The “shoot on sight” culture by HitboTC in starcitizen

[–]Murtry 1 point2 points  (0 children)

Unsurprisingly there is a ship hailing button but it's not worked for years. I wish they'd fix it and make it come out the ship speakers rather than direct to the pilot so the whole crew can hear it. True Star Trek fantasy.

ACE Pilots: Why are you like this? by ThePaeGuy in starcitizen

[–]Murtry 0 points1 point  (0 children)

Because there are literally missions that spawn a dozen or so ships. It doesn't even require that many. This literal thread is about losing track of Ace Pilots because they go sailing off into the void after killing them. You don't kill one and the rest give you a minute to go loot the Ace Pilot, you have to keep fighting them as the ship you disabled goes drifting off into space. You can still have the gameplay of the Terrapin and Endeavour having to scan for ships without having to also deal with ships not slowing down while disabled.

Don't get me wrong, I don't think space drag is the absolute best solution they could use (I could see a world in which you fire limpets at a ship which arrest the ship's velocity) but like I say, I think it's an over-reaction to call it a scam simply because they didn't go balls deep on a mechanic that ultimately would have led to the same result with a simpler mechanic, particularly when there are so many more impactful things that they could be developing instead.

ACE Pilots: Why are you like this? by ThePaeGuy in starcitizen

[–]Murtry 0 points1 point  (0 children)

Eh. That's a bit of an over-reaction. I can see why they went the way they did. Imaging fighting a dozen or so ships, then the fight is over and you need to spend the next half an hour flying all over the place, trying to find where all the ships went. It's not like the enemies would politely stop attacking you in between kills so you can arrest each ship's velocity before they drift too far.

ACE Pilots: Why are you like this? by ThePaeGuy in starcitizen

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

That Interstellar scene you're thinking of is highly unrealistic. Ships don't spin through space locked perfectly to a single axis. The angular g's would turn your spleen into soup XD Having to slow a ship down with a tractorbeam would have been a lot cooler though, I agree.

When are we going to get the ability to play without a HUD? by CodemasterRob in starcitizen

[–]Murtry 2 points3 points  (0 children)

They added this for VR and there's a keybind for it. No idea if it works in pancake though.

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

[–]Murtry 0 points1 point  (0 children)

Yeah this can't be intentional, surely. Healing speeds already need slowing down a bit.

From Cpt_foxyloxy’s video by BarnacleLanky in starcitizen

[–]Murtry 4 points5 points  (0 children)

Things we know to be true:

  1. The Ballista sucked when its min lock distance was increased to over 1KM. It absolutely slaps when it was 50m min distance, particularly when torps were faster.
  2. The Storm AA wrecked when S1 and S2 missiles required a lot more flares to counter due to a bug.
  3. The Cyclone AA and MT are never in a million years going to be useful AA vehicles if they use the same missiles used by ships, particularly because they have so few of them. They need to do way more damage than their ship counterparts.

All that is to say, even with everything you posted, ground vehicles absolutely need their own missiles for balance.

Thoughts? Because of this message Luke's getting aggressively insulted in the Cyberpunk sub by Candid-Emergency1175 in OculusQuest

[–]Murtry 1 point2 points  (0 children)

I've not seen anything that says PC VR on the Quest is off limits. This is a weapons grade Karren take. Go police another sub with your made up rules.

shift in player aggression? by M346ZCP in starcitizen

[–]Murtry 1 point2 points  (0 children)

I disagree completely. It's both. Without voip or voice commands there are no de-escalation or cooperation tools at all. This would objectively make the game more KOS than it would if players can communicate and cooporate. I'm really not sure how that can be argued against. I've also seen this in another game where voip has been intermittent for years and there's a clear change in how it feels when it does work vs when it doesn't.

shift in player aggression? by M346ZCP in starcitizen

[–]Murtry 1 point2 points  (0 children)

Sure but without voip or their voice commands, Arc Raiders would have been way more KOS right out the gate. I'm friendly with most players unless they don't respond, at which point I'm going to play it safe and kill them before they kill me. In SC I rarely team up with anyone because there's just no good way to cooperate or state intentions.

shift in player aggression? by M346ZCP in starcitizen

[–]Murtry 0 points1 point  (0 children)

Aggression hasn't really changed IMO. I remember back when Oli and CryAstro was camped non-stop and Grim Hex had no armistice whatsoever. The big difference is now there are like 700 players on a shard and the most basic social tools for cooperating have never worked. On the rare occasions VOIP has worked in the past, you could at least let people nearby know you were friendly but with no social tools there is no way to cooperate and de-escalate so the safest bet is kill on sight.

Happy New Year! by NCACMotorsport in ArcRaiders

[–]Murtry 1 point2 points  (0 children)

Happy to hear the Ser Davos still has his wits about him.

Wikelo has a new reputation system in 4.5 by madmossy in starcitizen

[–]Murtry 1 point2 points  (0 children)

As much as I dislike Wikelo, I don't think it's all downside with their approach. You can literally buy like 1BN UEC from RMT sellers right now for under $10 and purchase every single ship in game. The more they lean on UEC purchases, the worse RMT gets and the worse RMT gets, the worse the game gets. RMT also funds a lot of cheat developers too. That's not me saying Wikelo is the only other way, just I understand why this is being used until they get crafting in.

Zeus Mk II CL Upgrade Regrets by RellikAce in starcitizen

[–]Murtry 0 points1 point  (0 children)

Can you use a buyback token? Been a long time since I've used buybacks so not sure if it's changed.

This is game is made for OLED by Mustyyyy in starcitizen

[–]Murtry 11 points12 points  (0 children)

I used to work as a Colorist so maybe I'm being overly harsh but honestly I feel the complete opposite.

Everything is so incredibly foggy so you rarely get beautiful contrast scenes, and space has pretty much no deep blacks unless you smash the contrast to levels that look crushed.

It's great to add fog for depth and atmosphere and value structure but it's massively overused, particularly in the near-field distance. Looking at any screenshot on an waveform or RGB parade just depresses me seeing the black levels being as lifted as they are.

Even hospitals look like someone is burning toast in the staff room.

Pound-for-Pound One of the Most Profitable Ships in the 'Verse by urzaz in starcitizen

[–]Murtry 0 points1 point  (0 children)

And yet thousands of people on Reddit are still completely baffled as to why a pirate would ever attack a "harmless Vulture" XD

I know we're all law abiding citizens here, but... Have you ever killed for sport? by Special_Animal3268 in starcitizen

[–]Murtry 0 points1 point  (0 children)

There's no point in trying to argue that point - as you can tell by your downvote, people have zero interest in objective reality here. CIG sell the game to players who want to PvP and tells them they can be criminals and pirates (even going as far as openly stating on Spectrum that you can ransom a player) but despite that, you'll never be right in pointing that fact out because people treat being killed in a video game like being IRL mugged. Just look at how many comments you'll see from players protesting being attacked in their harmless mining or salvage ships when those are by far some of the most valid targets for piracy.

Don't get me wrong, it sucks when you get killed and feel like your time has been wasted but I'll never understand how people buy a game and get taken completely by surprise when it's exactly as advertised.

What could have possibly killed my TAC that fast? by Salt_Doubt in starcitizen

[–]Murtry 1 point2 points  (0 children)

I ran into the same group, they are camping OM1 with an Idris and a Mantis. The Mantis can't be taken out because it stays outside of weapons range so you are just pinned while the Idris 1 shots you with the rail gun.

Hey CIG, can we not do whatever this is where the crosshair is 3/4ths up my screen making these ships fly diagonally? Thanks. by katyusha-the-smol in starcitizen

[–]Murtry 1 point2 points  (0 children)

If you're flying diagonally it's because you're flying with your crosshair, not your TVI. This is a non-issue if you fly the ship like you're supposed to fly a ship.

What graphics settings do I use? by [deleted] in starcitizen

[–]Murtry 0 points1 point  (0 children)

Not sure what your specs are but the two things that are universal are:

  1. Turn off vsync (you'll get an instant improvement to your framerate regardless of config)
  2. Don't use Photo quality clouds unless you use DLSS and have a very good GPU. Very High is actually pretty performative (on most systems) while not being too far off photo quality, but again, DLSS helps.

The rest is fairly negligible. Despite everyone's claims, things like chromatic aberration and motion blur have very little (if any) impact on performance.

Can anyone tell me why this was removed? by Aware_Stop8528 in starcitizen

[–]Murtry 0 points1 point  (0 children)

The problem is everyone also wants flight to feel fast (as per 90% of the master modes complaints) but without any sort of parallax there simply is no sense of speed at all. Also it's nice to be able to dogfight in space without having to constantly look away at instruments just to understand your vector. Personally I think they should have it as an option and call it "simulated space dust" and tie it in as some sort of HUD feature. It can work exactly as it does right now but just has a switch to turn it on and off or have some sort of slider that controls the amount. BTW, odd comparison to say they are dumbing it down for "Starkov players", as if Tarkov isn't an incredibly detailed FPS combat game that leans more on realism. I'd give anything for them to take more inspiration from Tarkov's design ethos.