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CQC Championship

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Revision as of 08:26, 3 November 2015 by Fandom>RichardAHallett (Changed and to which, for easier flow through the sentence.)
File:CQC-Championship.svg
CQC Championship logotype
File:Elite Dangerous Pilot Tutorials - CQC
Official CQC Tutorial by Frontier Developments.[nb 1]

The Close Quarters Combat Championship, abbreviated as CQC or CQC Championship, is a separate mode from Open Play, Solo, and Private Group, which can be accessed through the main menu. It is a combat simulation made available by Utopixx Entertainment, a Federation company[1].

CQC consists of 3 game modes: Team Deathmatch, Deathmatch, and Capture the Flag. Ships available to pilot are the F63 Condor, Sidewinder Mk. I, and Eagle Mk. II[2], with unlockable, customisable loadouts[3].

Ranks

By participating in CQC matches you gain experience to rank up. The max rank is 50.[4] You also, separately, increase your Pilots Federation CQC rank.[3]

The higher your rank and prestige, the more credits you earn per match.

Unlocks

Main article: CQC Championship/Loadouts

As a player ranks up they unlock ship loadouts and alternative modules (such as weapons and armour) to customise those loadouts with. There are a variety of modules, each of which have their own pros and cons. For example, one of them is an Overcharged Beam Laser that works like a Beam Laser but has higher damage at the cost of an increase in heat gain.

Prestige

After reaching max rank 50, a player is able to reset their ranks back to rank 1 and lose all unlocks in order to get one Prestige ranking. This Prestige rank increases the amount of credits one earns after each match and the player receives an icon next to their name in both CQC Championship and in the main game mode. Gaining a Prestige rank gives the player a permit to Attilius Orbital starport in CD-43 11917.[4]

Game Modes

Team Deathmatch

In Team Deathmatch, the first team to reach 25 kills, or the team with the most kills when the timer runs out, wins.

Deathmatch

In Deathmatch, the first player to get 750 points, or the player with the most kills when the timer runs out, wins. Players earn 100 points for a kill, and 50 for a kill assist.

Capture the Flag

In Capture the Flag, the goal is to steal the opposing teams flag and return it to your flag base. You can only capture it while your flag is present, so defending your flag is key. The first team to 3 captures wins.

There are three distinct icons on the scanner:

Arenas

Gameplay Mechanics

Power-ups

There are four power-ups available in the arenas. All the power-ups are not necessarily in every arena. They can be seen on the scanner one as a grey icon. Each power-up type is differentiated by its colour, hologram icon, and the name when targeting it.

To get a power-up, one must fly through the hologram surrounded by a ring, preferably without crashing into the ring. Once you have collected a power-up, its timer ring to the right of to the Power Distributor display will show how long it will last.

List below is what each power-up is.

Red (Weapon Enhance)
Weapon damage enhancer.
Blue (Stealth Mode)
Become harder to detect or target, like Silent Running but without losing shields or gaining heat.
Yellow (Shield Boost)
Instantly refills your shields and overcharges them by 30%.
Green (Speed Surge)
Speed boost that briefly increases top speed.

Targeting

Unlike the main game, the target is lost if obscured by any environmental object (asteroid, station wall, etc.). This will trigger "Target Missing" message and cause weapons to lose lock. However, shall the line of sight be restored, the original target will automatically be locked onto, causing it to appear again on both the HUD and the radar, triggering "Target Acquired" message. Note: you do not have to face the target to reacquire lock.

Time limit

Each match has a 15 minute time limit to complete your goals and at the 10, 5 and 1 minute, and 10, 5-1 second marks a notification on the top right UI panel will display with a narrator telling the player how long is left.

Playable area

If you fly out of the arena bounds, the 20-second self-destruct countdown will start. It does not overheat your ship (unlike the self-desctuct procedure triggered manually from the right-hand panel) and can be aborted by flying back into the arena.

Shield recharging

Once your shields are down, they will start recharging, draining the energy from the SYS capacitor. Unlike the main game, shields immediately gain 90% strength when recharging is completed (as opposed to 50%).

Destructible structures

Inside certain tunnels, there are pillars which can be destroyed by shooting at them, after which they explode, allowing clear access through the tunnel.

Notes

  1. ↑ The tutorial video is now slightly outdated. Team Conflict has become Team Deathmatch, and loadouts are now also customisable.
  2. ↑ Orbital Junction is not in the game. It may have just been a work-in-progress version of Elevate, with different lighting.

References