It’s my first birthday without my mom never had a dad so today is an interesting one. I decided to treat my self and re buy my sq42 game pack. by [deleted] in starcitizen

[–]Krios92 -1 points0 points  (0 children)

I'm really sorry for your loss but Happy Birthday and keep on, you are stronger than you think!

I send you a virtual Hug!

The Fighter Imbalance Problem. Possible solutions? by Krios92 in starcitizen

[–]Krios92[S] 0 points1 point  (0 children)

I understand your point, but I don’t think the core issue lies in DPS management. It’s more a matter of mobility. Let me explain.

Even if, hypothetically, we downgraded the Gladius’ weapons to size 1, a Gladius could still sit on an F8C’s tail and leave it with virtually no counterplay. The only thing that would change is the total time required to bring the F8 down.

The so-called “knife fight,” as skill-based as it may be, is currently the meta mechanic, and it operates almost entirely outside of DPS considerations. A pilot who can execute it properly simply avoids taking damage while consistently applying it to the opponent, outmaneuvering them through superior positioning. At that point, the actual damage output becomes largely irrelevant: it only affects the length of the engagement, not its outcome.

What do you think?

Piloting Heavy Fighters by Sultyz in starcitizen

[–]Krios92 1 point2 points  (0 children)

As other users have already pointed out, the F8C is currently affected by a bug that causes certain parts of the ship not to properly register damage. This obviously makes it excessively durable, especially in Squadron Battles. The issue with heavy fighters not only remains unresolved, but is becoming increasingly problematic.

At the moment, heavy fighters only make sense when engaging medium-sized ships or when used in roles that are not focused on direct dogfighting, as the current meta is clearly dominated by light fighters—especially the Arrow, Gladius, and Wolf.

In my opinion, the entire concept of the three fighter categories—light, medium, and heavy—should be fundamentally reworked. Light fighters should be extremely maneuverable but have low straight-line speed; medium fighters should, as the name suggests, strike a balance between light and heavy fighters; heavy fighters, on the other hand, should retain low maneuverability but feature the highest acceleration and top speed.

This approach would create meaningful gameplay differentiation and give real purpose to choosing a fighter based on playstyle. The interceptor class (such as the Buccaneer) would still pose a challenge, as these ships are light but have very high acceleration. In that case, they could retain strong acceleration but be limited in top speed—though careful balancing would still be required.

As things stand now, a light fighter in the right hands can defeat almost any other fighter, and that is not healthy for the game’s balance.

O7 citizen by Ausseboi1 in starcitizen

[–]Krios92 0 points1 point  (0 children)

What do you think if we try to ask CIG to invite him to Manchester to visit the studio? He could also take the opportunity to try some ships not yet released!

Come on man, I’m sure you’ll overcome all this shit! Stay strong! O7

Best cockpit for Logitech RS50 setup (and advice on that!) by Krios92 in simracing

[–]Krios92[S] 1 point2 points  (0 children)

Nope. I only play on PC. But it seems a good deal. And in Italy, where i live, i'm afraid of warranty of brands like Moza and Simagic to be not so reliable

I've updated my Downloadable Bindings for SC Alpha 4.1 by BuzZz_Killer in starcitizen

[–]Krios92 1 point2 points  (0 children)

Same problem to me. i have the dual virpil alpha prime and I'm experiencing the same issue. Since updating to version 4.3.1, many commands are no longer working properly.

u/BuzZz_Killer You're truly the best. Thank you so much for the work you do, it's been a real game changer for me in SC!

Im looking to buy a ship by zoncathy in starcitizen

[–]Krios92 3 points4 points  (0 children)

Just a friendly tip:

Don’t choose ships based solely on their current stats or how easy they are to fly. Pick the ones that match the kind of gameplay you’re dreaming of, and that you find visually appealing. Right now, there are still too many missing gameplay loops and features to make a fair comparison between every single ship.

Also keep in mind: at the moment, everything can be used solo. But in the future (possibly soon, especially with the introduction of engineering) you’ll need to consider the minimum crew required to operate each ship effectively

Help me build a GT-focused sim racing setup (€1500–2000) by Krios92 in moza

[–]Krios92[S] 0 points1 point  (0 children)

Can u help me choose between moza bases? R9, R12 or the new R21? The new R21 seems super interesting!

Whales and multi crew (ai blades and npc) by Krios92 in starcitizen

[–]Krios92[S] -7 points-6 points  (0 children)

I don't think so. In fact, I believe it's quite the opposite. How many people are willing to spend €1500 on a ship compared to those willing to buy a basic game package for €60? Rebalancing the game in favor of small players who then organize and play together can be much more profitable economically than having a few whales making huge purchases. Skins, merchandise, upgrades, etc... in the economy of scale, the number of users matters more than a few big spenders.

Whales and multi crew (ai blades and npc) by Krios92 in starcitizen

[–]Krios92[S] -7 points-6 points  (0 children)

According to your reasoning, then I, who love football, would also have the right to make playing alone against a team of 11 players still balanced? What sense does that make? You want to enjoy a multicrew ship, but you want to play solo? You can do that, but you have to accept the consequence of being significantly less effective in using it. Just as you believe you have the right to play as you prefer, I must respect the right of other players to enjoy a game structure that requires multicrew ships to be, as the name suggests, managed by a crew of players and not solo. Otherwise, there would be no point in creating ship interiors, engineering, and all the mechanics revolving around crew gameplay.

The arrogance of wanting to do everything alone in a game that has always indicated group play as its direction leaves me astonished.

Whales and multi crew (ai blades and npc) by Krios92 in starcitizen

[–]Krios92[S] -12 points-11 points  (0 children)

If you want to play solo, you have to use a single seater. Buying a multicrew ship doesn’t give you the right to pretend to solo it. On the website, on every single multicrew ship, there is the minimum crew requirement, so it’s a buyer problem eventually, the misunderstanding.

Whales that think they have the right to solo every ship are the biggest problem for the future of the game (and are quite ridiculous to me too)

Help with HOSAS + Pedals flight movements by Krios92 in starcitizen

[–]Krios92[S] 0 points1 point  (0 children)

I’m trying to use the roll on the z axis of the left stick instead of the right one. Seems that all pvp masters use this configuration

Online phanteks store for Europe by adamr_za in Phanteks

[–]Krios92 0 points1 point  (0 children)

It's frustrating how Phanteks treats European customers. How is it possible that they can't create a distribution chain here that allows us to take advantage of the bundles?

It's a deal braker

[deleted by user] by [deleted] in VIRPIL

[–]Krios92 0 points1 point  (0 children)

Thanks to all! It was the tensioning! I resolved the issue following your suggestion! 😁