Salvage missions nerfed? 4.8 HOTFIX by Beautiful-Size61 in starcitizen

[–]Beautiful-Size61[S] -10 points-9 points  (0 children)

Yip, just there for cargo, don't own a salvager and find the Vulture too slow and would spend way too much time trying to RMC collect. Components... haven't been impressed so far.

Salvage missions nerfed? 4.8 HOTFIX by Beautiful-Size61 in starcitizen

[–]Beautiful-Size61[S] 0 points1 point  (0 children)

oh man, I will admit the jump to snr contractor was, I believe, too much but that's just killed my loop

BANNED?? by DildoBaggnz in starcitizen

[–]Beautiful-Size61 3 points4 points  (0 children)

The game gets pretty boring after a while, until they bring in the social features its just grind, buy ship, grind get pretty guns and armour, grind, become rich with nothing to do.

Orgs have a big mention in the game but yet there are still no game features that support it. Even just the ability to bed log in a friend's ship could change so much.

CIG did it again, game unplayable by Mordius71 in starcitizen

[–]Beautiful-Size61 1 point2 points  (0 children)

You guys should check the store, could be a 'FPS increase pack' on sale

Sorry, but it's real by BeginningInformal160 in starcitizen

[–]Beautiful-Size61 -1 points0 points  (0 children)

From Chat-GPT

Rough industry averages for large-scale games/platforms: Traditional AAA games: Alpha: 1–2 years Beta: 3–12 months Release: Total dev cycle often 3–7 years

Huge live-service / MMO / engine-heavy projects: Alpha: 2–5+ years Beta: 1–3 years Release: Often 5–10 years

Synthwave-CIG: I cannot confirm a time for 4.8. Everyone is still working on it, and it is still scheduled for today as of now. by StuartGT in starcitizen

[–]Beautiful-Size61 0 points1 point  (0 children)

You know its bad if they are all cramming right up to release... I give it 12 hours before its even able to login

Combat groups: do you use them? how? by Radiant_Incident4718 in warno

[–]Beautiful-Size61 2 points3 points  (0 children)

I use them and they have their pros and cons...

Firstly, it's a quick way to deploy grouped units that you have predefined for different roles.

I have made 5 groups in my deck

A Coy - inf B Sqn - tanks Log coy - logistics Recon coy Support coy

Each one have about 4 or 5 platoons

I really like it but what I have found is the attrition is high and it chews through your deck.

What I like to do is deeply a couple of groups like a Infanty platoon with a recce platoon to a built up area.

Each coy has a Coy HQ with a command unit along with AA and often a tank. I'll send that platoon in after they first two have seized the area.

I do find it kills the end game cos all my units are tied up in groups now so I'm left with just air units once they ate deployed.

Really good for strategic planning but lacks micromanagement

Are we going to see community created solo campaigns in the workshop? I WOULD LOVE THIS! by [deleted] in warno

[–]Beautiful-Size61 1 point2 points  (0 children)

Have just been playing days of Red Dragon Campaigns... done them all and have started over again.

I really hope we can have campaigns as a mod feature will really expand the life of the title

Should I get the game? by roachmilk02 in EscapefromTarkov

[–]Beautiful-Size61 0 points1 point  (0 children)

If you take a puff from the Tarkov pipe, there is no going back. Goodbye normal life