A dogfighters guide to ship combat settings in Star Citizen

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[Music] if you're new to Star Citizen a veteran who leans more towards industrial gameplay or a humble Explorer of the verse jumping into combat can be overwhelming there's no substitute for training but you can make your life easier in combat by taking the time to configure an number of in-game settings welcome to a dog fighters comprehensive Guide to the most optimal combat settings stick around until the end of the video where I'll discuss which settings can help you improve your aim I'll be using some combat terminology in this video however I'll be explaining this terminology as we go and I'll have onscreen prompts with definitions I've also added chapters to make it easier to navigate to specific sections that you might be interested in so let's jump straight into [Music] it coupled and decoupled flight is one of the most common questions I get over on Twitch coupled simply means that when you don't provide control input then ifcs the flight control system will bring your ship to a stop where decoupled mode will leave your ship drifting let's discuss the pros and cons of both coupled with the speed limiter can make Landing easier for new players who are using keyboard and mouse as decoupled flighting gravity requires constant up strafe coupled can also be helpful for keeping your speed down in combat however it can also cause a target's pip to become a bit more unstable and therefore harder to hit as mentioned earlier decoupled means that when you're not providing control input your ship will continue its vector or to drift until you try to bring the ship to a stop so why might you want this a minor Pro is that decoupled will save you fuel as you're only using the thrusters when you actually need them but decoupled also makes your ship's movements a lot smoother which allows you to do some of those smooth and fancy Landings more importantly decoupled helps smooth out your targets pip in combat this is because whenever your ship fires a Thruster it affects your Target's pip decoupled can also make merging onto targets much easier once you've learned how to manage your speed by default your ship will be coupled you can change the default option in the game settings there's also a key bind in the flight movement section which is the c key by default as a little tip I would recommend learning how to fly the coupled sooner rather than later if you have some downtime and you want to practice go into a solo Arena Commander mode throw your ship into decoupled and try to fly around a static object without drifting away this will help teach you speed and distance control as an extra tip ensure that you have space brake bound especially when learning to fly decoupled space brake is exactly what it sounds like it brings your ship to a stop the keybind can be found in the flight movement section and is bound to the X Key by [Music] default the speed limiter is exactly what it sounds like it can be useful if you're new and you're not used to Landing your ship as it'll make it a little less Twitchy however I would recommend learning to fly without the limiter as soon as possible as using it will turn you into a sitting ducking combat I'm not endorsing flying at high speed but even in say combat speeds or sem you do need to be able to maneuver without artificial limitations you can change the default setting for the speed limiter in the game settings and a key bind for turning it on and off can be found in the flight movement [Music] section proximity assist was added to Star Citizen to assist players when Landing it was a well-intentioned mechanic however for those who lowly or dog fight in atmosphere it can cause a loss of maneuverability the way it works is that it reduces the thrust output from your thrusters when you're near the ground a pad or a hanger the option is on by default and it can be found in the game settings just bear in mind that proximity assist has been bugged for some time and can randomly turn itself back on so if your ship seems sluggish check this [Music] setting the total velocity indicator is a pair of Hud and visor elements that help you understand where your ship is going it comes in two parts the floating tvi which you can see moving around you and the fixed tvi which is in the lower left of your HUD so how do they work the floating tvi is an icon that moves around your ship and shows the direction that your ship is traveling so if the tvi icon is over a rock then you're going to hit that rock the floating tvi also indicates whether you're going forwards or backwards the Triangular inward point in arrows means forwards and the outward pointing icon means backwards the fixed tvi on the lower left of your HUD is an excellent reference for pilots who have become disorientated the small white dot indicates your vector while the growing Red Bar indicates speed I personally keep the floating tvi turned off as I find it distracting but I recommend newer players keep it on while they're learning to fly decoupled there are three settings for the flo floating tvi always off fading and always on off and on are pretty obvious fading means that the tvi disappears when it's behind your [Music] Crosshair gsafe is a gForce limiter that helps prevent your character from blacking out or ring out from high G forces you're less likely to encounter this in a larger fighter but it is pretty common in light Fighters by default it's turned on but I keep this turned off because it limits how maneuverable your ship can be in a dog fight which means that you'll be less evasive and it can also make it harder to get your crossair on the target this setting can be found in game settings there is also the option to keybind this setting so you can turn it on and off on the fly but you'll need to set it yourself as there is no default keybind it can be found in the flight movement section by the way here's an little tip about blackouts when you start to see your character blacking out strafe in the direction that your ship is currently traveling in not against it use space dust and your ship's tvi to find your vector also you can view the amount of GES that your ship is pulling in the lower right of your [Music] HUD Star Citizen offers several different ways to get your weapons on target fixed weapons have a very small amount of aim assist and require you to aim more accurately while Auto gimbal allows your weapons to turn towards your target so which should you use some more experienced AR Fighters suggest that you should only use fixed but the fact of the matter is that you need to work out what is best for you so let's take a look at the difference right now in 322 using gimbals means that you have to down siiz your weapons cig have confirmed that this will be changing in the future this generally means that when using gimbals you do slightly less damage so if you can aim fixed is the way to go so why would you use gimbal gimbal can help those who need a little bit of extra help with their aiming after all we've all grown old while waiting to answer the call but those small weapons do have an advantage over their larger counterparts they hold more rounds in the capacitor and they recharge faster so while they do less damage they're better for denying The Shield regeneration of your target gimbals actually have two options Auto Gimbal and manual gimbal while Auto gimbal tries to aim at the Target automatically manual gimbal uses head or eye tracking to aim at the Target I wouldn't personally try using this at range because accuracy can be an issue however close up it can actually be quite useful here's an example from my friend AO who uses manual gimbal to control the remote turret on the Arrow yes that's a turret on the top if you want to see more manual gimbal action from AO check out the link to his YouTube in the description below so what about the options in game settings you can select the default gimbal mode Auto manual or fixed there's also a keybind that allows you to swap between them on the Fly sometimes you may need to do this as there are some flight Maneuvers that Pilots can utilize to evade slow moving Auto gimbals if you want to learn more about gimbals I'm going to be training and collaborating with salty mik which will become a combat guide so keep your eyes open for that video by the way if you're finding this guide useful I'd really appreciate it if you could hit the like button it really helps support the channel and if you'd like to see more guides like this one hit the Subscribe [Music] button weapon convergence is a setting that dictates how far from your ship your weapon fire should meet this setting used to be a lot more important before cig added nudging to the game nudging being that auto aim that helps guide your weapon fire to the Target when you're not quite on pip however there is still a use case where weapon convergence is useful and that's when aiming at close-up objects that you can't Target such as people on the ground having the convergence up close makes it easier to hit them with multiple weapons there are a couple of settings for weapons convergence in game settings you can set the default convergence range this this setting is called guns fall back convergence distance there are also a number of keybinds under vehicle weapons that allow you to adjust the convergence on the Fly this is a bit more useful than the default setting however something to bear in mind is that as of 322 there is still no UI support for this option so it can be difficult to judge the convergence without firing your [Music] weapons [Music] if you find yourself accidentally looping through the number of armed missiles in missile operator mode there is a setting to prevent this in game settings scroll down to missiles armed missile can can Loop and set it to [Music] no situational awareness is incredibly important in combat one way to improve your situational awareness is with name plates the name plates help you spot targets but more importantly to differentiate between multiple targets the name plates can also show Distance by default party name plates are on but neutral and hostile name plates are off this can be changed in the game [Music] settings [Music] field of view is something that is often overlooked when it comes to ship combat but can drastically affect your efficiency Star Citizen is a game filled with diagetic UI diagetic UI being a user interface built into the game World itself we can see this in the form of the mobiglass asop and ship terminals but also in our ships in terms of the mfds and HUD and this is where field of view comes into play when increasing or decreasing the field of view it affects the size of the UI within your ship a smaller fov increasing the UI size and a larger fov decreasing it making it harder to see when in combat you need to be able to easily and quickly View elements of your HUD or mfds such as speed ammo count Shield status fixed tvi and even the Crosshair something else to bear in mind with the fov is that increasing your fov can make objects appear further away so if you're a knif fighting style combat pilot it may be wiser to have a smaller fov so you can more easily judge those distances before we move on I'd like to make an appeal to cig please give separate fov sliders for in ship and on [Music] foot notifications in Star Citizen are quite frankly awful they pop up in the middle of your screen they're large and Incredibly distracting as of Star Citizen 321 we can now hide certain notifications such as friend requests and party invit however as much as I hate the notifications I would like to suggest that you leave them on party markers in Star Citizen have been broken for about half a decade and very often disappear the best way to get them back is to create a new party which isn't ideal when you're in the middle of a dog fight if this happens and a friend is trying to find you to help you it's easier for your friend to add you to a new party and for you to press the left square bracket to accept the invite then it is for you to open your Moby glass mid dog [Music] fight as mentioned at the beginning of the video if you're struggling with your aim there are settings you can adjust to help both Mouse and joystick users if you're a mouse user you have the option to use VJ virtual joystick VJ is the default mode and treats your mouse like it's a joystick where there's a center point that you drag the mouse away from to rotate the ship and then return it to that Center to stop the rotation there are several VY settings worth adjusting from default out of the box the game gives vro a gigantic Dead Zone this makes aiming far more difficult than it needs to be the setting is called pilot vjy mouse dead zone I recommend reducing to somewhere around one or below you can visually see The Dead Zone around your Crosshair it's indicated using four circular dashes we're reducing this because the larger The Dead Zone the harder it is to be accurate aiming as you'll kind of zigzag trying to get the Crosshair into the PIP another setting for vjy to adjust is the pilot vjy range y as well as the pilot vjy range pitch these adjust how far from the center you need to drag the mouse to rotate the ship you can make adjustments based on your preference give it a try by the way I'm not a mouse user so a big thank you to Jace from ramming department for talking me through the mouse settings he is a very friendly madaka who is honestly one of the best Pilots that I know and could be found streaming on Twitch check out the link in the description [Music] below ESP stands for enhanced stick Precision it works by dampening the input from your vjy or your joystick the closer you aim to the PIP this allows you to aim into the PIP with more accuracy the downside of the way that ESP Works however is that when you're fighting someone who is jinking jinking being a real world term for evasive flying to avoid gunfire in a dog fight ESP can make it harder to aim into a fast moving pip but this can be counted with basic flight Maneuvers and or temporarily disabling ESP in terms of settings the main two can be found in game settings and are called pilot ESP Zone size and pilot ESP dampening curvature The Zone size is the radius around the PIP that dictates when ESP should kick in while the curve is how strong the effect is different Pilots will use different ESP settings it's a very subjective option but for reference I use a Zone size of around 10 and a dampening curvature of 1.06 from my experience having the Zone size too large can have the unintended consequence of slowing the rotation speed of your ship in a rate fight while having the dampening curvature too high can have the unintended consequence of making it harder to hit a fast moving pip I strongly recommend experimenting with these settings for yourself to figure out what works for you don't be afraid to start with a slightly larger radius and curve and then dial it down over time as you get used to the ship's controls if you're wondering if I use curves on my joysticks the answer is no my straps roll and rotational axis are all completely linear with very little dead zone so there we have it this is how I configure my game if you configure yours differently let me know in the comments if you've learned something new I really recommend playing around with the settings I've discussed in this video to discover what really works best for you I spent quite a bit of time factchecking the script for this video but if you've noticed something I missed or you have any questions then feel free to ask in the comment comments a big thank you for all the support for my rock paper scissors video it was my first real video that wasn't just a rip from my stream I put a lot of work into it and I took some of the feedback from that video to improve the quality for this one I worked on this video quite a bit longer than I had originally planned as I'm kind of learning and trying to build Motion Graphics as I go which I can now use in my future videos a big thank you to my patreons they've allowed me to spend a bit more more time concentrating on creating YouTube content if you would like to support the channel hitting the like And subscribe buttons is a massive help as is sharing the videos with your friends and org members but if you want to take it a step further check the link in the description below but until next time I've been moist Noodle and I'll shoot you guys in the verse and through forever stay at myus watch the seasons change together yeah uh you got them thunder thighs
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Channel: Moist Noodle
Views: 15,227
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Keywords: star citizen guide, Star Citizen, Gaming, PC Gaming, PC Gamer, Simulation, Simulator, Gameplay, Space Game, star citizen dogfighting, star citizen tutorial, star citizen controls, star citizen 3.22, star citizen gameplay, star citizen beginners guide, star citizen combat tutorial, star citizen how to fly, star citizen new player guide, star citizen guide for beginners, star citizen combat gameplay, star citizen combat guide, star citizen combat tips, Star citizen guide 2023
Id: ZsIIDUby4qE
Channel Id: undefined
Length: 20min 31sec (1231 seconds)
Published: Tue Dec 19 2023
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