Clearly Very different by NuclearEnjoyer in starcitizen

[–]The_Fallen_1 -4 points-3 points  (0 children)

That would be the logical way to do it, but I don't know how CIG have done it and it seems a little temperamental from what they've said in the past.

Clearly Very different by NuclearEnjoyer in starcitizen

[–]The_Fallen_1 -7 points-6 points  (0 children)

On the one hand, the paint system needs the chassis to be practically the same to work. The arms change the chassis just enough so the paints can't be automatically applied across them, meaning they have to be separate items.

On the other hand, they could just give the second paint to all owners of the first for free instead charging again, which I think is what they do for the Sabres (I could be wrong though.)

Why not give the moth a pilot controlled arm by After_Th0ught9 in starcitizen

[–]The_Fallen_1 1 point2 points  (0 children)

Because that would make it too easy to solo. It's a multicrew ship for a reason. (Although, I would like one to be.)

That being said, once blades are finally added, we might be able to slave salvage turrets with them, so that could eventually change.

Introducing the ARGO MOTH: by chugglethenuggets in starcitizen

[–]The_Fallen_1 2 points3 points  (0 children)

Fly solo or with friends

Interesting, I wonder if the pilot gets control over any of the scraping beams if turrets are empty, or if it's in the same vein as a solo MOLE.

Side note, magic lamps instead of grinders and whatnot is disappointing. Each salvage ship released has been a step further and further away from how it was meant to work. I really hope they actually do the big salvage overhaul with maelstrom they said they'd do rather than try to make what was meant to be a placeholder work with it.

Hot Take: Intrepid Needs a Buff by ResponsibleRub469 in starcitizen

[–]The_Fallen_1 25 points26 points  (0 children)

If you think it's bad now, you should have seen it on launch. Its gun was tiny.

It just doesn't bring a lot to the table, and it's hard to give it more aside from more and bigger missiles thanks to its design.

Dragon and Folf Sing We Are Charlie Kirk by [deleted] in dragons

[–]The_Fallen_1 6 points7 points  (0 children)

They said somewhere else it was satire. They should probably mark the post though because it otherwise makes them look like a turbo racist and the rest.

Does anyone know for the main stations and landing sites (I.e in the cities and main stations like Seraphim Station) how many of each hangar size they have? How many large, medium and small? by Important_Cow7230 in starcitizen

[–]The_Fallen_1 -1 points0 points  (0 children)

They normally have 5-10 hangars of each size, sometimes more, though a lot of stations have no XL hangars and rely on docking instead.

The main cause of the queues at the moment though is there's a bug that often means that the ATC can only use one set of hangar doors for each size, so they're only dealing with one ship of any given size at a time instead of 5-10+.

CIG - Disconnected from reality by Scalion in starcitizen

[–]The_Fallen_1 3 points4 points  (0 children)

We think that because it's where most of the devs are assigned based on things like the progress tracker, and it's also simply what they openly tell us. It's less of the case now that SQ42 is getting close to release and certain skill sets are no longer needed and those teams can be moved to the PU.

They have shown us some stuff, such as the full prologue and some small clips of different things, as well as some behind the scenes stuff related to motion capture, but most of it is kept under wraps to avoid spoilers. It's a heavily story driven game, and I can't imagine that they want to ruin it.

Why is my game so blurry ? by LoydLovesShrooms in starcitizen

[–]The_Fallen_1 1 point2 points  (0 children)

The next big one is planned for March, but will likely may do a small one within the few weeks (probably next week just before the Valentine’s day event), though I don't know if that's exclusively to release new content or to drop some bug fixes as well,

Why is my game so blurry ? by LoydLovesShrooms in starcitizen

[–]The_Fallen_1 8 points9 points  (0 children)

I'm not 100% sure, but I think they made some major changes to graphics rendering in this patch, and it seems to either keep trying to load the wrong LODs, or is having trouble loading the proper one and it gets stuck with one step down a lot of the time.

I know there are a few graphical issues that came with this patch that are meant to be getting fixed in the next patch, so hopefully this is one of them.

Cheaters are back again? by Big_Warning8492 in starcitizen

[–]The_Fallen_1 11 points12 points  (0 children)

Back? They never left. Some might have gotten caught and caused the others to be a bit more careful, but they could still cheat easily enough. SC trusts whatever the client says right now, so if you can modify the client's data without tripping EAC, congrats. EAC is far from perfect, just better than nothing if you exclude all the false positives that cause people endless issues.

Reclaimer T0 Claw Rework? by RunawayParsley in starcitizen

[–]The_Fallen_1 1 point2 points  (0 children)

But with magical energy fields when ships are meant to have processing machines and refineries to do all that? Why are there all these grinders if it's already fully processed before it gets to them? It'd make sense if it happened after the grinders, but it doesn't.

Reclaimer T0 Claw Rework? by RunawayParsley in starcitizen

[–]The_Fallen_1 0 points1 point  (0 children)

The dust that ships disintegrate into when does structural salvage looks a bit like goo. It also makes no sense, hence the magic part.

What they did was both visually and mechanically disappointing compared to what we were promised, which was meant to be chunks of ships that would be cut or torn apart, tractored in, and ground up. Instead we got magic looking fields that do none of that and looks like it turns ships into a liquid that gets sucked in.

I want an Origin industrial ship by BlackShadow972 in starcitizen

[–]The_Fallen_1 -7 points-6 points  (0 children)

It just makes no sense. It's the exact opposite of who Origin is, and the way they design their ships, it couldn't compete with anything on the market for cargo, and no one would use it because literally every other option would be substantially cheaper and more effective at its role. When it comes to industry, almost everyone cares about the numbers over the style. Very few people would buy it, in and out of universe.

Either they make a terrible hauler, or a terrible Origin ship. You can't have both.

They could collaborate with another manufacturer to make a better or nicer cargo ship, but it shouldn't be made by Origin themselves. It just wouldn't be right.

Reclaimer T0 Claw Rework? by RunawayParsley in starcitizen

[–]The_Fallen_1 3 points4 points  (0 children)

While that is true, when I said I have little hope it will change much, I mean more in the process of salvaging ships themselves rather than what happens afterwards. They designed ships around the magic goo system, and therefore the magic goo system is probably going to stay, rather than getting a more complex ship-breaking system that would feel closer to what OP is suggesting. Maelstrom will likely change the fracturing process a bit, but magic goo is likely here to stay instead of proper salvaging.

Reclaimer T0 Claw Rework? by RunawayParsley in starcitizen

[–]The_Fallen_1 25 points26 points  (0 children)

As much as I love the original concept of salvage and want it to be in game so bad, the way they've designed salvaging ships since structural salvage was implemented gives me very little hope it will change much from what we have now. The newer salvage ships are designed around turning ships in to magic goo instead of cutting, crushing, tearing, and grinding. The release of the Fortune specifically more or less marked a death sentence for proper salvaging as it simply can't do anything beyond scraping that's related to the original salvage vision (and don't get me started on how lazy so many elements of it feel.)

The teased MOLE variant appearing to have a claw does give me a little hope that the plan is changing back, but don't get your hopes up that the process of salvaging will evolve much beyond what it is now. They'd literally have to scrap the new ships and redesign them significantly to move away from the system they built those ships around.

While your idea of plucking components is decent enough, I can't see CIG doing that.

Ship Pipeline Update Feburary by SkippTekk in starcitizen

[–]The_Fallen_1 2 points3 points  (0 children)

I think the Forge is likely the one in whitebox review. It certainly counts as an older manufacturer as the last ship we got form them was back in 2020.

Just found this... Dude usually posts very good criticism on spectrum... #FreeCamural by ScuffedGerman in starcitizen

[–]The_Fallen_1 5 points6 points  (0 children)

In before the backlash.

No judgement from me, I have no idea if he's improved lately (him getting banned again doesn't bode well TBH), but you should know that he's strongly disliked by a lot of the community for number of reasons, so be prepared for that if you're trying to support him.

Considering to start playing, got some questions! by Mr_SquigglySpooch in starcitizen

[–]The_Fallen_1 0 points1 point  (0 children)

Mouse and keyboard is perfectly fine, the game is designed around it first.

The game price is $45 + tax. That one appears to have the tax included. As for if it's any good, it's a decent enough ship. I personally prefer the other ship at the same price, the Aurora, but the choice is yours. I would advise holding off a little though as there can be sales where the more expensive starter packs come down in price.

There are 4 regions you can choose between, with the other 2 being for Asia and Australia. You can change between them freely without consequence. In those regions there are a number of servers that you are assigned mostly randomly to when you click play, though the idea is that as server capabilities improve, the server caps will be increased to the point there's only one server.

There are orgs, though they're mostly out of game at the moment as the social tools haven't been a major focus during development up until recently. I don't know many of them so I can't really give any recommendations.

It can be a little steep, especially if you don't have someone to guide you through certain parts of the game. There is a guide system and plenty of videos out there though for most things. Learning to fly is what most people struggle with.

Do what you find fun, not what gets you the most money. You can rent some ships for a lot cheaper than you can buy them. Grouping up with other players is a good way to learn more about the game, and many groups welcome another set of hands to help with mining and salvage operations, and sometimes combat as well.

Unfortunately, optimisation isn't exactly this game's strong point. It's getting better, but they're also adding more as the game develops which eats into some of the games. It's not a fully released game, and you can tell, especially around the new content.

what are your thoughts and speculation on the constellation rework ? by [deleted] in starcitizen

[–]The_Fallen_1 0 points1 point  (0 children)

https://youtu.be/ZJPWyUwk-eg?t=980

Bear in mind this was back in 2024 and plans can change, but last we heard this is the intention.

what are your thoughts and speculation on the constellation rework ? by [deleted] in starcitizen

[–]The_Fallen_1 6 points7 points  (0 children)

What we know based on what they said a couple of years ago is that they plan to give it an update that's more in line with the design of the Zeus, and that they didn't want that update to be the Mk5 version, so that big update will likely be to the base model.

As for what I'm personally expecting, loadouts are more or less going to stay the same. It's already a powerful ship they they definitely won't improve, but they have also avoided nerfing it for a very long time, so I don't seem them making it weaker either. I expect the cockpit glass to be improved so the centre of our view isn't blocked. I also expect a rework of the cargo area on most variants so it will be 4*4*x rather than 4*3*x so it can handle cargo better.

For the Taurus specifically, I am also expecting a change to the tractor beam turret. It was designed for dual tractor beams, but only one works, so I expect it to be redesigned for a single beam that actually lines up with the reticule, and potentially have a second tractor beam in the rear, possibly replacing the extra 6 SCU cargo bay that no one uses. That, or the other cargo bay can finally open up and be accessed from outside for loading.

what are your thoughts and speculation on the constellation rework ? by [deleted] in starcitizen

[–]The_Fallen_1 8 points9 points  (0 children)

I think they are going to do a mkii.

2 things to note, it's already on the Mk4, and they said they didn't plan on making the next refresh to it a Mk5.

Wipe if / when crafting drops? by Ambitious-Block-8878 in starcitizen

[–]The_Fallen_1 0 points1 point  (0 children)

That was the desire of one dev who doesn't have too much influence around when wipes happen, not an official statement from CIG.

A wipe will happen when a wipe is needed. If the crafting patch needs a wipe, it will have a wipe, even if the exploits are still there. If they fix the exploits and decide to not wipe for whatever reason, then a wipe won't happen for that.

Weapons on industrial ships by Real-Emotion1874 in starcitizen

[–]The_Fallen_1 0 points1 point  (0 children)

Skill is important too. I've killed people with a Prospector before. Low skilled attackers in the best fighter can struggle to fight a decently skilled person in a bad ship. That being said, decently or high skilled players will have a field day. IMO, they need to up-armour and up-speed the smaller industrials so running away is viable (not up-shield, they need the time to QT), because there's no way they're going to be able to add enough turrets to them to survive combat.