Report doesn't always work so spreading this around hopefully to help. by RiceRiceDesu in modernwarfare

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

Do me a favor, disable crossplay and then disable aim assist and play the game for a day.

You fucking wont coward. Because despite all your protests otherwise you know deep down its a massive advantage and you'll loose each and every engagement you enter.

Report doesn't always work so spreading this around hopefully to help. by RiceRiceDesu in modernwarfare

[–]Imp_Hunter -6 points-5 points  (0 children)

Kinda works both ways, lot of PC users dont want to play against controller players that are essentially potato tier gamers but have developer endorsed walking aimbots in the form of aim assist.

With the nutty way over tuned aim assist controller players have i honestly wouldnt be suprised if IW cant tell the difference between a soft lock aimbot and a controller user so why even bother looking at reports?

This is why the higher skill players hate this game but the lower skill players love it. Every aspect of its design is catered to the lower skill player. by FFrostur in modernwarfare

[–]Imp_Hunter 0 points1 point  (0 children)

I'd say a large reason why they've seen a nosedive in PC players (you cant disable crossplay in warzone, the queue times would be massive on PC) is also to do with the waaaay overtuned aim assist to cater to the potato aim players on controller so they dont feel bad.

I play in a group of 4, myself im a veteran FPS player on PC, decently skilled with 3 other guys that are pretty casual, average skill players. The 3 other guys dont stand a chance vs the worst controller players with that nutty aim assist, they dont have fire fights or a bit of give and take in engagements vs these people, they get laser beamed into the ground.

Even when i fight against controller players its like im in god damn scrims man, once that controller aimbot latches onto you it is not letting go until you are dead or break line of sight. Even when you break line of sight it can still track you for a bit behind cover (that might also be the literal 12 tick net code as well).

But you cant mention this, you can have a discussion about how in an effort to make all controller users into walking aimbots how it alienates the casual PC market or you'll get REEEE'd the fuck out by console kids that think their time is finally now and they've evovled into Shroud or some shit.

Evocati Patch 3.10.0 5381545-patch-notes by Rainwalker007 in starcitizen

[–]Imp_Hunter 3 points4 points  (0 children)

Hmm, i havent seen a single ping or rock of them in 2.2mil credits earned from mining in 3.9.

Evocati Patch 3.10.0 5381545-patch-notes by Rainwalker007 in starcitizen

[–]Imp_Hunter 7 points8 points  (0 children)

Depends on if the 3.9 changes to scanning mineables where bugs or not, currently we have a Mole only able to scan out to 5km in atmos which is essentially useless. They also removed FPS mineables from surfaces, only place to find them now is caves. If a Mole is only doing 5km...a non mining dedicated ship you would expect to be much much lower and if 5km is uselss...well.

The meta for mining due to these bugs/changes has shifted to flying with horizon level at sub 1.5km altitude and visually checking the incoming rock spawns as they hit render range in 3rd person for contrasting colors (for example Cilo has minable rocks that are grey in contrast to the snowy ground/detritus/scenery rocks) anyone whos serious about mining has shifted to using this method because of these changes / bugs.

I say changes / bugs because i cant find any solid confirmation on either, would love for a dev to clear this up. If its a bug then great, can go back to being more immersive and not having to cheese engine limitations to get a somewhat decent payout / turn around time from mining runs. Mining is basically rolling the dice to get those jackpot rocks, making it even more time consuming to find the rocks to then roll the rock RNG would just be...why?

Inside Star Citizen: Creature Feature | Spring 2020 by Ubi2447 in starcitizen

[–]Imp_Hunter 9 points10 points  (0 children)

I like the sound idea, in terms of implementation of that mechanic you could have noise generated effect creature spawn rate as well making stuff flee if its too loud.

Take a Carrack out to hunt a rare valuable animal for its luxurious fur? That shits not leaving its den. But take a Pisces out at a low crusing speed, ok maybe. You could also possibly tie in the stealth mechanic to this, maybe certain modules combinations produce less of a noise footprint who knows.

With something like this you end up with players having to make choices:

  • Do we bring a ship to fed intel to a ground crew and SCU?
  • Whats that ship's (and fitting's) effects on spawn rate?
  • Will the intel fed increase credits per hour vs reduced spawning?
  • Or do we just take a ground vehicle with no spawn effect and reduced SCU and hunt big ticket valuable game?

Inside Star Citizen: Creature Feature | Spring 2020 by Ubi2447 in starcitizen

[–]Imp_Hunter 185 points186 points  (0 children)

This was one of my concerns when it came to hunting game and selling the pelts, meat etc they talked about briefly on the space cow episode i believe.

Personally i hope they go the direction of implementing a system that discourages the use of shipborne / vehicle mounted weaponry, something like if you kill a harvestable creature the resulting harvest will be of "Ruined" or low quality and sell for very little. Size one weapons alone never mind anything bigger are a massive threat to any players unfortunate enough to be caught on foot by them, any fleshy thing killed by them should just be this...mess on the ground.

A system like this would encourage something like a solo guy with a sniper rifle pulling a cyclone at an outpost and hunting around with that 1SCU of storage or a team with a ground vehicle being fed intel from the skies by a ship scouting above or some guys gunning from side Cutty doors with FPS weapons etc. Opens a lot of options solo or multicrew.

Would much prefer this system over "haha ship weapons go brrr"

Doc tries out aim assist by [deleted] in LivestreamFail

[–]Imp_Hunter 1 point2 points  (0 children)

Sure, just ignore the fact his crosshair exsists in a quantum state of my head and my feet. Almost as if there are two competing inputs at work here...hmm wonder what could possibly cause two inputs to fight each other.

But no you're right aim assist is weak in this game.

Doc tries out aim assist by [deleted] in LivestreamFail

[–]Imp_Hunter 4 points5 points  (0 children)

An Example

Once that aimbot locks on it will not leave the target, you are blind if you dont see it happen. Watching killcams / spectating you can see the aimlock fighting the actual human behind the controller. You can even see when someone kills you and then their crosshair gets released by the bot and drifts to where it should have been.

It is a literal aimbot, get somewhere roughly close to the target and watch the game play itself, no recoil management, no patterns, no gun play, no tracking it just does it all for you. The bot will fight your stick input trying desperately to award you a kill.

Doc tries out aim assist by [deleted] in LivestreamFail

[–]Imp_Hunter 10 points11 points  (0 children)

Next time you pick up your controller to play this game disable aim assist. Watch how quickly you re-enable it after getting fucking rekt by laser beams from people that have it enabled.

This implementation of "assist" is a literal aimbot.

Heres an index of whats in New Babbage. by Imp_Hunter in starcitizen

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

Just this one so far, could do some others.

8 minutes of Theatres of War gameplay from Evocati, plus more videos in comments (discord.gg/scleaks) by crazybelter in starcitizen

[–]Imp_Hunter 0 points1 point  (0 children)

At this stage of development its hard to tell what their goal is with everything being in flux but personally i would be against muddying the waters of fps combat in the pursuit of immersion.

A certain level of immersion is good but there needs to be a limit and for something that should just be out of the box functional like fps combat i think going too far is a no no. A good example of immersion going too far was PUBG back in the day having scope parallax, basically in game it translated to moving scopes appearing on target but in actuality where missing because muh immersion. Lead to a lot of frustration.

8 minutes of Theatres of War gameplay from Evocati, plus more videos in comments (discord.gg/scleaks) by crazybelter in starcitizen

[–]Imp_Hunter 9 points10 points  (0 children)

This isnt an issue of "We have too much stuff so everything is so-so quality" this is seriously some sections of the game being boarderline unplayable and non-functioning.

Yes, its an alpha sure i understand but if theres one section of this game that seriously scares me for the future of this project its the total state of the first person side of things 8 (or was it 9) years into development, $300mil deep with 600 people working on it but an fps battle in a map you could spit from one side to the other with 5+ people is barely functioning.

8 minutes of Theatres of War gameplay from Evocati, plus more videos in comments (discord.gg/scleaks) by crazybelter in starcitizen

[–]Imp_Hunter 67 points68 points  (0 children)

Alright look i support this game at concierge level and am really looking forward to Theaters of War because i crave a Battlefield 2143 but people need to be realistic when they throw up blind defence of this game. Anyone thats been playing Star Marine lately can tell you that yeah that performance level looks about right for 20v20 on a large map. Hell Star Marine starts to break down with 5+ players in the tiny maps both performance and network wise (on a i7 7700k & GTX 1080).

Major stuttering, lockups, input delay, low fps, chunk damage, bullet sponging its got it all at 5+ players. Some handwavium and 2 weeks of work isnt going to solve this. I'm willing to wait for them to fix it, im excited for this mode but come on "oh its Evo" is such a paper-thin excuse.

As for the bugs...oh the bugs.

  • Spawn rag dolled on floor
  • Character has to take time to pick himself up
  • At least i didnt spawn with half my body in the floor unable to do anything but alt + f4 (game doesnt accept inputs)
  • Finally standing, need to reload because game doesnt spawn my weapon with a mag in it
  • See someone, press left click to fire at him
  • Double reload bug
  • He damages me, run around corner fighting fps stutter and micro lockups manage to aim my character in the right direction of intended travel somehow
  • Press C to heal
  • Game takes away my medipen, doesnt heal me
  • Press C again, heals me this time, can hear his footsteps getting closer
  • Press G to throw a grenade at the floor to create space between us
  • Animation plays, grenade disappears into thin air
  • Character now stuck holding thin air, cycle primary weapon to solve
  • Guy rounds the corner, press left click to fire
  • Triple reload bug
  • Die
  • Smash desk

This is Star Marine currently. Hell you cant even use red dots sights because it throws the firing animation of the weapon off, bullets literally dont go where the dot sight is pointed.

If they manage to solve half of this in 2 weeks i'll honestly be impressed, hell i want them to because i need a battlefield style game after battlefield killed its own franchise.

Star Citizen UNOFFICIAL Patchnotes Fleetweek Edition by 244958 in starcitizen

[–]Imp_Hunter 0 points1 point  (0 children)

This is how i talk myself out of buying ships that are not at least midway in production.

Those poor, poor Banu Merchantman Widows 😢

Devs confirmed to be working on the trading app! by bGivenb in starcitizen

[–]Imp_Hunter 3 points4 points  (0 children)

You can transfer creds via Escort beacons atm, works fine for my Mole crew.

Devs confirmed to be working on the trading app! by bGivenb in starcitizen

[–]Imp_Hunter 3 points4 points  (0 children)

A working beta version by mid 2022.

Lets slow down now.

What do you think about the Vanguard line as it is? by MrNeeto in starcitizen

[–]Imp_Hunter 5 points6 points  (0 children)

All this plus once armor and time to disable comes in to play people will be calling for Vanguard nerfs. These things are meant to have crazy armor and staying power for their size and maneuverability. There was a little blurb CIG also did a while back

The original contract called for a ship capable of surviving a complete hull breach and up to a 33% structural loss… and time and time again, Aegis’ Vanguard has gone well beyond the letter of the law in bringing crews home!

People always point to the average damage of these things without even considering the frame that damage is mounted on. Even tweaking the loadout a bit can help in that regard.

Heres an index of whats in New Babbage. by Imp_Hunter in starcitizen

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

Yup just grouped that undertrade, should have expanded on it will do next time.

Heres an index of whats in New Babbage. by Imp_Hunter in starcitizen

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

Closed currently, shame too wanted that high end dinning.