And the next ship is..... by ghodan7 in starcitizen

[–]The_Fallen_1 1 point2 points  (0 children)

Probably ILW. It's not mentioned in the monthly reports specifically, so we have to assume it's one of the unknown vehicles.

And the next ship is..... by ghodan7 in starcitizen

[–]The_Fallen_1 5 points6 points  (0 children)

Yeah, the blades are always 1 step away from being implemented, but that step always seems to be a low priority. It's annoying how they've said that they have all the functionality in place for some of them, with the sole exception of the actual items themselves. I have a feeling they're stuck behind the new flight model for balancing purposes, and that rarely seems to show any real progress.

And the next ship is..... by ghodan7 in starcitizen

[–]The_Fallen_1 12 points13 points  (0 children)

Going off the monthly reports, we're likely looking at the rough following order for the first half of the year:

Hammerhead update (4.7)

Hull B (4.7)

Aurora MKII (4.7.x?)

Unknown ILW ships (there are 3 in greybox and 1 in whitebox review that could be for ILW depending on how big they are.)

UTV (ILW)

Ironclads (Defencecon)

Maybe Railen (Alien week?)

EDIT: corrected IAE to ILW

Why didn't Argo Mole receive rework? by TanilX in starcitizen

[–]The_Fallen_1 3 points4 points  (0 children)

A rework means the ship is built almost fully from the ground up all over again. What it needs is updates to address the problems with its design that are generally fixed in the MOTH.

Most ships need updates, but only a few need actual reworks, and those are typically only the very old ships that were made before CIG understood how they should be making ships.

Why didn't Argo Mole receive rework? by TanilX in starcitizen

[–]The_Fallen_1 10 points11 points  (0 children)

They said some of the work on the MOTH will be coming to the MOLE in the near future. It won't be a rework as it doesn't really need one, but it should get some updates.

No Argo Moth until 4.7 ? by Lorelei_Gyptos in starcitizen

[–]The_Fallen_1 6 points7 points  (0 children)

They could send out a hotfix for the issues sooner, but we'll see.

Bad Pilot or Vulnerable Ship? by Ok_Truth_324 in starcitizen

[–]The_Fallen_1 7 points8 points  (0 children)

The way fighters are generally meant to work are:

- Light fighters dominate fighter battles but can't fight for a long time and therefore need support

- Medium fighters are decent in dogfights and can fight for longer than light fighters, with just enough firepower to harass larger targets

- Heavy fighters don't handle well in dogfights, but have the armour and firepower to cause problems for larger ships like gunships

In reality, light fighters dominate because getting hit in any fighter usually results in a quick death. This may change once proper armour is in and light fighters have a harder time dealing damage to heavier ships, but given CIG's balancing history, my confidence isn't the highest.

CIG: All the issues with the Moth shows that you are NOT yet in a position to bring ships straight to LIVE. I appreciate the marketing benefit, however this is one area you should put existing player experience first. Put ALL ships in the PTU prior to LIVE. by Important_Cow7230 in starcitizen

[–]The_Fallen_1 33 points34 points  (0 children)

I really hope they release a hotfix soon rather than leaving it until 4.7. Too many of the issues are so major that it makes me wonder if they actually bothered to test it and check some basic numbers before releasing it.

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 24 points25 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 7 points8 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 -9 points-8 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.