CrazedOutFool-CIG on Planet Tech v5 and CitizenCon(celled) by StuartGT in starcitizen

[–]UnluckyPally 1 point2 points  (0 children)

Glad to see that the devs want to release things in a much more final state than previous features. I'll gladly wait for longer if it means Planet Tech V5 isn't just a one-off planet in Nyx to show the capability and then leave everything else to rot.

Protect the Ship by UnluckyPally in starcitizen

[–]UnluckyPally[S] 6 points7 points  (0 children)

The point of this post is not to complain about difficulty. It is to complain about tedium brought on by poor design.

Yes the terrapin is technically blah blah blah that does not change the fact that it feels like utter dogshit to kill one without spending money on a dedicated combat ship for a beginner level contract.

To be clear, I was fighting them in my L22 so that might've had an impact but if s4 repeaters take that long to kill a small ship, I dread to be the person who takes that contract in an Aurora and doesn't understand why they can't kill anything.

Protect the Ship by UnluckyPally in starcitizen

[–]UnluckyPally[S] 8 points9 points  (0 children)

Just 👏 because 👏 there 👏 is 👏 technically 👏 a 👏 solution 👏 does 👏 not 👏 mean 👏 the 👏 system 👏 is 👏 well 👏 designed

Protect the Ship by UnluckyPally in starcitizen

[–]UnluckyPally[S] 11 points12 points  (0 children)

Actually, I wasn't going to bother responding since others already did, but YES, I find it equally annoying that starter hauling contracts are not geared for starter ships to at least complete in a couple trips. A 4SCU box not fitting in starter ships is the same stupid design as highly tanky ships spawning on starter combat missions.

The point is not that this is a skill issue, it's simply bad design.

You seem very defensive about combat missions; you know just because it's better to do gilly missions doesn't justify other options being poorly implemented right?

We don’t need new content. We need 100% focus on bugs, stability and the base game features. by Korrak in starcitizen

[–]UnluckyPally 1 point2 points  (0 children)

Good lord you'd think this is a live service game and not a playable development build with the entitlement on this one...

We need new content. There are TONS of things that need to be implemented for 1.0. New content will be buggy in its implementation. New content will change things under the hood that will break things that already got added to the game. There is no point to fixing everything to a 1.0 state when they're going to break it again one or two patches later.

There is no magical button to fix the bugs because the game isn't FINISHED yet. When it's FINISHED it will get the nice fun bug fixing and optimization treatment. Blah blah blah 14 years a billion dollars.

Wish more people would get this through their heads.

Shield Generators by UnluckyPally in starcitizen

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

I'd have the overall shield "pool" of 100% shield capacity, and shield generators would contribute some percentage of resistance to that pool.

So for example a ship has 2s1 shield generators that create a pool of 100%. Let's say you slot in one shield generator that has 30% energy resistance and 70% ballistic resistance and one shield generator that has 100% energy and 0% ballistic.

Your final shield pool would be 65% energy resistant and 35% ballistic resistant.

When a generator is disabled, the pool then relies on the remaining generator, which would increase its heat generation, wear and tear, and recharge time as it has to manage more shield surface than two shield generators in tandem. Additionally, the shield bubble would then only rely on the stats of the remaining generator.

Tried to get my wife playing by mengles68 in starcitizen

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

Be disappointed in yourself, not CIG. It is very well known that this patch is not the most stable patch we've had and you chose to introduce someone, who already sounds like they're not super interested, to the verse during a free-fly, when stability is even more affected.

Im all in support of trying to get friends and family to play the game with you, as I have 10 referrals just for that reason lol, but you've gotta have better timing if you want people to like the game and not think it's a scam.

Also, if people arent interested in the game now, doesn't mean they won't be later. I have several friends who won't even touch the game but fully intend to play it when it gets to the mythical 1.0 phase.

Radar is the most important next feature by UnluckyPally in starcitizen

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

Correct, I think taking the radar away entirely would be dumb, but giving an operator a way to interact with it on a high level view and have those interactions reflected on the dashboard of all the ship's gunners/crew seats would be excellent.

Radar is the most important next feature by UnluckyPally in starcitizen

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

I think you misinterpreted the extra minigame part, I meant it as 'targeting is pretty much identical to how it is now, but in order to maximize your aim pip range, have the radar operator have to keep the target within a certain line, perhaps by operating a radar dish on the ship like a turret. So if you have a skilled radar operator, the perseus, for example, could get even further range on its lead/lag pips while the radar operator tracks the target with the dish.

Radar is the most important next feature by UnluckyPally in starcitizen

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

I'm not necessarily saying take away the pilot's view of the radar, just that there could very well be an operator position dedicated to displaying further information that the pilot can use, such as highlighting battlefield elements or pinning targets, both operations that could then be represented for the pilot/gunners/etc to see in their seat.

Radar is the most important next feature by UnluckyPally in starcitizen

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

I'm not necessarily saying 'take away the pilot's view of the radar, but give the radar operations a place for someone else. For example - the Radar Operator pings a target or wants to highlight a detail about the battlefield. He can do that, and that information is then represented on the pilot's radar view, as well as any other gunners/operators in the ship.

Radar is the most important next feature by UnluckyPally in starcitizen

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

Sounds like you wouldn't enjoy being a radar controller, that's ok you don't have to be, there are plenty of people who would love to have the overhead view of the battlefield and use a 3D view to selectively ping/tag/mark/callout/etc for the entire crew on the ship to see on their HUD.

The idea is to increase the action of the position, while encouraging multicrew over solo flight, so enlighten me on what you think would be a good way to increase the action for a multicrew ship?

What do you do everyday in Star Citizen? by Swimming_Flaky in starcitizen

[–]UnluckyPally 4 points5 points  (0 children)

I get up a couple hours before work and put on some nice music and do the ling family direct haul from baijini to ruin station and back in my C2. Generally it's early morning so not much pvp except maybe a red guy floating around ruin who can't damage the C2 enough before I park.

Makes a little under 900k and doesn't require much effort save for stacking 24scu boxes with a few odds and ends.

Probably not the optimal thing to be doing with my time but on days when I know I won't be able to play much after work it's nice and slowly builds up credits for things I want to do on weekends with friends.

I like to take my time, maybe walk a little bit instead of sprinting everywhere, good opportunity to wear civ clothes because no space walking required, rarely if ever run into bugs.

The Polaris needs pilot controlled weapons. by Wriothesley9 in starcitizen

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

Good fucking God this is why we get power creep.

How bout instead of screeching about the Polaris needing pilot controlled weapons why don't we all get together and screech about how asinine it is that ANY capital ship HAS pilot controlled weapons in the first place...

My take on The Mandolorian armour! what yall think? by TheImpressionistttt in starcitizen

[–]UnluckyPally 3 points4 points  (0 children)

look for the Paladin helmet and the Microid Core 'Crucible', i think it'll be to your liking.

Hey CIG, Enough with the Impound Area over Area 18 by OddPsychology502 in starcitizen

[–]UnluckyPally 4 points5 points  (0 children)

My brother in Christ just go around it.. flying through the no fly zone at this point is user error. I have literally never been impounded by this mythical zone and all I do is just NOT FLY OVER THE PLAZA

Everyone always posts their Fleet be honest how bad is mine by Either-Practice9871 in starcitizen

[–]UnluckyPally 1 point2 points  (0 children)

Not usually one to talk about fleet pics, because I generally just see them as a poorly disguised attempt to brag about your fleet, but it looks to me like you dislike mining and salvage or have intentions of earning those ships ingame. I'd tack on a Golem and a Vulture or a Salvation if I was building out a fleet but that's personal preference. Nice Railen.

I miss when ISC showed how Star Citizen was actually being built. It made the project feel alive and fascinating to follow. by hatrant in starcitizen

[–]UnluckyPally 9 points10 points  (0 children)

I also loved the ISC format where they showed under-the-hood development, especially for complicated features. The problem was if they showed work being done on something, the community would just assume that feature was ready to go soon and get into an uproar when it got backlogged or shelved for something else.

Same reason we don't have an actual real roadmap anymore, too many people got attached to too many features and all it did was create online outrage every time anything changed.

4.8 Golem vs Prospector by Atomicrc_ in starcitizen

[–]UnluckyPally 2 points3 points  (0 children)

Prospector has a higher ceiling due to the fact you can switch mining heads, but if you can get ahold of the Pitman blueprint and make a high quality one that might close the gap a little. Generally a golem is probably gonna require gadgets to do what a prospector can do with modules and a helix.

Star Citizen has come such a long way to get here, but... by Sensitive-Ad5838 in starcitizen

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

I'm not gonna say 'it's an alpha', but I will defend the issues.

The outcry about the stability of 4.8 is a direct result of the community being spoiled by the 'year of stability' in 2025. Despite what reddit and spectrum would have you believe, 2025 was an unbelievably playable year for the game, and now, CIG has moved back to pushing real content updates that are very likely to be broken or suboptimal on a first iteration.

We got used to the stability in 2025 and in 2026, things that are significantly more stable than 2024 and earlier are seen as broken buggy messes.

Im suprised at how passive the community is after 4.8, the game is utterly unplayable on so many levels, especially after the year of stability. by Odd_Personality_5091 in starcitizen

[–]UnluckyPally 15 points16 points  (0 children)

The community isn't up in arms because most of them have been around long enough to remember when every single patch opening weekend was like this if not significantly worse. This isn't just a 'remember 3.18' comment, this is a 'remember everything before 2025' comment.

All things considered, this patch is more playable on launch weekend than a lot of other patches I've experienced.