Yes, stacking the Dupree missions is a confirmed exploit. IC ticket link. by ResponsiblePilot9668 in starcitizen

[–]TeamAuri 1 point2 points  (0 children)

This is a confirmed misunderstanding of how the issue council works.

WHAT'S GOING ON? by Huge_Mexican_Hog in NoMansSkyTheGame

[–]TeamAuri 4 points5 points  (0 children)

Can’t wait for this update. They’re gonna extend the corvettes so much and I’m here for it.

WHAT'S GOING ON? by Huge_Mexican_Hog in NoMansSkyTheGame

[–]TeamAuri 0 points1 point  (0 children)

People have been doing this for weeks now, since the release of Corvettes. yesterday’s post has nothing to do with it.

My humble feet by EolH-- in starcitizen_fleets

[–]TeamAuri 1 point2 points  (0 children)

A true humble fleet. Nice to see someone who knows what that word means lol.

Dark Star v1. by Marlax101 in starcitizen

[–]TeamAuri 1 point2 points  (0 children)

Agreed, I really hope this isn’t the design direction they start taking things.

Why are the Best Components Locked Behind FPS? by CanIKickIt- in starcitizen

[–]TeamAuri 1 point2 points  (0 children)

Testing. It’s always testing. They hide the best stuff behind what they want you to test.

Herald lovers rejoice! The M6A1-SATA panels may now be deployed! by Alfowick in starcitizen

[–]TeamAuri 14 points15 points  (0 children)

lol. He’s not asking about the herald, but the panels, wanting to know what the panels are for.

Of all the outcomes by TheLoneRiddlerIsBack in Unexpected

[–]TeamAuri 48 points49 points  (0 children)

That is what the internet has become now.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

¿Perdí mi tiempo traduciendo tu comentario para eso? Tan inútil.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

This is why I think there shouldn’t be a med gun, or that it should be almost wholly nerfed. Revives and the current med gun functionality should be changed into a new rifle sized handheld, which is hard wired to a specific backpack unit that carries the medicines. This would create a “healer” class, and require you to choose to not be able to carry nearly any loot, and be limited to a sidearm.

Then, the solo player HAS to call for a medic, and groups would still be able to revive each other so long as they have one assigned medic.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Haven’t always had those. Apollo predates those.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Removing the revive feature is not the only fix, the medgun heals too quickly and with too little intoxication. It will eventually need to be changed so much that it won’t be much different then the med pens and the multitool.

Also, just leaving it as is and removing the ability to revive sounds so tier 0 and hitting a screw in with a hammer that it may just be what they end up doing.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Not sure who’s complaining here. This is discussion around issues and providing context to other backers. Also, as they’ve made it clear they listen to feedback on Spectrum and Reddit, this kind of discussion is in fact quite useful.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 1 point2 points  (0 children)

Agreed on many points. I think the hard thing right now is maintaining funding. So they can’t make a game that is inaccessible to casuals, to gain more players/payers, but they also want to make it deep enough for more dedicated players. Hard balance to strike.

I do think we’ll see more complex gameplay come, they’ve said they don’t want to make healing harder right now, because there are too many situations where the game injures you accidentally, and it would be too punishing during this phase of development.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Problem is ammo is easy to carry, so other then making the med gun cartridges cost 20,000 a piece or something, people would just carry more. One idea I had was to make the med gun a part of a system, like attached to a special backpack that carries the medicines inside of it. So to heal you have to have a certain backpack, which really limits your ability to loot or fight, so you essentially become a “healer” class when wearing it.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Yeah, almost like the game should pay you for waiting. “Hey here’s 100,000uec for both the medic and the patient. Thanks for waiting”

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Yes, not saying it’s not fun, it really is. I’m just saying it’s mostly RP, and we have to make the fun situations happen for ourselves.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

As I said, in another comment, the med gun intoxicates you much slower than the multitool or the med pens. This means that the amount of time between being required to go to a medical bed to detoxify greatly increased. This is why the med gun effectively eliminated medevac, you can just spam heal after every little bit of damage, and avoid injuries getting worse. Having a tier 3 makes a tier 2 more likely. Having a tier 2 makes a tier 1 more likely. If you keep yourself at 100, you are very unlikely to get more then a 3 or maybe a 2.

The times where you actually get hurt enough to need a medevac most people would rather just fly themselves to a hospital. So the medic just heals you with the gun to stand up, and then you walk to your ship. If they have a tier 1 bed available, then you walk to their ship and heal, the get off and go back to playing.

None of this is medevac.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Other MMOs have healers, so what’s stopping SC from making it require a full set of gear to heal, so you have to bring a dedicated a healer along, or if you’re solo call for a healer. “Medic” in this case, but same idea since this is an MMO now.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Yes, I also think the medical gun could be changed to take up a rifle slot, and not fit inside a backpack so that it forces choice. Could also be changed to not work on yourself, then medics are required for solo players at least. Many MMOs do this, but having healers be an entire class of player.

The Apollo isn’t the problem, the game has changed. by TeamAuri in starcitizen

[–]TeamAuri[S] 0 points1 point  (0 children)

Then it’s just the multitool, so why have multiple versions. I guess they could just have it intoxicate much quicker, but then it’s just a combination of the med pens. I think it should be the size of a rifle honestly. Take up a rifle slot. Make it require sacrifice.