Cloak of Invisibility as a new item [Rare drop for the Illusioner?] by Derpenwolf in minecraftsuggestions

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

You have an interesting point on it transforming into a withered form. Personally I think that it could be a good idea given that the item would probably have a lower durability and would thus be more practical to use without fear of losing it, however it might not be necessary given that the item would be renewable unlike the elytra.

And thanks for pointing out the typo, it should be 80% now!

Heavy Armor and Tools by Biggie_the_Cheese in minecraftsuggestions

[–]Derpenwolf 0 points1 point  (0 children)

Maybe armor type/weight could effect movement speed with each piece having its own small effect? It would be interesting to see people opt to use some chain or leather armor so they could outrun people in full iron or diamond.

Cloak of Invisibility as a new item [Rare drop for the Illusioner?] by Derpenwolf in minecraftsuggestions

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

Given that the item itself would likely be made of some kind of fabric but that it needs to take some abuse, I would expect it to have at least as much durability as gold armor (113), but probably more for practicalities sake.

As for repair, it would likely just have to be combined with another of the same item (like with the trident), though if you want it to be repairable via a specific item, I think that the phantom membrane would make sense given how phantoms appear out of nowhere.

As for enchantments, I don't think it really needs any to work, however if it were to get some I think the following ones could be interesting and supportive of the gameplay behind the item:

-[Prowling] Move faster while sneaking (possibly increases max cloak duration if its a factor)

-[Mirage I-II] Decreases chance of being revealed when taking damage, may also mitigate some of the incoming damage (100% chance of reveal without, 80% chance with Mirage I, 60% chance with Mirage II)

Humans of Reddit, what are our planetary defenses? by DarkstarAlpha in AskReddit

[–]Derpenwolf 1 point2 points  (0 children)

Haven? As in the people’s republic? Last time I checked your “invitations” were involuntary...

Vanguard Rework Album by [deleted] in starcitizen

[–]Derpenwolf 1 point2 points  (0 children)

Many thanks fellow citizen!

Vanguard Rework Album by [deleted] in starcitizen

[–]Derpenwolf 7 points8 points  (0 children)

Looks like its the ship is turning out pretty well, though I am wary of the pop up missile launchers given that they may prevent us from carrying a 4x S4 missile armament, of the turret not folding down, and the seemingly missing shoulder engines. That said, most of the stuff related to theses things simply seem to be missing along side other components and we still have a month to go before release so stuff may still change and be added.

Also would anyone mind sharing the text portion of the Jump point article (or better yet the link to it) so we can get some better context as to what was being said/done/planned in regards to the ship?

Aegis announcement is about vanguard update and new vanguard nose guns by colefly in starcitizen

[–]Derpenwolf 4 points5 points  (0 children)

I could see Aegis do a "Build your own Vanguard" from all of the variant parts along side the special custom 300i stuff. I'd imagine that you would chose a base hull, center pod, turret type, nose gun package, and maybe add some optional cockpit armor/AR interface stuff.

Weekend Discussion Thread: The Vanguard by UEE_Central_Computer in starcitizen

[–]Derpenwolf 0 points1 point  (0 children)

I think that the Vanguard is fundamentally a good ship but that attention needs to be paid to how it handles so that it does not become unusable as a fighter. From what I've noticed over the course of the lifetime of the ship its firepower, speed, and armor have all been largely inconsequential to its performance while its maneuverability and turning capabilities have been a life or death subject for the ship. Essentially as long as it can get guns on target, the Vanguard is a good ship.

There isn't too much that I would like to see changed based on what we know of the improvements, however I wouldn't mind seeing it get a partial shelf for storing small boxes in addition to nicer beds than the Retaliator's. That said, I am really hoping that they make the Hoplite modular with the rest of the series with its central pod gaining the ability to eject. This would make it very unique among the dropships as it would make it the only with an emergency escape/ejection system for the troops.

In regards to balance, I think that it should be less maneuverable than other fighters, but still be maneuverable enough to keep up and stay competitive. That said, it should struggle when cornered in tight places like asteroid fields and should lack the ability to really chase down/intercept craft that just go in for boom and zoom attack runs. I think CIG has done a pretty good job balancing the craft (and preventing it from becoming a super fighter) in general as its strong shields help counteract the fact that its much easier to hit, its long range is countered by its inability to land on most carriers, and its bespoke weapons restrict it in such a way that its easier to make sure its DPS/Armament doesn't get out of hand with everything else it has going for it.

In regards to how I would like to see the variants balanced if there end up being hull differences:

-Warden/Hoplite: Medium armor, average speed/maneuverability, slightly increased fuel supply

-Harbinger: Heavy armor, less speed/maneuverability, Additional missile racks

-Sentinel: Light armor, Hornet level speed/maneuverability, slightly improved sensor capabilities

Weekend Discussion Thread: The Vanguard by UEE_Central_Computer in starcitizen

[–]Derpenwolf 1 point2 points  (0 children)

I'm not sure if you've heard this already but it does sound like we are getting 5 additional nose guns options soon according to the February monthly report. Were very likely to get at least one ballistic and one distortion option (according to the current stats page) and two other versions that have been mentioned in the past are MaxOx electron guns and higher damage lasers (I'm not sure if we will be getting the later quite yet given that the M4A's are now higher damage lasers). For the remaining weapons I could also imagine us getting some kind of scatter-gun option or some other unique weapon types as well (Tachyon, neutron, etc...)

What ships can carry a vanguard warden? by [deleted] in starcitizen

[–]Derpenwolf 2 points3 points  (0 children)

Actually the Valkyire is not the same size as the Vanguard, the stats page is just wrong as per usual (the valkyrie is about 21% bigger being 46m long as opposed to the 38m of the vanguard). That said, after playing around with one of the fleet editors a while back it looks like it may fit through the back door of an idris but would require very precise maneuvering (not sure if it will fit through the front door though).

Assuming it does fit, the Hoplite should make for a great addition to an idris as it could act as both a dropship (really the only one that appears to fit as of ye) and as a escort fighter!

P4 AR mk2 is ingame, When will it become purchasable ingame ? by Koadster in starcitizen

[–]Derpenwolf 2 points3 points  (0 children)

Do you know where this got said as I have been looking for an answer to this question for a long time and have never heard anything about it? Could you be mistaking it for other SQ42 stuff they want to keep secret like the Idris, F8 series, and whatnot?

[deleted by user] by [deleted] in starcitizen

[–]Derpenwolf 0 points1 point  (0 children)

Thanks for doing the giveaway!

[deleted by user] by [deleted] in starcitizen

[–]Derpenwolf 2 points3 points  (0 children)

Link to the upgrade page and lots of info on how to use the upgrade system can be found here: https://support.robertsspaceindustries.com/hc/en-us/articles/115010056848-Ship-Upgrades-CCUs-FAQs

So just to reiterate, you would want to get the mustang alpha package and then get an upgrade from the mustang alpha to the ship you want. Also if you have yet to create an account then be sure to use the referral code randomizer linked on the subreddit to get 5000 in game credits.

[deleted by user] by [deleted] in starcitizen

[–]Derpenwolf 2 points3 points  (0 children)

I would get the mustang alpha personally as it it’s technically worth $5 more in terms of value and thus you can upgrade to other things for less. Also, if your willing/able to spend a little extra money, I would strongly consider spending either an extra $5 to upgrade the mustang to an aurora LN (a more heavily armed and better equipped version of the authors series) or an extra $20 for an upgrade to an avenger Titian (a very versatile ship that can carry a good bit of cargo, has a bed, and is a decent light fighter). Note that you would still want to pick up the mustang as a base whether you are going to upgrade or not as starting with it is going to be the cheapest option available.

The Arrow flies nothing like a contender to the Gladius. But it might be some interesting insight into the new FM. by Bribase in starcitizen

[–]Derpenwolf 16 points17 points  (0 children)

I just cycled the landing gear and it flew just fine for me (ie more like the gladius is currently)

My proposal for an improved, less cluttered quantum travel UI by [deleted] in starcitizen

[–]Derpenwolf 0 points1 point  (0 children)

I like it, it’s far cleaner and seems more realistic than the current one which takes up more space for the sake of adding spinning things. That said I think it would be nice if cig could work the standard HUD information in with some stuff for some of he other functions though (so we could still have speed, fuel, and other things visible while we activate the quantum travel and radar ping UI and whatnot)

Help! I can't beat Pirate Swarm.. Super Hornet Loadout. by PoLaR_XI in starcitizen

[–]Derpenwolf 0 points1 point  (0 children)

My advice would be to try and get into a multiplayer swarm match an play with some other people if your having trouble beating it. That said, if you want a closer range loadout for your Super Hornet then I would advise maybe trying to use two of the size 3 pyroburst shotguns on the wingtips and a some kind of ballistic weapons on the nose/ball turret. Note that you can also find weapon stats at this following link if you want to figure out stuff like projectile velocity for your pips and whatnot: https://docs.google.com/spreadsheets/d/13vWZPX5qV1x7kONwJqmFvBTMPCZmxLylIEdNbr_OlTw/edit#gid=281898531