Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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The tali can be equipped with different modules including commercial ones to haul cargo. Just gonna go out on a limb and suspect that if you wanted to haul through dangerous areas the Tali would be preferable over the connie.
[QUOTE=Saxon;48958695]The tali can be equipped with different modules including commercial ones to haul cargo. Just gonna go out on a limb and suspect that if you wanted to haul through dangerous areas the Tali would be preferable over the connie.[/QUOTE]
The Connie will probably be better with a lower number of players though, given the number of gunners needed to cover a Retaliator's arcs.
In star citizen I want to haul cargo, do multi crew and do some fighting.
I got a Saber to cover the fighting part, freelancer to cover the cargo part, 300i and a AMD ship for fun which was free.
So, freelancer to a constalation/retaliator or upgrade the 300i to a constalation/retaliator
[editline]22nd October 2015[/editline]
[QUOTE=Useful Dave;48959059]The Connie will probably be better with a lower number of players though, given the number of gunners needed to cover a Retaliator's arcs.[/QUOTE]
Exactly lower operational costs, less people needed to take care of the ship and a good question to ask would be who would survive a pirate assault a Connie or Tali? (Fully crewded)
the connie is (probably) currently better at fending off fighters and single-man ships because of its fucktillion small missiles while the tali is a multicrew killer
I've been asking myself if I should swap my connie to the tali.
I really like Aegis ship designs. And the interior of the the tali with the hallways is neat.
But I want to try out my connie first and check out it's redesign. Multi crew needs to get here fast.
Shower me in clocks, but I had no idea they'd canned James Pugh. The hell? He was one of the best dudes on their team.
Only reason I didn't know is because I've stopped watching ATV lately.
[video=youtube;GSIXl4Ug3-s]https://www.youtube.com/watch?v=GSIXl4Ug3-s[/video]
This week's smashed bug is a thruster particle render fuckup with sending global coordinates to be translated into global coordinates instead of sending local coordinates because we local physics grid now.
[video=youtube;HuiVA131ZZ4]https://www.youtube.com/watch?v=HuiVA131ZZ4[/video]
[QUOTE]01:25 – Intro
03:44 – News From Around the Verse
13:02 – Interview with Paul Dalessi
19:16 – Behind the Scenes: Alpha 2.0
28:32 – MVP
29:22 – Art Sneak Peek[/QUOTE]
[URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15019-Galactic-Guide"]Galactic Guide post for Croshaw is up.[/URL]
[URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15020-Advocacy-Archive-Glaive-Attack"]There's also been a terrible friend-or-foe-failure incident,[/URL] in which an unwise young adult attempted to fight off "the Vanduul" and in doing so killed the son of a rich business family in an Esperia replica Glaive just outside Jata's atmosphere. The Advocacy struggle to not ruin his life with murder charges, but to not give him too light a sentence and give idiots the precedent that it's okay to shoot without identifying.
[QUOTE=archangel125;48960664]Shower me in clocks, but I had no idea they'd canned James Pugh. The hell? He was one of the best dudes on their team.
Only reason I didn't know is because I've stopped watching ATV lately.[/QUOTE]
Erin Roberts became global director of Getting Shit Done Around Here and did some efficiency reorganization. As a result, some positions were moved to Foundry 42 for better consolidation, and the unfortunate side to that is some Americans either had to move to England pretty much right now, or be let go (CIG probably didn't even offer the option of moving given how much shit's involved). However, these were relocations, not downsizings, as CIG/F42 is continuing to grow and hire more people.
These happened just shortly before shithead got the ball rolling on The Escapist shitpiece; no wonder Lizzy rushed to publish. But never mind him except to say that he's declared war on CIG for like the 6th time now... still hasn't done anything but shitpost. Before he got chased off SA (again), though, he pooped out these two gems:
[QUOTE]No clue, but if you were [I]really[/I] a Goon, and not just a [I]pretend[/I] Goon, you'd know that, well, going back through the history of Goon[I]hood[/I], it is a rarity for Goons to [I]set up[/I] one of their own.[/QUOTE]
[QUOTE]So you've spent the better part of the past two days poo poo-posting at me. I have ignored all of them. But you continue.
My question to you is this, do you [I]really[/I] want to dance with me?[/QUOTE]
This is today's RtV sneak peek; oh god yes
[t]https://i.imgur.com/G7xizk9.png[/t]
what is that, the non-export khartu?
[QUOTE=the_killer24;48962684]what is that, the non-export khartu?[/QUOTE]
It's the Khartu-al. The cherry-red design is the old-era design and just concept art.
I resisted melting my Khartu-al for a Sabre during the concept sale, and my patience is already being rewarded.
Gonna fly the [B]shit[/B] out of that bad boy.
As always, that art's probably not the final result, but, oh fuck yes, hype levels accelerating to dangerous speeds.
[QUOTE=elixwhitetail;48962888]It's the Khartu-al. The cherry-red design is the old-era design and just concept art. [/QUOTE]
I still have it as one of my many, many wallpapers
[t]https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/spaec/Star%20Citizen%201.jpg[/t]
Does anyone see the problem here?
[t]http://i.imgur.com/5KAmjs3.jpg[/t]
[t]https://i.imgur.com/gnkbRFJ.jpg[/t]
(Psst, try it and if you can do it, support my report: [url]https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha/SC-1382-Old_Bindings_Don_t_Clear_When_Assigning_New_Ones__1_2_[/url])
[QUOTE=Saxon;48958695]The tali can be equipped with different modules including commercial ones to haul cargo. Just gonna go out on a limb and suspect that if you wanted to haul through dangerous areas the Tali would be preferable over the connie.[/QUOTE]
I've been staring at ship specs and the retaliator has a max shield of 3 while the constellation has a max shield of 6, to put that in perspective the Freelancer has a max shield size of 5.
The retaliator has a whopping 18 maneuvering thrusters while the constellation has 8, main engine size is 2 for the retaliator and 4 for the constellation.
The weight of the retaliator is 18.000 and constellation is 80.530, so should the constellation be faster but less nimble?
Never trust the ship specs for anything. They're often badly out of date -- although CIG is trying to get better about that because they know this is the default response.
Sorry to bother, but I am quite confused and maybe you guys could help
What is this game right now? I don't have it yet, but I head they released some ship battling part of it as like a beta or some shit
Have they added anything else?
[QUOTE=mcgrath618;48964987]Sorry to bother, but I am quite confused and maybe you guys could help
What is this game right now? I don't have it yet, but I head they released some ship battling part of it as like a beta or some shit
Have they added anything else?[/QUOTE]
Alpha still and for a long while to come. They got so much crowdfunding that expanding the game has caused setbacks.
Right now there's a decent flight tutorial, PvP, PvE and race modes. They're pretty fun.
Before the end of the year will be the first incarnation of the large* sandbox which includes missions, warp drive, and multicrew ships which are manned as a group of players. The shooter mechanics may or may not be included if the devs think they're up a passable state.
*1'000'000KM x 1'000'000KM x 200'000KM = 200'000'000'000'000'000 KM^3
[video=youtube;SrpeLpQWzTk]https://www.youtube.com/watch?v=SrpeLpQWzTk[/video]
There's almost[I] too much information [/I]to sift through if you just want basic facts so ask away. Really, they've got hundreds of hours of development vlogs on youtube and a couple millions words worth of reports on their site- too much for a single person to view it all. E: except the guy below, Elix is a Star Citizen encyclopedia
Right now, there are three major aspects of the game working - four if you count the starmap (and considering it's to appear in the game a lot like it does on the site you should).
1. Your hangar, which seems pretty basic but it's the foundation for your character's experience with the world. It connects you to the planetside modules and the Arena Commander module.
2. Arena Commander is an in-universe dogfighting simulator/video game with score-round gameplay, and it's also the testbench for everything space. (This is due to change soon, more on this in a sec.) The available game modes are racing, several pvp modes, vs AI/co-op multiplayer vs AI, and no-goals free flight.
3. The social/planetside module allows you to leave your hangar by the door in the back and enter the elevator to ArcCorp Area 18, a planetary surface environment and one of the landing zones in the Stanton system. There isn't much to do but explore the really cool map (once) and then chat with people and attempt to glitch out of the map. There is a patch on the test servers that adds the Graycat buggy to the ArcCorp map, and it's explosive mayhem. More improvements will be made over time, obviously.
At the moment, there isn't too much worth doing unless you really like racing or pvp in the current mechanics, but there's a big update coming soon - no official release window has been set, but I'm expecting that they're going to try for before the end of the year. This patch is Alpha 2.0.
2.0 will be the release that gives us our first actual taste of what the game is going to be like, as the map environment covers something like a million km by a million km by 200,000km tall and is primarily centered around the larger-than-Jupiter gas giant, Crusader, and its moons and satellites and other features. It'll be the first proper release of multicrew ships with working local physics grid technology, which is a fancy way of saying that you can get up from the controls of your ship and walk around on it while it is rotating in global space -- you have your own local "up" that doesn't instantly break if you're near a player in another space ship. Multicrew ships will actually allow more than one player to control parts of the ship, such as being turret gunners or managing the shields.
Keep in mind that Cryengine was never capable of or intended to do any of this, and they've modified the engine very thoroughly.
[QUOTE=Spor;48965650]But a year back I bought space engineers because I started a huge shitstorm[/QUOTE]
This explains Star Citizen's success
[QUOTE=ScottyWired;48965930]This explains Star Citizen's success[/QUOTE]
I get the feeling you might be in the wrong thread...
Somebody made an excellent video using third party software to simulate what the theoretical jerk mechanic that CIG hopefully will implement might look like if they do it right.
It gives a much needed feeling of mass, makes doing fine maneuvers possible, and would make combat more predictable and more like what Chris Roberts thinks it looks like.
[video=youtube;oy0bmJVnxhs]https://www.youtube.com/watch?v=oy0bmJVnxhs[/video]
[QUOTE=woolio1;48966146]I get the feeling you might be in the wrong thread...[/QUOTE]
Why? People cross-quote all the time
[QUOTE=Why485;48966180]Somebody made an excellent video using third party software to simulate what the theoretical jerk mechanic that CIG hopefully will implement might look like if they do it right.
It gives a much needed feeling of mass, makes doing fine maneuvers possible, and would make combat more predictable and more like what Chris Roberts thinks it looks like.
[video=youtube;oy0bmJVnxhs]https://www.youtube.com/watch?v=oy0bmJVnxhs[/video][/QUOTE]
It's weird how much that small tweak made the flight model look like Elite: Dangerous.
[QUOTE=Why485;48966180]Somebody made an excellent video using third party software to simulate what the theoretical jerk mechanic that CIG hopefully will implement might look like if they do it right.
It gives a much needed feeling of mass, makes doing fine maneuvers possible, and would make combat more predictable and more like what Chris Roberts thinks it looks like.
[video=youtube;oy0bmJVnxhs]https://www.youtube.com/watch?v=oy0bmJVnxhs[/video][/QUOTE]
plan B that has worked for a while, decouple for fine maneuvers, ESPECIALLY TAKEOFF/LANDING
I still giggle on freeflight mode online when people hover 1cm off the ground trying to land softly then SMASH THE EVERLOVING FUCK out of their ship on the next tap.
[QUOTE=dai;48966894]plan B that has worked for a while, decouple for fine maneuvers, ESPECIALLY TAKEOFF/LANDING[/QUOTE]
I've been doing that since the Arena Commander's first release. That's a workaround, not a solution. This isn't just a problem with landing/takeoff, it's ship handling in general.
I worry that because CIG is now planning on adding a precision mode to the IFCS that it'll supersede what the jerk mechanic was supposed to be and we'll never get this kind of handling.
[QUOTE=Daemon White;48966931]I still giggle on freeflight mode online when people hover 1cm off the ground trying to land softly then SMASH THE EVERLOVING FUCK out of their ship on the next tap.[/QUOTE]
It's like gravity suddenly decides it hates you on an atomic level.
I'm talking massive amounts of [B]PURE UNREFINED HATE[/B]
Since I fly with an Xbox 360 controller, I have little problem making fine movements. I wonder how spooling thrusters will affect such control schemes.
[URL="https://forums.robertsspaceindustries.com/discussion/292236/publishing-1-3-0-to-live"]1.3 is going live.[/URL] [URL="https://robertsspaceindustries.com/comm-link/transmission/15025-Star-Citizen-Alpha-13-Available"]And is officially live.[/URL]
[QUOTE]Zyloh-CIG: This patch is different than what PTU currently has. QA tested some additional fixes/changes and it was decided it was ready to go live instead of another round of PTU.[/QUOTE]
[QUOTE]Important Known Issues:
- Allies are showing as enemies in Vanduul Swarm.
- It's possible in some situations to load into matches with the incorrect ships.[/QUOTE]
[QUOTE]PLEASE NOTE: This is only a small partial list of Patch Notes. We'll update this page with the link to the complete Patch Notes as soon as they're ready!
HANGAR
Additions/Balance/Tweaks/Fixes:
- The Greycat Buggy has received an appearance, animation and handling overhaul.
- The elevator to Area 18 will now show all available instances of ArcCorp, how many people are present in each one, and how many people from your contact list are present.
- There is now a "Loadout Selector" located in all player hangar's that will allow players to select what load out they will move around the Hangar and ArcCorp with.
- The Selfland Hangar is in the process of receiving a full relighting pass to improve the overall look and atmosphere. Not 100% implemented yet.
[B]- Camera free-look can now be activated by "Shift+G".
- "Ctrl+F" is now the hotkey to disembark a ship.[/B] [--EDIT: Disabled until 2.0 is out, according to RtV]
- Fixed seating in Retaliator and Gladiator and visual shaking inside Vanduul Scythe.[/QUOTE]
[QUOTE]ARENA COMMANDER
Additions/Balance/Tweaks/Fixes:
- The Behring C-788 Ballistic Cannon has been added to the game. This gun uses a S4 mount and fires at 2.2 shots per second.
- Size 4 fixed mounts for the Hornet and Cutlass Turrets have been added to accommodate the Ballistic Cannon.
- Apocalypse Arms WarSeries SZ4 Mass Driver has been added to the game. This gun uses a S2 mount and fires at 0.7 shots per second.
- Increased the health of all ships.
- Increased overall shield strength of all ships to reduce alpha damage and bring up survival.
- Missile damage has been increased slightly to keep pace with health and improve effectiveness.
- Missile lock time has been adjusted.
- Energy weapon velocities have been buffed across the board to be faster then ballistics. Our philosophy here is that as energy weapons do no damage until shields are down, it takes more hits by energy weapons to do real damage and accuracy is thus more important.
- Damage of energy weapons has been reduced slightly to compensate.
- Ballistic weapons have received a corresponding buff to their potential range so that they can potentially hit targets that are farther away.
- Plasma bolt range decreased by 30% for the Vanduul "Wrath" Plasma Cannon.
- Neutron bolt speed increased by 20% for the Vanduul "War" Neutron Cannon.
- Cutlass has received a minor tweak to its thruster gimbals to improve maneuverability.
- The following ships and all variants have received an update to their shield meshes and animations to better align with their ship models.
Avenger, Gladius, Mustang, Cutlass, Freelancer, 300 Series, M50, Gladiator, Glaive
- Increased the power draw of the M50's engine. Decreased the strength of the M50's power plant. These two changes are to ensure that the choice of mounting a weapon with high power drain vs one with low power drain on the m50 will have a meaningful affect on performance and speed.
- Interacting character animations have been updated for all flight-ready ships.
- [B]"Look Ahead" mode is now turned on by default.[/B] It can be toggled on and off by "Right-ALT+M".
- Weapon Gimbal Lock is now "Left-CTRL+G".
- Fixed an issue where players would not be removed from Arena Commander for being idle unless all players in the match were idle.
- Fixed Tutorial - Chapter 3 where the missiles would sometimes not track the target correctly.
- Fixed an issue where weapons fire could appear offset from the weapon muzzle, when the ship was firing while moving.
- Fixed an issue where a ships target could be lost when increasing distance from target, despite target still being in sensor range.
- Fixed an issue where projectiles fired from ship weapons would sometimes remain protruding out of the weapon they had been shot from causing damage or display issues.
- Fixed a black screen that would occur when joining a Lobby when GIM services are down.
- Added the ability for the Lobby to return an error if a client attempts to join while GIM is down.
- Fixed an issue where clients would sometimes get stuck on a loading screen, if they are connected to a instance that no longer exists.
- Fixed an issue where the client could black screen if the lobby service was not able to communicate with the instance manager.
- Fixed one lobby issue where the player Host would see a different map and rule for a match in the UI then the players would. This would happen when a host created a game, left, and entered or created a new lobby.[/QUOTE]
[QUOTE]SOCIAL MODULE
Additions/Balance/Tweaks/Fixes:
- ArcCorp, Area 18 is expanding! The new Galleria area is currently under construction, but available for exploration.
- New emotes have been added to the game.
/agree, /angry(1-3), /attention, /blah(1-2), /bored (2), /bow(1-6), /burp, /cheer(1-8), /chicken, /clap (5-7 are new), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3), /salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2)
- The maximum character capacity for Area 18 has been increased to 40.
- Fully functional Greycat Buggies have been added around ArcCorp and include a functional passenger seat.
- The Greycat Buggies in ArcCorp can explode and be destroyed when they impact at high speed.
- Players will now be removed from Area 18 due to inactivity after 15 minutes. An inactivity warning will be displayed 1 minute prior to removal.
- Falling out of the terrain will now kill players, and revive them in the Area 18 Medical Unit.
- The chat UI has received a graphical overhaul. New features for the chat interface include multiple tabs for conversation management, private conversations, and a contacts list that can be extended or retracted into the UI.
- The new default hotkey for the contact list is now "F11".
- Augmented Reality has been moved to the "F10" hotkey.
- Fixed a number of texture conflicts and lighting bugs in ArcCorp.[/QUOTE]
[URL="http://imperialnews.network/2015/10/reverse-verse-episode-68-liveblog/"]Some select notes from RtV:[/URL]
- The Xi'An Scout picture from AtV's sneak peek is a WIP concept for styling the outside (Xi'An tech, after all!) and is one of several different explorations running internally; it's not representative of the final product, but a WIP for us to see
- The P-72 Archimedes will trade the centerline gun of the P-52 Merlin for two more S1s and a "fuel supercharger" that allows it to refill its boost (unlike the Merlin) - this is how it's differentiated as a racer
- The component system will provide lots of aftermarket flexibility for customizing ship roles like that
- Randy aka Min Diesel, Caterpillar and Genesis Starliner dude, is working on salvaging and the Reclaimer now
- CIG [I]hopes[/I] to have a 40-player cap for the baby PU, but that still has to be tried out.
- The Auroras and other old ships will get an overhaul pass, although perhaps not as extensively as the Connie; old ship designs literally have invisible/zero-volume components that, two ship component system redesigns later, definitely need to be taking up room. CIG's focus right now is to get more ships flyable, now that the PU alpha is on the horizon and there'll be a suitable environment to fly these non-combat/multicrew ships in, and that means that the refits on the old ships are lower priority, but not forgotten or abandoned.
- The Crucible's repair bay should be large enough to hold a Gladiator - not huge but not tiny.
- Alpha 2.0 will launch with Connie and Tali as flight-ready multicrew ships, Freelancer not at initial launch but to follow; only the base models for these at first, not the variants. Owners of larger ships will get either a Tali or a Connie as a loaner, depending on their ship's value.
- Avenger variants confirmed for not forgotten, not ready yet
- First release of 2.0 is basically what we saw at CitizenCon, with "a few surprises". When they're ready, mining and salvage will be tested on the baby PU.
- The anniversary event kicks off on November 19th with the anniversary stream and the sale; all [I]physical[/I] merchandise is 20% off except for the Constellation model, which is a flat $80 -- 20% off the subscriber-discounted price of $100 instead of $125. Fuck, I've had my eye on one of those and I fear this's the end of them. Welp
- May have a new ship revealed; otherwise, same as usual, some but not all limited ships will be back in-store. CIG hasn't decided internally what they are so don't believe anyone who claims to know, right now.
- Cutlass Q&A being prepared
- Wednesday is another subscribers-special RtV, starring some of the artists
- FPS/2.0 development update post going up later today as usual
it's live now actually
[editline]23rd October 2015[/editline]
[URL="https://robertsspaceindustries.com/download#"]full patch notes on the download page[/URL]
[QUOTE=MendozaMan;48967061]It's like gravity suddenly decides it hates you on an atomic level.
I'm talking massive amounts of [B]PURE UNREFINED HATE[/B][/QUOTE]
That's a nice Retaliator you got there, shame if something happened to it
says gravity
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