OK, as if learning to play Star Citizen wasn’t hard enough. Now we have to learn something called disengagement theory. One of the coolest things about theories is that they are generally far easier to disprove then they are to prove. It is clear some are rolling it back on just hard it will be to disengage under Master mode. Not that anyone clearly understands exactly how Master mode will play out.
I was actually a bit surprised to hear claim that under the current FM larger ships can never disengage. It always will be an energy management problem. Larger ships bring far more energy to the table.
“Throttle to full, spool up QT. Full power to shields. Lock onto the nearest waypoint, helm evasive pattern corkscrew, keep us in that synchronization window. Ready countermeasures. All right steady, steady, and PUNCH IT”
Of course you could also drop out mid jump if you wanted to get lost. So yes, disengagement is possible under the current FM.
I also believe most folks completely understand quantum travel. And have also come to understand that when spooling up, their shields would continue to work.
With Master mode we now have an added short qt jump. How does that change queuing up a normal QT jump? And why would I want to use a short qt jump over a normal QT jump during disengagement?
In the new FM ships will only be able to pass each other in the night in three speed ranges. QT, QT/10, or SCM.
And these deadly long range orbital attacks? Sure, if you have an hour to blow. Feel free to down that Hammerhead. I crewed a Hammerhead in the PU in previous patches, I don’t seem to remember any fighters surviving long. So I am not feeling it. Get a new pilot dude.
Most folks run orbital attacks close up, around 500m. Why? Because that is the only range HitReg reliably works.
Going up against a Hammerhead is much more fun when you’re lobbing torpedoes!