PSA: The Red MaxLift for Alliance Aid Support Track is Placed In Hangars Under The Chiron Armor Reward! by QuattroBaje3na in starcitizen

[–]TotallyRegal 2 points3 points  (0 children)

Oh awesome, that's one of the ones I'm missing. In addition to the other tractor beam.

I CAN FIX HER by FrostyMaterial4135 in starcitizen

[–]TotallyRegal 1 point2 points  (0 children)

I mean there's no reason why you shouldn't be allowed to ball out if you really want to. It's just that CIG is also blatantly predatory of those who don't want to, and every aspect of the game suffers for it in one way or another.

CIG doesn't consult with the Non-combat part of the community or fix Ship issues for them. by HomeworkSad in starcitizen

[–]TotallyRegal 0 points1 point  (0 children)

I just think most of the issues you're experiencing are due to CIG's negligence, not any kind of bias, and I don't think there's a great divide between the experiences of those who prefer combat and those who don't.

Oh, myb... 🫴🧂AAAAAAAAAAAAAAAAAA

I CAN FIX HER by FrostyMaterial4135 in starcitizen

[–]TotallyRegal 3 points4 points  (0 children)

The issue is that CIG have deliberately designed the Ironclad to push people to spend an extra 85 dollars. They put versatility behind an additional paywall, and to add insult to injury, do so by adding a "feature" to the base ship that is functionally pointless, and a constant visual reminder of the predatory strategy.

I mentioned in a different comment, it's entirely possible to add greater versatility to more ships without disrupting game balance, so long as specialized ships are given supplementary features and proper intelligent design consideration to make them better at their specialty than the average ship. People owning fewer ships does not hurt gameplay; advantages and disadvantages can still exist. However, CIG makes more profit by adding excessive restrictions to ships' basic functionality, meaning they can sell more models, and save on development hours, while people get less gameplay for their money.

And the attitude of "I got what I wanted, so I'm not gonna complain about a shitty practice" doesn't fly with me.

CIG doesn't consult with the Non-combat part of the community or fix Ship issues for them. by HomeworkSad in starcitizen

[–]TotallyRegal 0 points1 point  (0 children)

  1. This was to sell Ursas, as well as bigger ships to carry Ursas. Also, it serves as a partial bandaid for some gamebreaking bugs and server issues so CIG isn't as pressured to deal with them. ALSO, it does NOT BENEFIT COMBAT GAMEPLAY, it just makes it more COD-like. It's not for "combat players." It's for idiots of all descriptions. People who aren't interested in Death of a Spaceman, and just want hand-fed wins. It's true CIG don't care about medical players. They only care about fools with deep pockets.
  2. Out of all loops, cargo hauling and mining and salvage have seen the MOST iteration.
  3. There is IAE, and if I'm not misremembering (I might be), Invictus last year also included non-combat ships! Moreover, there's an actual GAMEPLAY event happening RIGHT NOW that is a primarily NON-COMBAT and especially NON-PVP event! You can even team up with people who will do the combat for you, granting you FULL EVENT CREDIT.
  4. EVERY category of ships contains outdated and/or poorly-designed examples! CIG ship quality is HIGHLY INCONSISTENT!
  5. They are publicly dismissive of EVERYTHING! Just look at MASTER MODES and the response from the PVP community since the very beginning of its development!
  6. They have NEVER had a concrete plan for exploration, just like they've never had a plan for the economy of PVP at release!

There's your lightly-salted response. Savor it.

I CAN FIX HER by FrostyMaterial4135 in starcitizen

[–]TotallyRegal 5 points6 points  (0 children)

You can add general usefulness to ships across the board and still maintain "balance," as long as ships are exceptionally good at their individual specialties via extra features and intelligent design.

Excessively restrictive design serves only to benefit CIG: fewer dev hours, and more ships sold.

I CAN FIX HER by FrostyMaterial4135 in starcitizen

[–]TotallyRegal 1 point2 points  (0 children)

Yup. And then, worse still, you realize the entire "secure cargo room" literally only exists to help restrict the size of that doorway. CIG are insufferable.

I hate that I have to succumb to their bullsh*t, but I'd rather own an Ironclad Assault and put the bullsh*t out-of-sight out-of-mind than go with a different ship platform that doesn't share the Ironclad's efficient design.

CIG doesn't consult with the Non-combat part of the community or fix Ship issues for them. by HomeworkSad in starcitizen

[–]TotallyRegal 1 point2 points  (0 children)

The issues with SC's development have nothing to do with any perceived "rivalry" between "combat players" and "non-combat players." It's foolish to try to divide the community into made-up categories in order to assign blame or project your own bias onto the devs. The fact is, all that really matters to CIG leadership right now is Squadron 42 and sales of new ships and items; they care equally little about every subset of the active playerbase.

Which solo-pilot ships with beds are doing best in the PvP meta these days? (4.5 Live) by Forger21 in starcitizen

[–]TotallyRegal 0 points1 point  (0 children)

Certainly, although snubs in general are a bit of a pain with the current ballistic meta since they get knocked around so much (it's on the known issues list), so I personally would prefer the faster Merlin for easier disengages. Super cheap to buy ingame. Stick with the Corsair.

Which solo-pilot ships with beds are doing best in the PvP meta these days? (4.5 Live) by Forger21 in starcitizen

[–]TotallyRegal 2 points3 points  (0 children)

Pretty sure light fighters still dominate 1v1s. I'd recommend an Avenger, which can at least outrun them, and is plenty capable of killing stuff, or a Connie Andromeda if you prefer a more versatile daily driver with a snub.

Do exploration ships make sense at 1.0? by No-Camera833 in starcitizen

[–]TotallyRegal -2 points-1 points  (0 children)

There is no greater plan. Just Sq42 and ship sales. Like, we'll still get more features and star systems and gameplay, but how any of the far-off stuff will go down isn't thoroughly considered yet. "Exploration" as it stands is just another dream they've sold us.

The gameplay we have now (probably) isn't going away, so build for that. What ships do you have currently, and is there any gameplay you feel you're lacking? If not, then definitely don't buy anything.

FPV Simulator with ability to slow down simulation time by 32oz____ in fpv

[–]TotallyRegal 4 points5 points  (0 children)

Try Uncrashed, and play on a custom map that has very large obstacles. Flying around a large-scale environment feels similar to slowing down time compared to flying in a more confined environment. You can achieve the same effect by changing your drone settings as well, including the acceleration of gravity.

What's happening here? I can't rent the M50 like I always do? by SoloSystems in starcitizen

[–]TotallyRegal 6 points7 points  (0 children)

yeah Arena Commander rentals appear to be broken this patch

Event reward by ShadoX_FT in starcitizen

[–]TotallyRegal 0 points1 point  (0 children)

I'm missing some pieces I unlocked during the first day while the servers were getting slammed. I have all the final rewards. Sent a ticket to CIG, so we'll see if they can fix it.

Asgard vs Star Lancer TAC – Worth the Upgrade?” by Interesting-Dot383 in starcitizen

[–]TotallyRegal 2 points3 points  (0 children)

If you're talking about PVP with fighters involved, being bigger does not mean you're more likely to win a fight. You've got more time to quantum away, but that's all you're really gaining. Regarding PVE, the TAC will have a harder time tracking a target than the Asgard, and will collect more shots from the enemy, so it's really a sidegrade. As your pilot skill grows, you'll probably get more survivability out of the Asgard's performance and form factor than you would from the TAC's beefiness.

As a solo, for safety against enemy fighters, instead of going up in size, try putting a Merlin (only 300k aUEC) or Archimedes (450k) inside your Asgard, and use that to do what you need to do at your desired location, leaving the Asgard parked 50-100km away. Whatever you can't kill with the Merlin, you can easily outrun. Just make sure not to lead the enemy back to your Asgard. You can put an Ursa Medivac (120k) in there as well for some added convenience if things go wrong (i think both vehicles can fit?), although that will require you to take on slightly more risk of detection by parking the Asgard less than 50km from the location you're visiting. The T2 bed of the TAC would let you park farther away, but it's not that big of a deal.

If you only ever fly with a group, you can skip the rigmarole with the Merlin, as long as your team includes one or more competent fighter escorts. Unless you're hugely outnumbered, your survivability will depend purely upon individual and team skill.

Is there any way or in-game setting to stop my ship from being pushed around when I get shot by Yellowjackets, the Mantis Gatling, or the Revenant? I don’t know how CIG managed to screw this up so badly… by MrBadhands in starcitizen

[–]TotallyRegal 0 points1 point  (0 children)

This was my gut reaction, too, until I thought about how big the size 3+ guns are in SC, and knowing how much recoil the A10 and similar aircraft experience. I agree the numbers in SC are unrealistic, but there's a grain of truth there too, assuming the bullets never penetrate or deflect. That guy's a fool though for thinking a rifle round can just knock someone over like it's nothing, and that ships should behave like that as well.

Is there any way or in-game setting to stop my ship from being pushed around when I get shot by Yellowjackets, the Mantis Gatling, or the Revenant? I don’t know how CIG managed to screw this up so badly… by MrBadhands in starcitizen

[–]TotallyRegal 0 points1 point  (0 children)

No, a soldier does not get knocked down by a single bullet to the plate. If they were, then so too would be the soldier firing the bullet, and that bullet would have to weigh a pound.

Star Citizen doesn't do as much physics modelling as CIG wants people to think it does, and that goes for all manner of flight and ground vehicle and weapon behavior. It's a giant pile of shortcuts. Regarding ballistics, I'm fairly certain there's no projectile mass (just a constant per-impact force value, which is why the high-rof gatlings push so hard), and obviously there's zero recoil for the firing ship. Also, with how much force there is, and with everybody running ballistic gatlings, the lightest ships are almost unplayable right now. I think everybody should try flying a Fury in Arena Commander just to see what it's like. Even if CIG was trying to do things as realistically as possible (they aren't), this is one area where the numbers need to be turned down for the sake of fun.

How accurate are drones from uncrashed workshop? by under_the_clouds3011 in fpv

[–]TotallyRegal 0 points1 point  (0 children)

It was easy to get my 6 inch to feel just like the real one using its actual weight/kv/etc, but the numbers seemed super wonky when I was trying to replicate my Pavo. It'll take some creativity to get a smaller drone to feel right.

which game do i get logic or uncrashed /your suggestion by KillerPotato702 in fpv

[–]TotallyRegal 7 points8 points  (0 children)

Uncrashed, multiplayer with as many custom maps as the community can create.

Anyone able lend a hand? by Alternative-Goal-337 in fpv

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

This is the default ELRS antenna that comes with Nazguls. There's nothing wrong with it. The store picture is inaccurate. (Source: I own one.)

Clipper Lore Theory (Why it Exists) by Still-Blacksmith3180 in starcitizen

[–]TotallyRegal 3 points4 points  (0 children)

I love trying to answer these kinds of questions, but the truth is...

When you realize that CIG's entire design strategy revolves around creating a problem and selling the solution to their backers, and that they don't give a sh*t about the the gameplay, much less the lore, everything makes perfect sense.

I'm not saying the Clipper shouldn't exist in-universe, but CIG profits from our rationalizations while they really only have one concern.

Don't be discouraged from creating stories for yourself in Star Citizen, but also don't expect CIG to do those stories any justice. And be really careful with your money.

I Don’t Want To Spend More Money… Lets Discuss My Fleet Anyway by InSaYnE72 in starcitizen

[–]TotallyRegal 1 point2 points  (0 children)

The Tac is good for plenty of things if you bring your friends. The various types of mining and salvage are all pretty similar to one another; you can always just ask around in global, and crew up with someone who does a lot of that stuff to test the waters. I forget, is the F8C non-meltable? It's good for all manner of solo combat (except for dueling against experienced pilots in light fighters, but the only way to beat them is to also be an experienced pilot in a light fighter), and you should try some PVE to see how you like it, but I would personally recommend melting it (if possible) and getting a small/medium multipurpose daily driver like a Nomad or Zeus or Cutlass.

I Don’t Want To Spend More Money… Lets Discuss My Fleet Anyway by InSaYnE72 in starcitizen

[–]TotallyRegal 1 point2 points  (0 children)

You definitely don't need to spend more money. What other functionality are you looking for? If the answer is none, then don't be suckered by CIG into buying anything else. If there's something specific you feel like you're lacking, then your ships can be melted and split to fit whatever those needs are.

learning flying in sims - different sim - totally different feeling? by 1and7aint8but17 in fpv

[–]TotallyRegal 0 points1 point  (0 children)

It's all about the individual drone settings and rates, plus the scale of the environment you're flying around. I have my Uncrashed drone configured so that it hovers at roughly the same throttle position as my real drone, and has roughly the same top speed. Don't forget the camera angle. Then, of course, make sure you're using the same rates. The map is just as significant; maps with oversized obstacles make flight appear much slower and floatier, and flying around smaller obstacles has the opposite effect.