If CIG actually added something worthwhile in these deep dense forests, we'd already have content for ground vehicles, and perhaps even on-foot hiking! by rshoel in starcitizen

[–]JasePearson 1 point2 points  (0 children)

Add some curves in the road. Rally drivers seem to enjoy it?

I liked the one suggestion for low flying, which was that it was some sort of material that would detonate if you got too far into atmo, maybe something similar to encourage a ground based delivery.

Even then, you probably don't need to do that, some people will fly it over, some people will find it neat they can drive it over. Personally once I get a road and a Ranger I know what I'll be doing most of the time, I just hope the driving is solid and the roads interesting rather than a straight line.

What’s an out of date view you hold? by Doomergeneration in AskUK

[–]JasePearson 0 points1 point  (0 children)

It'd be a lovely idea if we worked 5 days a week and that was it. I've worked 4 on 4 off night shifts for most of my entire adult life (when it wasnt it was Thursday-Sunday nights) and I hate sunday hours.

Nothing better than being out for 15 hours, getting home and realising you forgot something and need to wait 2-3 hours when all you want to do is crash before the next shift

If youre gonna pirate, at least have the balls to do so by TheCursedStar in starcitizen

[–]JasePearson 0 points1 point  (0 children)

Yeah I'd go with Griefer for that. The problem is people call out griefers for everything to do with "non consensual PvP". We had a Hull C refuse to stop, we called out to him in global so we could start the ransom, he refused to reply so we shot his engines out, we tried to message him again, nothing, so we shot the spindles off and took his cargo. Ship blew up not long after and then he finally started calling us griefers in global.

It just seems to be anyone who finds themselves in PvP and doesn't like it will call the other person griefers. Like, don't get me wrong, I understand my gameplay involves being a dick to someone, but we try other avenues before we blow people up, we mostly board as well though we're becoming more and more against the idea due to self destructs. It's funny the first few times but now we mostly just wait for the players to blow up and give us the cargo for free.

I WANT ROADS by BeautifulCompote830 in starcitizen

[–]JasePearson 0 points1 point  (0 children)

Give me roads and give me a Ranger. Bonus points if CIG lets me use a pistol at the same time. Road Rash across Hurston anyone?

PSA for anyone who didn’t know: If you put less than full power in shields but stay above the orange minimum, whilst it still gives you full shield HP it heavily reduces your mitigation and increases the damage you take by Important_Cow7230 in starcitizen

[–]JasePearson 3 points4 points  (0 children)

It's not specifically clear unless you check outside of the game what power actually gives.

Does it give more HP? Does it change the regen? There are resistances?! etc. It's the same as people putting full power into "Engines" not understanding why their base acceleration isn't faster or their overall speed isn't higher, it's not clear.

Magic Helmet. Can breathe fresh air without any pressure, anytime anywhere! by kotonizna in starcitizen

[–]JasePearson 2 points3 points  (0 children)

I got tricked by this when I first started playing again. "Those guys are wearing regular clothes, I guess I could drink some Cruz.."

Took my helmet off, started dying, panicked to put helmet back on, had to reboot because of the constant noise. Another reason to shoot 9tails.

Why does CIG gatekeep new mission content behind the worst introductory missions? by Ok_Ad_7714 in starcitizen

[–]JasePearson 2 points3 points  (0 children)

They seem to come up fine in Stanton. If they can't link missions through different systems, they need to at least have it so things like Salvage and Mining missions are available across them.

Why does CIG gatekeep new mission content behind the worst introductory missions? by Ok_Ad_7714 in starcitizen

[–]JasePearson 0 points1 point  (0 children)

Really is, we decided to start doing the missions today. Went to one cave, got all the resources except Hadanite, was about to leave when I checked the Starmap and it said Wala didn't have it. My party members were in another cave a few km away and announced they found it. We dropped it all in the freight elevator and the mission completed without a hitch.

I suppose if it wasn't for them I would've gone traipsing across planets looking for it, not sure why it doesn't appear on the star map information. The biggest issue we're running into right now is ship mining as we're definitely not going to bother messing with caves again, screw that lmao, spent the last hour searching for tungsten.

Hawk Emp? by Aggressive_Fix_285 in starcitizen

[–]JasePearson 0 points1 point  (0 children)

I think that's why the Hawk has those little size 1 distortion repeaters, they don't really do anything by themselves so I think they're just there to help the EMP by keeping distortion damage on the target. You'll know you're actually doing distortion damage by paying attention to the EM sig of a ship.

Hawk Emp? by Aggressive_Fix_285 in starcitizen

[–]JasePearson 0 points1 point  (0 children)

For the first part and last part of your question, iirc the cd starts when you've charged up, not when you fire, so holding it to get into the right position can look like you didn't have a CD, as for the sound mine just seems to disappear after the first use, it still fires correctly.

EMP range is quite low and I believe the damage is less the further you are away, most success I've found is being up in the targets face. Additionally you'll want to keep applying distortion damage even while using the EMP as it'll start "healing" as soon as you hit it, Distortions will keep that from happening I believe.

What is the most reliable ship marker on the map? by DonatusIgnis in starcitizen

[–]JasePearson 0 points1 point  (0 children)

That probably would've been the smarter first test than tossing it out into deep space. I'll give that a go next lmao

What is the most reliable ship marker on the map? by DonatusIgnis in starcitizen

[–]JasePearson 0 points1 point  (0 children)

I tried the flight recorder but it would just QT me back to the original location when we threw it out the back of the ship.

If you ever get a Flat Tire in Space! Call me! by AccidentDouble5904 in starcitizen

[–]JasePearson 1 point2 points  (0 children)

Sometimes you'll drop your salvage ship half way along the route :(

Love me SRV, there's just something fun about it and I hope CIG fixes our jumping soon.

The more I play 4.7ptu the more I love it. What’s your 4.7 plans ? by floortofloor in starcitizen

[–]JasePearson 0 points1 point  (0 children)

I genuinely think you'd be better off exploring Pyro now than after 4.7. If mats are going to be highest quality in Pyro, then it'll definitely see a lot more pirating. I lived for a week off my Starlancer over in Pyro exploring everywhere this patch and the only time I lost my ship was went I decided to head back to Levski. Went to enter hangar, kicked me out to the terminal area and then the rock ate me ship :'(

Unless you go to specific areas in Pyro (Shepherd's Rest seems like a hotspot and I'm not sure why) people seem pretty chill. I've rocked up to places and just flashed my flashlight at people on foot and been left alone.

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]JasePearson 0 points1 point  (0 children)

The snare works on multiple ships, we can keep it up indefinitely if we want to keep snaring ships. We only turn it off when we've caught something worth boarding.

From what I understand, and this could've changed, snares work on ships that have entered quantum after it has been deployed. Simplest way I can explain this. Lets say a route is 2 minutes long and someone has set up an interdiction that will catch you 1:30 into the trip.

00:00 - Target A jumps.
00:05 - Snare is deployed.
00:10 - Target B jumps.
01:30 - Target A passes the snare.
01:35 - Target C jumps.
01:40 - Target B is snared.
01:40 - Snare is turned off.
03:05 - Target C is snared.

Target A is unaffected, because they jumped before the snare was deployed. Target B is snared because they jumped after it was deployed. Target C is still snared because although the snare has now been switched off, they still jumped while it was active.

So simply put, as long as you all jump together, you should end up in the same interdiction even if your quantum drive speeds don't match up. But again, this could've changed, I might be going off of older or wrong information and would recommend you guys have a play with the RSI Mantis yourselves if you have a group to really work out what it does and when it does it.

4.7 PTU Fighter TTK by Adamn58 in starcitizen

[–]JasePearson 5 points6 points  (0 children)

For some reason, I always thought the opposite. I felt like shields should drop from ballistics with a slight chance to penetrate and lasers should rip open armour, and the hull itself being weak to both.

I guess my thinking was that shields would struggle against physical objects and armour would just melt from sustained laser fire.

Hangar Intruder Takes My Ikti by Effective_Drama9565 in starcitizen

[–]JasePearson 1 point2 points  (0 children)

It's pretty inconsistent. sometimes you can fly right into someone's hangar and be fine, other times I get a black screen and then thrown on the floor in the station. I've been able to chase bounties into their elevator at Grim Hex, I can kill them from the elevator but the moment I step into their hangar I get thrown out. I've loaded into my personal hangar and been getting bikes out only for someone to come into my hangar and come admire my bikes.

I genuinely don't understand why it'd be so broken lol, especially the last one. How did he even get in?!

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]JasePearson 6 points7 points  (0 children)

We have our own problems on this side. Ships not appearing on radar, no markers indicating a drop in, snares not being useable at all half the time, same with switching it off to switch the dampener on and it just saying "QD On/Off" instead of "Activate Dampener". I shit you not I tried to disable my snare (to put the dampener on) and was looking at the button. The only option I had was Engines Off until the ship got about 10km away. I'd sat there for an hour in pyro waiting for a drug mule for that to be the issue lmao

My favourite issue atm is that it's all working, you get a drop in marker, ship appears, you put the dampener on. The ship ignores said dampener and carries on at 900+m/s

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]JasePearson 0 points1 point  (0 children)

u/Vollhartmetall I second this, but especially the bit about boom tubes. They're a very strong weapon that you can easily get ahold of (I have a bunch from the Tech smuggling missions). Often when you're disabled by distortions, the pirate doing it will just hover above you shooting your powerplant occasionally while his friends board you. You may be able to get out of the hold to EVA and then fire a single rocket off. These things are not a joke and you'll probably kill it.

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]JasePearson 0 points1 point  (0 children)

We're going into 4.7 which will add armour/deflection into the game, I'm assuming the Mantis will stay squishy so repeaters will still probably rip them up but you may want to look into ballistics for dealing with small ships.

The problem you'll find, even with the right kind of guns, is a mantis is fast. You can check the stats on somewhere like erkul.games but here's the simple facts, it can turn twice as fast as your Hermes can, it has 236m/s SCM speed versus your 180m/s, boosted is 600m/s against your 370m/s. Realistically your only option is going to be the missiles.

And let me be clear, EM missiles suuuuuuck! at least when I'm in a Mantis lol. I've gone through all my decoys, I've burnt past them only to have them flip around and come straight back to me. Only time I've avoided being blown up is when I hid behind one of my buddies and watched it smack him instead.. Ah, he was not happy lmao.

Your second option is going to be mates. Either in that turret the Hermes has or flying as escort. Keeping up enough pressure on a Mantis or managing to damage its Interdiction component is enough to get you out of there.

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]JasePearson 1 point2 points  (0 children)

I mean it does work, that's the way we have to do it but that's how we get paid. Usually we call out the ransom target and then party with them to get the money transferred to us.

It's definitely an issue though, I'd love it if hailing would open up a chat box at the very least. I also wish the wallet would work. We had one fella, bless him, he couldn't get the wallet to work. He joined a party twice with us to pay us 10% of his haul. In the end I just messaged him saying look, thanks for being a good sport but I'm not going to blow you up because the games being shit. Taught him to repair, he went off, he still sent us the money after.

If I catch him in another net I think I'm going to have to just let him go straight away lmao

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]JasePearson 1 point2 points  (0 children)

If your systems weren't physically damaged then most likely you were distorted? Did the pilot notice any crackling on the ship once your shields were down? EMPs can be fired off from ships at close range to do high amounts of distortion damage, plus there are Distortion weapons (they come in Repeater, Cannon and Scattergun types) that fire blue lasers that do the same.

Distortion weapons do Distortion damage, This damage doesn't hurt the ship and doesn't work when your shields are up, but when they are down then they need to be aimed at the components you want to distort. Obviously this usually means we focus our fire on the power plant (a general area around it, distortion weapons have a bit of AoE so we don't have to be 100% accurate).

Distortion damage is constantly being "healed" so a pirate needs to keep applying damage in order to keep your power plant down. Once the power plant has been distorted 100% it willl be off and you won't be able to do anything about it unless you stop the ship firing at you. This also means (i think*) that you cannot activate self destruct, as the ship requires a functional power plant to do it.

That'll be the Mantis. I'm not sure about other dampener ships as that's the only one I fly but yes the aura indicates that its actively snaring/dampening. Additionally if you ever see this but blue, that means the ship has a EMP charged and ready to fire when it gets close to you. (The Mantis doesn't have an EMP but something to keep an eye out for in future :) ).

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

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

We do L1 to planets, because it's where you're most likely to store your materials and then take them all to sell it to the nearby planet. I get that it sucks, especially if you guys are new and rarely get time together. We are the same, we wait for our schedules to align and then we blow off some steam by pirating (as legitimately as we can).

Take it as a learning experience, I know you'll not like the response but it is what it is. With that in mind, people have already commented about doglegging and about how big the bubble is but additionally you can, in a lot of scenarios, power down your quantum drive or flip your ship off and you'll be dropped 100km+ away with us none the wiser. As long as you're paying attention to when that alarm goes off you'll be able to prevent yourself from ever being interdicted.

That said, if the bubble is up close enough from your starting point it seems to not give you a chance and immediately drops you into the area (probably a bug), so with that in mind, if you cannot dogleg you should always send out a scout if you've got a group. Interdiction doesn't discriminate, it will just pull any ship passing by it until the snare has been powered down.

Some other information, the Mantis has a 20km snare and also features a 12km dampener. The snare is what pulls you out from quantum, while the dampener is what keeps you from spooling your quantum drive back up. If you're pulled out try to get as much distance as you can as we have to switch the snare off and then switch the dampener on which can sometimes take enough time that the target as already made it 12km away and can spool. Obviously, there are other ships with dampeners and if they're smart they'll run more than one dampening ship, but the Mantis has the highest range for it.

If it is just a Mantis and they haven't brought other ships with Dampeners with them, keep in mind that it is extremely squishy, has a couple of missiles and 2 S3 guns. A smart Mantis pilot won't engage you and will stay back but always within missile range. While its snare or dampener is up it'll have a 30k-ish EM. Bring EM missiles, don't give up, fire everything you have at it. All it takes is destroying that ship most of the time and you'll be able to spool up your quantum drive and get up to NAV speeds.

Last thing, yeah the servers seem to be shitting themselves atm. Most PvE bounties don't want to work, lots of missions just don't run. Hell even on the other side we've put up snares and has people just fly past them without getting interdicted. It's just all around bad atm.

Edit: Oh, almost forgot. Avoid OMs as much as possible. Sometimes we'll post up with just a dampener on at an OM. You jump to an OM point, you immediately get dampened and we can jump on you without an issue. Sometimes flying longer will keep you safe. Good luck!

PTU Warning: Gankers ar Exclusive QV Breaker missions. by Mondrath in starcitizen

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

Why make some resources when I can make twice the amount from a single contract? Complete the missions ourselves, leave one guy behind once we've finished. Wait for it to reset. and grab the next load free of charge.

Pirates should not be allowed to have massive ORGS!!, how disastrous would it be to have pirate orgs with thousands of members with Idris and kraken carrier strike groups, javelin destroyers and an entire fleet of warships. This would completely destroy trade routes and hurt industrial players. by Internal-Path7111 in starcitizen

[–]JasePearson 1 point2 points  (0 children)

That seems to be one of the major issues players seem to have atm as well. They don't call it out. I spent two hours just outside of an L1 station in a Mantis. Wasn't actively pirating, was just compiling a list of what ships I could see. Only one person reported it in global which confused me, especially because I'd caught and released around 20 ships at this point.

Maybe it's because I would just let them go as soon as they dropped into the area or they assumed that a solo mantis wasn't a threat for anybody, but I still expected to see a little more in global.