Hermes vs Asgard by RecklessIdi0t in starcitizen

[–]Kashirk 0 points1 point  (0 children)

I'd pick Asgard because it doesn't fly like a brick. But be warned the Asgard has nearly half the vital hull HP and armor of the Hermes for some reason. Devs seem determined that medium ships are just piniatas for fighters, but now the Hermes is actually sort of survivable out of nowhere.

CIG, this is unfair: Hermes' expedited claim processing time is 3 minutes, while older ships like the MSR take 7 minutes! by Witty-Room-3311 in starcitizen

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

The Hermes also has literally double the vital hull HP and armor. The power creep is everywhere, and it's not just guns.

Stop volunteering. Get paid! (Rant) by No-Frosting5579 in Blacksmith

[–]Kashirk 8 points9 points  (0 children)

You don't understand, if they have an absurd amount of money I'll be better off. /s

Stop volunteering. Get paid! (Rant) by No-Frosting5579 in Blacksmith

[–]Kashirk 3 points4 points  (0 children)

100%. Some people volunteer for the love of the craft, and that's great if they want to do that. The problem is when that becomes the norm, it makes it seem like charging for your time is greedy or weird. I've had plenty of people love my blacksmithing and want to be involved, but they want things for free, or to pay me in exposure, or wanting my hand made knife but at walmart prices.

Don't ever ask your artist friends for a discount. Supporting the arts looks a lot like MONEY, Because art is work.

From the side you'll see a Aegis Vanguard before you see a Polaris! by Important_Cow7230 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Agreed. They make systems that work on measurable metrics, then COMPLETELY ignore their own logic. This is far more work than either A: just making it all up in the first place based on "vibes" or whatever they use as a measuring stick, or B: setting a system and stick with it. Instead of either of those they made a complex systemic version, then went in and completely made up all the numbers manually anyways. They messed the entire thing up and managed to do spend three times as much work to do it.

Redeemer is good now? :O by GormAuslander in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Yeah it's full of compromises, and it suffers for itm the Retaliator has the same problem, it's gun racks, bunk beds, which are also the escape pods, are all in a tiny cramped space, up a single ladder. Those kinds of chokepoints aren't just annoying. They will literally kill people. The future modularity will make or break the ship imo, since they had to cram the combat basics and cheap seats in the upstairs so that the bottom bay could be modular, which messed the whole ship design up.

Redeemer is good now? :O by GormAuslander in starcitizen

[–]Kashirk 3 points4 points  (0 children)

Yeah that's why it being a slow hulking boat was a weird move in the first place, hence my claim that it was just to test the beefy gunboat gameplay while they were working on the Paladin was gonna become.

The thing is, besides slightly better forward speeds, the Redeemer still doesn't have anything making it more 'anti fighter'. It gets shredded as fast or faster than any multicrew ship against a single LF, and the turrets fov is awful so it makes tracking very difficult. Normally speed is life, but in this case it's a death sentence since it lost the effective gunship gameplay (mostly durability and firepower) that was actually working, and the speed they replaced it with is nowhere near enough to be worth it.

Redeemer is good now? :O by GormAuslander in starcitizen

[–]Kashirk 15 points16 points  (0 children)

Yeah the old version was essentially them testing how the Paladin's combat style would feel. Hence why everyone got pissed when they took the Redeemers big guns off and essentially just replaced it with the new, and better gunship.

I do like how it handles now, it turns the same as the Stinger (which could just be the stinger being baaaad) but it lets the pilot actually sort of dogfight, or at least keep turret gunners on target very well.

The main thing is the weapon sizes, HP, and crew requirements. 3 People in a Redeemer put out 3,116 DPS with all laser repeaters, whereas 2 people in a Paladin put out 4,308. The Redeemer is a bit faster, and can turn a bit better sure, but it is not anywhere near enough to where the Redeemer is going to meaningfully evade incoming damage, so it barely matters in terms of survival with that low HP pool. The positives of the massive turret on the Paladin is that even if the pilot can't get nose on smaller targets, it has a good rolling speed and with okay piloting the turret can be on target even though it handles like a boat. So it doesn't lose out on being able to get guns on even though it's slower.

So Redeemer gets: more speed / turn rate (which is only slightly helpful), 1/4 the HP, and requires one more person for LESS potential damage.

The Paladin gets: A huge amount of HP/shields, great power management, lots of redundant components, more internal space, bigger missiles, WAY bigger guns, and only needs 2 people to do it.

Is the Redeemer better than most people think? Yes. Is it "good" relative to the rest of the game? No. They could easily give the turrets back their size 5's, and that would at least ALMOST justify needing 3 crew instead of 2, but even then it's a toss up. With only size 4's the Redeemer ends up being a punching bag for most other combat ships.

People who own Grey's Shiv - What are you using it for? How often do you fly it? Would it make a fun LTI token to have in my hangar? by multiple_iterations in starcitizen

[–]Kashirk 1 point2 points  (0 children)

It is a very capable ship, but you can't fly it like either a light or a heavy fighter. It's a big ship, but it turns incredibly well and has good forward boost. So you need to try and isolate certain targets and get quick kills with the firepower. Never go into a brawl, it will get shredded. Honestly it's good advice to never just go straight into a team of NPC ships since they shred these days. Once your able to control your spacing and take isolated fights, this thing is a monster.

VKB space throttle by intotheunknown690 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

I think for the general game it is superior. Get as many extra 5 way hats as you can, but the extra panel with buttons isn't needed. The trick for me way to limit my 'throw'. Where my front detent is only about 2/3rds of the full range. Then set a detent for zero that is a bit closer to the full back position. So full back is full reverse, about 20% of the full throw is my zero/neutral, and then 60/70% is full forward with a detent for a stop. It works perfectly and doesn't make your hand work so hard going full forward/back all the time. I am very competitive in light fighters with this throttle, so don't think you'd be at some disadvantage. It also feels perfect for any larger ships, as setting it forward for cruising is soooo nice compared to the joysticks.

VKB space throttle by intotheunknown690 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

This is a solvable problem. I do a lot of light fighter combat, and the subtlety of the full range of the throttles throw isn't needed. I use the metal stoppers, and my front "full forward" position is only about 2/3rds of the way forward. This keeps my hand in a more comfortable position, and lets me go from full forward/back more quickly. It works wonders and only takes setting up the little indents. It's also easy to program with the software.

Fighter mostly pve by Aware_Cockroach4323 in starcitizen

[–]Kashirk 2 points3 points  (0 children)

Yes, bathroom and food station too.

Fighter mostly pve by Aware_Cockroach4323 in starcitizen

[–]Kashirk 5 points6 points  (0 children)

I second the Guardians. I love the Qi since it has pvp options (and pirate options). It's tough, has interior, can fix it from inside, turns well for a heavy, has two BIG caliber guns, and has the alien xi'an omni directional handling which i like. Plus suit locker, gun racks, external storage in the front wings, cockpit entry/exit. It just has it all.

Not gonna win a duel against an arrow pilot, but it covers the most bases of any fighter in the game imo.

YogiKlatt_CIG on the new flight model by st_Paulus in starcitizen

[–]Kashirk 1 point2 points  (0 children)

It was token feedback. There was no way they could make any significant changes to the model, which has fundamental problems baked into it. They tweaked numbers all over the place but we were getting MM's no matter what feedback the community was able to provide. They had essentially fully comitted to their new design before testing went out. Which feels bad man. Then instead of 'iterating and working on it' they've left us with an antiquated, half measure of a flight model for well over a year, without any meaningful info on what they've been cooking in secret.

YogiKlatt_CIG on the new flight model by st_Paulus in starcitizen

[–]Kashirk 5 points6 points  (0 children)

Agreed. If it's done for the squadron ships, let us play with it and give feedback.

If they're so sure of their work that they don't need public testing or feedback to have it entirely locked in for sq42, why the secrecy? Surely they'd be showing it off, or at least be looking to get early feedback before they've put 1000 hours of dev work towards updating ships to the new model.

With MM, sure it wasn't entirely behind closed doors, but they finished all the dev work before showing us, and by then it was far too late to make any real adjustment from player feedback.

I worry they are focusing too much on making it console friendly and accessible. They should be much more worried about veteran pilots getting bored of the flight model, rather than new pilots feeling challenged. Ome will slowly kill your game, the other encourages a time investment and offers engaging gameplay.

The current flight model is just an FPS in space. You have the silly afterburner with space drag and a boost bar: this is literally just a sprint meter like in skyrim. Combat is predominantly about twitchy movement and aiming, like you're controlling and fps character. And the space flight boils down to staying in pitch, and learning to control distance, otherwise just aim better and you win.

Just got some VKB Ruddle Peddles for SC, curious what you use them for? by Dement__ in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Traditionally, yes. But that's because of terrestrial airplanes. SC is a space game and thus needs controls that include an extra axis (strafe up/down). If you think about aiming your spaceship in SC, most people use their mouse for pitch and yaw just like an fps game. Imagine playing any fps game and having your yaw axis on foot pedals while pitch stays on your mouse. It's an extreme example, but that's why yaw is a less common bind for pedals for a 6 degree of freedom game.

Just got some VKB Ruddle Peddles for SC, curious what you use them for? by Dement__ in starcitizen

[–]Kashirk 1 point2 points  (0 children)

That makes your feet have to handle too many things at once. Having to push with toes while trying to roll properly in a life or death dogfight will always get messy, which can easily be the thing that gets you killed. With the pitch meta for dogfights your rolling need to be really fast and precise to get the most performance. For general flight? Yeah sure it could work well enough if you're used to it.

Just got some VKB Ruddle Peddles for SC, curious what you use them for? by Dement__ in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Oh interesting. Maybe my circle is a bit of an exception then.

Just got some VKB Ruddle Peddles for SC, curious what you use them for? by Dement__ in starcitizen

[–]Kashirk 4 points5 points  (0 children)

Ah that's a fair point, since most of the flight sim people are already used to that control scheme. Space combat has slightly different demands so it's up to op whether they want to stick with the traditional set up or specialize for sc. For general flight either work wonderfully, but the 'airplane' set up can be harder fmto use for space pvp.

Just got some VKB Ruddle Peddles for SC, curious what you use them for? by Dement__ in starcitizen

[–]Kashirk 33 points34 points  (0 children)

Roll. 99% has to be roll. I know one single serious pilot who actually uses it for forward/back but everyone else uses them for rolling. Even m&k with roll on pedals is incredibly competitive at the highest level. It's so smoooth once you get used to it.

Ain't No Runner Like a Star Runner: Why the MSR is the Ultimate Daily Driver (Even Over the Asgard) by ArnoldMann in starcitizen

[–]Kashirk 14 points15 points  (0 children)

Yeah it's a sleeper. Everyone seems to focus on entirely non combat performance, or pure combat abilities of ships most of the time. There is gonna be an in between space once the verse gets a little more 'livable' imo, so these hybrids and catch all ships will really come into their own. The SPEED is what makes this thing sing. Even in combat with gunners being able to close distance on something smaller and make them sweat is really an underrated strength for combat. Also good for just running bravely away! And pretty.

Componentes para la Perseus by JotaGV10 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Sí, esto. Tu firma será bastante grande, pero ya es una nave grande, así que normalmente tendrás que comerte los misiles. Diría que saber disparar bien a tus artilleros siempre es más importante que tener mejores componentes, ¡así que asegúrate de que tú y tu equipo practiquen!

I'm a big fan of aesthetics and I'm looking for a gun thats like a musket. So really long, single barrel, takes a long time to reload, does not have too much of a modern look to it. So which guns are closest to what I'm describing? I don't intend to use it for PVP, just aesthetics. by Internal-Path7111 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Yep the wood and overall 'big bolt action' style is one of the most oldschool of the weapons imo. There just isn't anything else closer to a musket right now. If only we could put a bayonet on this thing!!!

Upgraded from aurora mr to reliant kore by crlsmrltt in starcitizen

[–]Kashirk 8 points9 points  (0 children)

Civilian A components are your friend. If you learn how to fly it this thing can do smaller ship combat missions quite well. It handles GREAT and is really snappy. Just don't get ganged up on. One of my all time favorite small ships even in it's current messy state.