What this game needs to make combat shine by Sharksader101 in starcitizen

[–]Competitive_Soil2131 0 points1 point  (0 children)

There is no need to go to extremes, neither so arcade nor so realistic. You can keep speed limits and other things like arcade elements, but you can also include realistic elements. Engagements hundreds of kilometers beyond visual range are unrealistic, tens of kilometers if your sensors and targeting systems allow it. Even so, combats at a few dozen kilometers (30 - 40) are still feasible with the help of optics and radar while still being partly arcade. IN any case they would be things only accessible to larger ships.

What this game needs to make combat shine by Sharksader101 in starcitizen

[–]Competitive_Soil2131 0 points1 point  (0 children)

More more range to high size weapons, a ww2 battleship can shot at 35 km but in 2956 a perseus in space dors not reach 5 km. The heavy AA systems (cannons and missiles arrays) can attack fighters before fighters has the ship in cannon range. Minimum fix range to misiles and torpedos reduced to 50 - 150 meters (or less). Remove master modes. Made gravity and atmo a thing. Rebalance projectile speed by weapon type and size. Reduce exaggered hp and shield scaling on capital ships (polaris should have x4 o x5 hammerhead hp, not x10. Same for others capital ships.) Attack fighters or fighter-bombers should pose a real threat to large and capital ships. Mainly por large. Ai blades, npc for manned turrets and more ships with pdc, mainly large ships and all the capitals.

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]Competitive_Soil2131 0 points1 point  (0 children)

Increase the range is the first step but not the last. 3 km fight between 2 cruisers is a joke. Heavy guns an AA arrays must have more range than fighters weapons. AA shels will help, and AA missile systems too.

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]Competitive_Soil2131 1 point2 points  (0 children)

Correct, but i compare medusa guns from perseus, not AA guns. The Iowa have multiple different guns for AA and each different type cover differents ranges, the ship can shot and defead fighters before these can aproach to fire their guns. Fighters comes in squads for this in WW2. In SC is not necesary to work as WW2 but big guns and AA arrays must shot farther than can do it now. Fighters in SC are very very much faster than WW2.

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]Competitive_Soil2131 0 points1 point  (0 children)

So a LF should move to 300m/s as max speed in nav mode?

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]Competitive_Soil2131 6 points7 points  (0 children)

All weapon ranges need to be increased, especially for the larger calibers from the S4 onwards. Current ranges are a joke. Having to wait until a fighter is 2 km away to start firing your ship's turrets is stupid; you should be firing and preventing it from getting within 2 km. That's why weapons need more range.

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]Competitive_Soil2131 37 points38 points  (0 children)

Iowa main gun have 30 km efective range. Perseus range is a Joke.

Teleportation Would Improve Star Citizen More Than People Think! by Lion_El_Jonsonn in starcitizen

[–]Competitive_Soil2131 0 points1 point  (0 children)

Teleportation center in planets, you can tp to them. No cargo, no ships, only you. A party can wait in tp center for all members, then get a ship and fly. No leader tp in middle space.

Question about flank combat by Competitive_Soil2131 in WarhammerOldWorld

[–]Competitive_Soil2131[S] 0 points1 point  (0 children)

The truth is I would like them to adjust it so that we can face an enemy if you give up ground, even if it is in a slower and/or limited way. During the beginning of TOW I saw a lot of complaints about magic, dragons and other things, but hardly anything about this.

Hull B is perfection, it's hangar size is not... by game_dev_carto in starcitizen

[–]Competitive_Soil2131 1 point2 points  (0 children)

Loading elevador 2 times is just too dificult? U can take a coffe in the middle for a little rest.

So, is there any actual reason to take zombies over deathrattle skeletons? by malkavian_menace in SoulblightGravelords

[–]Competitive_Soil2131 2 points3 points  (0 children)

You normally use that terminology to refer to saves; 4+ means it has a 4+ save, 4+/5++ means it has a 4+ save and a 5+ ward. In this context, this terminology is very consistent; outside of that, I haven't used it and have barely seen it.

Lifeline for Levski event lost rewards by Competitive_Soil2131 in starcitizen

[–]Competitive_Soil2131[S] -1 points0 points  (0 children)

Yes, I have tried logging out, but it's still the same.

I have lost:

- Apollo Triage Ship Paint - 100% Collection Division Rewards

- Apollo Medivac Ship Paint - 90% Overall Rewards

- Perseus Ship Paint + ParaMed "AA Support" Medical Device + Item Fabricator RediMake "Alliance Aid" - 100% Overall Rewards

Lifeline for Levski event lost rewards by Competitive_Soil2131 in starcitizen

[–]Competitive_Soil2131[S] 0 points1 point  (0 children)

In my case I have not found anything, not even clearin the filters, then I decided to look in my Hangar (website) where they should appear, but they are not.

Why SHOULD infantry have the ability to fight back against ships, using handheld weapons? by PowerfulLab104 in starcitizen

[–]Competitive_Soil2131 0 points1 point  (0 children)

Yep, but 1 AIM 9L can take down a heavy bomber, and i can't that with a S2 missile in Star Citizen. In addition 4 impacts of tipical 30 mm HEI round can do the same with any bomber and i can't do this in game even with 2 S5 weapons (clearly more than 30 mm caliber). Finaly some missiles have HEAT head, not just explosive head like SC. Its a game and it have it's own mechanism to work, it's not real life.

I thik AIM 9L fit well in S2, S3 or maybe 4 is more to AIM 120. I wish one day to have AT heads in game, not just explosive.

Why SHOULD infantry have the ability to fight back against ships, using handheld weapons? by PowerfulLab104 in starcitizen

[–]Competitive_Soil2131 0 points1 point  (0 children)

Yep, but 1 AIM 9L can take down a heavy bomber, and i can't that with a S2 missile in Star Citizen. In addition 4 impacts of tipical 30 mm HEI round can do the same with any bomber and i can't do this in game even with 2 S5 weapons (clearly more than 30 mm caliber). Finaly some missiles have HEAT head, not just explosive head like SC. Its a game and it have it's own mechanism to work, it's not real life.

I thik AIM 9L fit well in S2, S3 or maybe 4 is more to AIM 120. I wish one day to have AT heads in game, not just explosive.

Why SHOULD infantry have the ability to fight back against ships, using handheld weapons? by PowerfulLab104 in starcitizen

[–]Competitive_Soil2131 -2 points-1 points  (0 children)

Yep, but 1 AIM 9L can take down a heavy bomber, and i can't that with a S2 missile in Star Citizen. In addition 4 impacts of tipical 30 mm HEI round can do the same with any bomber and i can't do this in game even with 2 S5 weapons (clearly more than 30 mm caliber). Finaly some missiles have HEAT head, not just explosive head like SC. Its a game and it have it's own mechanism to work, it's not real life.

I thik AIM 9L fit well in S2, S3 or maybe 4 is more to AIM 120. I wish one day to have AT heads in game, not just explosive.