[FR/Eng] The 1st Opinions on Master Mode are out.... @TooLinear
[FR/Eng] The 1st Opinions on Master Mode are out....  @TooLinear
Uploaded August 2023 | Updated September 2026, 18 hours ago
Music by Scala & Kolacny Brothers: Nothing Else Matter

So after sleeping for a while now, the Star Citizen community wakes up again; not for a miserable little update but for a Flight Model update and the new "Master Modes". The general feedback and echo heard so far though isn't that positive; they've made the game "too slow", can't do anything but "Face to face" fights.
But before coming back to those claims, I wanted to say that since 2.6 I've witnessed and played in a many different Flight Models, and thos comments always comes back. "Why CIG are you killing your game? We can't do anything anymore!".
Despite those, players staying and newcomers always found new ways to fly; new moves and new ways around the constricts that werent there before, making you playstyles and even discovering METAs.

I want to highlight that we hear very strong arguments backed only by a month of playtime, the laurels goes to that one post on I read on changes from 3.4 to 3.5 were the user showcased 4 full sheets of schemas & graphics 40minutes after the release of the update; probably without any actual game time.
We learn with time, just like you don't learn a new aircraft in DCS in 5mins; you dont learn the new Flight Model in 2 days.

This is highlighted by this very old clip with AvengerOne. The Flight Model had been out for quite a while but he doesn't know how i can catch his rotation, thinking that he was applying the most effective turn. I don't doubt that he knows it now, but at the release of the FM he obviously didn't knew it.
This is just an exemple to show that we learn with time, to show that the only opinion you can have right now about MasterModes, is a biased one.

So I'll give you mine:
The Master Modes are, before everything, asking "why are we here?", and I think we all know why. The full speed fights.
You know, the ones that last forever because ships are so fast that the shields cant follow them and are next to them, where the hits arent registered correctly in the worst cases.
Quantum fights, of very poor quality where we aim at pixels far away. Some call it "dogfight", but without trying to take any sort of positional advantages but just doing face to face or.. simply jousting.

The gameplay in this video are highlights of fights against Ako111 (which I shouldnt present either), the best in movement and proximity fights in Europe. I can't say for Australia or America given CIG servers arent ready for that and the ping.
Those fights are where speed isnt your ally, it's your ship maneuvers. Because we've realized that to better maneuver your ship, you better be slow and steady.

So here's my opinion; it was already possible to do insane moves with SCM speeds, and now I can't wait to see what the community will find to answer the new restrictions of this Flight Model.
And to find that out ? Tryharding's much more efficient than spectrum posts.

Have fun in game and "Don't fly too safe" this time.
[FR/Eng] The 1st Opinions on Master Mode are out....Total War -  Air PoVHeavy Atmosphere Multicrew Battle - 3 PoVWelcome To Lyria - A JumpTown Story by TooLinearSave the ship - From Missclick to RPFighting for Position 4.0 - The Last KnifeSC Dogfight in 3 wordsIdris Fleet Battle 40v40+ - Part 1 - The MergeToo Linear / DCS - MaydayWhen the focus is goodEU All-Star Team Vs Renegade Squadron - Last Round - Star Citizen 3.8.1Too Linear / Star Citizen - VisselRed8 Dogfight Arena - Various ships PvP
Too Linear |

[FR/Eng] The 1st Opinions on Master Mode are out....

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