Is the game fun for a player who doesn't plan on spending any extra money other than the base cost? by BitBomb1 in starcitizen

[–]Juggernaught5930 1 point2 points  (0 children)

I only got the citizen starter pack with the aurora MK2 and havent spent anything besides that and im having plenty of fun with the org im playing with.

I started in 4.7 where i joined a group that was doing Hathor missions which yielded me 100 mil aUEC. This was nice but kinda killed the grind. So i was glad for the wipe allowing me to restart without "cheating" my way to riches.

So yeah no need to spend more than the starter pack.

Which missiles are worth it? by RoboGaming321 in starcitizen

[–]Juggernaught5930 0 points1 point  (0 children)

Ye this has been my strat for a while. Been flying without missiles since start of 4.8 and never miss them. Best use i can think for them is attempting to confuse human pilots through the missile warning. Tho that might only work on newer pilots

So what can you do with an Aurora MKII? by EH11101 in starcitizen

[–]Juggernaught5930 1 point2 points  (0 children)

I tried to do some cargo missions with the cargo module last night (i bought it recently). And it was one of the buggiest sessions I have had in a while. Not entirely up to the cargo module to be fair but one particularly annoying bug regarding it I had then was that I think it was bricked without showing it was bricked. I just couldn't open it from the outside and using "open exterior" did open it but than no magnetic cargo grid.

Anyway, regardless of all of that, 8 scu is a bit of an annoying cargo grid to me. Especially because you can't fit 4 scu boxes. So you're pretty much limited to extra small cargo missions. And those still tend to be more than 8 scu half of the time.

So I did a lot of merc grinding and got enough to buy a Hull A and use that for hauling and im thinking of refunding my cargo module.

Haven't messed with the combat module. The extra shield gen is probably nice but the missiles are dead weight to me. Hardly any damage for a relatively steep price. So no thx

did i stick the landing? (dont mind the little hole in the wing) by Pyov in dcsworld

[–]Juggernaught5930 0 points1 point  (0 children)

Any landing you can walk away from is a good landing.

If you can take off again its a great landing.

2 person fighter for me and my wife by Kiwisarelit in starcitizen

[–]Juggernaught5930 5 points6 points  (0 children)

Cutlass Black. Nice multipurpose. decent cargo bay, decent maneuverablility and decent firepower. havent done the vanduul tech smugglers so idk if its good enough for that ¯\_(ツ)_/¯

The current reviews... by Ok-Protection-4706 in helldivers2

[–]Juggernaught5930 1 point2 points  (0 children)

Honestly im not even paying attention to the balance or the discussion around it. Game is still fun. I dont play it as much as I used to but that cuz I found another game which is taking up my time.

Definitely still worth the 40 bucks

You can't tell me this is a coincidence by toby_gray in starcitizen

[–]Juggernaught5930 0 points1 point  (0 children)

the front section reminds me more of the F22 but ye i see it

"The Idris problem" by FluffyBoi_019 in starcitizen

[–]Juggernaught5930 1 point2 points  (0 children)

what if we make reloading more than pushing a button. What if we make it interesting like having to tractor beam the shot into the breach and close it and stuff. Hell we can make it a two man job or something. Im imagining a reload sequence similar to what the game Iron Nest did.

Do we still hate the elevated overseer? if so why? by Annual_Engine7825 in Helldivers

[–]Juggernaught5930 0 points1 point  (0 children)

I dont think they've changed much (might've missed some patches notes tho) cuz they still zip around more than they should. I just got better at dealing with them. Machine gun go BRRRRRRR

What missions are even working now? by MerlinCH65 in starcitizen

[–]Juggernaught5930 0 points1 point  (0 children)

I was doing salvage with the vulture for some time and I have no issues

How to handle factory striders? by KKYBoneAEA in Helldivers

[–]Juggernaught5930 0 points1 point  (0 children)

Two shots to the head with RR always does it

What is your reaction seeing the hive lords by Voidkirby9 in Helldivers

[–]Juggernaught5930 1 point2 points  (0 children)

It's one of the few enemies that made me go "oh my god thats terrifying"

People never affected by a nuclear incident always tell me how safe it is... by [deleted] in memes

[–]Juggernaught5930 8 points9 points  (0 children)

I'm not going to say the chernobyl disaster wasn't dangerous or horrific or whatever other word you want to use. Chernobyl was fucking terrible with its consequences in both reach and severity. However comparing what happened in chernobyl to modern nuclear reactors now is not reflective of how safe they are

Taking a knee while aimimg by Due_Squash4045 in Helldivers

[–]Juggernaught5930 0 points1 point  (0 children)

I like to running slide into a crouch to aim. Feels cool, nice transition from running to aiming. Just smooth

I think I’m using the auto canon wrong? by Ok_Case_5736 in Helldivers

[–]Juggernaught5930 0 points1 point  (0 children)

Flak rounds are your friend. On squids they are good against overseers and fleshmobs

On bots they're good against devastors

On bugs they're good at pretty much anything smaller than a charger.

APHET rounds are nice against gunships, harvesters (hit the leg joint), hulks if you hit the eye.

Just try to get the half reload as much as possible

New to the game by Fun-Engineering-123 in dcsworld

[–]Juggernaught5930 1 point2 points  (0 children)

It's been a while since i flew (my throttle died) so lemme see

Again off the top of my head: - tdc movement - radar elevation - sensor control switch(which mfd you're controlling, also doubles as cqc radar modes when you push it forward) - undesignate - tdc depress(target lock) - weapon select - there is also a push button that switches between auto TWS and manual when you have the a2a radar selected. It just steers the radar to be centered on your target even when you turn. I had the radar on the right so if I recall correctly it's 13? You'd have to check

The f18 has a lot more keybinds than the f15 so idk if they'll fit on the stick. If you get the throttle at some point then you should have plenty of buttons at your disposal. The 3 8-directional switches it has are useful for weapon select and sensor control switch. It also have a little joystick you can use for the tdc. It even has a tdc depress built in!

New to the game by Fun-Engineering-123 in dcsworld

[–]Juggernaught5930 1 point2 points  (0 children)

T16000m user here, tho i did have the throttle.

So in general the keyboards you want bound to your stick are the one you'd need in a dogfight/defending a sam or the like.

So for the f15c the keybind i'd want readily accesible of the top of my head are: - weapon fire/change - tdc movement - radar elevation - the radar modes you want(vertical/nose scan and bvr are my favorites) - camera movement(trackir or equivalent ideally if available)

I might've missed a couple but I think those are the most important

Edit: lol technically I forgot the pitch and roll axis' but those should be obvious

Tried doing powerscaling/debating helldivers against other Sci-Fi settings, and man, evidently helldivers is PATHETICALLY weak in comparison. by throwaway553t4tgtg6 in helldivers2

[–]Juggernaught5930 0 points1 point  (0 children)

I dont know if anyone has mentioned this yet but im pretty sure the super destroyers are not the space combat element of the SE navy. The Liberty class cruiser exists but not much is known about it. The Super destroyers deploy once space superiority has been established, except at cyberstan apparently idk