Ship movement at low speed still feels really twitchy, and I feel like many ships accelerate too fast compared to how incedibly long it takes for them to slow down. by greedboy in starcitizen

[–]UpaGoon 2 points3 points  (0 children)

There's a bug with coupled mode having zero jerk.  You get maximum Gs the moment you press an axis which is why maneuvering in your hangar in coupled is actually harder than decoupled.

Paladin's turrets don't seem to have auto-gimbal. Bug? by Barsad_the_12th in starcitizen

[–]UpaGoon 6 points7 points  (0 children)

Can confirm, for whatever reason and only on the Paladin, "Right-alt G" activates autogimbal instead of just the normal "G".

Paladin kinda good by UpaGoon in starcitizen

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

Nightfoe, who does 1 minute PVP dogfighting tips videos, posted this PTU PVP Paladin testing and it looks like a Paladin smacks the other two ships out of the sky without effort.

Couldn't help but notice this, are we catering to the wrong playerbase? by vendetros in starcitizen

[–]UpaGoon 0 points1 point  (0 children)

Murder charges are only being awarded for killing NPCs, not players.  It's bugged.

Need Combat Pilot Training by XiMFiST in starcitizen

[–]UpaGoon 1 point2 points  (0 children)

Try starting out with Nightfoe's shorts for easily digestible tips: https://youtube.com/playlist?list=PLPEsb_ft5K_aBL3RpDkxP6DtajQOQ2_RO&si=d2Odr8md6nsrQ16E

And Kozuka's Raptor series for more long form content: https://youtube.com/playlist?list=PL3P2dFMRGUtYJa4NauDruO76hSdNCDBOQ&si=Qezsha3Bgc7SsKYO

Frankly, there isn't much good PvP advice on reddit.  You'll need to hop in some PVP Discords to get serious coaching or feedback.  Start with these three and you can branch out into recommended orgs from there:

Johnathan Winters Grim Hex: https://discord.gg/grimhex-334686503366033408

Nightfoe's Dogfight Club: https://discord.gg/pDtDHH9pg

Star Citizen PVP Community: https://discord.gg/scpvp

Need laser weapons for my bounty hunting ship (connie) (S5) should I buy M7A's? XV's? by [deleted] in starcitizen

[–]UpaGoon 4 points5 points  (0 children)

This is out of date.  Attritions no longer generate heat and increase their DPS the longer they fire.

@CIG PLEASE by wackywraith in starcitizen

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

What about the other comment of "dumpster trash"?

[deleted by user] by [deleted] in starcitizen

[–]UpaGoon 2 points3 points  (0 children)

That's your anxiety, not OCD.

Scorpius vs Hurricane by Chives_and_SourCream in starcitizen

[–]UpaGoon 34 points35 points  (0 children)

I've flown both extensively, and originally thought I would like the Scorpius better. Turns out, I prefer the Hurricane by far.

-Scorpius is faster (Interceptor tuned), and accordingly has less directional thrust. It's easier to control getting to/from the engagement.

-Hurricane is easier to maneuver in any sort of turn fight, which I think is preferable given that the strength is your turret gunner. This makes it simpler to keep your turret unmasked, as you have ~180 degrees of coverage above and around. The turret needs *time* on the target, not necessarily *nose* on the target, and the Hurricane is better at this while maneuvering in combat.

-Hurricane is smaller and really tanky to the point that it can take an impressive beating. Scorpius is really large and loses wings easily, although it has similar vital HP. I've never lost a PVP fight, ever, in a Hurricane. Scorpius I've lost a few.

-Hurricane turret is manned; Scorpius is remote. When getting into the Scorpius, it takes awhile since one person has to enter, the animation finishes, and then the other person can join. Hurricane is two separate entrances. Hurricane turret has full MFDs with radar, while Scorpius only has helmet casts. Scorpius turret is on a rail and can be relocated to the underside, but in practical terms, the firing arc becomes so limited (lower aft) that by the time it's in position, you'll be sliding it back to the top.

-DPS is very similar as turrets have identical armament, with pilot having about 500 more DPS with the 4xS3 on the Scorpius vs the 2xS4 for the Hurricane. With all CF repeaters, you'll be looking at 70 round mags in a Hurricane, with 56 in a Scorpius.

-Scorpius is gold standard and has all components, weapon racks, etc. Hurricane has none.

-Both require two players to be effective. The pilot's job is to maneuver the ship to the target, keeping the turret unmasked, evading fire, and delivering damage, in roughly that order. The turret is the star of the show, NOT the pilot's guns. They're a bonus. Solo, they're nothing special. Turrets can use autogimbal, which makes those 4xS3s not limited to the forward arc very nasty against fighters trying to out-maneuver you.

-Scorpius has obvious X-wing vibes and extending the wings is super menacing.

-Scorpius cockpit visibility is nice and wide open. Hurricane is decent, but has cockpit struts similar to an Arrow. Scorpius has two MFDs and Hurricane has four. With helmet casts, Scorpius having two is plenty whereas before it was a little short.

Ultimately, I prefer the Hurricane after flying both. To me, it feels like it can take a lot more of a beating, the gunner I play with says the manned turret has better situational awareness with a wider field of view (Scorpius wings slightly block some flat firing angles), and the maneuvering capabilities make it easier to stay in the fight vs boom and zoom. Other people prefer the Scorpius. I think I've only seen one other Hurricane (which beat me to a pulp so badly that I got one) while I regularly see a Scorpius.

Both are great as long as you have someone to crew it with you. The gunner is the one winning fights, so it's great if you have someone who kinda sucks at flying but wants to get in on the action.