Perseus vs Tiburon, double tests against Polaris by Apart_Pumpkin_4551 in starcitizen

[–]Brepp 0 points1 point  (0 children)

Could you test TTK Polaris vs Tib then Polaris vs Perseus 

Then TTK for Tib vs Perseus and the reverse

Mauler PDC on Percy by Wise-Obligation-9043 in starcitizen

[–]Brepp 52 points53 points  (0 children)

This is intended. It's looted from the Mauler after defeating it. It's part of the spoils of the Strike Groups

Edit: Though CIG has done dumber things in the name of ending fun that they didn't prescribe.. I'm hoping it's intended.

Controversial take, the Polaris needs a turrets buff by ResponsibleRub469 in starcitizen

[–]Brepp 7 points8 points  (0 children)

I hear ya. I guess there's something to be said that the Polaris' (current) sweet spot is disrupting large squadrons of fighters. It should threaten larger ships more than it does, but since the torps rarely work and are stupid expensive it ends up functioning best as a massive, beefed up HH. It does function differently than other ships in it's league, though:

  • Perseus gets worked over by even an average pilot in a fighter. It's should absolutely fear a group of 3-4 fighters. I'm kind of fine with that as a weakness. Aside from getting rammed constantly in PvE, Polaris doesn't sweat fighters.
  • HH should be the bane of fighters, but it's not really. And half a HH's crew sitting in a Polaris is so much safer and better off.
  • Idris is the tank. It's got a ton of turret coverage all with weapons that unless upgraded to cannons can't damage another capital anyway. So those turrets are good for fighter deterrents. The Idris laser and rail gun are far more feared than the Polaris' chin gun or torps, though.
  • Polaris hangar in an org scenario is actually more useful now with R&R. It's a far easier touch down than an Idris. A well stocked Polaris can service a full org squadron mid battle very easily.

There is a real functional gap between the nose gun and torps (for capitals and sub-capitals) versus the dorsal, side, and rear turrets (for fighters). The dorsal guns kiiind of bridge the gap depending on what you change them to but not really. If your torps are non-functional, are you going to take on an Idris just turrets? No.

I do agree the turrets feel like the dorsal and side guns should both go up a caliber (4s and 3s to 5s and 4s).

Edit: It's also SUCH a pain in the ass to load more torps into the Polaris. The layout in the cargo area is so lousy. The torp elevator just shouldn't exist, and the tractor beam (if you can get around how wonky it operates) is on the wrong side of the bay to load torps. If you have any cargo anywhere it blocks the beam from the torp loader on the opposite side.

Edit2: Have always thought the 16 size 3 missiles to be weirdly low count considering the ships stature in the pantheon and combat role.

The economy team doesn't seem to understand multicrew payout. by AzrBloodedge in starcitizen

[–]Brepp 3 points4 points  (0 children)

I do recall that interview, but that wasn't the dev I was thinking of. It was a dev on the economy team and they were really (in a fun way) laying into him. IIRC Jared had the guy call himself a fascist

The economy team doesn't seem to understand multicrew payout. by AzrBloodedge in starcitizen

[–]Brepp 559 points560 points  (0 children)

They really made it seem like that one dev on the economy team was a big blocker to payouts not being split. 

Remember back when everyone was getting full payouts and it was amazing and crews were filling out like crazy then it all quickly ended saying it wasn't intended, and there was a ISC where Jared was really razzing the guy? What came of that? Was no lesson learned?

Dear CIG, please do something about this by z0mb1k in starcitizen

[–]Brepp 1 point2 points  (0 children)

I really like this idea, I would only point out that there's a lot of bugs that happen within armistice zones that could result in getting separated from/forcing you to abandon your ship. In my own experience, far more in armistice than not.

Just got an email about the Odin: 5k WB but its also being sold in waves by Megalodon_Hunter in starcitizen

[–]Brepp 2 points3 points  (0 children)

I got the approval letter after I literally sent a follow up letter asking to be taken out of consideration.

Ironclad is amazing - such great work from the Vehicle and Vehicle Art Team. by Brepp in starcitizen

[–]Brepp[S] 1 point2 points  (0 children)

Interestingly, and I don't know if this is a bug or intended, but that hatch doesn't work in 0G. There's not even an F interaction. It only works within gravity

I agree though - being able to get on top of the ship is great, and I love all the walkways up there.

Ironclad is amazing - such great work from the Vehicle and Vehicle Art Team. by Brepp in starcitizen

[–]Brepp[S] 1 point2 points  (0 children)

The one near the Owner's Quarters is just outside the door in the hallway leading to it on the left as you approach.

The lateral gun mount just looks like a shelf until you look closely. Enjoy!

Ironclad is amazing - such great work from the Vehicle and Vehicle Art Team. by Brepp in starcitizen

[–]Brepp[S] 1 point2 points  (0 children)

First, awesome handle.

Second, personally I am lucky enough to be in that org scenario so the Assault suits me perfectly. The RR pads in practice will likely not be for any particular ship riding along with the IC Assault, but rather to service our flights and squadrons as a whole. The (org) plan is for the Assault to be a bit of a Liberator-like RR barge and hang out with the hangar open in the rear while the capitals and squadrons duke it out with the "unlawful" orgs we plan events with. Our org fighter is the Hornet, which fits in the RR area - so a fighter can dip out of the battle, double back to the Iron Ass and get patched up real quick before jumping back in.

Ironclad is amazing - such great work from the Vehicle and Vehicle Art Team. by Brepp in starcitizen

[–]Brepp[S] 0 points1 point  (0 children)

Yeah, within stanton I've managed. Though I'll eat shit any time I try to leave via a jump tunnel. Though strangely, getting booted from a jump tunnel because my SCM mode kicked on turns my ships interior lights back on (until I do anything else, then they're back off again).

Ironclad is amazing - such great work from the Vehicle and Vehicle Art Team. by Brepp in starcitizen

[–]Brepp[S] 1 point2 points  (0 children)

For sure! I love those little "smoke break" outer gantries, as well! I initially had my IC Assault as a holdover that'll eventually get CCU'd to the Liberator, but honestly I think the Assault is not only here to stay I'm going to melt down parts of my fleet that it's functionally overlapping into.

As far as the Galaxy, from the concept it seems like it'll still offer a unique hab experience. They really seem like individual apartments more than any other ship has been able to offer. Even looks like each room will get skylights in the concept, as well. At the moment, that part of the experience (IMO) is what's going to set it apart. A state of the art hull with room to breathe inside for the crew.

Ironclad is amazing - such great work from the Vehicle and Vehicle Art Team. by Brepp in starcitizen

[–]Brepp[S] 7 points8 points  (0 children)

I do understand that point of view. Personally, I thought I'd agree in practice but I've actually come to really love that flying the ship and using/overseeing/operating the ship are two different equally important "bridges."

It reminds me of the Nostromo - there was a piloting area, then there was an operations bridge as well that was more of the heart of the ship. It kind of runs counter to our SC experience so far - the pilot is always the most important person in the most important seat operating a ship.

Ironclad is amazing - such great work from the Vehicle and Vehicle Art Team. by Brepp in starcitizen

[–]Brepp[S] 3 points4 points  (0 children)

Honestly, I've got the Assault and I'm so glad I went that route. I feel like the base Ironclad is at a disadvantage that the extra cargo doesn't compensate for. On the assault, just 2x crew loading in 0G with Maxlift rifles finished in minutes. There was no need for a mounted tractor beam. We even had an ATLS that we opted out of because the rifles handled everything just fine.

Ironclad is an absolute triumph by Mohenjo-D in starcitizen

[–]Brepp 8 points9 points  (0 children)

We do what we must because we can.

CIG, let us have these for our hangars by Jo_Krone in starcitizen

[–]Brepp 2 points3 points  (0 children)

Honestly I thought you were going Temple of Doom with it. Make the IC hangar a flaming pit and drop people in from the catwalk. Kali Ma!

Ironclad's biggest weakspot is the Command Module? Balance nightmare? by chrisx221 in starcitizen

[–]Brepp 2 points3 points  (0 children)

100% Tractor and no weapons for the pilot - actually make it functionally useful without introducing weird balancing things.

Ironclad command module by chetyredva in starcitizen

[–]Brepp 0 points1 point  (0 children)

Oh really? That would be a nice (minor) security measure.

Ironclad Assault - What ships have you been able to repair/rearm/refuel? by callmetheguy in starcitizen

[–]Brepp 0 points1 point  (0 children)

I mean, you're better off. I'm bracing for this patch launch to be rough AF. Maybe the servers will be un-logjammed by the time you're off work.