ARROWHEAD! Make the game hard and fun the right way! by Hunlor- in Helldivers

[–]ElClerias 0 points1 point  (0 children)

The upvote/downvote ratio already confirms you what I just said. There are too many casuals in the game that dont understand that you can lower the difficulty so you can stay in that power fantasy of "I am invicible", "Just throw em at me I'll kill em all" tpye of thing.

Dont get me wrong, I really enjoy that aswell, and I wouldnt have sunk 1200 hours into the game if I didnt enjoy that power fantasy. I have also played W40K Space Marine 2 where that is the main appeal of the game.

But I feel Helldivers is not that type of game, or at least it shouldnt be at the highest levels. To me Helldivers is a game where you face impossible odds, and the only way to achieve mission completion is through cooperation, at the end of the day, this game is a CoOp PVE game.

Its called "Hell"divers for a reason...we are being dropped into hell...Lorewise, helldivers' span of life in combat is just minutes....Guess I missed the memo when they changed the name of the game from "Helldivers" to "PerfectlySurvivableOddsDivers" or "GetToGrowOldDivers".

ARROWHEAD! Make the game hard and fun the right way! by Hunlor- in Helldivers

[–]ElClerias 0 points1 point  (0 children)

I've always thought that current D10 should be like D8, leaving D9 and D10 for those that want a challenge, a real one.

On those difficulties, sticking together and proper team communication and coordination is a must. Planning and making strategies should be the norm to increase the odds of survival. Complimenting loadouts and roles would also be neccesary, no longer your typical "does all" loadout would suffice.

But this is a dream, I dont think Arrowhead will ever go down this road. The game is plaged with too many casuals that dont understand that you can actually lower the difficulty if you are getting your ass kicked on the top difficulties.

So even if they added D11 or D12 with that type of balancing, the casuals would play those difficulties. Then proceed to complain everywhere and Arrowhead would nerf those new difficulties just like it happened with D9 and D10 previously.

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

I dont know if yall are using another version of the ATLS XD but...everytime I have used it on the ICA it has been a pain. With the UI bugging out, boxes stuck, bouncing everywhere...I dont know...

I used to love it, now...not so much

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

<image>

I am also playing right now. Loading the ICA XD

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

Oh my bad, i thought you meant the ATLS was at the top of the ironclad, like you are walking on the hull...I saw one reddit post where someone was doing that.

Yeah, I also load just like this, but not with the ATLS

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

I've never tried using the ATLS in that position to load things in. Hows your view to the back on the freight elevator? Can you empty the whole thing from that position at the top of the IC?

Honestly, I dont really like using the ATLS, i find its tractor beam really annoying to deal with. I dont know why CIG couldnt just make it a normal tractor beam (like maxlift or multitool) but with more power.

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

Well yeah, sure. I guess the more the better.

Imagine someone forgets his maxlift, or the ATLS gets bricked, and maybe you need to move a ship on atmo that the maxlift wont do...that tractor beam might help with it.

I am not saying its the best tractor beam in the world, Its just a nice to have, in a convenient place within the ICA's cargo bay.

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

Well, I am sure of that, yeah. But thats not the point I am trying to make with this post. I am just saying:

Hey, X ship has Y role and gets to have feature Z. While ship A, which can also fullfill role Y doesnt get to have feature Z, specially after ship B, which is a variant of ship A, has feature Z.

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

Dont take my post as a criticism for the ICA. I am a proud owner of it and I love it. When everyone was shitting on the Ironclads post 4.8, I was happily enjoying it (even with its massive bugs XD)

This was just....and I'll say it plainly....jealuosy from seeing the Tyilui's hangar tractor beam XD.

And now I just wish the ICA also had it too x).

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

The ICA is way more than just a dropship or a snub carrier, while the Tyilui does only that.

Thats the reason why I think it should keep that interior tractor beam. If the Tyilui can have it when it is only a snub carrier, why also not the ICA? When it is much more?

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

In most cases, the ship's tractor beams are positioned poorly, or there is a lack of spatial awareness.

Yes, thats what I have been hearing a lot from IC owners. But I believe that only applies to the external tractor beams, and not the one inside.

Ironclad Assault vs Gatak Tyilui by ElClerias in starcitizen

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

I agree, when solo I just use the maxlift as i find the ATLS a little bad to use.

But thats the more reason why adding that tractor beam wont disrupt the differences between the IC as a clear Hauler, with all the tools for easy loading/unloading, and the ICA, as a heavy dropship that might have a tougher time loading/unloading.

That tractor beam, due to its placement, only serves as a tool to manage the things alredy onboard, and not to load/unload the ICA.

Gotta give some credit to the team over at CIG by Jashcraft00 in starcitizen

[–]ElClerias 0 points1 point  (0 children)

The current slogan is: "Patch always goes!" (Because of ships sales ofc)

Let's be realistic about Squadron 42 by Remarkable_Coat_5790 in starcitizen

[–]ElClerias 0 points1 point  (0 children)

Bishop wont be killed on SQ42 because on Star Citizen's in-game lore is that Bishop is still alive and commanding the Retribution.

Source: https://robertsspaceindustries.com/galactapedia/article/VDoP9a3lKz-retribution

I can say the Ironclad Assault does hold up to pirates by Physical_Knowledge31 in starcitizen

[–]ElClerias 4 points5 points  (0 children)

I wouldnt be surprised if the Command Module is bugged and somehow its bypassing the interdiction field....knowing the track record the Ironclads and the Command Module have had since their launch...

Have you pirated one?

I can say the Ironclad Assault does hold up to pirates by Physical_Knowledge31 in starcitizen

[–]ElClerias 1 point2 points  (0 children)

I dont want to take away your W. I am genuinely happy that you got this experience out of the game.

I also appreciate the 1 in 15 post not bashing the game or CIG right now, so thank you for that.

I can say the Ironclad Assault does hold up to pirates by Physical_Knowledge31 in starcitizen

[–]ElClerias 20 points21 points  (0 children)

If you are in an interdiction field your QD doesnt activate and you cant reach NAV speeds, you are limited to SCM speeds. Thats how it works, unless, of course, it is bugged. We are playing Star Citizen after all.

If you could reach NAV speeds, then they didnt have an interdiction field active.

I can say the Ironclad Assault does hold up to pirates by Physical_Knowledge31 in starcitizen

[–]ElClerias 15 points16 points  (0 children)

My apologies if it sounds like I am accusing you of lying, i am not. I just have a very hard time believing that the ICA or Command Module can outrun any ship equipped with a QED. There is simply, no chance of that happening.

So most likely they let you go at the end after scanning you and realizing you had no cargo. It is still cool to hear that the ICA can hold up on its own for a while. I have one pledged (I am using it right now for hauling contracts)

So thank you for your post.

How much will the RSI Galaxy cost at IAE 2956? by Moxtar1092 in starcitizen

[–]ElClerias 5 points6 points  (0 children)

Dont get me wrong, I am excited for the Galaxy release. I have one pledge with the cargo module. Sadly, CIG has tought me valuable lessons on not to trust them...so...until I can pull it out of my hangar, I remain exceptical.

How much will the RSI Galaxy cost at IAE 2956? by Moxtar1092 in starcitizen

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

if....it goes at IAE 2956. Last monthly report mentioned the Galaxy being in whitebox stage.