Except that you can upgrade engines on 300 and Hornet to T4, with the exception of 350R being able to pack a 2xT4 (wow!), and stock Avenger T4 can be upgraded to T5 engine as well, so these are not the max speeds we are seeing at the moment, but we still don’t know how much of a difference between tiers there will be.
So far so good, killed 8 waves of Vanduul until I got Asteroided
It is a bit harder to manouver with mouse and keyboard, and sometimes I felt I am not really moving 
Of course I pressed all the Conflict Keys
Which didn’t really help 
Dunno if that is slow paced, if you land good hits, you can kill an enemy quite quickly. Having no target prediction visible until you find that spot yourself is interesting.
Ah, yes… the lead indicator. It’s actually what makes Star Conflict work and makes it so much fun, because you can still fly very fast while your weapons are still accurate with the help of the lead indicator (it’s a great balance of difficulty and skill required). If there will be no lead indicator in SC (very likely since it’s a simulation), than I can understand that the combat will feel more “slow paced” compared to what we are used to in SCon, because at higher speeds it would just be impossible to hit (and projectile speeds for lasers seemed very slow, the hitscan miniguns on Hornet seem a lot more useful). Also, your ships are automatically locked to prevent you from spacing out from the G-force, but you can turn that off and risk it if you can manage the limits well. So… yeah, it seems the dogfight mechanic is more like in War Thunder.
Nice lighting in the game. But that giant blue ball in the middle looks quite useless and rather annoying.
So it’s just PVE right now? Looks slow paced (not for the speeds, those are just numbers, but for the gameplay).
There are some original backers who has access to multiplayer. But they are testing server capacity and such. Yesterday I had a lot of disconnects from server, and some of them just closed the game. Annoying, but expected. That is the reason I couldn’t record any video.
Yes, the gameplay looks slow paced. It’s like playing the old wing commander or x-wing. Even the X3 series look faster.
So far so good, killed 8 waves of Vanduul until I got Asteroided
It is a bit harder to manouver with mouse and keyboard, and sometimes I felt I am not really moving
Of course I pressed all the Conflict Keys
Which didn’t really help
Dunno if that is slow paced, if you land good hits, you can kill an enemy quite quickly. Having no target prediction visible until you find that spot yourself is interesting.
You don’t need lead indicator, with the joystick fix the cross in the vanduul, and the computer will automatically gimbal the guns towards the objective. Since the projectiles are very slow, I couldn’t hit xxxx further than 500 m. But closer you can decimate a scythe with a single pass. I was playing the 300i as a hit and run fighther, afterburning everytime. the 300i is very nimble, so it is hard to dogfight with it.
So you have a max speed? :facepalm:
So you have a max speed? :facepalm:
Yes, and quite low tbh.
If there will be no lead indicator in SC (very likely since it’s a simulation),
Actually if it was a simulation you’d expect to have a lead indicator or more likely to have the computer do the aiming for you.
So you have a max speed? :facepalm:
You’ll always have max speeds in online games for technical reasons. You can only push “simulation” so far…
You don’t need lead indicator, with the joystick fix the cross in the vanduul, and the computer will automatically gimbal the guns towards the objective. Since the projectiles are very slow, I couldn’t hit xxxx further than 500 m. But closer you can decimate a scythe with a single pass. I was playing the 300i as a hit and run fighther, afterburning everytime. the 300i is very nimble, so it is hard to dogfight with it.
don’t understand your fixing cross, but yeah it’s nimble, but it has punch, i also used the 300i. Unfortunately my 325 isn’t flyable yet 
I watched the Hornet as comparison in youtube, and it seems, while it certainly tanks a bit more, the 300i standard weaponry is a lot stronger. Which is nice, because “tank” isn’t much in this game 
Also I didn’t find the missiles in the first run, so I played solely with primary and secondary.
What? Hornet should be considerably better equipped and armored, it is a type of gunship designed for dogfighting in the first place after all, and not for cruising/transporting like the 300 is.
Why isn’t 325 flyable yet? And 300i stock loadout is pretty weak too.
don’t understand your fixing cross, but yeah it’s nimble, but it has punch, i also used the 300i. Unfortunately my 325 isn’t flyable yet
I watched the Hornet as comparison in youtube, and it seems, while it certainly tanks a bit more, the 300i standard weaponry is a lot stronger. Which is nice, because “tank” isn’t much in this game
Also I didn’t find the missiles in the first run, so I played solely with primary and secondary.
Missiles are great, you can almost one shot scythes if they hit. Just press once the missile button and lock, then press again and fire. As in SC, lead a bit the target so the missile don’t have to manouver that much.
Also, good scythes pilots will use countermeasures.
Concerning the “fix the cross” it was just a bad translation from spanish. I meant locking the firing sight on the target, and the computer will aim the gimbaled weapons to the lead indicator. I have seen in mouse controls that it works different, because when you move the mouse, the weapons follow the cursor like in Star Conflict, and most of the time people don’t see that the weapons are not on the target.
But with joystick, you have to lock the central sight on the target so the target will be in range of the gimbal guns, and you can kill stuff very fast.
The only problem I’m finding with controls, is that I cannot fix the sensitivity and axe proportionality in the joystick. Once they give us proper axe curves configurations, this will be a piece of cake.
Also, joystick is much, much better for maneuvering. All the videos I have seen from people playing with mouse are horrible… My 300i looks like he is on speed or something, comparing to them.
What? Hornet should be considerably better equipped and armored, it is a type of gunship designed for dogfighting in the first place after all, and not for cruising/transporting like the 300 is.
Why isn’t 325 flyable yet? And 300i stock loadout is pretty weak too.
Hornet is better for dogfight. You have a turret in your back, and more shields / armor. the 300i is better for hit and run attacks. More speed, all frontal guns and more maneuverability. But you don’t have the staying power.
Think in empire gunship vs a fed tackler.
What? Hornet should be considerably better equipped and armored, it is a type of gunship designed for dogfighting in the first place after all, and not for cruising/transporting like the 300 is.
Why isn’t 325 flyable yet? And 300i stock loadout is pretty weak too.
Considering I didn’t fly it myself, and just compared me to another guy in a video half awake :D, who seemed to have better understanding of the controls as i did; the weaponry is stock on everything, however, or can you change it in arena?
Maybe the equipment is quite similar, however, the 300i shields go into recharge pretty fast, and the secondary gun makes a lot of damage, while the lasers have good average damage. The hornet i saw however has guns which can be fired much more often, but have less impact, while its lasers seem stronger, as it’s shield. Just a feeling after watching, of course the 300i should be weaker overall;
I don’t get any menu to enter the arena with it, instead, I got a 300i standing around next to it. I suppose balancing.
And my bad, it’s the 315. The explorer version does not work, maybe the dogfight version does. I suppose the racing version might not work either.
But that giant blue ball in the middle looks quite useless and rather annoying.
it’s to read the future!
You’ll always have max speeds in online games for technical reasons. You can only push “simulation” so far…
I know. But still, you can push them much-much more far. I mean, close to light speed the relativistic effects come into play, that’s great, but you can cap the max speed at a much lower limit and still have the Newtonian physics actually work with your engines. You can say that at X speed the chance of being hit by a large enough debris is too high, or that over Y speed even rare molecules of hydrogen are dangerous.
This would lose some of the usability of the game (imagine ships starting to speed up from the hangar, some other ships whizzing by with 100 km/s speeds), but then why even pretend that it’s a simulation with the turns and G forces?
Im waiting for some bug fixes on my end. I cant seem to figure out how to input my joystick into the arena Commander…
But I guess we have to wait until they properly release a patch for keybinds.
Nice lighting in the game. But that giant blue ball in the middle looks quite useless and rather annoying.
So it’s just PVE right now? Looks slow paced (not for the speeds, those are just numbers, but for the gameplay).
I saw some videos on Youtube that they have missiles or something, not sure how to get it, but yea for now just pve with 3 bots on your side, hard to aim without an indicator though, need to take distance and speed into calculation 
You don’t need lead indicator, with the joystick fix the cross in the vanduul, and the computer will automatically gimbal the guns towards the objective. Since the projectiles are very slow, I couldn’t hit xxxx further than 500 m. But closer you can decimate a scythe with a single pass. I was playing the 300i as a hit and run fighther, afterburning everytime. the 300i is very nimble, so it is hard to dogfight with it.
Me want positron and 700m/s in citizen, ship too slow and hard to turn, my inquisitor s turns better than a 300i :learn:
hm, fasz, i read about that a lot in the last year, i can only summarize what i have understood (also from my own programming examples), no guarantee if i got it all completely right, just if you are interested…
speeds are limited in simulations because of what time does to the basic equations. the bigger the time difference or generally the numbers, the more integration steps you need to keep the numbers right (so instead of one big euler step in the movement, you do a lot of small euler steps). add ping to the computational power you need for that, and you got yourself some nice limits which tend to “explode” the simulation, which ends up crazy, usually in warping effects or similar.
you can “scale” the numbers and write bigger numbers, but that of course reduces the resolution, so most engines try to keep it close to the original physics equations. also, it’s easier to simulate a straight movement, so it’s usually the non-linear movement (rotations, accelerations) which tends to explode faster.
i basicly say the same: there has to be a way to do this right. but the more math-versed software engineers say, not if you want to keep it fast.
so basicly, you can do it in a non-realtime-simulation, or a non-networked-one, otherwise you are limited automatically. in fact, you have to test your simulator yourself, how far you can use it, you can’t even reliably predict it.
well atm. i am more excited about the open world actually. 
star citizen has still a long way to go. so much for the 11GB i waited for…
how big will the game itself be?
i smell 60 Gigs or higher…
hm, fasz, i read about that a lot in the last year, i can only summarize what i have understood (also from my own programming examples), no guarantee if i got it all completely right, just if you are interested…
speeds are limited in simulations because of what time does to the basic equations. the bigger the time difference or generally the numbers, the more integration steps you need to keep the numbers right (so instead of one big euler step in the movement, you do a lot of small euler steps). add ping to the computational power you need for that, and you got yourself some nice limits which tend to “explode” the simulation, which ends up crazy, usually in warping effects or similar.
you can “scale” the numbers and write bigger numbers, but that of course reduces the resolution, so most engines try to keep it close to the original physics equations. also, it’s easier to simulate a straight movement, so it’s usually the non-linear movement (rotations, accelerations) which tends to explode faster.
i basicly say the same: there has to be a way to do this right. but the more math-versed software engineers say, not if you want to keep it fast.
so basicly, you can do it in a non-realtime-simulation, or a non-networked-one, otherwise you are limited automatically. in fact, you have to test your simulator yourself, how far you can use it, you can’t even reliably predict it.
well atm. i am more excited about the open world actually.
star citizen has still a long way to go. so much for the 11GB i waited for…
how big will the game itself be?
i smell 60 Gigs or higher…
I put more hope on Elite Dangerous and Infinity: The Quest for Earth though. Elite Dangerous is in alpha and the battle looks bad butt, Infinity: The Quest for Earth didn’t get much funding at all and they will kickstart sometime this year I think, I like the way where you can fly into a planet and look at the terrains, even land on it instead of flying by in space.
Well, this is just core gameplay. I think the whole persistent universe will be a lot better than just the arena commander. After all, it is just an alpha of a flight model. And just 3v3 gameplay.
Remember how EvE started, and how it is now. Same for World of Warcraft.
This game will be huge.
It will be like X3 Terran conflict with multiplayer. With better everything. Just for that I’m all in.