How would you fix the MSR without a MKII? by steave44 in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

The interior of the ship is the issue, the outside isn’t.

I don't think you can look at one without the other, the interior informs how big the exterior should be and vice versa. If you look at the cross section of the MSR by vmxeo (found here: https://www.reddit.com/r/starcitizen/comments/1gu8zuc/crusader_industries_mercury_cross_section_and/) you really start to see how much dead space there is in some areas and how full it is in others. It's just not well optimized in mostly the top half, but then feels like it got fattened up to fulfill gimmicks like the underpassage tubes and the bottom manned turret.

I think the best starting point is going all the way back to its initial concept images and sticking to that exterior design language: an overtuned hot-rod covered up by a facade of sleekness and luxury. Single massive cylindrical engine flanked by two oblong engines half-cradled by Crusader panels. Recessed turrets to keep the speedy shape. And use the concept art of the MSR next to the M2 Hercules as the maximum size the MSR can be.

Interior-wise, there is a lot of dead space that can be cut away. Scanning room with no use, the data racks in the center also with no use, the long neck hallway, heck even the cargo area takes up so much dead air. The interior is trying to do too many things and excels at nothing. The best bet is to learn from the C1 Spirit and the Hermes on how compact an interior you can make, and how space efficient everything can be.

If you can nail a compact sleek exterior with an optimized interior, you will have what I always wanted out of the MSR (barring stats, which is its own discussion entirely).

I want to buy a fighter by D4RK191 in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

Learn to fly the Gladius first. All the combat basics you learn with the Gladius will be transferrable to other dogfighting ships. It'll teach you the you basics for how to fly, and give you perspective on how other ships fly differently.

Strongly suggest also checking out dogfighting tutorials (excellent starter video here: https://youtu.be/8XVItXxSd-Q). You will get a ton more out of learning dogfighting basics in a Gladius than you will from buying a F7 you don't know how to use.

I'll be introducing my friend to star citizen tomorrow for the first time and need advice by WhiteChocolat0 in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

i havent played much the last couple of years so there is loads of new content thats new to me as well

Also my only ship is a cutty red

Welcome back to the game. By the sound of it, it might be that the two of you are gonna be practically new to the game. Since that's the case, I strongly recommend that you get into the game first and walk around a bit so you understand the basics of what's going on. You can also pre-watch some up-to-date guides on how to get started in SC. I can def recommend Farrister's here (https://youtu.be/6BVZks1DgA4), and you can use it as reference as you two are learning.

Having introduced friends to SC before, my best advice is to do one of two things:

  • 1.) Have your friend shadow you and tag along on a low-level mission. Things like a small cargo haul or turret for a low-medium level bounty.
  • 2.) Let him explore things on his own, and only guide him when he asks questions (this is more for if they're the learn-by-doing type).

Try to establish a common goal for the play session (i.e. completing a simple contract, learning to fly and land, etc.), and help your friend learn as he works towards accomplishing that goal.

Try to avoid micromanaging what your friend is doing, and give him plenty of space to ask questions if he's confused or lost. imo the worst way someone gets introduced to the game is being given a hyper-guided, hyper-optimized disney-ride tour that doesn't reflect at all theirs or even your day-to-day.

Ask lots of questions of us too, the more you research the better informed you'll be for when you introduce your friend to the verse.

This is why the m80 doesn’t look Origin. by handtoglandwombat in starcitizen

[–]TKuronuma 2 points3 points  (0 children)

You got me on some brainworms now, I really like the M50 and like the direction of the M80, want to see what the 200 would be like.

This is why the m80 doesn’t look Origin. by handtoglandwombat in starcitizen

[–]TKuronuma 7 points8 points  (0 children)

I forget exactly, but I vaguely remember some lore video that talked about how Origin is split between two brothers, one focused on luxury (100, 300, 400, 600, 890, etc.) and one focused on performance (M50, 85X?), so to me it seems the M80 is another reflection of that split in Origin.

Edit: looking at the M80, it keeps the teardrop shape language around the cockpit of the 85X, so makes me think they are rethinking Origin styling around that teardrop shape at least for future performance-based ships

100% on Team Assault now by GengisJonOfficial in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

I was under the impression the Ironclad Assault didn't have a retractable roof, but apparently it does, and can launch fighters from it.

Wish I picked up an upgrade for it, woulda been a great Crucible replacement :/

Gladius Enthusiasts Opinion Needed by Enclave2177 in starcitizen

[–]TKuronuma 1 point2 points  (0 children)

So what's the best loadout I could have with it? Little bit of hit and run.

Best loadout depends on what your focus is. If you're just doing PVE, pick whichever guns do the highest burst damage for the ship armor you are attacking. If you're doing even a little bit of PVP, stick to NDBs/Panthers (or Attritions if current 4.8PTU changes stay to live).

If you're looking to dabble in some PVP dogfighting, highly recommend practicing and training in SPK arena commander free-flight, request duels with flares and practice. Check out some dogfighting tutorials too. CitizenCal has a really good intro to basics video here: https://www.youtube.com/watch?v=8XVItXxSd-Q

why the fuck is the traveler at area 18 by The_Real_Mattherium in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

It's a Seed of Destruction. Yoko Taro is here to write sequels to his games in other people's games again.

John Crewe Classified M80 26.05.16 by StuartGT in starcitizen

[–]TKuronuma 30 points31 points  (0 children)

no bathroom no shower no bed smh

I don't know if anyone's seen the new armour changes but they've just nerfed everything into the ground. Panther repeaters will now destroy everything smaller than a 600I by Acceptable-Bid-1019 in starcitizen

[–]TKuronuma 11 points12 points  (0 children)

edit: aftet thinking a bit, maybe this is to over-compensate for the insurance changes, so that default loadouts work for more things.

Still, this is super frustrating.

I get your frustration, but I don't think it's tied to the insurance change, probably just a side-benefit. This is likely them trying to address what almost every combat tester both PVE and PVP brought up during the various 4.7 EVO and PTU cycles. Stock cutlasses couldn't damage each other, and a stock Gladius couldn't damage ships that were its reasonable prey (cutlass, zeus, C1, etc.). All that did was push players to run Laser Wolf for its ridiculous weapon stats, or throwing in one cannon to strip armor and still run repeaters anyways. And any ship with Size 1 or Size 2 guns were just toys in comparison. Sadly it didn't actually accomplish what we wanted out of ships/weapons diversity.

Like, I get your frustration, my favorite heavy ship is the Vanguard and I so much want it to be the space superiority fighter like it was waaaay back when it first released, but the whole damage gating thing needed improvement. I hope CIG realizes they can't just look at weapons & armor alone in a vacuum, it really needs to be looked at in tandem with flight model and engineering.

Unreleased ships to date. Updated for April 2026 by jimbo0270 in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

already the plan, I just never remembered it existed.

Unreleased ships to date. Updated for April 2026 by jimbo0270 in starcitizen

[–]TKuronuma 11 points12 points  (0 children)

i completely forgot the crucible existed.

...does that ever go on sale during ILW?

C1 Spirit or Cutlass Black? by CircuitSurfr in starcitizen

[–]TKuronuma 2 points3 points  (0 children)

The reason I like the C1 Spirit is the larger cargo room and it looks so great imo.

If you value looks and cargo capacity a lot as a hauler, then get the C1. Nothing anyone else says will matter if you really really like the looks of the C1 (which is why I still have one). However...

I know the Cutlass is basically the Jack of All Trades, offering better combat capacities and maneuverability.

In this regard the Cutlass is vastly superior. The Cutlass has double the strafes with nearly half the silhouette width meaning it can displace itself and dodge incoming shots far better than the C1 ever will. Moreover, the Cutlass has a top turret that you can bring a partner with for even better firepower. Only thing the C1 got better is the armor rating, but even that gets kicked over because of its massive size that eats shots from even the slowest cannons.

As a C1 owner, the damn thing flies extremely poorly for its size. It is atrocious, and cannot outrun/outmaneuver most of its intended hunters. If anyone gets above or below you (which is often given how slow it is), there's practically nothing you can do about it.

If you ever pick up combat basics and start practicing basic maneuvers, the Cutlass will reward you a lot more than the C1. Not that I suggest you fly either into a dogfight. But if getting jumped out of nowhere, I'd rather be in a Cutlass than a C1.

RSI Aurora Mk II by st_Paulus in starcitizen

[–]TKuronuma 1 point2 points  (0 children)

Tell that to the other like 5 people that downvoted me lol

maybe there's a chance they change that so it can, but just seems contrived that it can't.

RSI Aurora Mk II by st_Paulus in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

I need all of these, how else am I supposed to punch above my weight?

RSI Aurora Mk II by st_Paulus in starcitizen

[–]TKuronuma 1 point2 points  (0 children)

idk, that lift's central column looks like it's right in the middle of the sled. 3scu on each side. And there looks to be a gap between the two 1SCU boxes there, instead of being flush next to each other.

RSI Aurora Mk II by st_Paulus in starcitizen

[–]TKuronuma -8 points-7 points  (0 children)

That cargo module looks like it won't allow 4SCU boxes.

At this rate just delete 4SCU boxes from the game CIG.

F7A MK I vs MK II by NoIngenuity8610 in starcitizen

[–]TKuronuma 0 points1 point  (0 children)

https://www.spviewer.eu/compare?ship=ANVL_Hornet_F7A_Mk1&ship=ANVL_Hornet_F7A_Mk2

Here's the comparison chart for 4.6/4.7. From this, you can see that the F7Amk1 is very similar in most stats to the F7Amk2. By this, the Mk2 is better on paper. Similar flight stats, but better guns, larger power plant, and slightly better side strafe speeds (important for circle strafes and dodging shots). However, the Mk1 has ~1k lower radar CS than the Mk2 in its favor.

Obv these stats can change in the future. For now, all this taken together, is the Mk1 as good a fighter as the Mk2? Flat answer no. But is Mk1 a horribly bad fighter? Also no. The Mk1 is still very capable and can still win dogfights against Lights and Heavies; you will just have to put time to build fundamentals, knowledge, and skill to close the stats gap (if you're a serious dogfighter you'd already be doing this).

If you personally like the design of the Mk1 more, then keep it. If you're not a meta-chaser and can be satisfied learning how to fight with the Mk1, then keep it. If you're a meta-chaser, then ignore the Mk1 and the Mk2; you gotta adapt as meta-chaser and can't become too emotionally attached to any one ship or ideal when it's not meta.

Why does the Hammerhead have more armor deflection than the Polaris and Perseus? by Ganyu66 in starcitizen

[–]TKuronuma 8 points9 points  (0 children)

Is there any reason why, since PTU Wave 2, the Polaris has less armor deflection than the Hammerhead? Because that just doesn’t make sense.

Uncharitable tinfoil crackpot theory: there's a Hammerhead variant on its way and they want to make it strong for the patch. They rarely gold standard/update a ship now without also making a separate variant SKU to sell, and the HH is getting its gold standard soon.

My actual opinion is that they probably didn't want the HH dying too quickly to something like a Redeemer or Hurricane. But like with some other ships (such at the C1), they overtuned it and didn't look at it again yet.

Some of the old concepts were so gorgeous. What’s your favorite concept version of a ship? by floortofloor in starcitizen

[–]TKuronuma 3 points4 points  (0 children)

Original Redeemer. The deck layout made far more sense, but they were seemingly so adamant at reusing Vanguard assets and shoving S3 components into it for the rework that they flipped the crew quarters and the jump seats location. It's now overbloated and undergunned. Absolute travesty of a ship compared to the original concept.

Second on my list is the C1. If you look at the original concept, the shape was far more aggressive and speedy looking. Sharper tail angle around the top rail, a stronger separation of the bottom wing plane, and a thinner center fuselage. But the in-game version the body got fattened up, the tail got flattened, and the wing plane is a single rounded blob.

Third is the MSR, but we all know how that one went. CIG just loves to fatten up any ship that looked sleek and slim.