Star Citizen Megathread - Star Marine isn't doomed after all!
5,001 replies, posted
[QUOTE=dai;49336745]in the meantime there's [url=https://robertsspaceindustries.com/pledge/Packages/Star-Citizen-Starter]just under 1000 $30 full packages left[/url] as of this post (was 3000 like 12 hours ago), and it will never be offered at this price again (package worth $45)[/QUOTE]I certainly wouldn't trust never, considering they've said the same thing about a lot of things like "LTI will never be sold again" in the past.
[QUOTE=Hammernipples;49337674]I certainly wouldn't trust never, considering they've said the same thing about a lot of things like "LTI will never be sold again" in the past.[/QUOTE]
LTI on any ship IS never sold again per ship still, but I understand that was probably meant on the whole. Given we're this far into production I'd be more confident in believing this is it when they say that's the last time they'll sell for this low of a price, we'll hit beta relatively soon in the overall scheme of things and at that point ship sales go away. I'd bet starter packages would still be a thing, but go up in price as we approach release of S42
Well shit, I didn't realize I got the Retaliator Base CCU token instead of the Bomber token back during that sale :v:
Any chance I can just buy the bomber module to fit and unfit in the ship as I need it, or are they two separate ships?
[QUOTE=Visorak06;49337822]Well shit, I didn't realize I got the Retaliator Base CCU token instead of the Bomber token back during that sale :v:
Any chance I can just buy the bomber module to fit and unfit in the ship as I need it, or are they two separate ships?[/QUOTE]
it's one ship, bomber variant is just the original concept with the ($50 and $75 value?) bomb modules added by default. It's still modular, though if you didn't want the torp bays you could trade out for the base and some cheaper modules, including:
front and back cargo
front and back 'living space' (probably best to use only one, mixed with a different module)
front dropship module for 12 people and lots of munitions. Mix that and rear living space and you're basically a double-redeemer for slightly less money
[QUOTE=Visorak06;49332506]More of the 30 dollar starter packages are available right now folks!
[url]https://robertsspaceindustries.com/pledge/Packages/Star-Citizen-Starter[/url]
3600 left as of this post, so if you want a cheap in hop to it![/QUOTE]
1 left
hmmmmm
[QUOTE=dai;49337878]it's one ship, bomber variant is just the original concept with the ($50 and $75 value?) bomb modules added by default. It's still modular, though if you didn't want the torp bays you could trade out for the base and some cheaper modules, including:
front and back cargo
front and back 'living space' (probably best to use only one, mixed with a different module)
front dropship module for 12 people and lots of munitions. Mix that and rear living space and you're basically a double-redeemer for slightly less money[/QUOTE]
Huh, cool. I got the Mustang Beta as my travel ship so I'm not sure if putting in Crew Quarters would be ideal or not. I'd probably wind up making it the bomber or just a military transport (possibly dropship in the front and a little cargo space in the back). Do we have a rough time frame of when we can expect to see beta? I'm gonna ballpark it and guess by the end of next year.
I have no clue of this game, so I'll just buy it for fun
I don't think anyone posted this video yet:
[media]https://www.youtube.com/watch?v=Zp-llTltJqQ[/media]
Most notably part after 2:15.
[QUOTE=creec;49338634]I don't think anyone posted this video yet:
[media]https://www.youtube.com/watch?v=Zp-llTltJqQ[/media]
Most notably part after 2:15.[/QUOTE]
he just kind of talked over the start like it was going to be a review and excited talk but just ended up showing a quiet copy of the pre-recorded demos
[QUOTE=Techbot;49332270]they uploaded the gameplay as well now.
[hd]https://www.youtube.com/watch?v=69ck049Bg_I[/hd][/QUOTE]
YouTubers just straight up ripping and reposting CIG's video content is becoming increasingly frequent.
Also, I couldn't answer this when it was posted due to going camping, but,
[QUOTE=Hammernipples;49321250]There's way less than one million actual backers, I'm pretty sure that counter tracks ALL accounts made on the website since the UEE Fleet number is way smaller and [url=http://i.imgur.com/cdzDvjl.jpg]Disco Lando has stated that number being for the ships sold to the backer base[/url], which means the one million backers thing is greatly exaggerated.[/QUOTE]
The only source I've seen for this is SA/DS, and the scrollbar is halfway up the chatlog. Inspect Element/etc. means that could have been made to say anything Goons want.
It's possible, but I'm going to wait for that to appear in a verifiable location, like Lando's RSI forum account.
I was really lusting after an Endeavor with the science package and telescope and such until I realized that it would be a touch too realistic... As in too close to some of the classwork I'll be doing when it comes out :v:
I still find weird hangups, freezes, and pop-in type slowdowns happening a lot. It all runs pretty good considering just how WIP it is and how great it really does look, but is there an ETA for any major performance fixes? I wasn't sure if 2.1 was doing any of that. It'd just be neat to have a chance to play it once at a higher framerate before classes start and I forget about thiis game for a few months again. I've got an admittedly awful hard drive, but I changed my page file settings to help wth that a bit
Framerate issues are variable right now. They seem to be mainly server-centric, and sometimes you can cure just by relogging. I'd expect some fixes in 2.1 in the next couple of weeks, but there's no timetable for fixes; it will come as it comes.
Right now the Port Olisar map is strongly CPU-bound and performance seems to cack out harder the more players are connected. Given that 2.0's the first implementation of the baby PU that's been unleashed for players, and the ridiculously poor performance experienced during certain patches on the PTU, I'm sure performance improvements are a hot priority for every major patch going forward for the time being.
And, if you're loading Port Olisar on a hard drive, right now, brace for a shitty time on loads and asset streaming hitching, just from I/O bottlenecking. During the PTU, after a couple patches, I [I]could not even load[/I] Port Olisar from my HDD because the server would time me out and kick me every single time because I took more than 4 and a half minutes to load in.
RIP
[IMG]http://a.pomf.cat/mjpmpi.PNG[/IMG]
You walk into a hugbox and call the inhabitants autists. What did you expect was going to happen?
They'd hug you
I did some science and it ended badly.
[media]http://www.youtube.com/watch?v=2ZE_ToZvTJQ[/media]
[URL="https://forums.robertsspaceindustries.com/discussion/301013/looking-for-your-2-0-videos/p1"]Submit that shit for inclusion in AtV.[/URL] The devs love showing players coming up with weird ideas to break the game like closing the Connie's cargo bay on a Merlin's jaw.
[t]http://i.imgur.com/Scn0nKc.jpg[/t]
r8 my majestic new figurehead
[editline]17th December 2015[/editline]
[URL]https://forums.robertsspaceindustries.com/discussion/306536/[/URL]
[img]http://i.imgur.com/N2RfExW.gif[/img]
Poor lad tried to use the Retaliator lift in zero G. He then began to phase out of this dimension. I had to take him outback like ol' yeller. :cry:
[QUOTE=elixwhitetail;49341020][URL="https://forums.robertsspaceindustries.com/discussion/301013/looking-for-your-2-0-videos/p1"]Submit that shit for inclusion in AtV.[/URL] The devs love showing players coming up with weird ideas to break the game like closing the Connie's cargo bay on a Merlin's jaw.[/QUOTE]
Already done
What's a good gimbal gun to put on the nose of the 300i? I have a fixed S2 CF117 laser in it right now, which is alright but hitting people is still a pain in the ass.
[QUOTE=Saber15;49343898]What's a good gimbal gun to put on the nose of the 300i? I have a fixed S2 CF117 laser in it right now, which is alright but hitting people is still a pain in the ass.[/QUOTE]
Isnt the 300i nose s3? just stick a gimbal under the 117
[QUOTE=Mattk50;49343926]Isnt the 300i nose s3? just stick a gimbal under the 117[/QUOTE]
Size 2, according to the store and holotable.
store is never a proper resource, only rely on ingame holotable (especially for older ships)
it's kinda sucky but due to how often some things change, upkeep of the store page could be a bit of a time draw for such temporary info
[QUOTE=Saber15;49343944]Size 2, according to the store and holotable.[/QUOTE]
It's size 3, class 2, and the store is incorrect as usual.
[IMG]http://i.imgur.com/XAaHZHI.png[/IMG]
[QUOTE=Mattk50;49344400]It's size 3, class 2, and the store is incorrect as usual.
[IMG]http://i.imgur.com/XAaHZHI.png[/IMG][/QUOTE]
Yes but if you put a gimball on it it becomes a size 2. You can take the gimball off and mount a fixed gun at size 3.
Redid my 300i loadout:
CF117 Badger on the nose, gimbal mount
2xM3A on the wings, gimbal mounts
It's [I]really[/I] nice actually being able to hit enemies without having to wiggle the nose around for 30 seconds to line up the standard fixed guns. M3As hit pretty hard and they have the same velocity as the Badger, so I just aim at one spot and hold down the trigger. I can fire the guns indefinitely.
[editline]18th December 2015[/editline]
Let's play a game of "Spot the crosshair!"
[t]http://i.imgur.com/qnJ9yhk.jpg[/t]
:why:
^ I have similar problems seeing targets at all on dying star. Gorgeous scenery but it's kind of iffy on whether that should be adjusted for, or if it could be kept for tactical advantage/disadvantage play
in light of the recent [url=https://robertsspaceindustries.com/comm-link/transmission/15114-MISC-Reliant-Variants]MISC Reliant variants[/url], I'd like to point out this ship is pretty nifty. Dug some videos up, the liftoff is pretty cool and it's actually the same size as a khartu al when vertical
[media]https://www.youtube.com/watch?v=Nea6aAJM0k8[/media]
[media]https://www.youtube.com/watch?v=spCN87pwPaI[/media]
dang yo
I used some store credit and got a 325A>Mako ("News Van") CCU in case it turns out pretty neat when it hits flight-ready. Also have a giftable khartu-al, pending a friend buying it off my hands, so lots of toys to check out in the near(ish) future! KA may be hangar ready in the next patch or two, would be wild to have both show up at the same time
[QUOTE=dai;49345351]^ I have similar problems seeing targets at all on dying star. Gorgeous scenery but it's kind of iffy on whether that should be adjusted for, or if it could be kept for tactical advantage/disadvantage play
in light of the recent [url=https://robertsspaceindustries.com/comm-link/transmission/15114-MISC-Reliant-Variants]MISC Reliant variants[/url], I'd like to point out this ship is pretty nifty. Dug some videos up, the liftoff is pretty cool and it's actually the same size as a khartu al when vertical
dang yo[/QUOTE]
The crosshair visibility (and HUD visibility in general) is a pervasive issue. We seriously need the ability to customize our HUD colors, and the colors of specific elements so I'm not having to figure out [I]which[/I] blue circular thing is my crosshair when there's at least four of them all in the same general area.
The Reliant has got to have a lot of armor/shields or it will be a deathtrap to fly in combat. That thing has a massive cross-section, it's impossible to miss.
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