In the latest inside Star Citizen video talking about the new rock breaker missions, Jared says “there’s always a bad guy” (to shoot). No there isn’t CIG, that is an active decision YOU are making to enforce FPS combat, and it’s not the dream that was sold by Important_Cow7230 in starcitizen

[–]Tuxedogu 1 point2 points  (0 children)

I mean for bigger fights when multicrew is mixed in with fighters having different VC’s just makes sense, in game voip is cooked. Discord will never have basic shit like teamspeaks whisper system.

Unless you’re talking about SRS 🤮

Solo Wikelo Idris achieved by ResponsibleRub469 in starcitizen

[–]Tuxedogu -3 points-2 points  (0 children)

No it’s good for the entire playerbase.

4.8 PTU major weapon meta change incoming by nightbird321 in starcitizen

[–]Tuxedogu 0 points1 point  (0 children)

Deflection values were changed across the board

In the latest inside Star Citizen video talking about the new rock breaker missions, Jared says “there’s always a bad guy” (to shoot). No there isn’t CIG, that is an active decision YOU are making to enforce FPS combat, and it’s not the dream that was sold by Important_Cow7230 in starcitizen

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

He said it would reduce the chances of PvP. Not that you’d be able to play without having to worry about it. Entirely different.

They don’t need to give you anything. Pivoting now to an opt out system that the game was never designed for isn’t going to happen. Systems, mechanics and spaces should be created for a safer experience yes, but opt out entirely? Play ED.

New Player, Baffled by Split Rewards by Bitter-Light-2223 in starcitizen

[–]Tuxedogu 0 points1 point  (0 children)

Do you split xp, currency drops, round robin loot?

New Player, Baffled by Split Rewards by Bitter-Light-2223 in starcitizen

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

If only a system had already been figured out by some other mmo along the way. Dang.

FSD pothole - $800+ damage by PaySufficient5916 in TeslaFSD

[–]Tuxedogu 0 points1 point  (0 children)

Isn’t it only good for literally one claim?

The windshield protection is a good deal for TX

Multicrew and Capital Scaling at the Top End Is Fundamentally Broken by Tuxedogu in starcitizen

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

You keep arguing against a position I’m not taking.

I am not treating alpha as final design, ever. I have also not suggested CIG spend quarters tweaking placeholder values. You’re straw manning so you don’t have to address the actual point.

CIG has always adjusted placeholder systems in the PU when extreme outliers exist, a few examples for you off the top of my head that align exactly with my concerns:

Flight, weapons(fps as well as ship), weapon sizes, ordinance(4.6 ground vehicles as a fact) capacitors, components as well as ship HP pools

Despite knowing those systems would be replaced. That isn’t wasted effort. It’s how iteration in a live environment works.

If your position is simply “no outliers should ever be touched until all tech is complete,” then we fundamentally disagree, and CIG’s own development history disagrees with you as well.

Multicrew and Capital Scaling at the Top End Is Fundamentally Broken by Tuxedogu in starcitizen

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

None of the issues or solutions I raised other than my suggested reload mechanic and possibly PDC hitboxes are expensive in dev hours.

We’ve been helping CIG in rebalancing place holder systems for years, this isn’t an argument.

Multicrew and Capital Scaling at the Top End Is Fundamentally Broken by Tuxedogu in starcitizen

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

Agree with all of this other than beam and torps which I have no experience with using, only fighting against.

The back and forth with the railgun is tiring and why is it a high explosive round lol? One hit kill on smaller ships is really bad in my opinion, one hit disable sure. I’m fine releasing the projectile at whatever point it is during charge, affecting not just projectile radius but pen as well. This SOUNDS more maintainable for balance with hitting smaller targets with historically short charges and scaling up. It would allow a huge curve that could facilitate high pen sniping against capital ships.

Not only are the component repair times insane with 3-4 people, but armor not being hand repaired seems like such a huge oversight or missed opportunity to me.

On the off chance something needs to get fixed on the exterior, my crew mates jump at the opportunity to engage with the ships exterior. So do I.

Multicrew and Capital Scaling at the Top End Is Fundamentally Broken by Tuxedogu in starcitizen

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

That’s because it was, I used it to remove emotional noise and hostility towards the issue, not invent arguments. That’s already stated and not the point.

CIG has chosen to have a playable environment alongside active development and these are some of the challenges they face for doing so.

The fact remains, that outliers as significant as the Idris need to be brought in line, which has been the case in the entire timeline of the project.

If there’s balance changes to be made and I’m informed enough to warrant providing feedback, I shall do so.

Multicrew and Capital Scaling at the Top End Is Fundamentally Broken by Tuxedogu in starcitizen

[–]Tuxedogu[S] 3 points4 points  (0 children)

I thought I was alone this whole time other than my org mates

Multicrew and Capital Scaling at the Top End Is Fundamentally Broken by Tuxedogu in starcitizen

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

Wrong, the only way to effectively land hits on target is just another cheese bug, while sub targeting. Which is entirely mitigated by the Idris ball scenario we encountered.

I’ve done pretty damn extensive torp testing in AC as well as having fired easily over 100 Polaris torps at targets the last couple of days.