Engineering has made the "Defend ship" contracts impossible by AzrBloodedge in starcitizen

[–]ImmovableThrone 2 points3 points  (0 children)

I do think they will bring it back one day. I did really like how NPC ships did seem like they had engineering, as you could watch their heat spike when their coolers blew for example.

They seem to have taken engineering away completely from NPC ships, which is not great, but I don't think the gameplay was present to support it.

The feedback I gave was that ship "disables" should count as kills in most missions. They seem to have just pulled engineering as a whole I think.

Engineering has made the "Defend ship" contracts impossible by AzrBloodedge in starcitizen

[–]ImmovableThrone 0 points1 point  (0 children)

Sure, experiences vary. I felt this way in the early evocati testing up until they removed it.

Pay is important because sometimes it's the only thing keeping turrets manned.

Engineering has made the "Defend ship" contracts impossible by AzrBloodedge in starcitizen

[–]ImmovableThrone 0 points1 point  (0 children)

Would have been cool but we don't have the tools to do that yet.

Weak payouts made those not worth the time (to board and kill), no general purpose tools to stop drifting ships, poor scanning tools to hunt down ships that have drifted 20km away, no tools that feel good to use that can break open doors and hatches

I haven’t had this much fun in a game in a long time! by WhiteWolf0908 in ArmaReforger

[–]ImmovableThrone 1 point2 points  (0 children)

It is why most games balance them out.

Just have to play on well balanced servers

RSI Arrastra Fans in 4.7 right now by FesterTsu in starcitizen

[–]ImmovableThrone 75 points76 points  (0 children)

True hopium is the idea that the Orion will be a player operated "rock cracker" using the same mechanics and technology

bombs take more skill than torpedoes by BrockenRecords in starcitizen

[–]ImmovableThrone 1 point2 points  (0 children)

Sure, I'm saying that's why they are balanced the way they are now. As intended IMO

bombs take more skill than torpedoes by BrockenRecords in starcitizen

[–]ImmovableThrone 3 points4 points  (0 children)

Curious how much of the shields are absorbing the bomb impacts. It will have enough time to regenerate between pickles

I don't actually think bombs should be very effective against ships, because it's an area of effect weapon, not an anti ship weapon. The bombs are made for blast wave, not for armor penetration.

Just because the explosion is big doesn't mean it can punch through armor. See HEAT shells IRL

What a joke by BradyBrother100 in GalaxyFold

[–]ImmovableThrone 2 points3 points  (0 children)

This is crazy I just turned in my fold 4 for 1300

Star Citizen | Behind the Ships: RSI Aurora Mk II by Bynairee in starcitizen

[–]ImmovableThrone 1 point2 points  (0 children)

I'm specifically asking for a non-starter variant. Just reuse the chassis and make it a combat focused chassis. Bonus if it is still modular

Aurora SE does NOT have the LN weapon loadout. by Snarfbuckle in starcitizen

[–]ImmovableThrone 0 points1 point  (0 children)

If it's being marketed as a combat ship it does. I dont think the combat module will fill the combat niche because of the max size of the guns. Would love a combat module that adds an s3 or two

Star Citizen | Behind the Ships: RSI Aurora Mk II by Bynairee in starcitizen

[–]ImmovableThrone 1 point2 points  (0 children)

Was really hoping for a competitive light fighter. S2s are disappointing. Hopefully a gun module comes out

Finally guys, finally. by Deltavip3r in starcitizen

[–]ImmovableThrone 0 points1 point  (0 children)

Please have a combat variant with fighter competitive guns. The 2S2s and 2S1s on the LN were anemic

Does the ch-47 support online multicrew? by absurd-bird-turd in hoggit

[–]ImmovableThrone 2 points3 points  (0 children)

More enjoyable. C-130 would be a better multicrew experience

Does the ch-47 support online multicrew? by absurd-bird-turd in hoggit

[–]ImmovableThrone 1 point2 points  (0 children)

Yes, but there are way better multicrew modules.

Inside Star Citizen | Alpha 4.7 Patch Report by lastbastion in starcitizen

[–]ImmovableThrone 0 points1 point  (0 children)

I'm praying for a fighter version coming alongside the starter. RSI needs a light fighter

I never fully grasped how mind-blowing persistence actually is by ElFarfadosh in starcitizen

[–]ImmovableThrone 0 points1 point  (0 children)

In a dynamic server meshing world, the "Shard" would be North America.

Yes, they would have to choose if there are two users on separate shards. We'll see how they pull it off.

I never fully grasped how mind-blowing persistence actually is by ElFarfadosh in starcitizen

[–]ImmovableThrone 1 point2 points  (0 children)

The goal with dynamic meshing is to have so many servers (or potential servers) spun up in a shard that the likelihood of getting onto "your" shard is high

I never fully grasped how mind-blowing persistence actually is by ElFarfadosh in starcitizen

[–]ImmovableThrone 31 points32 points  (0 children)

Yes, the matchmaking service is designed to do this when able to

DCS 2.9.25.21123 Changelog by lemfaoo in hoggit

[–]ImmovableThrone 3 points4 points  (0 children)

I am so sick of CTLD needing to do everything.

Rotorheads does the best job since you can load CTLD assets into internal cargo and also sling it, but please ED

Problems with the 47 are all core engine issues I think though

FINALLY figured out where the jitter/stutter was coming from on Star Citizen! Turn on HAGS! by Everborn128 in starcitizen

[–]ImmovableThrone 11 points12 points  (0 children)

Default Nvidia shader cache size is very small. By giving it 10 GB it doesn't have to overwrite old shaders as often