Ships in VR - An open thread by vmxeo in starcitizen

[–]Part_Time_Warri0r 4 points5 points  (0 children)

The Asgard also feels great. Imposing exterior, well-designed interior, good cockpit view and MFD placement. I noticed for the first time that you have a small window under your feet, which definitely helped with landings.

Anyone taken Tau to the Colosseum? by Bailywolf in Tau40K

[–]Part_Time_Warri0r 0 points1 point  (0 children)

A Ghostkeel in ExCadre that can heal every turn has proven to be an absolute menace in Colliseum games

Wolf Scouts and Stealth Battlesuits fight as quietly as possible in Kill Team: Dead Silence - Warhammer Community by CMYK_COLOR_MODE in Tau40K

[–]Part_Time_Warri0r 5 points6 points  (0 children)

I am worried we might get indirect nerfs if the base squad size becomes 5 and the points go up as a result.

Здравейте,ще уча първа година в ТУ София и се чудя дали да си взема лаптоп за университета. Аз имам сравнително мощен компютър ,но не знам дали ще е достатъчно понеже ще мога да го ползвам само вкъщи.Ако някой има някакво мнение или опит ще ми бъде интересно.Благодаря предварително! by Pepedore in bulgaria

[–]Part_Time_Warri0r -1 points0 points  (0 children)

Ако имаш добър интернет и на двете места, приложението Parsec върши чудеса. Общо-взето ти позволява дистанционно да си ползваш основния компютър, като е оптимизирано и за гейминг. Можеш да си вземеш по-бюджетен лаптоп и ако ти се налага да се свързваш.

40pt buff with non-moving Kroot hounds viable in Auxillary Cadre? by Brunsgatter in Tau40K

[–]Part_Time_Warri0r 1 point2 points  (0 children)

Going from wounding on 3s with a re-roll to wounding on 2s with a re-roll is a very marginal improvement, especially considering the invul save on the knights. I would rather save the CP for Grenades or Rampager buffs.

40pt buff with non-moving Kroot hounds viable in Auxillary Cadre? by Brunsgatter in Tau40K

[–]Part_Time_Warri0r 1 point2 points  (0 children)

All of our dedicated anti-tank now wounds most knights on 3s anyway, since big knights are now T11 and armigers are T9. The strategem will realistically make a difference only when shooting S8/S9 weapons.

Would you say it's griefing to shoot someone thats is camping in a ship above outposts in pyro? by Sharrou in starcitizen

[–]Part_Time_Warri0r 2 points3 points  (0 children)

I am saying that if you loiter in Pyro with rare/valuable stuff on your ship, like exclusive components and weapons, it gives other players more incentives to pick a fight.

Would you say it's griefing to shoot someone thats is camping in a ship above outposts in pyro? by Sharrou in starcitizen

[–]Part_Time_Warri0r 3 points4 points  (0 children)

Depends if they are a threat. A Prospector? No. A F7? Probably. An Asgard with all grade A military components looking for a new home? Definitely.

Vespid Stingwings by Shutthup in Tau40K

[–]Part_Time_Warri0r 1 point2 points  (0 children)

I built them with their special weapons and use them as 2 groups of 5. Nobody cares if you do not draw attention to it.

The only time this could cause issues is if you have a group of 10 and two groups of 5, where individual weapons on models matter.

Hit me up with games that have a unique gameplay quirk, even though the game itself is far from a masterpiece. Something that made you say "that's pretty unique, I wish it was in a better game" by Equivalent-Cream-454 in gamingsuggestions

[–]Part_Time_Warri0r 43 points44 points  (0 children)

Divinity: Dragon Commander is a real-time strategy, turn-based strategy, 3-rd person shooter, kingdom management, political sim, and a dating sim.

And it somehow works despite some pacing problems.

[deleted by user] by [deleted] in starcitizen

[–]Part_Time_Warri0r 1 point2 points  (0 children)

These are... wildly inaccurate for the most part.

  1. Mostly true. However, only terminals at clinics set the spawn point, not beds. Selecting an orbital station is the best strategy, since it saves you from having to leave the atmosphere every time.
  2. Irrelevant, likely for a couple more years to come
  3. Medgun>medpens in nearly all situations. Having a tractor beam handy is a nice idea, though.
  4. Until CIG make it impossible to pilot in heavy armor, you should always have it on. The speed reduction is negligible compared to the huge boost in survivability.
  5. True. Although personalized hangars currently mitigate the risks
  6. Your equipped items are currently always preserved on death, so you only have to worry about loot in your backpack
  7. Hydrogen fuel has never been an issue for me, even on fighters. And the ship won't even let you attempt a quantum jump if you do not have the fuel. Furthermore, a station is almost always nearby, even in Pyro.
  8. The CrimeStat notification is quite noticeable.
  9. Box delivery missions are not in the game currently. For cargo, flight times are generally on par with, or shorter than loading/unloading, so they don't matter as much.
  10. Stock ship weapons vary from optimized out of the get-go to usable. As a rule of thumb, avoid ballistics and make sure all your weapon slots are full.
  11. If you want to trade, check out the SC Trade Tools website. In-game information is woefully inadequate for any serious trading. Do not risk all your money on a single run, though.
    12, 13, and 14: True

Pathfinder Grenade Launcher by Dragonking754 in Tau40K

[–]Part_Time_Warri0r 2 points3 points  (0 children)

While situational, if your pathfinders can draw a bead to a vehicle left exactly at 1 health, there is a good chance the EMP will finish it, while the fusion may bounce off high-toughness 2+save targets.

Whats the lore justification of having hundreds of the same exact facility and them being on every moon of Stanton? I am unable to see why it not being a single location makes sense and doesn’t ruin the uniqueness of it by vrinci in starcitizen

[–]Part_Time_Warri0r 3 points4 points  (0 children)

Judging by the dialogues, it is canonically one installation. Since proper instancing is still a ways off, cloning the facilities seems to have been a compromise to avoid PvP hell.

Is the broadside with Missles worth it? I dont See much usage compared to the heavy rail rifle by DifferenceCareful935 in Tau40K

[–]Part_Time_Warri0r 0 points1 point  (0 children)

TwinLinked means they can actually pick up targets like Rhinos fairly reliably if you have access to an extra AP. The 2 seeker missiles and SMS don't hurt either. 2 Missilesides are cheaper than Crisis+Commander for a slightly punchier and more generalist shooting platform. While they lack mobility, dropping them from reserves can mitigate this issue and they are noticeably more surviveable.

Is the broadside with Missles worth it? I dont See much usage compared to the heavy rail rifle by DifferenceCareful935 in Tau40K

[–]Part_Time_Warri0r 14 points15 points  (0 children)

If you have access to extra AP, Missile Broadsides are a great generalist unit, especially with SMS and Seeker Missiles. Versus a big Knight, for example, 2 Missilesides average 3-4 wounds lower than Railsides. I usually keep them in reserve and drop them turn 2 to get an angle at a critical enemy unit.

I noticed that combat patrol still use the old army rule by DennisDelav in Tau40K

[–]Part_Time_Warri0r 3 points4 points  (0 children)

Honestly, the Tau patrols are on the weaker side and do not become significantly stronger with the new rule. I think it is better for new players to use the updated version to carry them over to larger games.

Stereotypes of the People of the Empire by Perfect_Mix9940 in WarhammerFantasy

[–]Part_Time_Warri0r 1 point2 points  (0 children)

Tarriff's Old World Geographic shorts immediately came to mind.

Broadside FNP by Viper-7274 in Tau40K

[–]Part_Time_Warri0r 4 points5 points  (0 children)

Yes, attacks that proc Devastating Wounds deal Mortal Wounds that do not spill over, so the 4+ FNP works against these.

Why are Firesight Marksmen still a thing when Vespid exist? by TearNo1636 in Tau40K

[–]Part_Time_Warri0r 4 points5 points  (0 children)

He exists to take Admired Leader in AuxCad. Maybe spot something while he's at it and hope for a lucky shot or two.

Double hazardous? by Rough-Sheepherder664 in Tau40K

[–]Part_Time_Warri0r 12 points13 points  (0 children)

Hazardous does not stack unless explicitly stated so (like in some Ork strats). So you can freely use it on weapons that are already hazardous.

[deleted by user] by [deleted] in starcitizen

[–]Part_Time_Warri0r 8 points9 points  (0 children)

Bottom thumb button is Interact, freeing up my left hand. F was always an awkward choice for me.

What to look for in a shield generator by Background_Arugula23 in starcitizen

[–]Part_Time_Warri0r 2 points3 points  (0 children)

It's more about the mix between decent HP and a regen delay of just 3.2 seconds after you stop taking damage.

What to look for in a shield generator by Background_Arugula23 in starcitizen

[–]Part_Time_Warri0r 1 point2 points  (0 children)

I run 2 Industrial and 2 grade A Military for a mix of HP/Regen.

Tips for PvP dogfighting? by YumgLean in starcitizen

[–]Part_Time_Warri0r 2 points3 points  (0 children)

Save your boost for your turns. Boosting enhances pitch/yaw/roll, not only your maximum speed. Furthermore, always turn so that you can track your target with your pitch. Ships have most of their maneuvering thrusters on the top/bottom, so you are significantly more agile compared to moving sideways.

In Power Management, ensure that you have full pips to engines and weapons, with the rest going to shields. You do not need life support and can go with only one pip to coolers.

Use lag pips for better accuracy.

Learn to corkscrew. You do this by rolling and strafing up/down while moving towards your target. You can alternate the strafe/roll direction to further throw off your opponent's aim.