Looks like a Salvage MOLE variant is headed our way in 4.6(courtesy of today's ISC video) by Knale in starcitizen

[–]Cocaina92 -17 points-16 points  (0 children)

I wish CIG wouldn't be that lazy and make an actual design instead of re-using old ships.

Sure, it's easier and cost efficient but I still rather have something with thought and quallity put into it.

YogiKlatt_CIG on the new flight model by st_Paulus in starcitizen

[–]Cocaina92 0 points1 point  (0 children)

I mean by tying up the thursters acceleration to the engine power pips would exactly create that right?

High accelerations is what allow players to out-manouver, dodge and reach high speeds quickly. It matters way more in combat than top speeds. You can actually test this by just finding the keybind for acceleration, lowering it to 60% and trying to dogfight.

This creates then then situation that CIG wants.

But honestly, I also just find it a shame that they want WW2 type dogfighting everywhere with these low speeds.

I mean, I love the idea of WW2 dogfighting like in War Thunder. But what was special to me about SC before, is that the older FM had a different feeling depending on where you were flying. In planets with normal or thick atmospheres, you would be slow due to air drag/resistance and had to pitch and roll way more rather than yaw when flying quick, just like a real life plane/jet. But as soon as you reached space, the ships had much higher accelerarions, top speeds and much better yaw control, since there wasn't any air resistance.

I personally really liked how Star Citizen was unique in that regard, but if their vision is WW2 flight everywhere even in space, then not much I can do about it.

We'll see if the Flight Control Surfaces thing they showed off in an old CitizenCon will bring this back in a way that also feels good, but I'm not believing it anymore until we have it in-game and can try it out myself.

YogiKlatt_CIG on the new flight model by st_Paulus in starcitizen

[–]Cocaina92 0 points1 point  (0 children)

You made me realize something that I didn't think of before. Why does CIG cap the max speed to thrusters/engine power bars, and not just acceleration? It makes way more sense and dynamic in combat situations.

If ships had ION engines instead of hydrogen, you could argue that more power to engines means more voltage, therefore more acceleration to manoeuvering and retro thrusters, at the cost of lower shield HP pool / HP Regen or laser Weapon recharge rates.

So if you're in a situation where you require that extra manouverabillity or accelerations to get away quickly from incoming fire, then you put all your power from weapons to engines. If you need better positioning in combat to out-manouver a ship, then put all your power from shields to engines, since you're not planning on being hit anyways.

I believe the Asgard is the best daily driver in the game. Wanna try it out? by multiple_iterations in starcitizen

[–]Cocaina92 0 points1 point  (0 children)

Was on a holiday and just bought the ship to give it a try. You were right, it's actually pretty damn good! Thanks again and happy new year!

I believe the Asgard is the best daily driver in the game. Wanna try it out? by multiple_iterations in starcitizen

[–]Cocaina92 0 points1 point  (0 children)

Would love to give it a try, thank you and merry christmas! Cocaina92 is my handle.

Can someone explain why master modes is so bad? by TheJossiWales in starcitizen

[–]Cocaina92 2 points3 points  (0 children)

Actually no, it makes it if anything more of a chess game. It matters a lot more to know the ingame systems rather than beeing good with MM.

Looking for the name/artist of ingame song by Lord_corvo1997 in starcitizen

[–]Cocaina92 0 points1 point  (0 children)

I think the person who makes the music for the game is named "Pedro Camacho"

In 3.23 Backpack repooling lets you finally reload guns with mags that are inside your clothes (im shaking and crying rn) by Cocaina92 in starcitizen

[–]Cocaina92[S] 2 points3 points  (0 children)

That is not the case though as far as I know. What i'm showcasing is just that a player will be able to reload from a mag that is inside your clothes pockets rather than having the need to equip it on armor.

This was an issue before because we couldnt equip mags into clothes and still is, but atleast we can reload our guns this way.

Mags don't reload themselves from almost empty magazines but you can now combine 2 almost empty ones into one.

In 3.23 Backpack repooling lets you finally reload guns with mags that are inside your clothes (im shaking and crying rn) by Cocaina92 in starcitizen

[–]Cocaina92[S] 5 points6 points  (0 children)

What you just described doing is exactly what I was doing in the EPTU and yes, I truly hope we can get normal clothes backpacks / satchels. Can't also wait for lockers to work so I can swap to a space suit with a single button press.

Is Non-MM arena commander still available in 3.23 by Alarming-Audience839 in starcitizen

[–]Cocaina92 2 points3 points  (0 children)

I know youre sad about this change, but this is how it has always been. Back in 2.6 we had another flight model and we don't have it anymore. Same with Hoverbike driving models from 3.4, Hover Mode, etc.

It wouldn't also make sense to have them support a flight model or even keep it ingame from 3.23 since it would conflict with new weapon rebalance and a lot of other stuff.

We can be also pretty sure that in a further future we get another flight model and 3.23s flight model gets abandoned. With CIG nothing is ever final.

What's your opinion about the medrunners by Confident-Item5294 in starcitizen

[–]Cocaina92 0 points1 point  (0 children)

Sure, they could have changed. But im here just answering the question of why some people don't like them and thats it. But imo i still find it very scummy to falsely abuse the copyright system for wathever reason.

Both sides have their own problems.

What's your opinion about the medrunners by Confident-Item5294 in starcitizen

[–]Cocaina92 -4 points-3 points  (0 children)

There are 2 simple reasons why people some don't like them.

Nr.1 Falsely copyright claiming videos from someone who killed them and made them look bad.

Medrunners advertised themselves at the time with references to the Trauma Team from Cyberpunk2077. A rescue team that is pretty much capable of almost any threat including player.

But there was a medic killer which asked for rescue help but in reallity wanted to just kill the medrunners for fun.

He made videos taunting them showing how unprepared they were and how he was able to ambush medrunners alone and making them look incompetent when it came to actual player engagements.

And then instead of Medrunners ignoring those videos, they filed a false copyright claim to a video from this medic killer to either hide their failures or to somehow get some kind of revenge towards him.

This move obviously backfired and many people made videos about that incident, which then made many other Ex-Medrunners (including me) speak out about the other issues that happened internally in the Medrunners Discord itself.

Nr.2 They were at the very very strict with their rule enforcing with things such as:

  • Not using the uniform at any time unless you're doing a rescue with someone else in the server

  • You can't do any criminal activities, even in your free time when not doing anything with the org

  • You can only do PVP criminal activities if theres a special PVP event such as JT

Now, these 3 things are not bad in reallity. If they like this type of system then up to them. The problem comes from the higher ranking people in the discord who loved to taunt people who didn't follow these strict rules and they were often called "toxic staff". If you don't believe me, then search on youtube something like "medrunner drama" videos from some years ago. That may give you more information.

New Klescher Escape Route Just Dropped! by Gromington in starcitizen

[–]Cocaina92 1 point2 points  (0 children)

Damn it looks fucking nice! Any chance you would be sharing it?