While not quite the bold case of symmetry often contemplated by Einstein, combat speeds in Star Citizen remain symmetrical. Only in venues like Spectrum would a dark veil shroud the issue.
What you ask, is symmetry?
In the current FM combat speeds are irrelevant. In fact, the old SCM mode of yesteryear is obsolete. Combat speeds are negotiated by opposing pilots during the merge. Since the velocities are under pilot control, the combat ensues based on the relative combat speeds dictated by the pilots.
Would you buy a fighter if the salesman told you that the only way the guns would fire is if you engaged a velocity limiter?
Those parroting reductions in combat speeds (as a forced requirement of the FM) can be found in abundance on social media and in some of the sleazier back alleys in Stanton.
Why are citizens so quick to believe these alternate truths?
While SC is well on it’s way to defining AAAA gaming it has yet to release (by their own admission) multiplayer gaming mechanics. Even with the notable server cap increases to 100 players and more, a bump that had some crying for cap ships in game, game play still favors single players or small groups banding together in 1 or 2 man ships.
This sandbox works well when you are focused on releasing the single player game Squadron 42.
Of course many do try to run the multi-crew ships with skeleton crews and have found as of late, that really doesn’t work. It’s mostly those OP fighters!
Everyone knows the Gladius is a Hammerhead killer!!!!
Currently the weapon systems are the primary limiter for relative combat speeds. A weapon’s projectile speed and range have been tuned to hit (best as can be predicted) at target ranges around 800m (using laser repeaters). Canons have been nerfed by limiting projectile velocities and are no longer used in PVP. The large canons have had substantial RNG added, limiting their ranges and accuracy. Any canon larger than size 5 is useless.
In PVE cannons can generate higher sustained DPS.
Another limiter on combat speeds, rotational accelerations are higher on lighter ships. Which generally leads to tighter turns. To limit drifting, reduce velocity. The effects can be quite pronounced on large multi-crew ships, the infamous over-steer. More mass, less acceleration. Boost helps.
Fighters can “orbit” larger ships and lay down fire while easily avoiding turret fire. The biggest log on the “reduce combat speeds” social media fire. Orbital strafing is controlled by using the limited acceleration of the aux thrusters. Rarely does an orbital velocity exceed the notion of max SCM.
Orbital play in SC is skill based as opposed to the RNG events found in games like EVE.
More balancing is surely on the way as to which ships can be expected to defeat which ships. Certainly an Arrow taking down a Hammerhead would exceed any reasonable capabilities of the Arrow. One thing is clear, if you reduce combat speeds you lower the chance that a ship can evade an orbital attack.
Those who choose to roam the verse without adequate fighter protection should expect trouble from time to time.
When you hear talk about fixing the weapons, you can safely assume folk’s are referring to having the game server recognize that you hit your target. In patches of old it was frustrating to see your target light up on your screen while the server missed the entire show and displayed zero damage. That C# code on the server often disagreed with the C++ code on the clients.
HitReg issues have been with us since the early days of time-sharing. Accurately depicted in the Halt and Catch Fire (TV series). I was rolling as I watched them test who hit who when they both tried to fire at the same time. Apparently adding a timestamp to the hit data for the server to sort out was code (that fit) and could be run and worked well with those low baud rates.
We are talking about the 80s here.
While I mused at hearing Star Citizen Live declare that the “door” problem was the hardest problem in gaming, accurate hit registration using networked delayed and sometimes incomplete data easily tops that old saw about the doors. CIG has shown steady improvement and so far has resisted temptation to alter the speed of the game.
It goes without saying that the biggest refactor, like ever, would needlessly consume CIG resources for years if SCM/CRUISE modes were reintroduced. I got a glimpse of the chaos (as an evocati) during the 2.0 patches (much smaller codebase and maybe a dozen ships) when they really did slow combat speeds.
The currently announced weapon balancing effort started many patches ago, remains unfinished.
I’ve read many interesting ideas on how to improve the FM. Reducing combat speeds with the reintroduction of a SCM/CRUISE mode is not one of them.
Since it appears that we will be put through the pain of reduced combat speeds, let’s be clear. If that is the only change we get, it will not fix the biggest issues. That CIG, aka Lando, hasn’t done a better job of selling the update is all the more troubling.
Aside from my disagreement with the lukewarm acceptance of a 600-700Km/s speed limit (planet based bounties are often hundreds of Km from a jump point) offered up by Avenger__One, I think the remainder of Avenger__One’s suggestions bear merit based on my thousands of hours of game play. It is unfortunate that players so eagerly exploit hardware cracks in the FM (wobble) that makes it more difficult for us all.
Seriously, would a real pilot “wobble”.
Desync is a much bigger issue in my experience(non professional PVP).
Give Avenger__One a view.