Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
[QUOTE=Viper123_SWE;48509414]Don't tell me there was a Carrack sale as well?[/QUOTE]
[QUOTE=elixwhitetail;48345963][IMG]https://i.imgur.com/PJgpw88.png[/IMG]
Okay, so the limited ship sales will be going on [I]during[/I] the Gamescom event, both on-site and online. I'm passing this info on because, even though I doubt anyone's going to be taking advantage of this, paging [B]Viper123_SWE[/B], your opportunity to buy a Carrack is coming for a very limited time. As in, the sale will only run 6-8 hours, evening European time (exact schedule TBA), on the 7th. No Vanguard sales, but the Retaliator will be in store, and it'll be ready when multicrew drops, if you want to sate yourself until the Vanguard comes up and you can melt the Tali.
Or you could buy no additional ships, that's cool too. Up to you. [URL="http://facepunch.com/showthread.php?t=1446574&p=48176956&viewfull=1#post48176956"]I just remember.[/URL][/QUOTE]
Two weeks ago
[QUOTE=the_killer24;48509952]wing mounts are S2 now as per the spec sheet
[editline]21st August 2015[/editline]
and the nose gun is s3[/QUOTE]
Oh, good. Sounds like a lot changed then, because the Avenger was dead in the water when I last played because of everything I said. It was just too limited in its options.
right now the avenger is extremely strong, probably will be nerfed. with the 2 size 2 wings and an effective size 4 nose (size 3 tigerstreik on a gimbal) coupled with a slim profile, high hp, size 3 shield, very good manuverability and solid top speed (225), 4 s2 missiles, and a high score bonus for getting kills with it, at just 6k rec(supposedly the rec prices are 10% of the intended UEC price), its pretty great. compare that to the gladius at 9k rec which is far more fragile, has similar maneuverability, a smaller nose gun, slightly more top speed and room for 8 size 2 missiles if you swap racks with a 2nd gladius.
and thats not even mentioning that the gladius has no internal room or cargo, while the avenger has a full two rooms with a bed, potential for cargo and holding cells. I think they will reduce it's maneuverability significantly and increase it's top speed to better match it's pursuit oriented lore, that'd probably make it more balanced.
[QUOTE=Mattk50;48510175]right now the avenger is extremely strong, probably will be nerfed. with the 2 size 2 wings and an effective size 4 nose (size 3 tigerstreik on a gimbal) coupled with a slim profile, high hp, size 3 shield, very good manuverability and solid top speed (225), 4 s2 missiles, and a high score bonus for getting kills with it, at just 6k rec(supposedly the rec prices are 10% of the intended UEC price), its pretty great. compare that to the gladius at 9k rec which is far more fragile, has similar maneuverability, a smaller nose gun, slightly more top speed and room for 8 size 2 missiles if you swap racks with a 2nd gladius.
and thats not even mentioning that the gladius has no internal room or cargo, while the avenger has a full two rooms with a bed, potential for cargo and holding cells. I think they will reduce it's maneuverability significantly and increase it's top speed to better match it's pursuit oriented lore, that'd probably make it more balanced.[/QUOTE]
the prices are also easy to convert to the pledge store. 1 REC=1 penny. AV is $60, GL is $90
more stats to consider for how they'll adjust things (avenger will definitely change up a bit when variants/modules are released)
GL: 2 S2 engines (S4 equiv I guess?)
AV: 1 S5
I'd say avenger should have higher top speed and less maneuverability, again to match the whole 'pursuit' thing. Right now the gladius feels a bit drifty (I'm flying sideways 2/3rds the time in a dogfight if I go faster than ~150m/s) and I'd rather it have some stronger maneuvering jets so it can be [i]more intentional[/i] in its movement to make up for the overall speed. Its goal is to be at a dogfight and perform well at that point, instead of travelling and hunting targets down and such
both list the same number of maneuvering thrusters, though avenger feels more responsive to strafing. it's 1,000 kg lighter (19k vs 20k) but that shouldn't make that much difference. An odd quirk too, is that the gladius will lock up a LOT and have trouble rolling to the right (it goes rather slow), but if you roll left really quick it'll unlock and roll right at full speed. I keep thinking I've been hit but it's just a bug I guess
AV: 4 S2 missiles
comes with marksman I's by default
GL: 4 S2 + 2 S3 (not available yet, so 6 S2 for current testability's sake)
comes with 4 ignite II's and 2 tempest II's
I hope the missile system gets expanded upon later. I like having a diverse selection of missiles but I just can't go mouse around to turn off systems for individual missiles when I want to fire a specific set. Having S3's on hand would be great but only if I could determine on the fly which set I'm activating, instead of just going along the whole chain of command.
Also the Ignite II's are still garbage. I turned on cinematic camera to watch and it seems they're TRYING to aim for the center of a scythe's bounding box, which means it's going to fly right between the wing and the cockpit before drifting out into space. Hoping they eventually aim for heat sources, AKA the engine at center, or even hone in on overheating weapon systems. Firing off the two tempest II's at the elite named vanduul as a round starts has a solid chance of instakill
GL: S2 nose, permanent gimbal
AV: S3 nose, gimble for its trademark chaingun but can't mount S3 weapons. Can attach S3 puck to gimbal S2's.
From what I understand the DPS of the Avenger's nose is only [del]20[/del] 50 higher (250 vs 300) than the gladius, provided you're landing all your shots. Both do 20 damage per bullet.
[URL="https://forums.robertsspaceindustries.com/discussion/280300/vanguard-variant-pricing"]Says the Lesnick,[/URL]
[QUOTE]Hey everybody! Since we're a week out from the Vanguard variant release, I'm here to provide the pricing. The Vanguard Sentinel is $275 and the Vanguard Harbinger is $295. And for those interested, the standard model is now the Vanguard Warden! We'll have plenty of details to explain exactly what all that means in one week's time. Gurmukh has created a LOT of new art for this one, and even if you aren't interested in picking up a different Vanguard there should be something to enjoy.
[/QUOTE]
[URL="http://imperialnews.network/2015/08/reverse-verse-episode-59/"]INN summary of RtV[/URL] (I haven't watched the stream yet):
- Crucible and Endeavour concept work continuing
- CIG Austin are working on getting ArcCorp on the PTU, no ETA yet but they're on task
- Deep dive post on sensor and radar mechanics coming eventually
- CIG has a roadmap for the next 18 months to bootstrap the social module into becoming the full-blown PU
- Social is launching "very young" but baby steps, Tony Z is writing up a post to go with the initial social launch
- Ben's contacted the designers to get confirmed measurements about the Tali's cargo capacity
- Vanguard variants will be [U]variants[/U] and not modules; modules do not wholly replace variants and the two systems will coexist going forward
- Access to the social module PTU will initially be limited to ~2000 people and then expanded outwards after the initial smoke test; no required module pass for this, it's to be available just for backing. May or may not be a permanent decision for all of social/planetside, unclear yet
- The ~2,000 stress test batch will be chosen according to specific criteria--geographic location and distance from servers, not Citizen number/etc.
- CIG are peeling some resources [I]off[/I] Squadron 42 in order to get some pledge ships out sooner (probably multicrew ships)
- A ship will be revealed at CitizenCon, but it won't be one that requires additional design posts (e.g. like the mining design post with the Orion) so it won't be the Endeavour (science design post coming with the Endv. whenever it goes up)
- Herald still actively being worked on
- CIG again repeats the same line about extending the Scythe/Glaive blades: "Switch to weapon group three, treat them like a missile" - :huh: still waiting for proof this even works
- People scheduled to start on the Reliant before end of year, still being fast-tracked
- The Crucible, Endeavor, and Esperia Prowler are the last wave 4 ships waiting to be done; the Prowler and as-yet-unrevealed ships will kick off after the Crucible and Endeavor
- Freelancer's in Foundry 42's hands now
- Connie still being worked on past the state it was in the Gamescom demo
- Austin are working on the Million Mile High Club (for $10k+ package backers) for "an upcoming event", at least one nightclub has already been built
- Avenger variants being held back until they're happy with them; Avenger is in the top 10 for backer-owned ships. CIG doesn't hate the Avenger
- The Vanguard Sentinel is the EWAR variant; Vanguard names are the Warden, Sentinel, and Harbinger (see the Ben post at the top)
- The holotable revamp is being worked on but won't be finished soon; CIG know how fucked it is
- Sunday is Disco Lando's birthday! :toot:
[QUOTE=Why485;48509948]If I remember right, the Avenger is in a really shitty situation because its wing mounts are only S1 which means you're forced to mix fixed and gimballed guns which is never a good idea. The way Star Citizen currently works (I hope this changes, but I'm not hopeful) you either go all gimballed or all fixed. There's little benefit mixing the two as it means you're either not hitting with your gimbals or you're not hitting with your fixed. The two guns will never line up.
Waaaaaay back when Jono did the one on one Chris talk, I actually asked specifically about this issue but I didn't word it right and it wasn't clear so it was a flop. I've been wondering how CIG was going to address this since day one, but so far there's no indication that they think it's even a problem.
Anyway, with the Avenger your choices are to either use the nose gun and just ignore your side guns, or lock all the guns forwards and pretend the nose gun is fixed. Fortunately the Avenger's nose gun is actually on par with most S2 guns, so even though its a S1, it still hits like a fixed gun. Both the special nose guns on the Avenger on Gladius are very strong for their size and actually one of the better guns in the game.
At least, that's how it was before the most recent balance pass, but I imagine they're still like that. I haven't seen spreadsheets of the latest weapon stats.[/QUOTE]
I don't see the issue of not being able to mix fixed and gimbal. I mean why would you? the only reason it works in elite dangerous is because of auto targetting vs chaff, which I really do not want to see in this
anyway I'm sure the avenger will eventually have multiple options for its nose gun, including fixed weapons, and the gladius' is a normal slot (but as you said, it's the best choice atm)
[editline]22nd August 2015[/editline]
[QUOTE=elixwhitetail;48512356]- Freelancer's in Foundry 42's hands now[/QUOTE]
going to be very peeved if this comes out before the cutlass
[QUOTE=elixwhitetail;48512356]
- CIG again repeats the same line about extending the Scythe/Glaive blades: "Switch to weapon group three, treat them like a missile" - :huh: still waiting for proof this even works[/QUOTE]
My theory- you lock on and firing means that the ship autopilots itself to ensure only the blade collides with your target.
Or it's a harpoon.
[QUOTE=ScottyWired;48514489]My theory- you lock on and firing means that the ship autopilots itself to ensure only the blade collides with your target.
Or it's a harpoon.[/QUOTE]
That is still the dumbest idea in the history of space sims. But I love it.
[QUOTE=krail9;48513831]going to be very peeved if this comes out before the cutlass[/QUOTE]
Considering the level of completion the Freelancer was in in the Gamescom demo (it's parked outside customs in Area 18; the press demo version takes a longer look) compared to the Cutlass Blue, the [I]only[/I] way I could see this being the case is if they're still at the "staring at their dicks" phase with medical and the Red holds the whole thing back; and while that's possible, I'd kind of hope that they've learned by now not to do that.
[URL="https://robertsspaceindustries.com/comm-link/transmission/14911-Star-Marine-Status-Update"]FPS status post is up.[/URL]
TL;DR the big code merge is more that just taking the custom stuff from the Gamescom demo, it's also the Cryengine 3.7 engine update/merge, which means VR and Linux support are officially in the engine (not automatically going to be spun in right away, of course) as well as animation stuff. This is essential for multicrew, and this means multicrew will contain everything--fps, social, and its own stuff, and that's our first baby steps into the PU. Animation retarget (those 3,000+) is [I]finished[/I].
Jump Point is also up.
the movement in that short video looks nice
[QUOTE=elixwhitetail;48514516]Animation retarget (those 3,000+) is [I]finished[/I].[/QUOTE]
Considering how much they talked about it I thought it would take a little longer.
[QUOTE=krail9;48513831]I don't see the issue of not being able to mix fixed and gimbal. I mean why would you? the only reason it works in elite dangerous is because of auto targetting vs chaff, which I really do not want to see in this
anyway I'm sure the avenger will eventually have multiple options for its nose gun, including fixed weapons, and the gladius' is a normal slot (but as you said, it's the best choice atm)
[editline]22nd August 2015[/editline]
going to be very peeved if this comes out before the cutlass[/QUOTE]
I think we're agreeing because my whole point is that mixing them is bad and that the Avenger is (was) forced to mix them. It was wasteful and an annoying problem that couldn't be worked around.
Although apparently they changed the Avenger's stats so that it can carry S2 wing guns which means you can now you can take advantage of a fully gimballed loadout if you want to.
Oh I get it what you're saying now. There's two reasons I wish there was a reason to mix them.
The main one is because there are some ships that are forced to mix them. The Vanguard is the new problem child in that department with 4 fixed guns in the nose and one big gimballed gun. That's as much of a problem with Star Citizen's typically poor ship design, but I don't think they'll ever stop doing that. Every time they design ships and give them stock loadouts, they seem to be under the impression that it's a good idea to mix gimballed and fixed weapons because I don't know.
The other reason is because I think it's just interesting to mix them. It makes for more varied loadouts and gives you some interesting options. You can have reliable low DPS guns to fill in damage coupled with very high burst damage but risky weapons. The only way for it to work control wise though would be for them to either have some limited auto aim (and I stress limited, not ED level) or maybe do something where the gimbals will move to line up with the fixed cursor.
[editline]22nd August 2015[/editline]
Dammit Viper.
actually you might have something there
I've thought for a long time that they need to bring down the power levels (or the cooler?) significantly so that it behaves more like ED - the more guns you fire the less you can fire them. this solves the issue of OP hornets, since equipping 6 weapons vs the avenger's 3 will give you more versatility, but not excessively increased dps. eg. if you equip both the canard and ball turrets, you can slot 6 weapons, but can't possibly sustain more than 4 for more than a second
it also solves monoboating for the same reason and would justify a mixed fixed/gimbal loadout
[QUOTE=krail9;48516971]actually you might have something there
I've thought for a long time that they need to bring down the power levels (or the cooler?) significantly so that it behaves more like ED - the more guns you fire the less you can fire them. this solves the issue of OP hornets, since equipping 6 weapons vs the avenger's 3 will give you more versatility, but not excessively increased dps. eg. if you equip both the canard and ball turrets, you can slot 6 weapons, but can't possibly sustain more than 4 for more than a second
it also solves monoboating for the same reason and would justify a mixed fixed/gimbal loadout[/QUOTE]
I agree, power and cooling is a smidge broken right now, I can fire 8 badgers on my Aurora for the same amount of time that I can fire 2, and the heat dissipation rate is the same. Pretty sure that can't possibly be right.
Anyone know what could be causing the launcher to freeze?
[QUOTE=ScottyWired;48516275]Considering how much they talked about it I thought it would take a little longer.[/QUOTE]
So did CIG, the report says they expected it to take a month and they finished it in two weeks.
[QUOTE=Korro Bravin;48517586]I can fire 8 badgers on my Aurora for the same amount of time that I can fire 2, and the heat dissipation rate is the same. Pretty sure that can't possibly be right.[/QUOTE]
??? I'm not sure what you are saying. Wouldn't heat dissipation in a single gun be independent of all the others? It's not like they're sharing a single heat sink.
More guns obviously sucks up more power, but the cooling rate should theoretically stay the same no matter how many you attach.
[QUOTE=ScottyWired;48520171]??? I'm not sure what you are saying. Wouldn't heat dissipation in a single gun be independent of all the others? It's not like they're sharing a single heat sink.
More guns obviously sucks up more power, but the cooling rate should theoretically stay the same no matter how many you attach.[/QUOTE]
IRL, heat would conduct between the weapons and all ship components, though at a slow rate. The power plant would also have to put out more power, ergo more heat in order to maintain the weapons.
I just want to see overheating like in MWLL. Few things were more satisfying than watching some idiot fire all his lasers, realize he's boned, then fire his jumpjets which causes his fusion reactor to go over the redline, melting his arms and legs off midair.
It'd be pretty funny to see a Hornet go boom when the residual heat from all his pew pew guns cooks off his reactor.
[QUOTE=elixwhitetail;48519871]So did CIG, the report says they expected it to take a month and they finished it in two weeks.[/QUOTE]
their estimate was three months, even.
edit: misread 3 months from here: '(though that means roughly three months of additional work we weren’t able to access before!)'
[QUOTE=Saber15;48520404]IRL, heat would conduct between the weapons and all ship components, though at a slow rate. The power plant would also have to put out more power, ergo more heat in order to maintain the weapons.
I just want to see overheating like in MWLL. Few things were more satisfying than watching some idiot fire all his lasers, realize he's boned, then fire his jumpjets which causes his fusion reactor to go over the redline, melting his arms and legs off midair.
It'd be pretty funny to see a Hornet go boom when the residual heat from all his pew pew guns cooks off his reactor.[/QUOTE]
Would love better heat mechanics, right now it feels so linear and underutilized in terms of the gameplay. Same with power and spread, right now you can fire your gatling, stop firing, and it will still be high spread 3 seconds later. If they didn't want to properly implement a spread curve they shouldnt have implemented it to begin with.
As for potentially damaging yourself, you should be able to disable heat-safe and push your weapons past their limits in return for risking their destruction if you go too far. Like how mantis gatlings used to work.
I found a bug last night
[media]https://www.youtube.com/watch?v=DTEXmg1FDd8[/media]
[QUOTE=Saber15;48520404]IRL, heat would conduct between the weapons and all ship components, though at a slow rate. The power plant would also have to put out more power, ergo more heat in order to maintain the weapons.
I just want to see overheating like in MWLL. Few things were more satisfying than watching some idiot fire all his lasers, realize he's boned, then fire his jumpjets which causes his fusion reactor to go over the redline, melting his arms and legs off midair.
It'd be pretty funny to see a Hornet go boom when the residual heat from all his pew pew guns cooks off his reactor.[/QUOTE]
I don't think being able to cook off your own reactor in a commercially sold ship is very realistic.
I mean imagine the lawsuits.
tbf if some dudes packing enough heat to self immolate he most likely voided most of the warranties and safety limits long ago
Anvil Aerospace Systems coming online. Please select power settings:
----Underclocked
----Safe
----Military
[highlight]>>SPACEPUNCH[/highlight]
[QUOTE=Mattk50;48520416]their estimate was three months, even.[/QUOTE]
Actually, the exact quote from the fps post is
[QUOTE]The most important news here is that our animation retarget, now finished, took LESS time than expected (we had estimated it might take as long as two months… and it was done in two weeks!)[/QUOTE]
FPS as a whole is well overdue according to what they had estimated, but the retarget was finished well ahead of forecast.
NO MISSILES
FIXED NEUTRON CANNONS ONLY
FACEPUNCH DESTINATION
[QUOTE=ntzu;48520429]I don't think being able to cook off your own reactor in a commercially sold ship is very realistic.
I mean imagine the lawsuits.[/QUOTE]
Performance cars often have clauses that void the warranty. The same would apply to commercial starships.
The Saleen Focus N2O was fitted with a nitrous oxide boost, which if activated would instantly void the vehicle's powertrain warranty. :v: