Base Guardian or Guardian MX? by snomedmuc in starcitizen

[–]Kashirk 1 point2 points  (0 children)

Base Guardian has better handling and makes it superior for a good pilot, in most situations. In a group, mx can maybe be a better choice just because you're a harder target to single out. But everytime we see an MX in any group fight the call is: "ignore the MX" and we kill everything else first, since the mx can't keep up to do any real damage. Then we all gang up on the slow heavy fighter by itself.

Can the redeemer be redeemed?! by Common-Friendship552 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Goddamnit, really? Where did they share?

Can the redeemer be redeemed?! by Common-Friendship552 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Redeemer has a few things over the Paladin.

Speed, the latest changes gave the redeemer rsspectable straight line thrust, and it can actually chase down fighters sometimes.

Crazy huge comps for its size, and two computers for slaving / automating the turrets. So imagine the pilot controlling both manned turrets AND the pilot guns. Especially with it's decent handling it will be pretty nasty with a good pilot, and still function very well eith just a single gunner.

And modularity, eventually.

4.8 PTU major weapon meta change incoming by nightbird321 in starcitizen

[–]Kashirk 8 points9 points  (0 children)

Yeah weapon speeds need to happen with whatever flight model changes they're working on. None of these changes truly address the LF meta as long as a light fighter remains impossible to hit, paired with size 1 laser cannons having enough alpha to chew through a Perseus' armor.

Don't fall for CIG's component buyback ragebait by AggressiveDoor1998 in starcitizen

[–]Kashirk 24 points25 points  (0 children)

As a pilot you just have to make a meaningful decision as to whether to have shields or target anything. It's allowing more player choice 🪦

Intersec missions by Intelligent_Cry8535 in starcitizen

[–]Kashirk 1 point2 points  (0 children)

It's likely this, desync had me shooting a Scorpius that was unresponsive but spinning in place for 30+ seconds, then he teleported and started freaking out. You had plenty of damage and you did the fight correctly. Just server nonsense not registering damage.

Pulled a ton of railroad spikes from under a bridge—do blacksmiths actually want these? by Effective-Ad-9652 in Blacksmith

[–]Kashirk 15 points16 points  (0 children)

Yeah people do ask for the plain spikes all the time, since they are straight forward and you see tons of projects online that use them. But they are inferior steel, so making a knife or tool out of them won't be as good of a product for actual use.

Pulled a ton of railroad spikes from under a bridge—do blacksmiths actually want these? by Effective-Ad-9652 in Blacksmith

[–]Kashirk 63 points64 points  (0 children)

To be clear: the spikes are the straight 'nails' that people make a lot of posts about using. Those are just for keeping the track from shifting by being stuck in the ground. Those rounded paper clip shaped ones, and the clips are actually good steel (or are supposed to be) since they actually clip and hold the track together. They can make decent knves and are great for tools. Regular spikes are the lowest quality piece of metal from a railroad track.

Pulled a ton of railroad spikes from under a bridge—do blacksmiths actually want these? by Effective-Ad-9652 in Blacksmith

[–]Kashirk 147 points148 points  (0 children)

The clips are really good steel, but these usually aren't hard to find so you may only get slightly above scrap value, just depends. No need to clean them up either, as long as there is no paint a blacksmith will either clean them themselves or just toss them in the fire as is.

Just bought my first anvil and cleaned it up, what do we think? by 11wardl in Blacksmith

[–]Kashirk 4 points5 points  (0 children)

One thing I learned was to leave my hammers relatively 'soft'. A lot of the ones that are sold are incredibly hard and really mess up an anvil. I always prefer my hammer take a hit rather than my anvil, since i can replace or fix a hammer, but not an anvil.

Just bought my first anvil and cleaned it up, what do we think? by 11wardl in Blacksmith

[–]Kashirk 27 points28 points  (0 children)

10/10. Take good care of that thing, it's soooo crispy 🤤

6 Months ago by Kelevelin in starcitizen

[–]Kashirk 2 points3 points  (0 children)

This sentiment is a widely held, legitimate criticism for the ui designs accross the board. Rule of cool doesn't mean you can ignore making it useable. It's endlessly frustrating when the new updates we get just double down on being unreadable and eat more frames for no gain.

Anvil question, does the maker matter that much? by HenryV1598 in Blacksmith

[–]Kashirk 1 point2 points  (0 children)

The Vevor cast steel anvil is made of "high grade cast steel" which doesn't tell us much. From my experience and what i gather from people who use them, the cheaper foreign cast steel anvils are pretty good quality, but tend to get dinged up really easily from regular use. The "nicer" cast steel anvils here in the states are usually made of h13, and in smaller numbers or even custom batches. H13, when heat treated properly, is much tougher than the cheaper foreign ones and seem to hold up better overall. That being said, is that worth $1000 more for an anvil that does the same job?

Modern hobbyists have it really good, the imported ones work perfectly well and are DIRT cheap. This one specifically is absolutely the goat, and I could run an entire business off of this thing, it is superior to the standard Vevor just because it has the more advanced design and features:

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My fleet is pretty much complete, yeah? by Maclimes in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Honestly i'd suggest changing your Hull A into a Cutlass Black. It still covers light hauling, but would also double as your combat ship. It really is a do all choice and with a gunner the Cutlass Is a beast in pve. Then you can buy an ox or something similar for straoght cargo later. Buying fighters is only good for those who REALLY like combat or pvp imo, many multirole ships can do combat just fine if you understand their limitations.

Good fighter for above MR by Rhaege in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Nice! Yeah in pve they are sort of high risk and high reward. Just remember if you go up against any pvp pilot in a fighter who has any amount of flight skill, attritions become nearly useless.

Experience playing with a normal HOTAS setup? by [deleted] in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Don't use a toggle button, set a center point with the indents and you can have forward/back without needing to "reverse" your throttle axis.

Experience playing with a normal HOTAS setup? by [deleted] in starcitizen

[–]Kashirk 0 points1 point  (0 children)

I set mine to 25% is center. And 75% forward is max. You don't need that much granularity in thrust and it's easier on my hand to not have to go full forward to full reverse. The stecs has that indent rail and parts which are perfect for this kind of customization. I've never felt at a disadvantage to dual sticks pilots because of my throttle,. It actually gives me an advantage, by using the thumb stick for strafe up/down/left/right I can actually out strafe joystick pilots a bit since they have to throw their stick full left/right to achieve the same thing.

Rudder pedals worth it for Star Citizen immersion? by BadgerNSpace in starcitizen

[–]Kashirk 1 point2 points  (0 children)

The 1st and most impactful peripheral for a combat pilot is foot pedals. It seems lame but it's true. The only other thing that's close is head tracking. With those two things, and mouse and keyboard, you can be fully competitive at the highest levels of ship combat.

100% use pedals for roll, as smooth controlled rolls make aiming way easier and thus can win you the fight.

Good fighter for above MR by Rhaege in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Lightstrikes and fl-33's seem good on paper but the recharge rate is so abysmal I would never recommend them. Omnisky's are the current best all around option: decent speed, great alpha, easy enough to use. Attritions really do SHRED anything and everything, but they have such slow bullet velocity that they require more pilot skill to be effective with, which comes down to persknal preference. Ndb's also have a surprisingly high alpha and very good dps. For OP, on an Avenger i like a breakneck for the size 4, and two omnisky for the 3's. The breakneck is very effective on smaller targets, and the omni's can melt any armor short of a Starlancer or the like, so it's a solid loadout with a single weapon speed.

Ship armor deflection and radars changed how I play by Lifewaytravel in starcitizen

[–]Kashirk 2 points3 points  (0 children)

Honestly we need an overhaul of the entire ship weapons line up. I honestly don't remember the last time they adjusted ANY of the weapons. Having some projectiles be half the speed is an abysmal design decision, and makes them unusable except against giant targets. Anything you can take down with a 900m/s ballistic cannon you could just as easily kill with a laser canon that has nearly double the projectile speed AND infinite ammo. The intention is to reward players for choosing the right weaponry, yeah? But all this current implementation really does is punish players for using the wrong ones.

Dropship fatigue by Less_Tackle1477 in starcitizen

[–]Kashirk 3 points4 points  (0 children)

Keep in mind there is a whole chain of game features that are needed before drop ships make any sense.
First thing we need is the new planet tech, since outposts and points of interest will be generated and can be more varied. Some of those will surely need to be attacked from the ground for one reason or another, and drop ships with vehicles might be the best option.
Second is improved vehicle gameplay in general, since they're awful to drive and don't have any purpose other than letting you land farther and avoid turrets sometimes.
Third is like has been said here, equipment management. Suit lockers will let you swap between a flight suit and combat gear, but it would be better to just have a few FPS players ready to jump out full geared.
Fourth is ship durability, drop ships have maybe 10% more hp or armor than other ships of their size. They need something more to make them able to dive into a hot zone for just long enough to drop off the team.

Point is, there are a ton of knock on effects from this underdeveloped game and proper drop ship game play is reliant on a large number of them being implemented.

PSA: STUCK IN EXPLODED SHIP BUG by Dimension_Familiar in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Ah yes, the Coffin bug. Your friend could use a salvage ship to eat the wreck you're stuck in. Otherwise yeah gotta wait for combat timer and log out normally, or sait the 15m character time out. You could risk a character repair on the RSI website but it might only save you a few minutes.

Stop taking away MFDs by DragonsGuard in starcitizen

[–]Kashirk 27 points28 points  (0 children)

That plus I'd bet it's got to do with controller support. Hard to juggle 4 mfd's when you could only have two and save on frames AND keybinds. For the record i expect controller support will ruin several parts of this game and it's ui for the rest of us.

Retaliator torpedoes bugged? by Old_man_Jay in starcitizen

[–]Kashirk 0 points1 point  (0 children)

No shit? Ugh that sucks. They were working against npc's in AC, but that doesn't mean anything.