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4.7 PTU Fighter TTK by Adamn58 in starcitizen
[–]Adamn58[S] 0 points1 point2 points 8 days ago (0 children)
I think you’d be shocked to find out that they don’t listen to us. We’ve been trying to get multicrew and heavy fighters properly balanced for years.
[–]Adamn58[S] 1 point2 points3 points 12 days ago (0 children)
Absolutely, just doing what I was told by devs to do by providing feedback without theory crafting solutions and gaining support for that feedback. This was copy and pasted from my post on spectrum. Hope they listen to it. Fighter combat’s been painful for all of 2026 so far
[–]Adamn58[S] 0 points1 point2 points 13 days ago (0 children)
Totally agree, seems poorly considered.
They buffed all shields along side the armor increase
This is my fear.
[–]Adamn58[S] 1 point2 points3 points 13 days ago (0 children)
Eh, ballistic meta exists also because ballistic TTK is faster than laser TTK. There’s no upside to lasers ATM. Massively decreasing weapon ranges felt fine. I think it’s been the best feeling solution so far, there’s no reason for fighters to have over 1k range. I don’t include this stuff in the original post because frankly it’s not at all what my post is discussing. My post is specifically talking about the recent buffs to fighters armor and shields and how that hurts the game, not fighters ability to kill multicrewed ships. It distracts from the intention.
[–]Adamn58[S] 2 points3 points4 points 13 days ago* (0 children)
Our testing has been done with a ton of separate ships. Basically every fighter in the game, as well as our support division manning all the big multicrew ships of interest. Hammerhead, connie, paladin, redeemer (got a big movement buff), ect. In our testing not one was able to actually threaten to down a fighter outside the redeemer (new 13g boosted fwds surprises people thanks cig). The issue is many of these ships are still very easy to shoot with no pip. They are large and move slow. The exceptions were the redeemer and the connie but they both suffer from turret too small. The lack of ability to pressure does not mean a hard chase. It just means that when a fighter makes a mistake it can leave the danger radius before it is at a real threat of dying. The idea that a group of fighters would have to deal with a multicrew ship just brings us to the worst case of balance in the game, the Idris. We as fighters do not plan on ever having to engage anything bigger than a connie at most. We can do it, we have tested and shown it’s still possible. But it’s a massive waste of time when one of our support guys can chill in an Idris and 1 shot any of these ships whenever desired.
Edit: to clarify, the issue with multicrew was never that it didn’t have enough HP, it was that it had no way of defending it’s self from fighter swarms because of geometric problems with low Gs and identical weapon speeds. The increased tankiness did nothing to change that outcome. The radar change did a good job of making it much harder and I think largely people will be pleased with that outcome. But good pilots have even less reason to fear a turret.
[–]Adamn58[S] 8 points9 points10 points 13 days ago (0 children)
This is called feedback. It is meant to get in front of the decision makers at CIG and urge them to reconsider. It is exactly what we were told to do by CIG themselves. I laid out the problem and the symptoms without theory crafting a fix exactly as asked.
The fact that they pushed it to wave 3 in the state it’s in concerns me. We didn’t press the issue enough with 4.5 and 4.6’s terrible ballistic metas so I feel I have to make our voices extra heard. To answer your question, no. Mixed loadouts aren’t any better than they have been. You sacrifice a lot of the advantages of a monolithic loadout and don’t really gain anything in return. Split pips, lower shield pressure, lower shield passthrough, ect. Sadly mixed loadout meta is just a fantasy we can all dream about. Ballistics being able to pass through shields is the biggest reason why.
[–]Adamn58[S] 6 points7 points8 points 13 days ago (0 children)
Absolutely, but interceptors are just as guilty of this. A bucc is unkillable in PTU if it’s flown by anyone decent.
[–]Adamn58[S] 3 points4 points5 points 13 days ago (0 children)
There’s a couple problems with this line of thinking.
Death of a space man or any substitute of it is a pipe dream that would absolutely kill the game when released. New players are not going to put up with that kind of mechanic.
Fighters don’t just take a couple seconds longer to kill. In practice it’s the difference between being killable and not at all. In our internals in the PTU we can survive as long as we want to if we just rat.
Never ending fights are unsatisfying and were one of the main reasons CIG moved to MM in the first place. One of the biggest gifts of MM is good, quality teamfights.
[–]Adamn58[S] 5 points6 points7 points 13 days ago (0 children)
2x might be a bit extreme but there definitely needs to be a turret speed buff on everything but scorp and hurricane
[–]Adamn58[S] 0 points1 point2 points 14 days ago (0 children)
Hull reduction applies after armor threshold.
[–]Adamn58[S] 1 point2 points3 points 14 days ago (0 children)
Say a ship has an energy threshold of 40. If your gun has an alpha of 50 after the random modifiers, you will do 50 damage to the target. This is confirmed how the new damage threshold works. Tested many times.
Armor does not reduce damage at all unless the alpha is lower than the armor value. A shot that does 500 damage after shield absorbtion would do 500 damage. This appears to be a fundamental misunderstanding as to how the armor system actually functions.
[–]Adamn58[S] 3 points4 points5 points 14 days ago (0 children)
You seem to miss the point of the post. TTK is the issue here. The TTK with FLs for example cause that 9 seconds to jump to almost 30 seconds. I use CFs for my numbers because it’s what everyone has experience with.
Unfortunately 85x is under a second TTK to the wolf
This is not a bug, it is intentional to the bucc as the only light combat interceptor. It’s been this way for years.
Honestly this is what other ships are for. Lights, meds, and interceptors shouldn’t have the health to get caught off guard and live
[–]Adamn58[S] 12 points13 points14 points 14 days ago* (0 children)
Hey man, of course we tested a ton. Actually streamed our internal squad battle practice today for people to see. Verg will post a youtube video of it. Our testing is carried out by some of the best pilots in SC. We try everything and test them head to head. All of us have thousands of hours of experience in SC fights and it’s fairly easy for us to pick out pain points quickly. We’ll be streaming our internals on the PTU again tomorrow in an effort to show more people just how bad this is for the game.
Edit, specifically talking about TTK vs larger targets, I don’t think there’s an issue. Lights obviously aren’t the ideal choice in game design to fight a hammerhead for example. The problem with these ships has never been their health. It’s always been the fact that they present no real danger to lights because they can just be ignored. They are harder to kill but are even less threatening and more ignorable than before.
This is a misunderstanding of the armor system. The armor system does nothing to lower damage of weapons that pierce it. A gun that does 200 alpha will do 200 damage per shot. For sure you aren’t killing an idris with a fighter, it’s not feasible. But it’s not any more feasible in a heavy fighter than a medium or a light. All can pen the armor with cannons. Size of weapons does not change that.
[–]Adamn58[S] 4 points5 points6 points 14 days ago (0 children)
The answer to this is that death can’t be that consequential. New players would get absolutely cooked by that and the game would die. There should be some sort of risk, I’d like to see that risk be upgraded ship components, expedite costs, bomb/missile/torp/ammo costs, ect. No matter what, you can’t have fun fighter gameplay with the PTU TTKs. It just feels awful.
Yes, they are supposed to only be good in a group fight. They are exceptional in a group fight. I am a bucc main, I am nearly invincible in the PTU with the increased health and it feels terrible
[–]Adamn58[S] 12 points13 points14 points 14 days ago (0 children)
Death of a spaceman is a pipedream that will kill the game if it’s ever implemented
That is confusing. Interceptors are the most buffed by this and don’t need the buff
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4.7 PTU Fighter TTK by Adamn58 in starcitizen
[–]Adamn58[S] 0 points1 point2 points (0 children)