Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
[QUOTE=Squeegy Mackoy;47385969]I'll update the game if there's a way to turn that off.[/QUOTE]
What capgun said ^
It's intentional. Coupled should feel like I'm flying a plane, decoupled should feel like a turret. Works well.
So, if I get the cross-chassis Aurora MR to Mustang Alpha upgrade will I retain the LTI I have or not
yea thats the entire point of ccu, just changes the ship
but the rest of the package stays the same
[URL="https://forums.robertsspaceindustries.com/discussion/244596/1-1-0-continued-mp-instability"]Multiplayer status update as of 25 minutes ago:[/URL]
[QUOTE]We've now identified a backend service being overloaded which is bottlenecking multiplayer services.
When we restarted earlier, and as we brought machines online to get players into matches, this backend service was preventing servers from recycling into new matches, thusly rendering new Match Not Founds as the number of available MP slots ultimately went to zero.
We will be doing some work to fix this in the next hour or so and then restarting all game services once more.[/QUOTE]
BTW, I'm holding off on arranging MP events until this shit's fixed, but I want to arrange something this week, before the weekend, if they figure this shit out. That's why there's been no movement towards an event tonight despite talking about it a couple days ago. I haven't gotten into a server once since 1.1 went live.
[QUOTE=elixwhitetail;47388874][URL="https://forums.robertsspaceindustries.com/discussion/244596/1-1-0-continued-mp-instability"]Multiplayer status update as of 25 minutes ago:[/URL]
BTW, I'm holding off on arranging MP events until this shit's fixed, but I want to arrange something this week, before the weekend, if they figure this shit out. That's why there's been no movement towards an event tonight despite talking about it a couple days ago. I haven't gotten into a server once since 1.1 went live.[/QUOTE]
Probably a good call. Not worth getting everybody together again if the servers are still melting
New update, same thread:
[QUOTE]We've figured out the core services issue which allowed for better MP match access. We'll be bringing each game server online as we did earlier.
We've also figured out a second issue which resulted in players being booted back to the lobby. Our goal is to have that done tonight, and is currently being developed.
For now, players can expect:
- You will largely be able to enter in matches, though might find the occasional Match Not Found.
- You might get booted back to the lobby once you find a match.
I'll update you soon with more info as fixes become available.[/QUOTE]
It's too late to organize anything now, but maybe people who want to play can arrange informal matches; basically if you see someone online invite them, but remember that they might be in a match or a loading screen.
I'm in TS3 (prfn.se, Star Citizen Space Punchers channel) for probably the next hour or so, if not longer, trying out multiplayer, probably with an LX armed with Badgers and Omnisky VIs.
[editline]24th March 2015[/editline]
[QUOTE]Waiting for available game host. Your position in queue is
[/QUOTE]
:suicide:
Meanwhile I can't even play because of the frame rate :suicide:
I'm playing on Medium because it stops me from dropping below 30fps. What's your system, Alsojames?
I'm running an Alienware M14
Intel core i7
16 GB RAM
GTX 765
4 GB graphics memory
It worked 100% perfectly fine pre 1.1, but after the new update it's just got a horrid frame rate, both in Hangar (which is expected, as it's always been a RAM hog) and in AC flight.
I'm getting 30+ and I think I have lower specs than you.
Intel core i7 4790K
16GB
Radeon HD 7870 2GB
Try this solution on [url=http://facepunch.com/showthread.php?t=1446574&p=47382377&viewfull=1#post47382377]Last page.[/url]
I don't have a Star Citizen folder in my documents. Do I make one or do I just save it to the main install directory (in program files)?
[QUOTE=Alsojames;47389727]I don't have a Star Citizen folder in my documents. Do I make one or do I just save it to the main install directory (in program files)?[/QUOTE]
You make the CFG file in C:\Program Files\StarCitizen\CitizenClient
Or wherever your SC install is. I put mine in D:\Games\StarCitizen\ for example, and so everything about the game sits inside that folder.
The default just used to be My Docs for some reason.
It worked, thanks!
[QUOTE=Alsojames;47389892]It worked, thanks![/QUOTE]
Doesn't work for everyone, improves things for me at least though. Hangar I see the biggest improvement in, up until the recent update it was a wee bit choppy but now it's smooth sailing at 30+ fps. In AC though I still get the odd stutter, but nothing too major. Worst I've had is within the first minute or so where a new wave or odd bit of damage/explosion can cause a hang for a few seconds but that's about it.
Eh, way I figure it, it'll get improved upon. Eventually™. Provided it doesn't get worse, which is always a possibility.
I'll probably poke on tomorrow around 1900ish GMT. Failing ArmA 3 pulling me in, I'll knock about on TS for a while if the matches are working if someone fancies something. Changed my 300i for a Cutlass today so could do with running it through some paces.
Am i the only one to think how unfair the hornets are? I know they are expensive, but it shouldn't be a pay 2 win situation (and even ignoring the p2w it's unfair how something is better in every aspect compared to another ship).
What i don't get is why are mustangs slower than some bigger ships? That really makes no sense, if they are lightly armored and have light weaponry then they should be quick and agile.
Hopefully this will be more balanced later in actual game.
[editline]25th March 2015[/editline]
Some people seem to think this is justified because "more expensive = better" makes sense to them. I'm gettin a bit concerned about the current state of Star Citizen.
It should be a testing phase and pledges are supposed to help developement of game, but many people seem to only think of paying money to buy better ship and win in arena.
[QUOTE=creec;47390053]Am i the only one to think how unfair the hornets are? I know they are expensive, but it shouldn't be a pay 2 win situation (and even ignoring the p2w it's unfair how something is better in every aspect compared to another ship).
What i don't get is why are mustangs slower than some bigger ships? That really makes no sense, if they are lightly armored and have light weaponry then they should be quick and agile.
Hopefully this will be more balanced later in actual game.
[editline]25th March 2015[/editline]
Some people seem to think this is justified because "more expensive = better" makes sense to them. I'm gettin a bit concerned about the current state of Star Citizen.
It should be a testing phase and pledges are supposed to help developement of game, but many people seem to only think of paying money to buy better ship and win in arena.[/QUOTE]
Also bear in mind that the Mustang is a relative starter ship, smaller and lighter doesn't mean quite as much engine to fit inside.
The worst part is how battleroyale works, i can barely play more than 5minute because there is always someone with super hornet killing everyone else.
Just now played a match where super hornet went 9 kills 3 deaths before i could kill anyone at all.
Others had 1 kill at best as well.
[editline]25th March 2015[/editline]
That is not really fun, there should be negative side to everything.
The Gladius and Hornet are built entirely around combat, it's not surprising that in the right hands they tear the shit outta everything.
And the "more expensive = better" attitude does not refer to real $$, rather in-game currency. It's the same as how guns are balanced in Counter Strike.
[t]http://a.pomf.se/edaqrj.Png[/t]
This is how most matches look like. Super hornet killing everything.
[editline]25th March 2015[/editline]
[QUOTE=Killdozer;47390174]The Gladius and Hornet are built entirely around combat, it's not surprising that in the right hands they tear the shit outta everything.
And the "more expensive = better" attitude does not refer to real $$, rather in-game currency. It's the same as how guns are balanced in Counter Strike.[/QUOTE]
In counter strike you can easily beat AWP with a pistol. That must have been worst example you just put there. AWP has a lot of downsides.
Super Hornets only downside is price and that is wrong.
[QUOTE=creec;47390176][t]http://a.pomf.se/edaqrj.Png[/t]
This is how most matches look like. Super hornet killing everything.[/QUOTE]
Smallish arenas work to the advantage of the solely combat Super Hornet, it doesn't need to worry about cargo, stealth, endurance or reloads. Got to remember that part of it all.
I still managed to kill the fucker in superhornet with mustang alpha once, but got barely rewarded for it in terms of score. He got 1700 every time he killed me, i got 500.
[editline]25th March 2015[/editline]
Also whats the deal with Sledge 2 Mass Driver cannons? I bought 4 of them with rec, but i can only put maximum of 2 guns and a total of 4 ammo clips into use, others disappear.
[QUOTE=creec;47390053]Am i the only one to think how unfair the hornets are? I know they are expensive, but it shouldn't be a pay 2 win situation (and even ignoring the p2w it's unfair how something is better in every aspect compared to another ship).
What i don't get is why are mustangs slower than some bigger ships? That really makes no sense, if they are lightly armored and have light weaponry then they should be quick and agile.
Hopefully this will be more balanced later in actual game.
[editline]25th March 2015[/editline]
Some people seem to think this is justified because "more expensive = better" makes sense to them. I'm gettin a bit concerned about the current state of Star Citizen.
It should be a testing phase and pledges are supposed to help developement of game, but many people seem to only think of paying money to buy better ship and win in arena.[/QUOTE]
The Hornet is a space superiority dogfighter, specialized to that role and nothing else. Given its limited range, low/no cargo capacity, and how much stuff there'll be to do in the persistent universe not involving combat, it'll have limited usefulness once the PU goes live. Arena Commander is all combat, all the time. Of course it'd be on top.
[editline]24th March 2015[/editline]
[QUOTE=creec;47390176][t]http://a.pomf.se/edaqrj.Png[/t]
This is how most matches look like. Super hornet killing everything.
[editline]25th March 2015[/editline]
In counter strike you can easily beat AWP with a pistol. That must have been worst example you just put there. AWP has a lot of downsides.
Super Hornets only downside is price and that is wrong.[/QUOTE]
The Super Hornet flies like a brick, and is very easy to kill if you're flying a more agile fighter like the 325a, M50, Gladius, etc. - AND you're good at putting that agility to use and bringing your weapons to bear quickly. To use your counter strike example, a person with a pistol can kill someone with an assault rifle even at long range, but only if they're more skilled or have the element of surprise. That's still doable in Arena Commander, but a budget civilian fighter can't be expected to go toe to toe with the UEE's primary combat fighter.
The good news is that you earn 500 REC for participating in a multiplayer match, whether you win or lose. Get enough and you can start renting more powerful ships, including the Hornet, as well as the Canard turret to even the score.
Well what is Mustang Alpha for then? If anything it should at least be a bit faster and difficult to hit, since it has no weapons, no shields, no armor, nothing compared to hornets.
I just really dislike how this looks like. This won't necessarily be same when PU is here, but it is quite likely that they will keep the "more money = better" thing going on and leech onto real money by offering ingame credits in store. Because people will be so frustrated about their ships having ZERO benefits compared to X ship that they could buy with some extra money->ingame credits purchases.
I don't regret my pledge at all, and i'm not trying to pick a fight. I'm just genuinely concerned about stuff.
[QUOTE=creec;47390231]Well what is Mustang Alpha for then? If anything it should at least be a bit faster and difficult to hit, since it has no weapons, no shields, no armor, nothing compared to hornets.
I just really dislike how this looks like. This won't necessarily be same when PU is here, but it is quite likely that they will keep the "more money = better" thing going on and leech onto real money by offering ingame credits in store. Because people will be so frustrated about their ships having ZERO benefits compared to X ship that they could buy with some extra money->ingame credits purchases.
I don't regret my pledge at all, and i'm not trying to pick a fight. I'm just genuinely concerned about stuff.[/QUOTE]
The Mustang Alpha is a very low-budget multipurpose civilian ship with a leaning towards dogfighting. It's more agile by FAR than a Hornet is. If you've had a chance to fly a hornet during the free flight week, you'll know just what I mean. Pilot skill being equal, a Mustang Alpha pilot is going to lose to a Hornet pilot most of the time, because that's just how the Hornet operates. If you have a skilled Mustang alpha pilot, he can and will mop the floor with all opponents, regardless of what they're flying. I've seen someone flying an Aurora MR - Not even the military variant - dominating 1.0.3 matches against Super Hornet, 350R pilots, and more. That was before the Hornet's hardpoint fix which lowered the sizes of guns that could be mounted on it, by the way.
[editline]24th March 2015[/editline]
Your example of killing an AWP user with a pistol doesn't really make any sense. In Arena Commander, an Aurora can just as easily kill a Hornet.
If, on the other hand, that pistol user and awp user both have a bead on each other and fire at the same time, and both hit with their bullets, the pistol user doesn't stand a chance. Similarly, the Hornet and Aurora firing on each other, or even a Mustang, for that matter, at the same time, well, if all shots from both pilots hit the Hornet's still going to win. How is that unfair?
That aside, i might actually have a chance if i could use the weapons i have.
I tried buying another 2 of those cannons and still can only use 2 guns and 3 ammo clips at the same time.
Why?
[QUOTE=creec;47390315]That aside, i might actually have a chance if i could use the weapons i have.
I tried buying another 2 of those cannons and still can only use 2 guns and 3 ammo clips at the same time.
Why?[/QUOTE]
I did some digging (see: created a thread complaining about it) and learned that it's an XML inventory handling bug. There's a decent in-game workaround, though.
Just pull all of those guns off your ship, close the holo-viewer, open it up again, and attach your guns. That *should* let you load all of them.
So where does this game sit these days? How close are we to having a fully-featured persistent universe?
I'll be honest, I'm really excited for this to be as big as they want it to be. Back when I was younger, I always remembered wanting a decent sci-fi MMO, but nobody really made one. All the big developers claimed to want to do one, but nobody ever took the chance.
Alright gonna try tomorrow. I managed to kill some hornets with half-working setup already. It is not impossible but difficult.
[QUOTE=woolio1;47390366]So where does this game sit these days? How close are we to having a fully-featured persistent universe?
I'll be honest, I'm really excited for this to be as big as they want it to be. Back when I was younger, I always remembered wanting a decent sci-fi MMO, but nobody really made one. All the big developers claimed to want to do one, but nobody ever took the chance.[/QUOTE]
The fps module was due to drop, well, right about now, but it's been delayed by a week or two, into next month, to give it that extra bit of polish -- and given the rocky ride we've been having on and off since AC1.0 got rushed out the door just a week too early, that's understandable.
The planetside module is close behind, which will be the first real step to releasing an active PU -- ArcCorp's Area 18 landing zone and inviting friends into your hangars (which means running the hangar on the cloud instead of a local instance on your machine, as it currently is).
AC2.0 is targeted towards the summer, now, June-July, and the first content drop of Squadron 42 (now with 20 missions and 17 hours of content) is for the end of the year, as is the PU alpha. However, there will be frequent regular updates to the released systems during the interim, so it'll be a gradual building, kind of like how Minecraft came together one update at a time instead of nothing for a long time and then a giant leap ahead in one patch.
Remember that using boost tells IFCS to throw everything it has into accomplishing your maneuver, so you can be [I]even more[/I] agile than hornets all the time. Learn to fly decoupled (practice in free flight first) and really fuck with them -- the Mustang's thrusters need to be strong enough to stop it, so they can throw the ship around in all directions. Learn your blackout/redout tolerance, too, because the closer you come to the limits of acrobatic maneuvers, the more agile you are compared to a fat, drifting cow of a Hornet, but as soon as you black out, you lose control of your ship and that's a great way to kill yourself against an asteroid.
Especially because sharp impacts that themselves may not be fatal/explosion-causing decelerate you, and you can pass out from the G-forces from [B]that[/B], and then you may find yourself waking up just in time to die because your ship's throttle was stuck on while you were passed out and your ship's been rubbing against an asteroid too much.
There's definitely a learning curve for flying and dogfighting. I still need to get the hang of flying decoupled.
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