Star Citizen Megathread v. procedurally-generated deadlines
1,645 replies, posted
Looks like the automatic rifles are the meta gun in Star Marine.
The sniper rifle and energy shotgun just can't keep up with the damage output of the ballistic and energy rifles.
I didn't play star marine yet but the trailer looked pretty static and not really dynamic.
Like everyone was standing still with a fucking outlandish time to kill
I hope there's more to it ingame?
[editline]24th December 2016[/editline]
Also has there been any new cool new stuff for golden ticket holders recently?
That business of standing around and lining up for a shooting gallery was all "scripted" (in the sense that both sides were definitely acting out a scenario instead of playing a pure match uninterrupted), but the point is that all the footage was captured in live gameplay using the new cinematic camera.
Here's random unscripted gameplay footage I found on YouTube. Match starts around 1:15 in after everyone's loaded up.
[video=youtube;deQtEilFHlE]https://www.youtube.com/watch?v=deQtEilFHlE[/video]
[editline]24th December 2016[/editline]
[QUOTE=LennyPenny;51579366]Also has there been any new cool new stuff for golden ticket holders recently?[/QUOTE]
Golden Ticket holders (along with the rest of us) still have not yet discovered what the reward will be for holding a ticket. No additional bennies have been added to tickets, although I believe they may have had priority for getting invites to Alpha 2.0.0 PTU when CIG began opening invite waves to more than just active testers but backers by citizen number -- don't quote me on this, because my memory's fuzzy, but if [I]anything[/I] has come to ticketholders in the last two years it'd be that.
All the cool stuff being shown is for everybody.
Played a short bit of Star Marine. That it feels like a generic and inoffensive, if a bit clunky, shooter is honestly a really good thing and blows away my expectations. It's a backhanded compliment, but yeah it's honestly as good as it needs to be considering the scope of the game. If it gets any better from here on out, then hey that's good too. The feeling of just walking around is [I]way[/I] better than it used to be, and it's really only the funky collision detection now that makes it feel really off.
Only big issue I'm having is that aiming feels sluggish for some reason. My FPS isn't that great but it feels laggy on top of that and I can't figure out what it is. The gameplay is enjoyable at such a basic state though.
Grenades are fucking obnoxious. Tiny black ball with precious little audio in a dark, cluttered environment. I can only see them when they peg an ally in the head with it.
and a hilariously inconsistent fuse
[QUOTE=Raidyr;51580231]Only big issue I'm having is that aiming feels sluggish for some reason. My FPS isn't that great but it feels laggy on top of that and I can't figure out what it is. The gameplay is enjoyable at such a basic state though.[/QUOTE]
It's framerate. Aiming in star marine feels awful with low framerate but normal with high framerate.
I just dont think cryengine in general copes with low framerate well, it doesnt play well with making sure mouse movement stays accurate doing a framerate dip and it doesn't manage things like fire rate too well. i havent done enough star marine testing to tell if framerate affects gun rate of fires though they might.
[QUOTE=Daemon White;51579057]Looks like the automatic rifles are the meta gun in Star Marine.
The sniper rifle and energy shotgun just can't keep up with the damage output of the ballistic and energy rifles.[/QUOTE]
Energy rifle does 37.5 dps whereas ballistic does 59.4 dps (with some negligable dropoff). The ballistic rifle is far and away the best weapon right now.
The shotgun is quite good below one meter if you never miss your first shot as it will kill in one hit to the upper torso/head, but the sniper is only good if you're never seen before getting off a headshot. The issue with the sniper is that while your charging if you take any damage at all your scope and barrel will go off target and youll miss regardless of how good a shot you are, and its easy to get at least one bullet on target at any range. The one use i've found for it is floating far about the map in eva and headshotting people before they can figure out there's even a sniper aiming at them.
Also i think the nade fuse inconsistency is really just people cooking their grenades. Not really sure though.
[QUOTE=Mattk50;51580312]It's framerate. Aiming in star marine feels awful with low framerate but normal with high framerate.
I just dont think cryengine in general copes with low framerate well, it doesnt play well with making sure mouse movement stays accurate doing a framerate dip and it doesn't manage things like fire rate too well. i havent done enough star marine testing to tell if framerate affects gun rate of fires though they might.
Energy rifle does 37.5 dps whereas ballistic does 59.4 dps (with some negligable dropoff). The ballistic rifle is far and away the best weapon right now.
The shotgun is quite good below one meter if you never miss your first shot as it will kill in one hit to the upper torso/head, but the sniper is only good if you're never seen before getting off a headshot. The issue with the sniper is that while your charging if you take any damage at all your scope and barrel will go off target and youll miss regardless of how good a shot you are, and its easy to get at least one bullet on target at any range. The one use i've found for it is floating far about the map in eva and headshotting people before they can figure out there's even a sniper aiming at them.
Also i think the nade fuse inconsistency is really just people cooking their grenades. Not really sure though.[/QUOTE]
Oh, the sniper charges? Shit, shoulda checked that.
As for grenades, I feel it's kinda hit and miss on when you let go of the trigger to how long it takes for the grenade to be thrown (Like a wet noodle as well, I find) after your character finishes the animation.
My framerate is fine, but constantly stuttering, while rotating, aiming and shooting, anyine else getting that?
[QUOTE=alx12345;51580539]My framerate is fine, but constantly stuttering, while rotating, aiming and shooting, anyine else getting that?[/QUOTE]
Try using the console command r_motionblur 0. I find that disabling Motionblur helps out my FPS more than disabling anything else (aside maybe shadows)
Ok ill try, Ive got SLI 680, but 2gb, plenty of horses but no torque.
[QUOTE=alx12345;51580618]Ok ill try, Ive got SLI 680, but 2gb, plenty of horses but no torque.[/QUOTE]
I have a single R9 290 and an i7 4790K so V:v:V
I think they broke the flight computer or thrusters on the 300i. Again. :vs:
If I so much as touch the left strafe button, the thing blasts off to the slide in an unrecoverable slide. I have to hold down the right strafe for ten times as long to fix it.
[editline]25th December 2016[/editline]
Also gimballed weapons seriously need a indicator for their firing arc. It's really annoying lining up on an enemy only for the guns to blast wherever the fuck they want.
Also, a heat indicator. Because they removed it from the 300i's hud.
[QUOTE=alx12345;51580539]My framerate is fine, but constantly stuttering, while rotating, aiming and shooting, anyine else getting that?[/QUOTE]
When CPU limited i tend to get that real bad, when gpu limited i tend to just have lower but stable framerates. Time to overclock.
[QUOTE=Daemon White;51580573]Try using the console command r_motionblur 0. I find that disabling Motionblur helps out my FPS more than disabling anything else (aside maybe shadows)[/QUOTE]
i don't think console commands work anymore if you don't first set up a user.cfg with con_restricted = 0 as it's first line.
C:\Games\Cloud Imperium Games\StarCitizen\Public\user.cfg
create a plain text file, paste the following, save it as user.cfg in the above example path
Con_Restricted = 0
r_MotionBlur = 0
r_DepthOfField = 0
Sadly FOV commands seem to be limited to 80 max right now, but if you want 80 use these.
CL_fov = 80
r_DrawNearFOV = 80
pl_movement.power_sprint_targetFOV = 80
[QUOTE=Mattk50;51580781]When CPU limited i tend to get that real bad, when gpu limited i tend to just have lower but stable framerates. Time to overclock.
i don't think console commands work anymore if you don't first set up a user.cfg with con_restricted = 0 as it's first line.
C:\Games\Cloud Imperium Games\StarCitizen\Public\user.cfg
create a plain text file, paste the following, save it as user.cfg in the above example path
Con_Restricted = 0
r_MotionBlur = 0
r_DepthOfField = 0
Sadly FOV commands seem to be limited to 80 max right now, but if you want 80 use these.
CL_fov = 80
r_DrawNearFOV = 80
pl_movement.power_sprint_targetFOV = 80[/QUOTE]
Could be, cpu is a i7 3930k
[URL="https://forums.robertsspaceindustries.com/discussion/364217"]CR has commented on the Lumberyard situation (at midnight on Christmas Day):[/URL]
[QUOTE]Lumberyard and StarEngine are both forks from exactly the SAME build of CryEngine.
We stopped taking new builds from Crytek towards the end of 2015. So did Amazon. Because of this the core of the engine that we use is the same one that Amazon use and the switch was painless (I think it took us a day or so of two engineers on the engine team). What runs Star Citizen and Squadron 42 is our heavily modified version of the engine which we have dubbed StarEngine, just now our foundation is Lumberyard not CryEngine. None of our work was thrown away or modified. We switched the like for like parts of the engine from CryEngine to Lumberyard. All of our bespoke work from 64 bit precision, new rendering and planet tech, Item / Entity 2.0, Local Physics Grids, Zone System, Object Containers and so on were unaffected and remain unique to Star Citizen.
Going forward we will utilize the features of Lumberyard that make sense for Star Citizen. We made this choice as Amazon's and our focus is aligned in building massively online games that utilize the power of cloud computing to deliver a richer online experience than would be possible with an old fashioned single server architecture (which is what CryNetwork is).
Looking at Crytek's roadmap and Amazon's we determined that Amazon was investing in the areas we were most interested in. They are a massive company that is making serious investments into Lumberyard and AWS to support next generation online gaming. Crytek doesn't have the resources to compete with this level of investment and have never been focused on the network or online aspects of the engine in the way we or Amazon are. Because of this combined with the fact we weren't taking new builds of CryEngine we decided that Amazon would be the best partner going forward for the future of Star Citizen.
Finally there was no ulterior motive in the timing of the announcement. The deal wasn't fully finalized until after the release of 2.5 and we agreed with Amazon to announce the switch and partnership upon the release of 2.6, which would be the first release on Lumberyard and AWS. If you have been checking out our schedule updates you would know that we originally had hoped to release 2.6 at the beginning of December, not Friday the 23rd!
I hope this clears up some of the speculation I have seen. We are very excited to be partnered with Amazon and feel this move is a big win for Star Citizen and by extension everyone that has backed the project.
p.s. I wont be replying to this as it is Christmas and I am meant to be enjoying a bit of time off with my family (and playing some games - you may see me pop into a Star Marine or AC match or two!)
p.p.s Happy Holidays All![/QUOTE]
Also, Merry Christmas, FPCORP. Rate this post tool to be entered in a random.org draw for one of three $5 subscriber hangar flairs of the winners' choice. The three winners may also choose a $5 ship skin or other extra from the store instead of a subscriber item. The draw will be held Tuesday the 27th around noon Pacific to allow people a chance to enter. Open to [U]all[/U] FPers with accounts more than two weeks old; the only other requirement for winning is having a SC game package registered to your RSI.com account, since hangar decorations are pretty pointless and useless without access to a hangar. FPCORP membership is not required nor will it help your chances at winning. Note that winners will need to give me an email address to receive their prize.
Here is the subscriber-exclusive extras store page.
[t]http://i.imgur.com/D1M4zJE.png[/t]
[QUOTE=Saber15;51580713]I think they broke the flight computer or thrusters on the 300i. Again. :vs:
If I so much as touch the left strafe button, the thing blasts off to the slide in an unrecoverable slide. I have to hold down the right strafe for ten times as long to fix it.
[editline]25th December 2016[/editline]
Also gimballed weapons seriously need a indicator for their firing arc. It's really annoying lining up on an enemy only for the guns to blast wherever the fuck they want.
Also, a heat indicator. Because they removed it from the 300i's hud.[/QUOTE]
Every patch I wonder more and more why I haven't dumped my 315 yet
Me and my brothers are now willing to try this out, since we're all suckers for space and simulators in general. What should we buy on their website for the [I]~full experience super deluxe edition~[/I]? I'm confused: Do we buy both Squadron 42 and a ship starter pack?
[editline]25th December 2016[/editline]
elixwhitetail help
The base game package that's ~$45 and includes either a Mustang or Aurora would be all you need. The Squadron 42 is not necessary for the full online experience.
If you want the "everything you need in one purchase" package, then you want the SC+SQ42 combo packages. You can choose between the [URL="https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-Star-Citizen-Squadron-42-Combo"]Mustang Alpha[/URL] and the [URL="https://robertsspaceindustries.com/pledge/Packages/Aurora-MR-Star-Citizen-Squadron-42-Combo"]Aurora MR[/URL]. Once you have this, you don't need to spend anything else for game access (including immediate access to the playable builds).
If you only want access to the online game and don't care about the single-player campaign, there's a special set of packages that's $10 cheaper than the usual MMO-only package, available in the store only for the holiday sale: [URL="https://robertsspaceindustries.com/pledge/Packages/Aurora-MR-SC-Starter-Holiday-Warbond-Edition"]Aurora MR[/URL], [URL="https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-SC-Starter-Holiday-Warbond-Edition"]Mustang Alpha[/URL]
I'm going to space!
[t]https://cdn.discordapp.com/attachments/131482024450981888/262666169515769856/20161225144106_1.jpg[/t]
Director mode is pretty cool
What's that sick helmet you've got?
[QUOTE=Daemon White;51582624]What's that sick helmet you've got?[/QUOTE]
That's the outlaw armour set, the visibility is kinda bad but it looks badass
Man whatever they did this patch has made my game run like ass, ive dropped 20 fps and now any ship I get in always goes forward if its coupled, my gladius automatically goes full throttle the second I get in it so if it spawns on a pad thats facing an object I just die the second I start her up :v:
[editline]26th December 2016[/editline]
I fucked up tho, decided to see how the freelancer flies so I swapped my bucaneer for it thinking I could swap it back but the buc isn't on the upgrade list.
Though I guess I could just swap it for a hornet (or that special gladius cause it looks :ok:)
I forget, what do I do if it's stuck at a few kilobytes left? I uninstalled and reinstalled, what do I do next?
[del]Edit: I exited and went back in.[/del] nope still stuck at 16kb
Trying out Star Marine getting 300+ ping still had some fun blasting around with the shotgun
Did some testing with a buddy about star marine hp... results were not what i expected. Each body part has it's own HP pool, if any body part including arms and legs gets destroyed you die instantly. Head has 10hp, helmet type doesnt matter, torso has 30hp, arms and legs have something like 50hp each
headshot is a 2 hit instant kill with every weapon in the game including laser, ballistic sidearm and uncharged sniper. My recommendation for winning every game effortlessly is using the laser rifle in burst mode and going exclusively for headshots.
There's some hitbox weirdness getting shot from the side, so if you're getting hit turn and run perpendicularly, they'll only hit your arms which will cause the dmg will be absorbed where it doesn't matter, as if you were playing a mechwarrior game.
I played a round changing my tactics using this info and got a k:d of 3.0 right off the bat.
[QUOTE=Mattk50;51584705]Did some testing with a buddy about star marine hp... results were not what i expected. Each body part has it's own HP pool, if any body part including arms and legs gets destroyed you die instantly. Head has 10hp, helmet type doesnt matter, torso has 30hp, arms and legs have something like 50hp each
headshot is a 2 hit instant kill with every weapon in the game including laser, ballistic sidearm and uncharged sniper. My recommendation for winning every game effortlessly is using the laser rifle in burst mode and going exclusively for headshots.
There's some hitbox weirdness getting shot from the side, so if you're getting hit turn and run perpendicularly, they'll only hit your arms which will cause the dmg will be absorbed where it doesn't matter, as if you were playing a mechwarrior game.
I played a round changing my tactics using this info and got a k:d of 3.0 right off the bat.[/QUOTE]
Oh wow. So basically concentrated fire is the way to go.
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