-xo.html Missiles: Size1 Use Taskforce I, Size 2 Use Rattler for short range or EM missile - Dominator, Size3 Use Thunderbolts
I find a good way to deal with the lock bug is to do target switching, sometimes shifting your relative angle to target or getting closer can work to shake it out.
The missiles and torpedoes got more range in this patch. I think you don’t get the computer lock confirmation when you’re inside the missiles range but outside the targets signature you lock on. In other words, you may lock on to the target because it is in missile lock range but if you're outside the IR, CS or EM sig(depending on the type of missile you use), it won't track anything. What would be a good test is locking on a target, keep the lock and gradually get closer and see if the ship computer gives you the hard lock and then fire. The problem is that, if it works this way, CIG failed to update the community about it.
@@cpt_foxyloxy okay nice. It was just an assumption, thanks for testing it. The missiles should lock on their designated signature type and distance, not the max lock range Time for another video then 😆 BTW, my in game handle is LordTriggerFinger
Absolut tips for missiles gameplay : use TRACK IR (for free with Opentrack) Watching people pointing the nose, in front of the ennemy without using the Helmet Mounted Display (HMD) in Stat Citizen is something hard to see. This is like delete a features
1st tip, that explains a lot why my missiles have been missing earlier this month.
Thanks for reading and listening, and then making a video to help everyone. 👋👍
Credits to the viewers
Could you do testing with dumbfiring the missiles? (More useful for pvp) because they can't chaff to avoid the shots. Technique is to fly close in nav mode, then switch to missile mode fast and use the bottom of the crosshair to aim the dumfire missile while moving at max afterburner speed. Fire the missile at 1km away. This technique worked before master modes. I am curious if it still works today. For a more detailed guide look at avengerones old dumbfire missile tutorial on youtube
I do plan to do a eclipse video on PvP soon.
With new missile speeds? Your target has to be afk in both dumbfire and lock scenario to ever get hit by one.
. The missile inherits your speed for the first 100m
Graphics now for HUD icons are absolutely terrible. Torps can be quick and fast way to end bounties but that loop quickly becomes repetitive and rather dull experience. Of course not helped by the mindless MM and constant switching in and out.
You are not wrong in that perspective, but it is always good to know the best way to use a size-9 so when situation warrants it, you can be sure to bring some heavy hits
you should be able to dock a S9 torpedo :D
xD
So yet another casualty of server performance. It's crazy how much of this project is reliant on the success of server meshing.
I didn't know about the sound que, I never listened for it for the first lock. I also learned something new :D
Cig trying not to make the most dog shit Ui possible challenge (Impossible)
I don't even trust the audio for a lock. I wait until the targeting circle completely closes (gray circle) then I wait an additional second for the closed circle to turn red. Then fire. That seems to work 85% of the time
always trust the audio for this patch, as soon as you hear missile lock, you can fit without the circle to be full.
That’s why they reduced the speed of everything. S**** servers
missile/torpedos and their new UI effects are so bad right now.. i realy dont like the target locking animation, its way too creative and movie effect like.. give me something thats fast and easy to understand, not distracting and working 100% of the time... same goes for the missile warning icon, way too big and distracting..
and that these weapons actually work should be priority over fancy effects...
Yeah, the new animation, especially while being bugged is a bit much. Just a very simple 'redbox' indicator that maybe shows up gray and turns red ( or slight variations depending on ship manufacturer) would get the job done in communicating a missile lock. Moreover, the animation should communicate with the server, like the voice prompt does in order to ensure the lock is genuine.
Tbh I think it's fine to not really have incoming missile indicators and to just have the IR/EM/CS hostile missile symbol on screen or maybe just add "incoming missile" to those symbols.
No need for the rotating red triangles of doom.
Maybe for torpedoes ONLY it should be fine to have a warning indicator (though maybe a little less flashy), as for most ships a torpedo is going to be far more concerning than S1-4 missiles anyway, and being slow and able to be shot down it can allow pilots to differentiate between torpedoes and missiles in flight to shoot down torps that may be heading toward a friendly large/cap ship, or toward your own ship if you're on the target vessel.
I thought the electromagnetic ones were the ones that you really wanted because they couldn’t be Fooled by decoys. These videos are very helpful. I appreciate them.
Thank you, I also learned a lot from my viewers like you, appreciate it!
Currently all missiles can be flared ... however the em missiles are only deterred by gas giants which we only have one planet right now
@Warsheep2k6 I am pretty sure EM are flared rather easily. 😢 i have launched sixty at a targets before and no joyed repeatedly
@@Warsheep2k6
The planets have no bearing on missiles whatsoever. Devs could not program such a thing nor have they even imagined it.
@SpaceDad42 they actually have thought about that though, that's why planets generate background noise (visible as the left number when you activate show radar signatures in options) which also influences on how farout you can see a ship .... heck even ships generate noise, the only point you're right about is that the impact currently is very minor but missiles can lose track because of that or at least impact the amount of flares you need
I drastically increased my hit rate by melting my Eclipse.
LOL....Tip #5
Any tips on getting past the AI gunners.
My torpedoes are always tracking their target, but constantly get shot down. Even the starfarer is taking them out. Both eclipse and Retaliator.
As was said before - do not get detected. NPC`s do not react at anything until they detect your ship.
Yes, check this video out: th-cam.com/video/wfUEj9CR1tE/w-d-xo.html
Use Typhoon-9, you will never get shot at.
12 years..... have to close to knife fighting range to fire a missile....
2:13 Totally trying a dockfight there.
lol...Dockfight indeed.
Is the nomad missle mode broken? I tried SC during free fly, and ended up purchasing the nomad pledge. During free fly on all the ships i tested missles worked fine, and middle mouse would cycle into missle mode, but it doesn't seem to do this for the nomad. I mean, I'm new so I could be fundamentally missing something but I don't see what...
Master modes are a disaster
So TIp 1 - we are waiting for broken audio queues that often don't play to determine if we can actually lock and track a target to hit? That is not only something they need to fix in the UI and targeting, but also audio. That lock should be communicated VISUALLY not just audio. The audio glitches out like crazy and even if it worked should not be relied up in the heat of battle. It should just be an added nice thing to hear.
Good tips though, thanks for testing and helping us learn to navigate the brokenness and jank.
well I mean tip 1 is to combat an actual bug with the visual missile indicators. As they display locked regardless of actually locking. I rather preferred the old lock indicator.
@@luistigerfox I agree, I liked the old better too. You could see visually quickly and easily. This one is weird looking and doesn't work.
So basically half the tips are about avoiding the games glitchy bugs. Great game. 10/10.
I really love your video format of testing current mechanics and calling out potential problems and workarounds for players like me who jump in and try to enjoy SC today in its current state. Thanks for all your experimentation! :)
very good Video!
If have one more tipp: in Arena Commander i was killed very often because the pvp enemy shoot torpedo at very close range. I have just 1-2 sec to react an use my flairs etc.
Time was to short, most flair doesnt word at this range.
Shoot missle at closest range missle can shoot.
Didn't know that SC modelled heat from the Stanton star. That's nice
When I do bounty missions, i cant see my target until 4k so I cant lock, do you know how to change it?
Wooooow. No wonder I've been missing so many of my missles. Thank you again for all of the testing you're doing!
Also 6:00 why is that the best thing I've ever heard in my life 😂😭
lol
2:26 How can I enable the cam to follow the missiles / torps?
A friend told me ti bind "Enable Cinematic Camera" (Hold) or (Toggle) under "Vehicles - Missiles" to do this but no matter on which key or device I bind this key it doesent work ... did i do something wrong or did i bind the wrong setting?
Check this video out, it will show you how to set it up
th-cam.com/video/XNjUX4scsiE/w-d-xo.html
Great tips! Yeah I found higher success rate with the CS Torps when rotating around the target ship till I can see the largest side of the target ship on the MFD, ie its top or under side. Wait till target lock, within 10km then fire.
My 325a can’t even get to the missile mode so wtf is going with this damn game?!
hi foxy, can you research how to best shoot down incoming missiles? i'm guessing energy repeaters would be the best for it because of the spread
Already on it.
after 12 years u can t even shoot missiles right ...cig
I've seen several videos including this one where you disengage by going fast and using Nav mode. But in some of the previous videos you purposely tried to draw them towards you and get them to use Nav mode to drop their shields. Do you have a guide on this? Every time I run away, they don't chase me in nav mode, so I never see them drop their shields.
This sometimes depends on the servers. Generally you charge in get targeted and fly out in full speed while keep an eye on your MFD for the targeted ships, keep a distance about 10k to 15k, depends on the enemy ship, if you go too far slow down a bit, if they catch up with you fly faster, a lot of times, you will see they drop shield on your MFD.
The Caterpillar used to have a bug that made it invulnerable from the front. I don't know if that's still the case.
It's very possible.
I already have 100 percent missile hit rate.
I love your videos and find your content so entertaining! Please keep up the good work I'm really enjoying everything you are putting out
Thank you so much!!
Missiles are even bugged! What a hot mess
Pedantic, but I got to say it.
It's not the Sun, It's Stanton.
Sun (aka Sol) is the name of the star is our Solar system. In the Stanton system, the name of the star is Stanton.
Great explanation
great vid! did you put in a ticket with IC ?
How do you get into missile view?
What's the hotkey for following a missiles view?
th-cam.com/video/XNjUX4scsiE/w-d-xo.html
This video will help you set up your missile cam
Tip 4: Only fire your torps when your enemy does not have you targeted (can't see you), otherwise, the AI will be alerted to you and either be able to shoot down your torps, or will move toward you at full speed and not be stationary, making them able to dodge. Whatever the case it is, it drastically lowers your hit rate if they see you. This is of course more important in a Retaliator due to less stealth, the ERT detection range can be approximately 10-11km, so launch your torps at around 13km. Eclipse of course lets you get closer.
Scam citizen
You didn’t demo the missile NOT hitting due to the sun. I seriously doubt the devs have programmed such a thing. That would be very difficult to do. I just don’t think they have the talent to do that or have even considered it.
DCS does it too. It's not that hard.
I didn't, I tried a few times, and it is not that consistent, so I wonder if CIG really implemented this or not, not many viewers do have this experience.
@@cpt_foxyloxy it’s supposed to be a kind of a coin flip if the missile goes after the sun or the target. Depends on the intensity of the IR signature of the ship. Everything is physicalized in SC, wouldn’t be surprised if the Stantons IR signature, depending on distance and angle is one of the many variables
how do you do the missile tracking camera thing?? :O
th-cam.com/video/XNjUX4scsiE/w-d-xo.html
This video will help you set up your missile cam
@@cpt_foxyloxy tyvm
tysm for that video. Ive been paying a lot of money for my eclipse torpedos bc they missed all the time. Now I know why :)
You know what I got from this video? Wait for a better patch for torpedoes to be more reliable 😂
lol..."waiting for a better patch" sound like a dream for Star citizen.
@@cpt_foxyloxy No, not dream brother. More of a mantra and sad reality ;)
The weird light/HUD bug in the gladiator is a pain
I was going to mention that issue in the last video but forgot. I don't think the bug is with your missiles specifically, I think the NPC ships just spawned in and haven't activated yet. When I do bounties I wait until I see them start moving then I'll get the lock . But when on a high sfps server they activate as soon as they spawn. oops. just realised u said as much in tip 3
Maybe a good idea to do that pull at 5:25 having your shields up? ^_^ btw you just got a new Follower, i tough i was already but now i am.
Thank you so much for the sub! And 5:25 I can't get my shield up, because I didn't equip any shield generator just to get a bit more stealth......lol
@@cpt_foxyloxy in the video you have your shield on.
BTW : the stealth doesnt work like that.
1) if you have 2000 EM and 4000 IR.... you will be detected at 4KM (RADAR type 2 of course).
2) you can disable your shield (not necessary to unequip your shield generator LOL. But i supposed it was a joke x)
3) if you want i can share a complete checklist for improve you stealth to the maximum amount (retro thruster too )
thanks for your tips, i did not play on 3.23, waiting 4.0
New features called Master Mode doesnt allow you to employ your shield in "NAV mode". 3.22 is finished
Which torps or missiles should I use?
Use Typhoon-9: th-cam.com/video/wfUEj9CR1tE/w-d-xo.html
Missiles: Size1 Use Taskforce I, Size 2 Use Rattler for short range or EM missile - Dominator, Size3 Use Thunderbolts
Eclipse is by far my favorite Ship.
I'm late !
o7
You are never late my friend.
I find a good way to deal with the lock bug is to do target switching, sometimes shifting your relative angle to target or getting closer can work to shake it out.
Great tip!
The missiles and torpedoes got more range in this patch. I think you don’t get the computer lock confirmation when you’re inside the missiles range but outside the targets signature you lock on. In other words, you may lock on to the target because it is in missile lock range but if you're outside the IR, CS or EM sig(depending on the type of missile you use), it won't track anything. What would be a good test is locking on a target, keep the lock and gradually get closer and see if the ship computer gives you the hard lock and then fire.
The problem is that, if it works this way, CIG failed to update the community about it.
Tested this, and it is true, when you slowly move onto a target eventually you will hear Missile Lock!
@@cpt_foxyloxy okay nice. It was just an assumption, thanks for testing it. The missiles should lock on their designated signature type and distance, not the max lock range
Time for another video then 😆
BTW, my in game handle is LordTriggerFinger
good tips
Thanks for the tips
Great info 🤘
You and your viewers are awesome❗
Thank you
how do you do torp camera???
th-cam.com/video/XNjUX4scsiE/w-d-xo.html
This video will show you how to set it up
Absolut tips for missiles gameplay : use TRACK IR (for free with Opentrack)
Watching people pointing the nose, in front of the ennemy without using the Helmet Mounted Display (HMD) in Stat Citizen is something hard to see.
This is like delete a features
No one cares the game is dog shit.
No wonder half my missiles seem to shoot off into nowhere.