Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
I totally forgot about the whole ramming with the scythe blade thing, that will probably be both amazing and infuriating
[editline]19th July 2015[/editline]
the merlin hud is amazing, I can't wait for other ships to get this treatment
[t]http://i.imgur.com/jKF6UNS.jpg[/t]
full notes:
[url]http://pastebin.com/mFsmwyfw[/url]
they added spread, in addition to the silly fire delay gatlings now also get increased spread over time. Merlin doesnt regenerate boost fuel due to lack of intakes, this is intended for a snub fighter.
Accross the board HP increase, slightly missile and weapon damage increase, cooling efficiency increase, shield hp increase and shield regen reduction.
16 player max in SB and BR.
I hope the spread is minor, i wont mind if it's like half a meter at 3km but more will probably hurt the skill ceiling pointlessly.
[QUOTE=Mr. Zombie;48240255]I wanna represent/work for Yorm. It's the closest thing to the Facepunch logo.[/QUOTE]
My Hull B's screens will display nothing but FPCorp logos and Yorm ads.
[QUOTE=krail9;48240977]I totally forgot about the whole ramming with the scythe blade thing, that will probably be both amazing and infuriating
[editline]19th July 2015[/editline]
the merlin hud is amazing, I can't wait for other ships to get this treatment
[t]http://i.imgur.com/jKF6UNS.jpg[/t][/QUOTE]
Also, hey, that's a match-speed HUD element up in the top left. Makes sense for a ship that relies on docking.
From Reddit, holy fuck
[IMG]https://i.imgur.com/VD43OGz.jpg[/IMG]
[QUOTE=krail9;48240977]I totally forgot about the whole ramming with the scythe blade thing, that will probably be both amazing and infuriating
[editline]19th July 2015[/editline]
the merlin hud is amazing, I can't wait for other ships to get this treatment
[t]http://i.imgur.com/jKF6UNS.jpg[/t][/QUOTE]
Ehh, I miss the concept that was chock full of analog stuff and not just mutli-function displays.
[QUOTE=Killdozer;48241405]Ehh, I miss the concept that was chock full of analog stuff and not just mutli-function displays.[/QUOTE]
you mean this?
[t]http://i.imgur.com/gxQ3IjN.jpg[/t]
it's cool but completely impractical. I think it's great how the current HUD has a lot of stuff going on, but it's all real information, not just junk that's added to make things look futuristic
I'm curious how they'll treat the avenger's little 80's shuttle lite brite looking setup once they run the new designs and streamline the cockpit UI design languages more
[t]http://i.imgur.com/mELcT0y.jpg[/t]
there's a concept for it floating around somewhere, but I think it will have to rely on helmet displays, since you can't even see those MFDs unless you look down
[QUOTE=krail9;48241650]you mean this?
[t]http://i.imgur.com/gxQ3IjN.jpg[/t]
it's cool but completely impractical. I think it's great how the current HUD has a lot of stuff going on, but it's all real information, not just junk that's added to make things look futuristic[/QUOTE]
God, that canopy reminds me so much of playing IL-2 it's not even funny.
Flew around a bit in the test server. Ships take a while to come to a stop, but in a really artificial way. I'm fine with that, but it's a bit silly when you think about how the IFCS is completely faking this sense of inertia.
The racing ships (350R at least) can still accelerate from 0 to 300 in only a 2 seconds, but the boost runs out extremely quickly and takes a while to come back. You can still do stupid looking maneuvers, but you can't just do them any time because boost is precious.
I haven't rebound my controls yet, so I didn't do any real combat testing to see how the balance/time to kill works out.
[QUOTE=krail9;48241650]you mean this?
[t]http://i.imgur.com/gxQ3IjN.jpg[/t]
it's cool but completely impractical. I think it's great how the current HUD has a lot of stuff going on, but it's all real information, not just junk that's added to make things look futuristic[/QUOTE]
I like having physical lights for things like warning lights and stuff instead of a message on the screen.
Plus it's awesome having a startup animation where the guy flips a whole bunch of switches and stuff
[QUOTE=Killdozer;48242569]I like having physical lights for things like warning lights and stuff instead of a message on the screen.
Plus it's awesome having a startup animation where the guy flips a whole bunch of switches and stuff[/QUOTE]
They should sell outdated ships that have shit like that.
Any flight stick users here?
Been thinking about getting one along with one of the upcoming VR devices
Know any good ones?
[QUOTE=Intoxicated Spy;48243138]They should sell outdated ships that have shit like that.[/QUOTE]
I'm really hoping for full-size RSI Zeus replicas to be flyable with future-retro out the ass. Someday. However, such a thing is so low a priority that I wouldn't even expect to hear Ben blurt it out as a consideration until a year after launch.
[QUOTE=General;48243211]Any flight stick users here?
Been thinking about getting one along with one of the upcoming VR devices
Know any good ones?[/QUOTE]
You just might want to hold off on any HOTAS decisions until after Gamescom in a few weeks, as CIG is hoping to make the big HOTAS announcement and show a prototype (neither confirmed yet) then; it's on August 7th.
What they show may turn out to be shit, but Sandi says she got [redacted], the manufacturer, to include everything they asked for.
[QUOTE=General;48243211]Any flight stick users here?
Been thinking about getting one along with one of the upcoming VR devices
Know any good ones?[/QUOTE]
Adding to what elix said, don't expect Star Citizen to have competent VR support for a long time either. It's currently broken and it's not a high priority, nor has it ever been. They're also doing so many crazy rendering things with the current game that I have doubts that it'll be an easy thing to get it not only working again (easyish part) but working well (the hard part with VR).
On the HOTAS itself, Star Citizen is fun to play with a HOTAS, but currently it's not really the best idea. Mouse and keyboard is the most effective way to play, so at least for the time being, know that you're playing with a joystick just for the sake of it.
You don't need to buy the Star Citizen HOTAS either, there's a few sticks that are very well suited for Star Citizen but without knowing what the SC HOTAS is, it's hard to pass judgement on how it compares. It could very well be total shit, or it could be the best (and only) space sim focused HOTAS out there.
[editline]19th July 2015[/editline]
[url=https://forums.robertsspaceindustries.com/discussion/249997/guide-oculus-rift-dk2-using-vorpx]Apparently you can fake rudimentary VR support with VorpX[/url], but official support is currently busted.
[media]https://www.youtube.com/watch?v=gzqhBIlL5XI[/media]
guess the elevator on the aeroview hangar broke
[vid]http://3kv.in/~techbot/ShareX/2015/07/19/2015-07-19-1640-45.webm[/vid]
:what:
[QUOTE=General;48243211]Any flight stick users here?
Been thinking about getting one along with one of the upcoming VR devices
Know any good ones?[/QUOTE]
The Saitek X52 is the go-to joystick for flight and space games. They have some quality control issues (mine has functioned fine for light use since like 2006 though), but it has by far the best features to price ratio. If you want a stick with more features or force feedback, you're gonna be looking at significantly higher prices.
It's got plenty of buttons, POV switches, sliders and dials. It has served me great in Evochron Mercenary, a brutally fast paced space game with controls somewhat comparable to Elite Dangerous.
My only real issue with the stick is that it can be a bit awkward to use on my desk as it's a tall stick and it isn't particularly sensitive, though that can apparently be rectified by slapping a pair of $5 magnets from Home Depot in it.
[editline]19th July 2015[/editline]
However, I don't actually use the X52 in SC because joysticks are godawful ATM. I used to use a stick in Elite but with how much mouse control I use it's a bit annoying. The X52's throttle does have a nice little mouse nub like old laptops, and a button that corresponds to the left mouse button.
[QUOTE=Intoxicated Spy;48243138]They should sell outdated ships that have shit like that.[/QUOTE]
Give me a Steel Battalion style enclosed cockpit
[media]https://www.youtube.com/watch?v=EDQ-nxAQ6LQ[/media]
LOOK at this shit. Look at how [B]awesome[/B] it is.
I really miss the cockpit style the Hornet had in the very original trailer.
[QUOTE=General;48243211]Any flight stick users here?
Been thinking about getting one along with one of the upcoming VR devices
Know any good ones?[/QUOTE]
Unless you want to go all out and get dual sticks and pedals you should probably wait. its probably just worth waiting regardless though.
[QUOTE=Dispenser;48245649]I really miss the cockpit style the Hornet had in the very original trailer.[/QUOTE]I really wasn't a fan of the radar projector thing in there that looked like a big comical crosshair
If you get an X-52 be fully prepared to have to open it up and add extra magnets to the inside. Stock deadzone is noticably terrible.
[URL="https://robertsspaceindustries.com/comm-link/transmission/14839-Letter-From-The-Chairman"]The Letter is up.[/URL]
Also, CR makes up for lost time with an 86-minute special with Ben, nicknamed Ben for the Chairman.
[video=youtube;e1Mkcq160cE]https://www.youtube.com/watch?v=e1Mkcq160cE[/video]
[QUOTE]00:00:00 – Introduction and Squadron 42 Update
00:19:39 – What is the status of Star Marine?
00:31:08 – Have you been in contact with the team?
00:34:12 – Why is there stuff in the leak we haven’t seen?
00:38:20 – What are your thoughts on controller balance?
00:46:57 – What’s the story behind recent staff departures?
00:54:09 – Why isn’t the concept ship I bought playable, yet?
00:58:48 – Why do you still have concept sales?
01:02:28 – How has Star Citizen changed since the beginning?
01:14:11 – Is Star Citizen impossible to finish?
01:24:41 – What’s next for Star Citizen?[/QUOTE]
BTW, if nobody watched/caught that interview with Nexusgamer, CR wants to get Star Marine out as soon as possible after Gamescom, give or take the usual week or two for last-minute polish and bugfixing, and AC 2.0 is coming at us fairly quickly as well.
Gamescom is going to be nuts if they pull off everything they're planning.
When is gamescom anyway?
And to whoever was asking about joysticks(quoting isn't easy on here), I rather enjoy my x52 pro. But its honestly more of an immersion thing, a mouse user will kick your ass every time unless you're amazing
CIG's Gamescom event is August 7th.
I wonder why the Herald is at the bottom of the letter...
Also, I hope every disgruntled backer reads this part, under Open Development:
[QUOTE]If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012.
You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!
Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.[/QUOTE]
Got my own account on the PTU and messed around a bit more. It's [B]really[/B] hard to make any conclusive conclusions without having anything to test. All I have is my loaner Hornet with the ultra shitty guns/shield and no way to test anything more.
The Hornet flies a little heavier than it used to. You can feel the rotational acceleration nerf because now it's extremely easy to overshoot your target when turning the ship. I hope they undo that because I don't think the ship needs to be that unwieldy, especially when supposedly the Gladiator still flies as it used to.
I can't say anything at all about gimbal vs fixed balanced because I have nothing to test it with. I joined an online game and everybody seemed to fly slower, but it was really hard to tell anything because I did shit all damage with the stock guns and got utterly destroyed with no chance to meaningfully fight back (along with the rest of the players on the server using stock equipment) by the two players on the top with fully loaded Super Hornets and good custom loadouts. You can still die almost instantly with no warning or intuitive feedback, despite them saying that's not supposed to happen anymore.
I dunno. I wish I had more to say but without having anything to compare against, or test, I just can't say anything of value beyond "everything is a little different."
I have a question now from the freed back from Chris, I thought the first release for s42 was episode 1 of 6 parts. While he now has said it's a large trilogy. Has the release for the first part of s42 changed?
[QUOTE=Ithon;48256616]I have a question now from the freed back from Chris, I thought the first release for s42 was episode 1 of 6 parts. While he now has said it's a large trilogy. Has the release for the first part of s42 changed?[/QUOTE]
Squadron 42, as detailed in the Kickstarter, is releasing in a single drop instead of coming out in episodic content releases, Telltale Games-style. The full storyline's coming at once. SQ42 is now a trilogy of full-size titles, because overfunding has enabled the "Mission Disk", Behind Enemy Lines, to be developed into a full-sized title, with an as-yet-untitled third planned out beyond that.
Original backers who backed before the BEL mission disk stretch goal get two full storylines as part of their pledge.
[QUOTE=elixwhitetail;48256797]Squadron 42, as detailed in the Kickstarter, is releasing in a single drop instead of coming out in episodic content releases, Telltale Games-style. The full storyline's coming at once. SQ42 is now a trilogy of full-size titles, because overfunding has enabled the "Mission Disk", Behind Enemy Lines, to be developed into a full-sized title, with an as-yet-untitled third planned out beyond that.
Original backers who backed before the BEL mission disk stretch goal get two full storylines as part of their pledge.[/QUOTE]
okay then, I specifically recall them mentioning something episodic around wingman's hanger, I specifically got the impression it was mostly based on your time at the mining station.
[QUOTE=Ithon;48257518]okay then, I specifically recall them mentioning something episodic around wingman's hanger, I specifically got the impression it was mostly based on your time at the mining station.[/QUOTE]
SQ42's release plans have changed repeatedly since the Kickstarter. Initially, as of the [I]original[/I] plans, the alpha and beta of Star Citizen were just the alpha and beta of Squadron 42, and once they got the storyline out they'd get the PU up and running and hopefully enough money would have rolled in from retail sales of SQ42 that they'd be able to go nuts with the PU and build some more ships and add a few dozen more star systems to the ~50 they'd set as the goal in the Kickstarter/initial stretch goals (now 100-110 with 400+ landing zones as of post-beta launch).
That obviously went much better than anyone expected, and things changed around as the money rolled in and the PU itself was able to assume a much greater role in the initial planning instead of being the open-ended future springboard for post-SQ42 revenue. SQ42 was then to be released as finished content, but episodic, as the engine was expected to be ready faster than the content, and then the baseline turned out to be the bottleneck ahead of the content (to a degree) to the point that the release turned into "all at once when it's done, no beta, 1.0 [I]done[/I]" in.. Feburary or March or so.
Also, wow, are you fucking serious CIG :godzing:
[t]http://i.imgur.com/wBK3VCM.jpg[/t]
probably late as fuck but I just noticed the intro of 10ftc starts with 42 :v:
[t]http://3kv.in/~techbot/ShareX/2015/07/21/11-14_64.jpg[/t]
[editline]21st July 2015[/editline]
never mind, I paused it to grab my coffee, it was a really lucky pause then :v:.
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