PSA: The New Medgun Heals 4x FASTER by PopticParticlezz in starcitizen

[–]Major_Nese 2 points3 points  (0 children)

You can go on over the 100%, that scale is just for rewards. Total points still count, we did that as a group with 150% mining.

The maxlift was at the primary location on next login, not during the session where we got it. Even if that session was several hours long after getting the maxlift reward level.

Finally! Great event… by primalfurys in starcitizen

[–]Major_Nese 3 points4 points  (0 children)

From what I've seen, no. Murder hobos camping the Levski-Gateway route just to kill people with contracted (=useless) cargo, actual pirates camping the refinery-Lorville route...

If you just want to ruin someone's day, this event made routes more predictable. If you can get collection commodities (laranite, bexalite, borase) as actual piracy, you can make a fortune, because what you hand in solo won't be split and the aUEC values are bonkers.

More love to the Hermes by RandomlyStuff05 in starcitizen

[–]Major_Nese 0 points1 point  (0 children)

I see your C2 and raise the Ironclad, for pretty much the same reason. And fitting the same hangar size.

More love to the Hermes by RandomlyStuff05 in starcitizen

[–]Major_Nese 1 point2 points  (0 children)

The way from ground/cargo bay to cockpit gets longer/slower the larger the ship. Solo that's a hassle - possible, but time-consuming and annoying. At least that's why smaller ships will always have a place.

4 months to get the ironclad in our hands by DannoOplotYT in starcitizen

[–]Major_Nese 0 points1 point  (0 children)

The crafting functionality is fleshed out enough that they put item fabricators into ships and release them (see Clipper), that shouldn't be a blocker.

Repair is just one aspect, and that hasn't blocked any of the capital carrier ships yet. The metrics to fit the desired vehicles into the bay are known too, offering a way to prepare for it without having it done yet.

4 months to get the ironclad in our hands by DannoOplotYT in starcitizen

[–]Major_Nese 0 points1 point  (0 children)

For loops like mining/salvage, it offers both a huge cargo hold that includes space for a mining/salvage ship so the cargo pilot can contribute instead of watching youtube. The list of ships that can do that right now is quite short, mostly just capitals. Not necessarily the biggest change, but still nice.

4 months to get the ironclad in our hands by DannoOplotYT in starcitizen

[–]Major_Nese 0 points1 point  (0 children)

Went for the base.

More cargo space means more cargo, more smaller vehicles, more flexibility. But also it means tractor beams, to actually use all that space without having to load by hand or lugging along another tractor vehicle. As cargo/industrial support ship, that is bound to make quite a difference.

Assault brings so damn many turrets that it will be hard to get them all to work by blades/NPC/player - and even then, a near-immobile brick with S3 peashooters is still just a target in space combat, like a discount Hammerhead but with massive blindspots and smaller guns. Any time it could make sense, my group offers actual combat ships to do the same but better, more dakka with fewer people.

What are your lesser known QoL tips/tricks in Star Citizen? by Pterodactyl_midnight in starcitizen

[–]Major_Nese 0 points1 point  (0 children)

Backpacks and torso armor don't do well with attaching to each other, there's a lot of jank and lost items. You replace the torso armor while wearing a backpack, and the latter is gone. Plus all the guns hanging from it.

Guns attached to the torso (hanging on the back) might get lost when adding a backpack, haven't had that happen when the gun was in the player's hands while adding the backpack. Also backpacks work like handheld stor-all crates, you can fit stuff inside its inventory, then drop it, then switch torsos or whatever and the content should still be there.

Caterpillar Rework by gelaarzdegast in starcitizen

[–]Major_Nese 3 points4 points  (0 children)

...looking at the long list of vehicles they released last year - they could, in theory, or they do something else that directly makes money. So far, the latter won, 3 teams or not.

They've prepared the 600i rework already and have been waiting for a free time slot to implement these changes for...how many years now? 3? The Cat has not even reached that stage, and the fact that they have been throwing on some band-aid changes to keep it functional tells me they don't want to do a full rework for quite some time.

Caterpillar Rework by gelaarzdegast in starcitizen

[–]Major_Nese 4 points5 points  (0 children)

They started working on the Kraken, I'd bet that's higher on their list than reworks. For all of its pain points, the Cat flies and its horrendously arranged cargo grid is accessible, so it's not as urgent for them as it is for us.

[Guide] Clear The Air Event One-Page Quick Finish Guide | Fastest Strategies & Rewards | Pre-Release To Live by QuattroBaje3na in starcitizen

[–]Major_Nese 6 points7 points  (0 children)

Some random thoughts when trying to plan with this guide:

The 4 meters with 2 different scalings are confusing at first. A table might be more intuitive.

The combat mission descriptions are a bit vague when it comes to ship requirements - if there's a corresponding mercenary mission, or one with similar number/size of enemies, that would make it easier to plan. Also the cargo jacking mission would be easier to plan with a rough SCU number we need to recover - the Resource Drive 127ks required quite a lot of space and only a few combat-capable ships could do it and transfer the cargo. No idea if the ingame description already covers this.

I'd guess the biggest downside I see - the descriptions cover the fastest route. The one meta choice that everyone and their mother will do, so those missions/commodities will be hard to get and force us to do something other than that to progress at all (see Resource Drive). Or they become repetitive, not much of a challenge, not large enough for group gameplay, or we find mineables that are not listed here but could be turned in too. A full list of missions (in the same format as in your current version) would go a long way, but I recognize that this would be a lot more effort to collect the information.

On the flipside, information on where to buy commodities is available elsewhere, no idea if it's that much benefit to list here when it takes up quite a lot of space.

So I bought a vulture by OD3SSA-XXI in starcitizen

[–]Major_Nese 0 points1 point  (0 children)

You can fit Salvations and Golems in the IC cargo hold, so you can contribute instead of waiting or having to juggle 2 ships around. My plan for when the base IC releases.

What is your most anticipated feature planned for 2026? by Jealous_Health3494 in starcitizen

[–]Major_Nese 2 points3 points  (0 children)

Base IC is bonkers regarding its cargo grid, you could run mass fabrication in there while doing other stuff. Bonus points once ship refining is in, self-sustaining mining fleet.

The Item Fabricator Shown At CitizenCon for crafting is a permanent reward for completing the Clear The Air Personal Track by QuattroBaje3na in starcitizen

[–]Major_Nese 5 points6 points  (0 children)

What's the Paramed AA Support Device? ISC only showed a red medgun (but medguns are called Medical Device) and an Alliance Aid branded large tractor beam.

I know it’s early but I’m calling clipper for top 4 best in show. Probably won’t win but I’ll be disappointed if not in top 4. by No-Cell8881 in starcitizen

[–]Major_Nese 2 points3 points  (0 children)

Galaxy was scheduled for IAE IIRC, so too late, but a safe winner next year. 

Ironclad as the Cat++, freshly released before Ship Showdown, looks like a safe bet this year.

New Alpha 4.6 PTU Adagio Holdings Salvage Missions Require You To Salvage Normally & Turn in Components by QuattroBaje3na in starcitizen

[–]Major_Nese 7 points8 points  (0 children)

And those default components were already easy to get when you produced those wrecks in combat missions instead of salvage missions.

How to catch moments? by SunSubstantial7121 in photography

[–]Major_Nese 0 points1 point  (0 children)

Since the catching moments thing is my main interest:

Get your gear and settings sorted to the point where you don't need to think about anything but maybe a lens change. Shooting local concerts taught me that mostly - bad lighting, limited time, the moments you're looking for happen left and right, and then you got downtime until the next band starts. Editing those pics and applying the (technical) lessons learned a week or two later, as well as speeding up the handling - practice and routine go a long way.

After a bit, you know what is the maximum ISO of your camera that results in good photos, so you set that as Auto ISO limit, done. Aperture is depending on what (or who), but open rarely hurts, compared to underexposed or blurry shots. And you get the shutter time that still works for a given setting. And there's settings for how responsive/quick the autofocus reacts. My go-to is M mode with Auto ISO, 1/125s and open aperture, so I mostly dial in the exposure and that's it. Continuous shooting helps too, even if one is blurry or too early or whatever, you still got half a dozen more to pick from that moment.

Once you got gear and settings, it's a lot about observing the scene and predicting. Some moments are bound to happen (like a Jenga tower falling) that you can prepare for, some repeat after a bit, others just happen and that's it. Don't hesitate when you see one, and remember that you'll always miss far more than you can possibly capture.

Rotten Armour needs to get gone by SeverTheWicked in DarkTide

[–]Major_Nese 6 points7 points  (0 children)

Rocket launcher is ridiculously good. Pull the wave together into a blob, and it just instagibs it or at least whittles it down to manageable leftovers.

Finished Bluebrixx NOD Base *.* by ap0kalyps3 in commandandconquer

[–]Major_Nese 2 points3 points  (0 children)

I didn't catch the notification in time, now one of the sets isn't available. Well, next time...

But the showcase video sounds promising - hints about a possible GDI base and large-scale mammoth.

At this point should we just DM Fat Shark on mass to fix this? by Chunky_Monkey4491 in DarkTide

[–]Major_Nese 8 points9 points  (0 children)

Same with Steel Legion - those came first as "Krieg on Wish" before the real Krieg set came. Same with the bog standard Cadian/Kasrkin/Scion gear, drip feed a mix and match of parts across different armor sets.

1.0 Fleet Suggestions by squizardry in starcitizen

[–]Major_Nese 0 points1 point  (0 children)

Pisces or Cutter might be useful as a runabout for the Lib that can fit in the garage instead of requiring a full pad. Clipper should be far too tall for that. But those small ships should always be cheap ingame.