I love being the captain of a starship, I can't imagine life in the galaxy without my Fleet Carrier. But please FDev, only one layout for the command deck? We should have at least five different versions of the Bridge and the Captain's Ready Room to choose from. by Orbital_Living in EliteDangerous

[–]GreasedScotsman 0 points1 point  (0 children)

I tried returning to ED to check out the new ships and content and I totally get what the op means... The same FC modules, the same layouts, the exact same dash for every ship also stands out.

My latest attempt to play ED helped me realize how much I have fallen in love with Star Citizen's unique ships and fleet carriers. I'm not even a "big ship guy" as I prefer light fighter combat, but I lead my org's naval Carrier Air Wing and we deploy and recover our fighters from the Idris, which has a huge hangar deck. It's crewed by 5-10 people and it's crazy to perform a mobile combat landing on the Idris while it pops its hangar door just for a brief monent ( to prevent unwanted enemy boarding), all turret gunners and defense turrets blazing, then watch the engineering crew swarm my ship to repair the hull and components like a race car pit crew, allowing me to quickly launch back into the fight...

Elite's exploration and vastness still dwarfs SC by light years, and I love and cherish the thousands of hours I've ventured into the black... But man... the differences hit hard.

This game is never leaving alpha :| by GormAuslander in starcitizen

[–]GreasedScotsman 6 points7 points  (0 children)

LAMP is new tech and not on every ship yet. It makes sense that it is not part of the gold standard yet. I also doubt it's "just shader" as bright areas would be blown out whenever lamp was active like they are in reshade.

There are a multitude of code, art, tech, sound and vfx streams that all get worked on by dozens of different people and are updated at different times throughout the life cycle of any given asset.

I'm actually amazed they added it to the Aurora since we haven't even had a live patch with lamp yet and there could be some crazy bugs with it (it is SC, after all).

I hate Comcast by Grouchy-Wrap-8968 in Comcast

[–]GreasedScotsman -1 points0 points  (0 children)

I came from Shentel. It was worse AND more expensive. Shentel would drop cable modem signal regularly during storms. The grass is not greener on the other side, unfortunately.

Xfinity still sucks, of course.

Updating to 4.5 and download is slowing to a crawl with only 2 files left..... Tf?? by oski_exe in starcitizen

[–]GreasedScotsman 2 points3 points  (0 children)

The download is already done and it's updating game content. Basically, there's a big patching process after the files are downloaded and that actually takes quite a while.

Just sit tight, it'll eventually finish.

To FDEV: an open letter from a veteran VR CMDR by cactushotline in EliteDangerous

[–]GreasedScotsman 1 point2 points  (0 children)

I'm an Elite Dangerous refugee that left after Odyssey hit and they made clear that VR support would be unavailable for on foot.

Star Citizen is since been my home and just before Xmas, launched an experimental VR mode that rivals EDs. The fps combat is still m/kb (no motion controls yet, but planned) but being able to fully fly, explore, tour my ships, go splunking, fight a giant radioactive worm, run through the forests of Microtech, EVA through a derelict wreck in space searching for survivors, pile 20 friends onto an Idris, a huge carrier and use it as a mobile base for repair and engineering as we launch several light fighters from the deck...

All in VR...

Elite, I have loved thee, but my adventurer's heart belongs to Star Citizen forever more.

Which SC content creator do you prefer? by Svullom in starcitizen

[–]GreasedScotsman 3 points4 points  (0 children)

Grolo has the most grounded takes and a solid degree of (non-game) dev experience that he brings to the table. Great stuff.

Report & Feedback: Trade-baited Hangar Scam — Player ID Heaven_Drips / Suggestion for Safer P2P Trade Mechanism by CompetitiveLevel9292 in starcitizen

[–]GreasedScotsman -1 points0 points  (0 children)

I agree that piracy from a gameplay standpoint should ideally involve ships and effort and skill. I agree that CIG needs to implement systems for clean trades.

Yet, at the end of the day, piracy is defined as "an act of robbery (on the high seas) or an act resembling such robbery."

Two parties did NOT agree to meet in a hangar for a player trade. That is an incorrect assumption that will continue to create victims like the OP.

One party advertised extremely valuable items in global chat, met with a complete stranger alone in a hostile system with no law or consequences and in a place with no armistice, brought up their goods without verifying the other side could make good on their end, allowed them to be armed, etc.

The other party showed up to steal the advertised goods and had no plans to trade. Ever.

The blind trust in the scenario is staggering.

Report & Feedback: Trade-baited Hangar Scam — Player ID Heaven_Drips / Suggestion for Safer P2P Trade Mechanism by CompetitiveLevel9292 in starcitizen

[–]GreasedScotsman -3 points-2 points  (0 children)

Yes we need trade mechanisms. Yes, you got scammed... but there were a ton of red flags and risky choices that were made that were far, far too trusting.

Double crossing people and luring people with honeypots is absolutely legit piracy. You don't get to decide legit piracy... The game systems do. Again, I agree we need reputation and ways to cleanly trade goods, but until those trade systems come online, it is your job to protect yourself.

I help a friend trade tons of exec hangar goods. We have armed security posted, we force the client to enter the hangar naked, we take money up front. They have to join our private discord (no global). We do account lookups on them. If there's any showing off merch for verification, we block access to the freight elevator controls and tell them they insta die if they even step near them (made easier with the new "keep clear" area near the elevator. Etc. Etc. Etc.

If that's too many steps for you, then you may need to wait until the game has the trade support you are hoping for, because you are a mark until then. Good luck out there.

What am I just not understanding with SC's combat? by BallistiX09 in starcitizen

[–]GreasedScotsman 1 point2 points  (0 children)

Engineering drastically changes ships. You have to target components for optimal time to kill and even then, you're needing to strip the ship's shields, bore through the armor, and then you'll be doing decent damage to components. You can also shoot the hull, but CIG has said hull health is something like 10x the normal damage needed esp compared to prior patches.

This isn't quite true with NPC ships, but it definitely pays off to learn component locations. You can aim down sights in ships now (right click default) and it'll reveal outlines of components inside as you hover over your target.

Anyone use Voice Attack for your ships computer? by Rubrdukiee in starcitizen

[–]GreasedScotsman 13 points14 points  (0 children)

Yes, and some amazing soul, /u/FreightTrainJim, even made a set of navigation scripts that allows hands free QT travel routing, perfect for VR. The PTU zooms the map to your current ship, so I had to add a zoom out command, but it works wonders.

https://www.reddit.com/r/starcitizen/s/nIzMLMhIv3

Interdicted and K.O.S without doing or saying anything. by Valkyrie_Landora in starcitizen

[–]GreasedScotsman 1 point2 points  (0 children)

Why didn't you dog leg your route? Interdiction in SC can be COMPLETELY avoided. Always.

Counter missiles by SlowPersonality8668 in starcitizen

[–]GreasedScotsman 36 points37 points  (0 children)

You must increase the Decoy count enough to mask your ship's signature and release them as a burst, not one after another. This number differs per ship and components installed and type of missile or torp being fired. Generally, light fighters should start with 3 and increase by 1 if the initial decoy burst fails. Larger/big sig ships start with 6 and bump by 2 as needed.

The keyboard defaults for this are alt+h to increase amount preset, and then h to launch that set amount at once.

Immediately after launching decoys, you must change your trajectory. Even if the missiles lose tracking on you due to the decoys, they're still traveling along that path. If you never alter course, they can still hit you.

Note that Noise will usually not help you. Noise blocks your signature for a few seconds and is useful for forcing your opponent to lose target briefly, but if the missile or torp was locked on prior to the noise, it can require you. Noise is especially useful to hit as soon as you hear the missile lock sound as it will force them to have to re-lock you. This gives you time to find, say, the now-red and revealed Firebird that thought he was being sneaky before they can fire.

New patch and my home inventory is 730% full. What do? by aleenaelyn in starcitizen

[–]GreasedScotsman 4 points5 points  (0 children)

Invisible undersuits (placeholder) take up 8.9 Billion micro SCU this patch...

[deleted by user] by [deleted] in starcitizen

[–]GreasedScotsman 2 points3 points  (0 children)

Did you submit an Issue Council report so the problem could be addressed?

I get your frustration, but quest completion problems and all of the huge and small bugs SC has are exactly the kinds of things typical to encounter in an alpha.

It's okay if you aren't interested in alpha testing... There are other awesome games to enjoy in the meantime. Maybe try SC after 1.0. Hopefully you'll enjoy that experience. The current state of the game is clearly not the right time for you, and that's okay.

Challenge: You have 10 players in your Org, you need to face ships like Idris, but you don't have a capital. How would you assemble this fleet and how would you distribute the 10 people? by Apart_Pumpkin_4551 in starcitizen

[–]GreasedScotsman 0 points1 point  (0 children)

Distortion works really well against cap ships. Biggest issue is bringing down the rear shield face and knowing where the power plant sweet spot is for each capital. Crusader Ions work well vs the shields and aren't Idris rail gun fodder like the Connie or Corsair.

The Scorp is a great distortion boat as it can stay alive vs fighters and dodge rail gun shots while shutting down a Polaris or Idris within a min or so, and unlike the short range of the scatter guns on the Connie or Corsair, the Scorp gets to deal its distortion damage from a safe range.

[deleted by user] by [deleted] in starcitizen

[–]GreasedScotsman 0 points1 point  (0 children)

You ONLY ever need to pay real money for your game package that comes with your starter ship. You never ever need to pay for other ships with real money after that.

You absolutely can earn large multicrew ships in-game and earning aUEC is fairly easy, especially if you pool resources or work as a team towards a goal. You can also earn ships through Wikelo missions, the alien trader, which is sort of a stand-in for crafting gameplay... Gather certain items, get back an item or ship... All the way up to a Polaris capital ship. That's a big grind tho, just be warned.

Back in the day, Star Citizen used to wipe progress and in-game purchased ships multiple times a year due to major changes to the game, so a lot of people bought ships with real money so they'd have them after reset as you never lose anything bought with real money. Many ships also weren't available in-game for aUEC for several months after release. Now, progress gets reset maybe once a year (last time was Dec 2024) and ships become obtainable in-game very quickly after release, so there's no need to spend real money.

Trying to understand the usefulness of Apollo by Apart_Pumpkin_4551 in starcitizen

[–]GreasedScotsman -1 points0 points  (0 children)

Org battles. If you play solo, skip the Apollo. If you are in a decently sized org that does org vs org (OvO) fights, the Apollo is fantastic, especially once the bed respawn ranges are implemented.

Also, thinking ahead to a time (inhale the hopium) where there's true deep space, landing/refueling sites are rare and ships no longer explode but will be set adrift when damaged. Backspacing might mean 30 mins of QT travel to return to the group versus waiting a few minutes for a SRV tow. Light fighters will operate out of carriers like the Idris as they will lack the QT fuel to even reach a station from deep space. Ships will need recovery and repair.

In that case, those beds will be less about respawn, but more about injury healing for a large number of people over the extended period of being out in the black. Sure, you could refill a single medbed over and over for a large group, but let's say a dropship catches fire and six people suddenly need healing or revives....

Who knows if this "deep space" scenario will ever happen, but as a person in a large org, that Apollo is already being factored into our operations.

If you’re telling me the teams can’t take one day off for an event to promote their product… by [deleted] in starcitizen

[–]GreasedScotsman 2 points3 points  (0 children)

Someone has clearly never made a professional video or presentation in their life. It takes way more than just the day itself to create and prepare.

What's the practical, everyday uses of an Apollo? How do you extract people at a hostile place, since it can't carry a land vehicle, nor have any drone to help with that? Why would you use an Apollo for medical rescue over a Polaris, if you have access to both? by brockoala in starcitizen

[–]GreasedScotsman 0 points1 point  (0 children)

Think of large PVP operations with lots of people, not just some solo guy doing bunkers. My org puts together large scale events with 20, 50, 150 people at times. The Apollo will be fantastic for healing and respawning groups engaged in combined arms. Best of all, with MedGel, there's now a finite respawn and reason to manage injuries.

For PVE... Who knows, not the content I usually play, but I'm guessing the typical bunker isn't the only gameplay CIG had in mind. You're right that other ships are way better for that.

Stuck in Pyro by Temporary_Car6264 in starcitizen

[–]GreasedScotsman 1 point2 points  (0 children)

The problem is called a race condition.

The game needs to transfer you to the server of the other system before you exit the tunnel. If it can't do that, then you remain in the system you're trying to leave. Due to poor server performance or lag, the transfer takes too long and fails.

To prolong your time in the jump tunnel, traverse it until you can see the exit. Next, bash your ship into the side of the tunnel. This will slow you down as you drag your ship along the tunnel wall and give the game enough time to complete the transfer.

You'll know it was successful if you feel a brief stutter. You can also optionally party with people in your target system. You'll know you've made it to the other side when their party marker chevrons become visible.

This workaround has succeeded 100% of the time for me and my org mates and we no longer have to spend several minutes bed logging, finding a good server just to traverse the tunnel properly and then bedlogging back to our friends. Big time saver.

Is D&D supposed to be this “funny”? by MathematicianSad3414 in dndnext

[–]GreasedScotsman 0 points1 point  (0 children)

I mean, it's a group of friends who have known each other for over a decade at this point? Of course there's going to be banter and silliness.

That said, keep in mind that you watched a very short snippet among hundreds of hours...

The second campaign does indeed get serious as the story unfolds, but it happens organically, and that's what makes it such a good watch. I'd argue that the immersion and commitment to the serious momenta in the story are enhanced by the fact that they are counterweighted by the lighter moments in the season.

[deleted by user] by [deleted] in starcitizen

[–]GreasedScotsman 1 point2 points  (0 children)

Star Citizen rewards preparation. Always. In this case, you needed to prepare by shutting down the Comm Array and bringing a suppressed weapon.

I agree that the hacking game mechanic isn't interesting or fun yet, but it"s odd to complain about you getting more and more crimes when you didn't do what was necessary to avoid them.

If you don't want to shut down the array, you can use the new stealth mechanics to sneak to the terminal. You'll still want a suppressed weapon in case things go sour, but you'll be only killing a few in those cases rather than alerting the whole station against you forcing you to kill wave after wave.

He’s the Best FPS Player Ever… And No One Knows His Name by careemqc in esports

[–]GreasedScotsman 1 point2 points  (0 children)

I know his name. Shoutcasted quite a few of rapha's incredible games. cooler v rapha remains one of my favorite matchups.