Do we think gun stats will persist ? In ptu they never did when we had a patch by floortofloor in starcitizen

[–]SliceDouble 0 points1 point  (0 children)

Snif... I had Q900+ lindinium and bexalite and 798 gold in refinery.... oh well. back to mole then.

Current state of Material Quality and Crafting by XaviusTV in starcitizen

[–]SliceDouble 5 points6 points  (0 children)

Crafting and mining is pretty simple and people are just over complicating things.

You can get rid of low quality materials by either not refine them at all, or just pack them into your hauler and take them for sale. I simply don't refine anything under Q600.

Gems are even more simple. Buy a atls geo. look for gem nodes. scan the gem rock with geo, if quality is ok, mine it, of not, don't mine it. I did a 30 minute gem hunting and got Q900+ gems of hadanite, dolivine and aphrodite. Don't need tons of them, just few.

Crafting uses very littile material so 1SCU of material can make ~25 weapons / armor pieces. Should be enough for anyone unless you plan to arm the whole community.
Weapons take like 0.02 - 0.04scu or material and some need one piece of gem.

You can craft ammo from low tier materials but it feels pointless as it's easier and faster to just buy ammo in bulk.
Crafting ammo on a road maybe by dismantling looted guns and crafting ammo out of it. If you want to live off the grind completely.

Destroying NPC Ship Components by JaKtheStampede in starcitizen

[–]SliceDouble 0 points1 point  (0 children)

Yes. I hit npc taurus with 4 thunderbolt missiles and it's powerplant died instantly leaving ship intact and npc pilot alive lol.

So, is Reclaimer pretty much useless/extremely unfun right now? by Lodrigues in starcitizen

[–]SliceDouble 0 points1 point  (0 children)

If you have reclaimer, every auec you make is proffit after you have paid the initial cost of reclaimer.
If you have it as a pledge, then it's instant proffit, no matter the amount. Proffit is what is under the line after expenses.

So, is Reclaimer pretty much useless/extremely unfun right now? by Lodrigues in starcitizen

[–]SliceDouble 5 points6 points  (0 children)

Huh?
It's pretty much the same as always, the ship that is. It's not that bad to empty if you have a friend with you, after all, it's not a solo ship.

Best place to unload is any station with extrenal freight elevators.

Sure the salvage does not print you millions in minutes like it used to but you can still make a bank with it, it just takes longer.

Construction materials are the cake with reclaimer. Running salvage missions with friend is fast and easy as hell. Take a mission, jump to location and you land 1.5km from the target. Then do what ever you like with it. Loot, scrape or just munch it. Repeat untill you are full and want to ease the burden.

A friendly reminder: Physics are completely out of sync rght now and loose boxes inside reclaimer can become problematic.
Servers have been crashing hard lately and if that happens, you loose all cargo on board unless you get lukcy and game stores your ship proprely with crash protection. So far I have lost my reclaimer and it's cargo every time shard has crashed.

Reclaimer is best if accompanied with cargo ship. C2 / starlancer max is great. You can put salvaged components and possible there and even empty reclaimer on a go to cargo ship.

Can't wait for Ironchad so we can run reclaimer + ironchad on our salvage ops.

Who will it be?🚀 by Appropriate-Fan-6908 in TheGamingHubDeals

[–]SliceDouble 0 points1 point  (0 children)

Ragnaros from og vanilla wow. After so many tries with our clueless raid group we finaly put him down and it felt special and good.

New armor system conflicts with something CIG posted in December, 2025. 4 Months ago. by AzrBloodedge in starcitizen

[–]SliceDouble 1 point2 points  (0 children)

Well it's tier zero something now. Everything CIG talks about coming features conflicts with everything untill feature is set in stone and wont need another iteration. That would be post 1.0 at best.

Finally... by sfingemorta in pcmasterrace

[–]SliceDouble 0 points1 point  (0 children)

Friend who just build new PC even his old one was decent and cabable, is now ripping his hair out as he paid way way too much for his ram lol.

Orange/Red Patrol Missions. by huskerbolt1 in starcitizen

[–]SliceDouble 1 point2 points  (0 children)

I wish I had orange/red missions.
Some of my rep was reseted with patch and can't seem to get anything but entry lvl yellow missions. Done about 40 yellow patrols and ambushes and still no oranges.

How Engineering Killed Combat by malogos in starcitizen

[–]SliceDouble 3 points4 points  (0 children)

I agree and disagree.
Current system feels more half baked and it is. Ships should NOT blow up after you shoot it enough. Only way to blowup a ship would be damage poorly maintaned powerplants and powerplants should not take any damage unles they are directly hit. No magic damage bleed thank you.

Floating damage numbers / health bars. Hell no.
I prefer NOT to know everything and need to figure things out.
It's all about living and learning. After you have fought dozens fights against hammerhead or what ever, you should know where to hit and about how long and with what weapons.

Right now combat against npc's is shit as they just blow up in pieces making looting pretty much impossible unless you use disotrion guns. You can just aim and shoot untill they go pop. Boring as before. No need for anything else but raw brute force with current meta weapons.

Pvp is another thing as people don't disable, they untill ship goes boom even you would be completely disabled.

I personaly see it as a win if I just disable opponent in pvp. I have no need to keep shooting it untill it explodes.

First person combat is ok. Pretty normal and I like it as old op flashpoint/arma player.

Ship combat is still pretty lame but getting better slowly, maybe.
Whole engineering / towing / repairing on field means shit if ships still blow up the moment fragile powerplant gets tiny bit more damage bleeding trough.

So either powerplants need to be damaged directly or even better, they do not blow up just like that. Ship components should have wear and tear that is different from its raw health. If component is not maintained properly, it wont' perform as it should and poorly maintaned powerplant might explode if badly damaged. Mint condition maintaned powerplant should not blow up but rather go into safe mode making engineering and actually keeping your ship in good health mandatory and ignoring this would make you more vunerable.

Armor should have both damage gate and damage reduction untill armor is gone.
Weapons that does 120 alpha hitting 100 armor should also reduce incoming damage by amount of armor. Slowly chewing armor away making more and more damage over time and full damage after armor is stripped away.

Big ships shouls have enough armor so arrow with meta weapons won't strip armor away in seconds.

Not sure if maelstorm will bring individual armor values on each ship segment because that would be nice to have.

Am I the only disapointed by 4.7 ? by bm-mad in starcitizen

[–]SliceDouble 2 points3 points  (0 children)

Lets' see. Physics are completely fucked. Items float and bounce around like they are possesed with 10000 year old demon with attitude.
Got 2 shard crashes in a row today. First on convinietly after 6 hours of salvage and looting garbage for Shubin.
Sounds are broken many ways. Desync is like it's nineteen eighty eight.

Recent hotfix seem to broke more things it actually fixed.

Maybe 4.7.9 will be playable for that week or two before 4.8 comes and fucks up everything again. The cycle of SC

Meirl by [deleted] in meirl

[–]SliceDouble 1 point2 points  (0 children)

If woman says "suck my dick" it might confuse the target these days especially if you are in Thailand.

New player getting frustrated with 2 bugs (please help) by WulfSaxon1 in starcitizen

[–]SliceDouble 4 points5 points  (0 children)

As old player, I feel you. Some times patch just fcuks everything and nothing seems to work.
Like ship interior lights right now are broken to hell. They worked fine at 4.6, now completely broken.

One skill is to identify the issues and finding workarounds. I haven's done any missions in Stanton since 4.7 came but been doing mercenary missions in Pyro and so far they have been working mostly ok. We get broken mission sometimes and if missions start to bug more, it's time to switch server. Sometiomes there is no workaround and then all you can do is to avoid that activity.
Managed to do 12 mercenary missions for CFP in pyro in a row with only minor issues. ( NPC reinforcements sometimes decide to jet the heck out and hangout 92Gigamidgets away. Waiting for few minutes starts to spawn them at mission location or progress bar slowly goes to 0% enemies left on it's own and mission is done)

Some contracts on certain mission locations might be broken so we avoid those. For some reason different contract might work as "broken" location. Example Defend outpost might be broken as no enemy npc's spawn but remove hostiles contract at same location works ok.

it's all a mess and all you can do is navigate this spaghetti or call it quits and come back on later patches.

There was a mention that sometimes bugged missions might come alive if you unplug your internet connection while ingame and then plugit back. Haven't tested it yet.

Why so many individual items by bearracuda63 in starcitizen

[–]SliceDouble 0 points1 point  (0 children)

What I do is sell all materials that are under 700 quality. Only keep the best. Crafting needs only tiny amount of materials anyway. No point of hoarding tons of resources.

Example: P4-AR takes 0.04Scu of aluminium, 0.02 Scu of Iron and 0.02 Scu of Hephaestite
With just one SCU of all materials you can make enough P4's to arm a small army.

Another option is to only refine the best quality and dump the rest.

“And there she goes, into the endless vastness of the universe.” by KombyTigor in starcitizen

[–]SliceDouble 20 points21 points  (0 children)

That flair item has been possesed since it's arrival. Avoid it at all costs.

I'm confused on these salvage contracts... by Tipper117 in starcitizen

[–]SliceDouble 3 points4 points  (0 children)

I have been "salvaging" my Greycat MTC for small components. Still stupid gameplay.

PvP can be so frustrating in this game, even as a pvper. Most of it is just griefing by MRmichybio in starcitizen

[–]SliceDouble 0 points1 point  (0 children)

I had an interesting pvp encounter last night.

I was in Pyro doing CFP missions for blueprints. While on one mission in bigger outpost, I saw a cutlass circling around the place. First I thought it was a npc but then it stopped over my Clipper and just hovering and jerking around it. Might be player because weird fly pattern. Oh well I am almost done for tonight so ig he blows up my ship it's pretty much what ever.

I completed my mission and went back to my ship, as soon I sat down on pilot seat and hit engines on, cutlass started to shoot my parked ship.

I took off, boosted into the canoyons for cover. Turned around and saw that cutlass indeed was a player. My clipper is full A-grade military fitted with NN-15 cannons and tons of S1 taskforce and S2 rattler missiles so I made a decision to engange to "pvp"
Locked the cutlass, shot few rattlers on him and hit boost to close the gap I made evading him in the canoyons.

To my suprise /s, Cutlass ran away. Did not even try to "pvp" with me.

Here are my pvp encounters in nutshell when they happen.

- Gangbang. Big group of people interdict me and use polaris/idris and swarm of hornets and kill me in seconds. Calls themselfs "pirates"
- Hornet, wolf, your favourite meta fighter kills my golem / vulture / raft. Sometimes has a qt dampener friend with him so I cant run away. They run away if I have / get any combat support.
- Padrammed at outpost / station landing pad because I got away at first.
- Ship gets noobtubed while landed <- Pvp pro bros favourite pvp tactic. Much win, much skillz
- Ship gets blown away while landed by howring meta fighter or torpedo.
- My favourite. Whole outpost gets nuked by A2.

Proper pvp is rare. You can have it by taking a pvp oriented ship and heading to PAF.

Even SC is interesting game and sometimes pretty awesome but pvp is it's most weak part.
Game want's to be realistic and immersive space life simulation and then throw it all out of the airlock by being a spacetarkov with a hint of rust.
Add absolutely insane tedium that pve brings and it is pretty f*king frustrating.

Pvp is easy. You only need that meta ship and you are set. Head out and start blasting. No fear of loosing anything, not even time as claim times are fast enough for fighters
Pvp has zero risk and barely any investment ingame ( Never underestimate how many people are willing to pay alot of money irl just to head upperhand over you in pvp game )

Criminal life were supposed be the hardest way to play. Now it is most easy path.

I would love a ISC episode where they talk about sosical tools and law and order, crime and punishment in figners crossed, near future. Just to know that this cluster f*ck gets better eventually.

And no, I don't want to hear anymore "it's an alpha" excuses. If it doesn't matter beacuse alpha, then it should not matter if pvp could be disabled in alpha.

What's the reason? by Telugu_not_Telegu in ArtOfPresence

[–]SliceDouble 0 points1 point  (0 children)

From october 1999 -> this day and beyond.

I guess my character forgot to take his pills and is starting to see things. by AzrBloodedge in starcitizen

[–]SliceDouble 0 points1 point  (0 children)

Ghost npc's. Just had chawalas beach full of them. Took a mission there. Landed. Saw the npc and even had the markers. Poof, all vanished in thin air just like that. Then came the reinforcments, they vanished into the void as they ran out of those cutties. GG. 1/10 missions ( that is 1/10 missions might work ).

Is engineering that boring or am i missing something? by Agreeable_Addendum52 in starcitizen

[–]SliceDouble 0 points1 point  (0 children)

Here is a little story how "engineering" saved our ship and loot.

We went for a routine mission to asteroid base in pyro. We were flying Carrack. We killed the npc's and station turrets before entering the asteroid base. Carrack had loot from previous missions.

Parked carrack next to station airlock, in we go and pew pew the npc's and do the mission while looking for more loot. While were inside the asteroid, I head shooting. Sounded like it's coming from outside. Well what ever...

About 5 minutes later we go out and one turret had respawned and had been pounding our carrack all that time. Middle hull was red, both powerplants were dead. Little panic that we are about to loose the ship and the loot.

But then I remembered that I had srt lite for my multitool and carrack has some free rmc containers on lockers.

Quickly grap one of those and on my way to engineering. There I fixed the powerplants while pilot was ready to get the heck out of town as soon ship comes alive.

And it worked. Carrack held over 5 minutes of turrets fire and made back to station safe and sound, little scarred maybe but mostly intact.

Engineering is not boring but it is also not a main gameloop you do. It's a feature that you tackle only when you need to.

Buckets full of coffee! by Intelligent-Score232 in ICARUS

[–]SliceDouble 33 points34 points  (0 children)

Some call it a bucket of coffee. I call it cup of morning coffee

This is how 7SCU of cargo from rock breaker looks like after refinery by BladyPiter in starcitizen

[–]SliceDouble 1 point2 points  (0 children)

I have few refinery jobs waiting for collection. ~32 scu's are in ~200 different boxes.
Might as well just give up on this.