• Star Citizen v. Parker Terrell is an inside job
    252 replies, posted
it is the coolest damn ship. too cool in fact. now literally every other 'fighter jet in space' small ship looks like absolute shit in comparison
https://cdn.discordapp.com/attachments/416398364863627268/525070389756559363/ScreenShot0867.jpg https://cdn.discordapp.com/attachments/388381360139665408/525072570253574146/ScreenShot0868.jpg what a mean ship though, flew under the radar for a lot of people because of some silly early stats about speed and the fact it wasn't slathered in S3-4 weapons. DPS of its default loadout is surprisingly buff considering people's general opinions of S2/S1's, using fixed high damage/low ROF weapons makes it a bit tough for mouse play but it's an especially hard hitter compared to brushing across people with repeaters, so I'd consider its time to kill in a real situation pretty substantial, more so if you manage to disable your target and can just take your time picking at them after they drift off it's surprisingly durable, though extended dogfights (which it shouldn't be pursuing as a bounty hunter) will result in losing your inner wings after a short while and result in the loss of all 4 of your bigger guns. Missiles are a big contributor to loss of limbs and pirate/vanduul swarm's larger ships are absolutely trigger happy with them, volleying 6 missiles at a time, several times in a row. Good news is, you can kinda survive that still it's the first ship to start making you check your MFDs to balance power a little bit more, and it does that well by having relevant MFDs on by default, letting you quickly turn on and off your EMP, and more importantly only REALLY requiring it when you're looking to make a long jump, where you overheat if you don't shut down non-essentials like weapons and shields, or otherwise overclock your coolers. It's a good thing and a nice gentle introduction to teaching people to optimize power distribution, which we should be seeing more in larger ships that actually have crew stations to dedicate to that kind of maintenance the EMP is substantially shorter range than the raven's (sub 500ish meters compared to near 900) and, being one small EMP, it's not the most powerful, doing about 50% damage to full shields of ships around its size (including your own, so be careful), so it's best to save it for once you've got a shield facing on your target beaten down to 25% or so, allowing the burst to get through to ship components and knock them out. If you really just want to start an attack with the EMP, it's still pretty solid as you're starting at an advantage if you immediately start shooting them. Also don't do the sabre thing where you afterburn past someone and drop the EMP because unless you knock them out, you're not getting back to them before their shields regen you dingus some stats to compare (http://hardpoint.io) https://i.imgur.com/x54Gydq.png the normal DPS number is 'sustained', IE what it looks like if you're holding fire indefinitely and the power generation/cooling are at equilibrium. Burst is obviously fresh DPS prior to overheat/power thirst. cutlass is 1120 burst/862 sustained DPS if you don't count the turret. also mm strife mass drivers look mean and hit like a brick for 1700 total damage per shot, but there's nothing that really mixes well with their firing speed/range for the S1 slots. Probably best to keep the jokers on it for extra shield drain when necessary but hey omnisky's add to the aesthetic nice https://i.imgur.com/Ux3xCAH.jpg
balance team is either incompetent or non existent? the hawk seems to look at the usual 'pick 2' triad of speed, durability and firepower and just take all 3, invalidating arrow, gladius, and buccaneer at the least and probably anything below the sabre as well it's offset by basically forcing a fixed loadout but that seems more like a design flaw than a valid balance decision
don't get me started on balance in SC. they increased cannon damage by 100% to overwhelming negative feedback, then followed up by increasing it by 100% again the next patch.
Are those stats the base weapons on the ship though? I was under the impression the drawback of the hawk was that its weapon mounts were smaller size than others in its class but just got more of them? (that and the whole EMP thing)
Nah, the hawk is plainly better than the gladius and bucc by a pretty wide margin. More DPS, emp, smaller, more evasive, more HP than the bucc at least though not the gladius, same shield and power plant situation. It's technically capable of less alpha damage even though it has more dps because it's slots are in different weapon sizes, which is notable, but weapon balance is such a mess right now that's not really a meaningful difference. The size/profile and acceleration essentially creates the evasiveness rating of a ship, and it's one of the harder aspects of ship balance to quantify despite being the single most important one, and the hawk has the small size plus acceleration to be way ahead there too. The new arrow is also pretty strong right now since it's movement got buffed in 3.4, though nobody that doesn't own one can test it since it's not available otherwise. It's very obvious power creep with the new ships, i hate that the art team seems to get to decide the loadout of ships because it just repeatedly leads to bizarre decisions.
yeah the lack of missiles really skews the potential DPS, but also the fact that once your secondary wings break off, you lose all 4 of your S2 weapons, being like 80+% of your damage potential. If an engine goes, it takes both wings on that side with it, so you're also not aiming the 2 fixed S1's anytime soon. Doesn't help the engines are a good chunk of your mass up front, so sustained fights will end up turning tides REAL fast Sure it can survive for a long time, but that's probably more so you can hobble home vanguard style https://i.imgur.com/DC8jpqY.jpg https://i.imgur.com/b4aSkhD.png
That ship looks remarkably like it would be part of one of those "joke reload animation" videos you see on the internet from time to time.
https://vignette.wikia.nocookie.net/bayonetta/images/3/38/Arwing_Guns_Artwork.png/revision/latest?cb=20150315013049
yeah your hawk is cool but does your hawk have a singularity drive? https://cdn.discordapp.com/attachments/221833347138191360/527730561654063125/ScreenShot0102.jpg https://cdn.discordapp.com/attachments/221833347138191360/527717321641558036/ScreenShot0101.jpg get anywhere instantly
Me, @dai @elix and @jonoPorter had some shenanigans in Star Citizen just now: https://clips.twitch.tv/BlueAthleticPorcupineKAPOW
can't wait for the proper 300 reworks and also a better camera angle jesus christ https://i.imgur.com/nFVG4oo.jpg there
https://clips.twitch.tv/ElegantSplendidTitanNononoCat https://clips.twitch.tv/LightWittyDuckHassanChop https://clips.twitch.tv/CrispyTrappedChamoisImGlitch https://clips.twitch.tv/AbstemiousMoistArtichokeTBTacoLeft https://clips.twitch.tv/ExpensiveSpinelessCurlewFreakinStinkin https://clips.twitch.tv/OddEnthusiasticDogeDeIlluminati https://clips.twitch.tv/BigPrettiestNewtYouDontSay $15 golf cart = best ship, who knew
https://clips.twitch.tv/AbrasiveSoftDurianDAESuppy
https://clips.twitch.tv/CrispyCallousCougarRalpherZ
Just pledged in. Missed the holiday warbonds, but I'm not too bothered by that I guess. I did the $65 for combined mustang alpha plus squadron 42 package thing. As I recall there's some sort of weird limitation about how the package works and I basically can't melt it without losing squadron or something, but I don't plan on doing that anyways.
That only applies to pre-split packages. AFAIK if you look in your account you will see your Mustang Alpha package with game access, and then separately the SQ42 purchase. If that's the case, you can nuke your game package (for example in a melt-and-rebuy scenario) without touching your purchase of Squadron 42. You're fine unless your Squadron 42 is packaged along with your game package like this: https://files.facepunch.com/forum/upload/2304/b5fac45d-be28-4ff0-b01a-997388cc0312/image.png But as you said you don't plan on melting so it's fine. Welcome to SC
Thats actually exactly what my package looks like. I'd played a free flight when the game was like 2.5 or something earlier, but I'm super impressed by what's here, rough edges and all. So impressed that I bought another standalone ship, the 325a. And that's all, I swear on my life Chris, you're not getting any more out of me!
And the 325a rework is scheduled for the 2019 Q1 patch, so lucky you ("lucky" for a 3-month wait but hey).
https://www.youtube.com/watch?v=6_6pRpEnrlc
So after watching Cyanide play this for a few nights i decided to buy it just to enjoy flying around and get all immersed. I do have a question/use some experience. So i bought the Mustang Alpha and noticed it has Cargo space but that's different to the delivery box missions? And as i understand it cargo trading requires money upfront to profit and has a decent amount of risk in it? Which leads me to my actual question of it's a pretty minor amount of money to upgrade to a Mustang Beta with the internal living quarters (which i think are super cute.) But i assume i can't get a delivery box up the ladder or whatever?
The Alpha should have an internal cargo sled but right now that doesn't work so it has phantom cargo space and that makes delivery box missions tricky unless you're on a low-gravity moon and can pitch the box into the back of the cockpit and then manage to get it out. Cargo trading is cash up front to buy the materials and the risk at this point is that the game will bug out and you'll lose your cargo contents, whether it's a crash or trading terminals just sucking dick and losing your transaction. When it works it can be profitable but if the instance crashes out you get fucked over. Later on the risk will be the threat of players damaging your ship or forcing you to dump your cargo as ransom, but for now stability and bugs are the #1 reason you'll lose your trading investment. This, of course, is a temporary problem and the devs are well aware of it and need to fix it before the game is going to be even close to ready. Also, to the best of my knowledge, to counter this problem, all Mustang Alpha owners have an Aurora MR as a loaner ship so they don't have to engage in mass shenanigans just to transport a box from place to place. And the Beta has no cargo space. It's intended to be a moderate-distance exploration ship, as the cabin allows you to log out in space without any worries (right now that's iffy because alpha but that's the intention). You can pitch one into the back of the cockpit, as before, but getting it out might be tricky unless you're in zero-G.
I think Asus is making a play at some of that star citizen cash https://youtu.be/Hwkbj26BQxM 10k for the ultimate starship cockpit
10k for a reclining chair what a steal
So CIG just posted a playlist of tutorial videos. I'll post them to the OP when I revise it to update for 2019 in a day or two. Here's the playlist: https://www.youtube.com/playlist?list=PLVct2QDhDrB0SV9hTuNIRuzpsiRph7ezG Might as well do some housekeeping and catchup while I'm here. First, a new ship concept sale is on right now until March 11th: The Argo SRV is a dedicated tractor-beam towing ship. $130 warbond, $150 regular price, and there are a pair of combo packs, one with Argo MPUVs and one with a second SRV. https://media.robertsspaceindustries.com/v5lxymbukofr3/source.jpg Here's the January monthly report and the January SQ42 monthly report. The February reports should be online soon, though not this week apparently. Work on ArcCorp is coming along, with CIG working on making the distribution varied and interesting. https://robertsspaceindustries.com/media/nrlzrzpcimmopr/source/LuanV_ArcCorp_Scattering_Distribution_Buildup_Tests_00_wSCLogo.jpg https://robertsspaceindustries.com/media/tf36fsuczuhp7r/source/Arccorp_area_18_city_scattering_test_04_wSCLogo.jpg https://robertsspaceindustries.com/media/a7wervojh2ovyr/source/LuanV_ArcCorp_Suburbs_00_wSCLogo.jpg 3.5 is with the Evocati! However, it's a very limited part of 3.5, being the IFCS rework in Arena Commander with the Gladius for tightly-focused testing. The rest of 3.5 is still not ready, as of last roadmap update. Here are the latest roadmaps (as of last Friday): https://i.imgur.com/b9k7UU2.jpg https://i.imgur.com/V58PuV6.jpg https://www.youtube.com/watch?v=I5WjdBaqv0k https://www.youtube.com/watch?v=LPBAt1UCMf4 https://www.youtube.com/watch?v=jVf85_gglxc https://www.youtube.com/watch?v=Bm8LKcEJQPw https://www.youtube.com/watch?v=AaRlrH_PkkA https://www.youtube.com/watch?v=76fpL2RQDmI https://www.youtube.com/watch?v=sZEMOOkB59o https://www.youtube.com/watch?v=B-Y4MztLu-s https://www.youtube.com/watch?v=BP_ve0zhoV8 https://www.youtube.com/watch?v=pF0RKcNyJbM https://www.youtube.com/watch?v=ODDREvwE_g8 https://www.youtube.com/watch?v=ysSlZg8FnyI https://www.youtube.com/watch?v=ytn3_NkD7b0
https://www.youtube.com/watch?v=IomRe8AAjho https://www.youtube.com/watch?v=A8aRbg48Kjw https://www.youtube.com/watch?v=0gD0geqyImk
https://i.redd.it/4326d08b3om21.jpg ArcCorp is now in the Evocati PTU build. https://i.imgur.com/CwQ0XdW.jpg https://i.imgur.com/XLPjTCk.jpg https://www.youtube.com/watch?v=LisTsCCylsw
is there a complete list of everything they want done by the time the game releases? I'm excited to go to ArcCorp once it's out but I'm even more excited for more gameplay systems than locations to visit. it seems like the next few updates are gonna focus more on that which is cool. oh and ship rentals, that's gonna be great.
CIG has publicly announced their plans to release 3.5 this weekend. https://i.imgur.com/7EwzMdO.jpg https://i.imgur.com/4LxQsZs.jpg https://i.imgur.com/BkLHuBz.jpg https://i.imgur.com/Adhc0At.png https://i.imgur.com/s1kxxI2.jpg https://i.imgur.com/DwqDFpZ.jpg https://i.imgur.com/kqeYs5P.jpg https://i.imgur.com/zioUs2O.jpg https://i.imgur.com/WWmC1tm.jpg https://i.redd.it/9uuavp8qd5o21.jpg https://cdn.discordapp.com/attachments/512911916600131596/559275051791417345/ScreenShot0374.jpg There is also a new concept sale in progress: The Drake Corsair, Drake's answer to the Constellation series. The sale lasts until April 22, 2019, and warbond gives you a reservation to secure a unique name before ship naming opens up. https://media.robertsspaceindustries.com/focngm8fy6430/source.jpg There is no one canonical public goal list that covers everything. There is the crowdfunding stretch goal page, but that only covers stretch goal promises, not design goals. There have been multiple design documents but they're scattered around all over the place on the website. And there's also the matter of defining "release", because there's 'release' as in the game is promoted to beta and considered stable enough for the economy to switch over to live terms (with the pledge store shutting down now that permanent earning is turning on, or at least that's what they've promised all these years), and then there's 'release' as in 1.0, out of beta, no more hiding behind labels as an excuse. As you can imagine, one will be in a more primitive state with less content than the other, and gameplay systems should increase and become more in-depth between the two. Now, what there is is the roadmap, which now covers both Squadron 42 and the PU over the next year (longer in SQ42's case). The roadmap updates every Friday and is pulled directly from their internal JIRA task tracking (with the data cleaned up for public presentation), so things are subject to change at any time and if anything will not be ready in time to go into a build it gets bumped back to a future patch. Sometimes things get removed from the roadmap and it doesn't mean they're cut as much as they've been bumped off of the visible roadmap range (past Q4 2019, currently). However, I will try and concisely vomit a list of features and things SC wants to do by the time the 100 star systems promised in stretch goals have been all finished and released plus or minus three years. I'm going to be doing this from memory, and I cannot guarantee that everything is still planned (and they just haven't publicly said), so understand none of this is confirmed, none of it is guaranteed to ever be delivered in a detailed and thought-out way, and even if 100% of the dreams make it in-game there's no promise it'll be fun. But cross our fingers and hope for the best. This'll be a bit long. SC either currently supports in a primitive and incomplete form, or MAY support in the future, the following careers and associated gameplay: - hauling cargo, smuggling illicit/stolen cargo, hauling data, transporting people including a 'public transit' network of NPC ship routes so you can be a space tourist instead of flying everywhere yourself - trading and selling data of various kinds, including trade data, and exploration/chart data, as information is a commodity in SC; explorers are rewarded with clever exploitation of information they discover and exploration is going to be a major career eventually♦ - mining in space and on moons/planets - racing, both sanctioned and underground weapons-hot races in space and on planetary surfaces - bounty hunting, mercenary work, piracy, and any other form of fighting for profit, including boarding and stealing ships - extensive equipment and clothing choice, including customizing equipment with attachments and decorations (like paint) - controlling ship systems defensively/hacking them offensively during a boarding to turn the ship itself into an obstacle, e.g. turning off gravity and life support when the crew aren't in EVA suits, or the crew locking down the ship around the intruders and venting them out an airlock - land claims, terrestrial resource extraction, player surface-outpost construction, base security (land claims are not required, but provide legal ownership and, when available, system security response for violations in lawful systems) - a faction reputation system means guilds can have their own special spaces and player achievements (such as completing SQ42) can grant benefits in the PU - ship repair (for when there's a hole in the wing), ship salvage (for when there's no more wing, or engine, or cockpit canopy), scrap refining - gas fuel scooping, refining, transport, and refueling - electronic warfare, from intercepting transmissions to spoofing the sensor readings you give a targeted ship - search and rescue, medical assistance, and ambulance transport, as the game features soft permadeath so you will want to avoid dying whenever possible - about that soft permadeath, headshots will mostly be fatal, limb damage (from lightly harmed to destroyed) can occur, and 'dying' respawns you in the nearest hospital facility with your invisible life counter decreasing by one; when this counter reaches zero your character permanently dies and your dead character's stuff is inherited by the new character you roll up to take over. There is no account-level permadeath, only characters. - being a crew member on someone else's ship, in case you don't want to fly your own or your only ship got blown up when you couldn't afford the insurance claim fee so you're doing missions for someone else to scrape together the credits to pay the claim and get back into your own ship - player in-game news reporting and video streaming via the 'news van' Reliant variant - "science" which covers various gameplay options on a few specific ships such as growing plants in space, running a flying drug lab, and optimizing equipment beyond stock stats - naming and painting your ship(s) in the colours of your choice, although you will probably be restricted to choosing from predefined patterns instead of a completely arbitrary paint system - customizing any living space temporarily or permanently owned by you, eventually including placed object permanence (put a coffee mug on the desk and it'll be there when you log back in a week later) - fleet C&C - DCS-level cockpit interaction and ship performance tuning IF you want to go into that level of detail; there will always be an option to immediately go flight-ready with the defaults and skip the knob-fiddling - basic customization of UI elements, such as colour choices (not necessarily element rescaling/repositioning) ♦ The holy grail of exploration gameplay is the discovery of a brand new star system and surviving the trip back with recorded wormhole charting data to report the system to the (NPC) authorities -- being the very first to map the way into the new system and survive all the way back to the government office makes the lucky player a permanent name in game lore and confers the most coveted reward of all, naming rights over the new star system (all names subject to approval by CIG so no charting a path to IFuckedUrMom via Ellis system). Adding to the risk is that it's not necessary to reveal the system to the whole world if you have friends who can keep a secret and want to share monopoly access to the system's resources. You just run the risk that someone else will independently find the wormhole into the new place and beat you to the punch, OR that one of your friends will claim it first and scoop naming rights. ow my hands
https://cdn.discordapp.com/attachments/416398364863627268/560185889087815682/eg6px4yxwfo21.png https://cdn.discordapp.com/attachments/416398364863627268/559947610249494528/651ec7f.jpg
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