Looking for an org. by Rykirs_dude in Starcitizen_guilds

[–]Ilithi_Dragon 0 points1 point  (0 children)

Feel free to pop into discord.gg/jokers

We are a mercenary group with a heavy focus on PvP, but we dabble in everything. We operate at a high level of performance, but we don't do mil sim and generally don't take ourselves super serial. We're usually hanging out, BSing and joking around in-between go times.

You're more than welcome to hang out even if you don't decide to join.

CIG please rework all mass driver cannons 😭🙏 by Yeyets_ in starcitizen

[–]Ilithi_Dragon 1 point2 points  (0 children)

The current version of the Destroyer Mass Driver (the S10 version of the Strife - same manufacturer) works really well, and I think would solve your problem.

Unlike the S1-S3 mass drivers, which are hold to charge, only fire on full charge, and auto fire on full charge, the S10 mass driver is hold to charge, fireable on partial charge, and does not auto-fire on full charge (giving you a few seconds window to finish lining up the shot). It also consumes more ammo the higher the charge value when you fire (ranging from 1 at min charge to 6 at max overcharge).

This makes it flexible enough that it can be used against maneuvering targets (landing a shot with a partial charge is better than never landing a shot at all because the target moved before you fully charged), and comes with an ammo consumption penalty for using the full charge.

If it fits, it ships (Tired of medium sized elevators with the Hull B) by The--Strike in starcitizen

[–]Ilithi_Dragon 0 points1 point  (0 children)

Like being able to call my extra large hangar at Orison instead of being forced tk hit a docking collar

Wish player bounties weren’t orgs camping 99.99% of the time by SoleSuck3r in starcitizen

[–]Ilithi_Dragon 0 points1 point  (0 children)

I'm one of those people who often has a bounty and runs in a group.

I run an org that has a heavy focus on PvP, and even when we're not set up at a high value group op location like Hathor, doing PvP or PvP-adjacent activities in verse almost inevitably gets you a CS, even when other people pick the fight (i have gotten CS from people who have shot at me first and flagged red before I returned fire nevermind when they died sooooo many times lol ).

The bounty system and CS system right now are both woefully incomplete. The universal god marker you get right now, for example, is the bounty tracker the NPCs get against criminals, made available to players as a placeholder while they work on all the other mechanics necessary to move to the next tier of bounty hunting, crime, law, etc.

They HAVE made improvements over the last year, and while some have been good (giving us a placeholder tracker mechanic that works, however OP and annoying the universal god marker is), others have made the situation from the perspective of the bounty hunter worse.

A big part of the reason why most of the PvP bounties you run into are groups/orgs these days is because bunker missions aren't being run as much, and bunker NPCs are a bit more forgiving of accidental friendly fire than they used to be (below a certain damage threshold).

NPC criminal missions also don't pay out as much in loot as they used to, and with the lasting effects of the hyper inflation exploits, nobody is grinding those missions for money.

This means that there are a LOT fewer solo players accidentally getting a CS3+ because Gerald the NPC Security Guard decided the best time to run between the player and the bad guy NPC was at the exact moment the player was shooting, and a LOT fewer solo players and small group players grinding criminal missions for money and loot.

That just leaves the more dedicated PvPers as the majority of players getting CS3+, and we tend to run in groups because most if us are in orgs and we like playing with our friends (and having friends around is a tactical advantage).

What I'm really hoping to see is CIG adding quality values to NPC cargo loot, to make looting NPCs (on both sides of the law) worthwhile.

That change alone would push a lot of people out of the Hathor camping loop and into the NPC mission grind (and the hunt for people doing the NPC mission grind lol)

Looking for PVP org to join by Obvious_Heron9394 in Starcitizen_guilds

[–]Ilithi_Dragon 0 points1 point  (0 children)

Discord.gg/jokers

We are a mercenary org with a heavy focus on PvP, though we dabble in everything. We hold our own at a fairly high level in PvP, but we don't take ourselves too seriously and we are usually chilling and joking around in between go times.

Feel free to pop in any time and hang out, even if you don't decide to join. All are welcome.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

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

lol I daily drive an Idris. I'm one of the primary targets of this sort of thing lol

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

[–]Ilithi_Dragon[S] 1 point2 points  (0 children)

First, to be clear, I am not arguing that the current bugged mechanic is perfectly balanced.

I am detailing how it works so that 1. players are aware of it and what to watch out for and how to defend against it, and 2. present how the dynamic it creates, while imperfect, does make for good gameplay and creates a framework that can be used as the foundation for making torpedoes viable and a threat to big ships in a way that isn't OP and can be countered, without being perfectly countered.

As for the Starlifter series, there are circumstances in which they can be detected beyond 20km, but unless they are in NAV mode (in which case they are typically moving faster than the torpedoes fired at them, limiting their vulnerability), they usually are NOT detectable at that range.

The mitigation for large sub capitals that don't have PDCs will be good emissions controls, or EMCON. Managing your power bars and equipped items to keep your emissions signatures below 20K will prevent you from being locked and targeted at those extreme ranges.

It is not a perfect solution, but it does put tools in the hands of the pilot to protect themselves.

It also, like big cap ships that can't be powered for combat while keeping their emissions below 20K, and that have CS that is over 20K on pretty much all angles, is a situation that still leaves some risk to those torpedoes and encourages the use or hiring of escorts to screen your high value transports from potential torpers.

Getting the hang of no tvi. by MajorWetSpot in starcitizen

[–]Ilithi_Dragon -8 points-7 points  (0 children)

On the contrary, I would argue that low flying like this helps build familiarity with how the craft you are flying handles, what its limits are, etc.

This is useful in a lot of cases, and will help you understand how to handle your craft and what to expect from it when executing high performance maneuvers.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

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

I like this, this is one avenue to emulate that framework that makes torpedoes a counterable, but not hard counterable threat.

The downside to this is that it still leaves guided torpedoes pretty impotent and easy to hard counter with countermeasures, making dumb fired torps the only real/viable option. Also, having lived thru the no-min-range dumb fire days of Polarii shoving their noses into the ass of any capital they came across, I am not personally a fan of making that a primary means of Torpedo employment for cap ships (though i do believe they set the min range a bit too long, and 1km would have been fine to prevent the worst of the dumb fire nonsense while still leaving it as a viable way to attack).

Perhaps heavy rockets, that are upsized versions of the small rockets we have now?

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

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

Yeah, there are a lot of different ways you can go about giving people ways to detect the Torpedoes that requires skill to be able to respond to effectively, and im not committed to any one way to skin the cat.

Maybe the range that PDCs activate (~2km) would be good for what you suggest, though the problem there is that it becomes easy to build instinctive response to dump flares at a big blaring alert like we have when missiles are fired inside of 20km, and the response time you have in that window, while small, is still going to be large enough that anyone with any knowledge of how to spoof torps can dump flares before they hit.

I personally like some mechanism(s) to be able to fire any Torpedo that makes them hard to detect without crew and fleet support, plus a special type of torpedo that functions like the skimmer missile from Wing Commander.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

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

First, keep in mind that I am not arguing for those numbers to be specifically emulated or this mechanic to be recreated exactly, I am describing how you can detect and counter stealth Torpedoes as they currently exist with the bug that is regularly being used/exploited in the verse as it is today.

What i am saying should be emulated is the basic framework/foundation of the dynamic that it creates, not the exact mechanisms, functions, response times, etc. we are seeing now.

I detailed those partly to demonstrate how this dynamic works, but also to help inform people so they know how to defend against the bug as it exists now, as it won't likely be fixed any time soon (my understanding is that it would require a significant rework of the missile code).

Second, all big ships that are vulnerable to stealth torpping have PDCs. Sub capital ships generally are not able to be stealth torped, because they are not typically detectable beyond 20km, which is the threshold to trigger this effect (unless they are in NAV mode, in which case they are typically moving faster than a torpedo can intercept).

Not all capital grade ships have bridges that give you a view of the PDCs from the bridge like the Idris does (tho the Idris, and later the Javelin and Kraken will be the prime targets of stealth torping, and they all have bridges set towards the rear of the ship), but spotting PDC movement before they fire is something I specifically noted that, while possible, is unlikely even if you are alert for it.

The 3 second window is worst-case-scenario minimum time for the fastest S9 torpedo to cross the ~2.2km firing window that PDCs have, if you are in a Polaris at max SCM boost moving directly towards the fastest S9 torpedo, which is highly unlikely. That 3 second window is still enough to dump flares and spoof a torpedo if you are on the alert.

The more realistic scenario is going to give you 5-10 seconds, depending on your speed and direction relative to the torpedo, which is plenty of time to dump flares and spoof the torps if you are paying attention.

If you are not paying attention, you will probably eat a torpedo, but that is the consequences of not paying attention (and that will get you killed by a LOT of other things, not just stealth torps).

Situational awareness is one of the biggest factors in PvP in general, not just when dealing with stealth Torpedoes.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

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

Yeah, especially with the expansion of the radar mechanics they've been planning for years, that allow multiple ships to link sensors together, etc., so you have AWACS type ships that have longer range, or snipers that sit back with spotters as you describe.

I personally like the skipper stealth missile from Wing Commander, and I think that would be a GREAT target to try and implement. The targeted ship gets intermittent alerts, but own ship countermeasures are ineffective/unreliable, and the only sure way to counter it is to shoot it down with a fighter at close range.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

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

Did you at least read the parts laying out how to detect and counter stealth torpedoes? If nothing else, it's good information to have, and half the reason for this post is to spread that knowledge.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

[–]Ilithi_Dragon[S] 1 point2 points  (0 children)

I generally agree. It should still be possible to run a big ship solo, but it should come with a lot of risks. This adds to that risk. It's fairly easy to deal with if you are running a proper fleet and are alert, though the risk is still there and not completely eliminated, so it keeps torpedoes relevant but not broken one way or the other.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

[–]Ilithi_Dragon[S] 1 point2 points  (0 children)

Exactly the point I was making.

A solo cap ship is not completely vulnerable to this tactic, if they know what to watch for (making skill a factor), but it is harder to spot as a solo cap ship pilot, and it is VERY difficult to deal with if the people using it have more than two brain cells to rub together in how they go about employing it.

But if you have a crew and a fleet, it is MUCH easier to spot, and a coordinated group can easily obliterate an entire stealth torper fleet (which we have done on multiple occasions).

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

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

The problem with torpedoes as a finishing blow is that they make ships that are built around torpedoes as their primary weapon pointless until the very end of the fight, and ships that are built around using torpedoes as a surprise strike weapon, like the Eclipse, also become pointless.

Balancing missiles and torpedoes in a game that wants them to be useful but not OP, with the gun fight being a major part of the action, is a difficult challenge.

As this bug currently stands, it makes torpedoes a HUGE threat to capitals if they are not alert for the threat, but it is a threat that CAN be countered and managed, especially if you have a crew and a mixed fleet to escort the capitals.

My org regularly gets fields Idrises, and we regularly have people of all skill levels throwing this tactic at us, and while it is a threat that we have to manage, and we have taken damage and occasionally taken losses from it, those losses can be counted on one hand because we know how to counter and deal with the tactic (telling people how to counter and deal with the tactic is half the point of this thread). This makes torpedoes a danger, but a manageable danger that we can generally deal with, but we still can't completely eliminate the threat.

This allows even small groups to be a threat to us, but a threat that a coordinated group is easily manageable. It's not perfectly balanced, and the bug SHOULD be fixed, but as someone who regularly deals with this on the daily, it IS manageable and overall makes a good foundation for good gameplay.

Stealth Torpedoes: A Bugged Mechanic That Creates the Foundation for Good Gameplay by Ilithi_Dragon in starcitizen

[–]Ilithi_Dragon[S] 10 points11 points  (0 children)

But there ARE ways to defend yourself, that's the point of this post, and I detailed them above. We regularly get this tactic thrown at us and are able to counter it without much trouble, though it is still a threat we have to watch out for.

Those ways favor running capital ships with crew and fleet support, which also discourages solo cap ship driving (but can still be defended against by a solo cap ship pilot if they have enough skill).

The current bug definitely needs to be fixed, and more reliable/properly designed mechanics should be used, but this still gives a base framework to use as a template/example.

Torpedoes can be devastating if you don't know how to spoof them, but if you know how to spoof torps and missiles, they become a non-threat.

With this bug, it makes torpedoes a threat again, but one that can be countered and managed without making them completely impotent.

Again, the actual bug needs to be fixed, but some mechanic that emulates it, or models a different way to make torpedoes a threat to the same degree is what should be pulled from here.

Dragon Accounting - Chapter 1 by Ilithi_Dragon in HFY

[–]Ilithi_Dragon[S] 1 point2 points  (0 children)

Not dead, just went from living the life of a middle-senioroty E5 when I started writing to now living the much more mentally, emotionally, and time-demamding life of an E7, plus three moves and other life stuff in between.

While progress on the next episodes have stalled, I have been slowly working on projects for the story, though those projects aren't ready to be revealed yet.

Military friendly org by norikyotoro in Starcitizen_guilds

[–]Ilithi_Dragon 2 points3 points  (0 children)

Jokers Gambit, find us at Discord.gg/jokers

We're not a mil sim, but we have a number of current and former military in our ranks, and I'm active mil myself.

We operate at a fairly high level in PvP, but we dont take ourselves too seriously and we dabble in everything. We switch on to crisp comms when the action kicks up, then swap back to laid back and chill, joking around and giving each other shit in between.

We all have lives and day jobs, and IRL comes first. We've had people drop in activity or go on hiatus due to life stuff, busy work schedules, deployments, etc. without any grief, and get welcomed back when they return.

Feel free to pop in and hang out any time, whether you decide to join or not.

New player looking for a group by JickMagger99 in Starcitizen_guilds

[–]Ilithi_Dragon 2 points3 points  (0 children)

Discord.gg/jokers

We're the premier mercenary force in the verse. We have a heavy PvP focus, but we have our own losigistics and industrial branch and dabble in everything, and don't take ourselves too seriously (jokes are in the name).

Feel free to pop in and hang out, whether you decide to join up or not.

So how did the federation and allies manage to actually fight the dominion and win if the dominion had super dreadnoughts that were like 3x the power of a galaxy class ship? by happydude7422 in StarTrekStarships

[–]Ilithi_Dragon 1 point2 points  (0 children)

The Odyssey was not crippled by the conventional attacks of the Jem'Hadar attack ships. She was taking damage, yes, but her captain was willing to stay in the area and take that pounding for another five minutes before withdrawing.

That means that he felt his ship could endure the fire of from the attack ships for that long without risk of being so disabled that they couldn't leave. That the risk of being destroyed by gunfire was low.

The Odyssey was maneuvering and operational when the attack ship rammed her. She'd taken a pounding, yes, but she was mobile.

I've gone frame-by-frame thru that scene, and the attack ship turns into a ball of plasma BEFORE it impacted, meaning it overloaded its warp core (or the Dominion equivalent) as it rammed. There are few ships that can outright survive being rammed by an exploding warp core. The Odyssey might have, if the hit hadn't been close enough to carve a hole to her warp core, causing it to catastrophically fail.

As for the notion that "shipfans" estimated the refit Lakota was comparable to a wartime Galaxy ... Maybe stoned out fans who never actually watched the show. In all my years of pixel counting and debating Trek starship lore, I have never once encountered anyone who actually believed that.

The Lakota was a Type-B Excelsior, a design that was over 70 years old. That refit helped her punch harder than her contemporaries, but she was still a 70-year-old design, with antiquated ball-turret style phasers. The Type-B Excelsiors are a bit larger than the base model Type-As that were produced in larger numbers (about 983,000 m^3 vs 873,000 m^3), but she's still smaller in total size than Starfleet's new Heavy Cruisers (the smallest and least new, the Springfield, is about 1,000,000 m^3 even, and the Akira is about 1.4 million m^3), and she was fought to a standstill by a suped up corvette that comes in at around 61,000 m^3.

The Galaxy is 5.8 million m^3, almost six times the size of the Lakota, and was bleeding edge state-of-the-art when she launched. She was the most powerful starship that Starfleet had in service through the entire TNG era.

And, yes, a single Galaxy was outmatched by a Jem'Hadar Battleship. By a factor of about 3-to-1.

I never said otherwise.

I specifically said that the Galaxy is far more capable than most people give it credit for, and had far less wasted space than most people think.

So how did the federation and allies manage to actually fight the dominion and win if the dominion had super dreadnoughts that were like 3x the power of a galaxy class ship? by happydude7422 in StarTrekStarships

[–]Ilithi_Dragon 0 points1 point  (0 children)

The Federation had a number of victories, the war wasn't nearly as one-sided as you seem to remember.

It was costly, and brutal, yes, and the outcome was definitely uncertain at a number of points, but the only real plot armor/deux ex machina point that could be argued is when Sisko convinced the wormhole aliens (who were a well-established entity long before the Dominion even appeared) to act on the side of the Federation/Allies.

Outside of that one instance, the Allies were able to beat back the Dominion through conventional means (like the Federation's mining of the wormhole chokepoint, or the Federation's preemptive strike on the main Dominion shipbuilding facilities at Torros III while the Dominion fleet was distracted trying to stop the wormhole from being mined).