This One Loadout Change Makes the Vanguard More Deadly - Size 5 Weapons | Star Citizen 3.14 PTU
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can't wait to play the patch online :D almost finished my dervish aurax on planetside2 now im hyped with the new changes sc brings to us
That was fast. I'm really looking forward to these changes.
Hi and thanks for the video. I was hoping to see you pair the Deadbolt V with 4 size 2 laser cannons, giving you a build with all weapons that travel at 700 metres/ sec velocity and no need to turn anything off or on. You could also put the Deadbolt on its own weapon group for amo conservation and use it when you have a sure shot. Unless i missed something, you seemed to stick to using repeaters on the size 2 for this whole video.
Not sure if you mention this later in the video, but it seems to me like the S2 repeater velocity isn't changing when you enable or disable the S5. It looks like the fixed assist overcompensates for the pip target when the S5 is enabled. The S2's on the Vanguard look practically gimbaled when the pip is compensating for the S5 velocity. So while the S5 gun is accurate to the pip, the S2 are accurate to a hidden pip.
Yes, you are correct. The S2 don’t actually change velocity to match the S5, just the PIP aim point and the convergence on them forcing you to aim as if they were 700m/s to hit. Making them look effectively gimbaled. So it makes it a lot more difficult - especially with the slower rotation rates in this patch.
@@AfterimageFlight It's certainly not ideal but to me at least that's preferable to micromanaging weapon power in a fight, or having to deal with the mental gymnastics of the double pip with a gimbled size 4.
Man, I was watching this vid while I was about to store my prospector full of quant, and heard an explosion, I shat myself so hard. In the end it wasn't mine. Thank god
I oddly enough, have done that to myself once.
Any necessary weapon disabling just re-confirms that ships with homogeneous loadout are superior to those with heterogeneous. Also have fun switching off and on weapon groups during a heated dog fight. Good luck with that.
You just sit down and you're immersed. First time seeing your channel. I agree less ammo does not make ballistics less deadly. 1 encounter with another player running ballistics and you don't will end badly regardless.
Great vid. Are the mvsr canons not far better then the repeaters?
At the time I got my Warden it was the ship players ran away from, but it was "nerfed" soon after and now it sounds dangerous again, but only until your 1/5th(from original?) of ammo runs out? ;-)
Do you have a keybind to disengage/reengage your weapons (ballistic, energy)?
There is a keybind to disable all of your weapons but I don't think there is one for each individual one. You can do it through the MFD in game though. I'll have to check again as they recently added a bunch of new ones.
How are you setting up your axis'? By watching I gather you are controlling horizontal thrust with left stick. Vertical thrust with the left twist. On the right stick pitch, and I THINK roll, with the yaw on the pedals? or is the roll and yaw reversed?
Yes, you have it correct.
I have a recent video that goes over the controls actually th-cam.com/video/EXwLC2blftg/w-d-xo.html
I like the new combat but I think the ballistic reduction is too much this time, the last patch was fine. Also we need a bind for disabling weapons groups
Yeah...ballistics are too strong but also don't have enough ammo. So you either run them or die to someone who does.
How does the EMP work on the sentinel now? I saw on ERKUL dps calculator that they cut the emp damage by half on it.. I hope it can still disable ships
It definitely still works, as in, it can hit things, but I do not know if it can disable other ships at the same frequency as before.
If we're factoring in dmg and going back to refill ammo a shit ton. What's probably the best load out for vanguard as of now?
Probably this: th-cam.com/video/LE4e1svcewk/w-d-xo.html
GVSR, and S5 cannon - Most Flexible
GVSR and S4 repeater - Best against smaller ships
MVSA and S5 cannon - Best against larger ships
Any ballistic loadout will just be a constant back and forth to reload.
@@AfterimageFlight thanks! I'll try these out
They used to have 2 pips. So according to this, there is now only 1 pip and it changes when you enable the 2nd weapon and you lose the original pip? Or does it change all weapons to the slowest velocity? Ballistics should be powerful especially for how low the ammo count has become.
I cannot remember off hand when they changed it; a few patches ago they merged all pips together in order to solve some issues that fixed weapons were having. The combined/merged PIP calculates based on the slowest weapon you have equipped.
The weapons still keep whatever velocity they normally have, but the aim point is based on whatever the slowest weapon is, and it requires you to aim all the weapons at the same (slowest) point at which the slowest weapon would hit. The other weapons adjust to hit the same spot. So a faster weapon projectile will still hit ahead of the others, and it will travel to the target faster.
It does make it harder to hit because the PIP adjusted for the slowest weapon will be magnified by another ship evading, or even just the relative movement between two ships.
In 3.14, they changed it so that only the powered weapons are included in the calculation for the combined/merged PIP.
This is especially relevant in 3.14 where the difference between weapons is now quite large, cannons being 700m/s and repeaters being 1400m/s unless they are S5 or above, in which case they are also 700m/s. S5 weapons are supposed to be basically the "torpedoes" of weapons, where they're meant to be used against larger ships now.
Would you happen to know how to set up a macro to save a ship view (Hold "F4" plus numpad 1 to 9 for 5 seconds) so I can switch views, clicking one of five macro buttons on my keyboard? ;-)
You could definitely do something like that with Joystick Gremlin or some Keyboard software but it's not something that I've played around with much. I don't tend to mess with the camera that much, except for being able to control it using the Alpha ministick.
I saw some possible instructions on how to macro the ship views but the terminology was confusing.
Hey mate, what mouse tray is that on your rig? Looking for something similar. Cheers
The tray itself is custom built for the Simpit. th-cam.com/video/wMoZQ75QhYs/w-d-xo.html .
The Mousepad on the tray is a Corsair Polaris.
@@AfterimageFlight legend, thanks mate, love your rig!
Thanks for the video. Maybe try gimbals? I love the sentinel I'll try it but it's been hard to use this patch.
Gimbaling the large gun is definitely the better option for more agile targets. You probably want to avoid the fixed S5 unless you expect to come up on larger targets.
The Sentinel hurts a little to use because of the EMP taking up one of the weapon groups, so it’s hard to maximize damage and efficiency.
Is there a way to hotkey turning the weapon groups on and off?
Unfortunately there is not. The only way to do it currently is through the MFD. It would make it a lot easier if it could be hot keyed.
@@AfterimageFlight well dam. Could you use a program like autohotkey to make a command for it?
Seems like a missed opportunity for keybinds from CIG.
Can you please link the setup?
I keep a playlist. This should help. th-cam.com/video/wMoZQ75QhYs/w-d-xo.html
@@AfterimageFlight I meant for the ship loadout. Been watching your vids but never came across a loadout link. ps: nice cockpit setup, looks sick.
Oh I see. Well thanks for checking it out. :)
There's not really one specific loadout in this video - it is more about how some mechanical changes with weapon grouping and PIP convergence now change with weapons enabled or disabled along all of the changes coming in 3.14.
Prior to the PTU update that this video looks at, taking a S5 weapon would reduce the effectiveness of the other weapons because all S5 weapons are now going to be 700m/s, which means you'd have to aim all of your weapons as if they only fired that fast - even if they were faster.
With the change, you can now disable the S5 so it doesn't affect the other weapons and enable it to use it when you are fighting larger targets.
Since balance is still changing with every PTU patch, I'm not sure what the best option will be but I feel like the GVSRs are a really strong choice now. But ballistics are also super good, to the point where if someone has them and you don't, all other things being equal, you'll probably lose... but ammo is severely reduced.
So basically, I'm waiting until balance solidifies until I can really make a solid recommendation. It's all theory so far.
You could try some of these though:
www.erkul.games/loadout/fOEzF6xR
www.erkul.games/loadout/LOSLD49L
www.erkul.games/loadout/2fGiYg2s
@@AfterimageFlight thank you so much man...really appreciate the long comment from someone with a channel as bad ass as yours. See you in other vids
So basically Energy is going to be PVE, and ballistics is going to be PvP. Taking ballistics on PU PvE bounty hunting will be futile.
More or less. Going to be able to PVP for one or two fights and then you'll have to reload with ballistics. All Energy is basically required to do PVE with any sort of sustained pace.
One weird trick to make your Vanguard more combat effective what!?
I don't usually like to go that click-batey but this time it really is true.