6:00 so true... Almost everybody just zones in on the DPS number, without realizing that this number is ONLY accurate if you actually achieve a 100% hit rate with all your shots fired, which NEVER happens in a real combat scenario (unless you fight an Idris or Reclaimer). So even if one weapon has 20% higher dps, that ONLY counts if you also get a +20% increase in hit-ratio while using that weapon.. Either by being closer, being "better", or by that weapon having better accuracy, which higher dps weapons rarely do because of balance. I mean i see streamers that play this game 24/7 for years on end (because its essentially their job), and they STILL dont understand this simple concept. That weapon DPS only comes into effect if you land 100% of your shots. In EVE Online there's a term, EHP - Effective Hitpoints, which was used to demonstrate how shields recharging actually add virtual hitpoints to your ship during combat (which is why a shield that recharges at 500/s is better than a sheild with +5000 hp, because all you need is for the battle to last over 10 seconds for that advantage to overcome the buffer size). And fun fact, i used that concept to calculate the fact that while everyone was talking about how "OP" the Banu Defender's shields were due to their large buffer, i calculated that during any combat that last longer than 50 seconds, a standard high-recharge no-delay shield gives a much higher EHP than using the banu shield. But nobody listened, because people dont do math. :) I think we should introduce a similar concept to Star Citizen, EDPS - Effective DPS. The damage you ACTUALLY can reliably inflict in an average combat scenario, with hit rate factored in. If we did that, i guarantee you that most high projectile speed weapons would vastly outpreform even the highest alpha damage cannons, in EDPS. I'm so happy if found your channel. It's like a lonely voice of reason in a sea of misconceptions and nonsense.
Thing is EDPS is more than just math since player skill matters (unlike eve online where its only math formulas with variable you can influence through gameplay). Also your starting statement is a bit wrong: 20 percent more dps will still result in 20 percent more damage if the hit rate remains the same as the lower dps weapon, no matter how low the hit rate is. Agreed however that its far from the only factor: projectile speed is maybe the most important stat as it dictates how easy it will be to land hits. Other things like refire rate (basically high alpha damage compared to a more forgiving fire rate) can also matter tremendously
Good information. I will say I have good luck with cannons in the past but I have only been doing arena commander / vandaal swarm sense the announcement of the upcoming full wipe. For Context I like to fly my Khartu-al with cannons as I have not noticed repeater being better. I have, to your point, noticed that they make me work on my flying to get position more but I don't need to use as many shots to kill and it takes much longer to run out of ammo. Alternatively when I fly my Tana Repeaters are the best way as it can't maneuver as well. I will often empty my full energy supply every time I go in for a hits and then have to spend time waiting for my ammo to come back while doing everything I can to stay on target and defend against outside attackers. Just me and my findings. I feel like a more maneuverable ship can utilize cannons effectively but on average repeaters are going to be the better choice. On another note. If you were the one balancing guns for dog fighting how would you balance Repeaters vs Cannons? What in your mind with the assessment you just gave would make both weapons viable without one weapon making the other useless?
I don't do pvp, but even when bounty hunting NPCs, I... I just can't use the lag pip with cannons. For the Sentinel with all cannons, if I used the lag pip, and positioned/oriented myself so I would boost up to catch them, the NPCs are covered by the nose and control panels of the ship. Yes, I realize I'd just have to close the distance, but that's easier said than done with a Sentinel (and, also, with the way I fly it, which I presume is... less than optimal).
if you had better aim the cannons would be great..... Im just pullin your leg your the best pilot ive seen fly. love the video and this is going to improve my AUEC per hour. i cant hit my cannons even at the best of angles on a NPC bounty (i suck im new to duel stick) so i came to get a few tips from you on how to use cannons. walked out with a great tip. ditch em haha
huh...just looked at erkul. wtf did they do? it's already a problem that there are so many weapons, but to basically throw everything into one of two camps seems odd. waiting for the day when we have actual options (including mixed loadouts), and not one kind of weapon always dominating. it seems as if this latest balance pass is a step backwards?
I bought a blade but for some reason i get a weird graphic glitch where the entire screen goes bright green and completely blocks my view. Seems to happen when im either hit by a missile or I fire a missile. Anyone else have this problem? So far its only in the blade.
"Latency"? You have to lead a lot with that cannon. It doesn't work well with the faster firing repeater since the convergence is going to be wildly divergent. CIG has some space magic going on, the fixed still gimble, where there is some adjustment going on.
Hey, any thoughts on the leaked Blade changes for 3.17.2? "Blade Performance Polish . Retuned weapons to increase velocity. Increase wing hull health. Changed lateral velocities, boost multiplier, and aerodynamics." Seems like it could be a really nice dog fighter, it's what it's been missing.
what i wonder is how the game handles targetting when you have 2 different velocities on fixed weapons... do the higher velocity one compensate to still hit in the pip designed for the slower velocity weapon?
@@WAFLCHUNK yep, very excited for it! Imagine they also did some work on the Hawk or the Talon or any of the medium fighters so they're closer to gladius / arrow in dog fighting capabilities, oh boy what a world that would be!
Thanks for this. I loved the Blade in terms of looks and feel, but those bespoke cannons just made it utterly useless for me, I couldn't kill anything with it. It's also absurdly flimsy, even for a light fighter. I hope CI sees this and takes your points into consideration, thanks o7
Please make a video on how to aim. I don't understand how you're hitting shots while never aiming for the pip. Which pip should I use when? Am I doing sth wrong if I aim for the pip? I mean I hit stuff after all.
@@Avenger__One can't wait! If possible, I'd love to see a video on what to do in an arrow or gladius going up against a competent fully crewed hurricane as well!
Broo I been preaching to Cig that canons sucks on Blade... but noooo ... I dont get why Cig can't make Blade competitive... Give access to all weapons.
You make some compelling points and give outstanding breakdowns. I am guessing you are a pilot in real life, this seems way too intuitive for you to just be a regular guy who has only ever done dogfights in games.
@@Avenger__One jeez... how did you learn all this? It seems like you've been trained and/or studied extensively. Pls dont tell me you learned just from playing SC....
6:00 so true... Almost everybody just zones in on the DPS number, without realizing that this number is ONLY accurate if you actually achieve a 100% hit rate with all your shots fired, which NEVER happens in a real combat scenario (unless you fight an Idris or Reclaimer).
So even if one weapon has 20% higher dps, that ONLY counts if you also get a +20% increase in hit-ratio while using that weapon.. Either by being closer, being "better", or by that weapon having better accuracy, which higher dps weapons rarely do because of balance.
I mean i see streamers that play this game 24/7 for years on end (because its essentially their job), and they STILL dont understand this simple concept. That weapon DPS only comes into effect if you land 100% of your shots.
In EVE Online there's a term, EHP - Effective Hitpoints, which was used to demonstrate how shields recharging actually add virtual hitpoints to your ship during combat (which is why a shield that recharges at 500/s is better than a sheild with +5000 hp, because all you need is for the battle to last over 10 seconds for that advantage to overcome the buffer size).
And fun fact, i used that concept to calculate the fact that while everyone was talking about how "OP" the Banu Defender's shields were due to their large buffer, i calculated that during any combat that last longer than 50 seconds, a standard high-recharge no-delay shield gives a much higher EHP than using the banu shield. But nobody listened, because people dont do math. :)
I think we should introduce a similar concept to Star Citizen, EDPS - Effective DPS.
The damage you ACTUALLY can reliably inflict in an average combat scenario, with hit rate factored in.
If we did that, i guarantee you that most high projectile speed weapons would vastly outpreform even the highest alpha damage cannons, in EDPS.
I'm so happy if found your channel.
It's like a lonely voice of reason in a sea of misconceptions and nonsense.
Thing is EDPS is more than just math since player skill matters (unlike eve online where its only math formulas with variable you can influence through gameplay).
Also your starting statement is a bit wrong: 20 percent more dps will still result in 20 percent more damage if the hit rate remains the same as the lower dps weapon, no matter how low the hit rate is.
Agreed however that its far from the only factor: projectile speed is maybe the most important stat as it dictates how easy it will be to land hits. Other things like refire rate (basically high alpha damage compared to a more forgiving fire rate) can also matter tremendously
That blade is like flying a paper airplane 😆
Thank you for explaining this, I don't have much experience in dogfighting, its good to understand it.
Good information. I will say I have good luck with cannons in the past but I have only been doing arena commander / vandaal swarm sense the announcement of the upcoming full wipe. For Context I like to fly my Khartu-al with cannons as I have not noticed repeater being better. I have, to your point, noticed that they make me work on my flying to get position more but I don't need to use as many shots to kill and it takes much longer to run out of ammo. Alternatively when I fly my Tana Repeaters are the best way as it can't maneuver as well. I will often empty my full energy supply every time I go in for a hits and then have to spend time waiting for my ammo to come back while doing everything I can to stay on target and defend against outside attackers. Just me and my findings. I feel like a more maneuverable ship can utilize cannons effectively but on average repeaters are going to be the better choice.
On another note. If you were the one balancing guns for dog fighting how would you balance Repeaters vs Cannons? What in your mind with the assessment you just gave would make both weapons viable without one weapon making the other useless?
Taking out a freelancer or a Connie with the blade though *chef kiss*
I don't do pvp, but even when bounty hunting NPCs, I... I just can't use the lag pip with cannons. For the Sentinel with all cannons, if I used the lag pip, and positioned/oriented myself so I would boost up to catch them, the NPCs are covered by the nose and control panels of the ship. Yes, I realize I'd just have to close the distance, but that's easier said than done with a Sentinel (and, also, with the way I fly it, which I presume is... less than optimal).
thank's for the insight, A1.
if you had better aim the cannons would be great..... Im just pullin your leg your the best pilot ive seen fly. love the video and this is going to improve my AUEC per hour. i cant hit my cannons even at the best of angles on a NPC bounty (i suck im new to duel stick) so i came to get a few tips from you on how to use cannons. walked out with a great tip. ditch em haha
Interesting video on the Blade.
huh...just looked at erkul. wtf did they do? it's already a problem that there are so many weapons, but to basically throw everything into one of two camps seems odd. waiting for the day when we have actual options (including mixed loadouts), and not one kind of weapon always dominating. it seems as if this latest balance pass is a step backwards?
can't wait for that buff to the vanduul size 3 cannon
ist there somme kind of list or page where i can see all current weapon velocities? would be helpfull :)
The effective standoff distance explanation was so confusing lmao
I bought a blade but for some reason i get a weird graphic glitch where the entire screen goes bright green and completely blocks my view. Seems to happen when im either hit by a missile or I fire a missile. Anyone else have this problem? So far its only in the blade.
"Latency"? You have to lead a lot with that cannon. It doesn't work well with the faster firing repeater since the convergence is going to be wildly divergent. CIG has some space magic going on, the fixed still gimble, where there is some adjustment going on.
But not by that much ;)
Hey, any thoughts on the leaked Blade changes for 3.17.2? "Blade Performance Polish
. Retuned weapons to increase velocity. Increase wing hull health. Changed lateral velocities, boost multiplier, and aerodynamics." Seems like it could be a really nice dog fighter, it's what it's been missing.
Really interesting watch.
Is the idea that the cannons are designed that cannons are to go up against slower chunkier targets?
They seem to have less degredation of their damage over range and some degree of AOE IE doing some slight through shield damage.
what i wonder is how the game handles targetting when you have 2 different velocities on fixed weapons... do the higher velocity one compensate to still hit in the pip designed for the slower velocity weapon?
Don't know the current state, but years ago you would have two different pips if you mixed weapons like that.
Repeaters good vs interceptors ... gotcha. Cannons good against larger targets. Velocity beats DPS, so go repeaters.
Do you think there's any hope we'll see cannons get their speed increase in the future? Currently it's a big bummer for all these Vanduul ships.
We can hope
Apparently, its in the next version. 8 months later and its pog.
@@WAFLCHUNK yep, very excited for it! Imagine they also did some work on the Hawk or the Talon or any of the medium fighters so they're closer to gladius / arrow in dog fighting capabilities, oh boy what a world that would be!
So vanguard case , forget S5 weapons? stick with s4 repeater?
how do you calculat your effective distance ? or is it just experience ?
The Blades latest update seemed to improve it.
Thanks for this. I loved the Blade in terms of looks and feel, but those bespoke cannons just made it utterly useless for me, I couldn't kill anything with it. It's also absurdly flimsy, even for a light fighter. I hope CI sees this and takes your points into consideration, thanks o7
Cylon Ship
Please make a video on how to aim. I don't understand how you're hitting shots while never aiming for the pip. Which pip should I use when? Am I doing sth wrong if I aim for the pip? I mean I hit stuff after all.
its a lag pip not a lead pip. you must assign a button then you can switch between those.
@@Armitage574 and what is the advantage of using lag pip? It just seems harder to me
@@ohrgasmuster its a choice, not a special trick. try it out what suits you best.
I will make one brother, in the meantime watch the entire series, each deals with a specific question
@@Avenger__One that's great to hear. I watched all your videos, love the content. Keep up the good work!
Curious as to whether you are excited for the ares or redeemer more. Will you try to dogfight in the inferno?
It's on the list
@@Avenger__One can't wait! If possible, I'd love to see a video on what to do in an arrow or gladius going up against a competent fully crewed hurricane as well!
@@jhjhjhjhjhj1 already done, look for arrow v Cane corkscrew attack
@@Avenger__One thanks!!!
Is this only PvP.. New to the game, do NPC's fly this evasive or are they sluggish enough to hammer with cannons?
The npc are pretty stupid, at this state you can take them down with nearly everything without a big trouble
Cannons work well on NPCs
Broo I been preaching to Cig that canons sucks on Blade... but noooo ...
I dont get why Cig can't make Blade competitive... Give access to all weapons.
Also Having less dps also hurts during burst windows
Blade is the tiefighter of SC, you need to be able to kill hordes of them in sq42. On the other hand CIG may make cannons more effective someday.
@@renshan3657 ok what does it even mean....
@@iross2inc He's saying they are intentionally bad to be fodder ships, which is a sentiment I disagree with.
@@MikeB-ng3ol That's how I understood him... which is not acceptable. Clearly he's one of the players that thinks lore matters
You make some compelling points and give outstanding breakdowns. I am guessing you are a pilot in real life, this seems way too intuitive for you to just be a regular guy who has only ever done dogfights in games.
Nope just a regulat guy, never flown a plane in my life
@@Avenger__One jeez... how did you learn all this? It seems like you've been trained and/or studied extensively. Pls dont tell me you learned just from playing SC....
@@AbsoluteDakka been playing since release + was a professional E-sports player for star wars squadrons, should come join us on stream as well
I hate what CIG has done. They basically made 70 percent of the ship weapons obsolete.
no true, they just made different types of weapons better suited for different types of jobs.