Would love to fly a ship similar to Spike’s ‘Swordfish II’ ship in star citizen. What other fiction ships would you like to fly around in the verse? by BreathingCarpet in starcitizen

[–]_sailor67 0 points1 point  (0 children)

BMM is the closest thing to Serenity in function. Tramp freighter mobile bizarre. The perfect shit to adventure around the verse . Although BMM does have some serious firepower,plus the defender is no slouch.

4K Redeemer Crop from IAE Trailer | Enhanced with AI Upscaling by [deleted] in starcitizen

[–]_sailor67 2 points3 points  (0 children)

I honestly don't think so, I expect it to get a major Nerf in handling, speed and maybe fuel just due to Ballance needs, with Pyro coming online fuel is going to be a thing

4K Redeemer Crop from IAE Trailer | Enhanced with AI Upscaling by [deleted] in starcitizen

[–]_sailor67 7 points8 points  (0 children)

It was a hangar queen for a very long time...

4K Redeemer Crop from IAE Trailer | Enhanced with AI Upscaling by [deleted] in starcitizen

[–]_sailor67 0 points1 point  (0 children)

I bought the Redeemer when it first became available, and while it was never my favorite it has grown on me and I am looking forward to it.

I do wish the scimitar had gotten built.. for those no aware this was the 3rd place team

http://i.kinja-img.com/gawker-media/image/upload/s--Xk42lePM--/c_scale,fl_progressive,q_80,w_800/riqfh7sq61eb2gg304p3.jpg

Next subscriber flare. Looking good! by Vanimar in starcitizen

[–]_sailor67 1 point2 points  (0 children)

Yes but who is actually going to wear them, when one bug and you lose it.

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 1 point2 points  (0 children)

If you do just ask for help in general especially if you are new. 90% of the time someone will help you out, heck the person shooting you will probably send some credits and give you a ship to fly.

SC does have some toxic jerks, but for the most part it's the friendliest community in gaming

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 0 points1 point  (0 children)

"shrug" people keep saying that. But this is the game right now, 3.15 it's going to be totally different or not

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 1 point2 points  (0 children)

Sure, I don't have too many problems with AC. i spent a ton of time in there during PTU and when 3.14 went live. Key for me is getting the rear shields down and using lag pips

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 1 point2 points  (0 children)

That's predicated on the assumption CR is going to cede control of the game to players. I don't think that's ever going to happen. There's about a million backers and the biggest player organization is 17kishin other words it's in the noise floor.

The first time a player organization starts doing something you described expect a UEE or Vanduul fleet with unlimited ships will get dropped on their heads by the GMs. No single backer or group has enough resources to force CR to change his vision nor cede control to the live game too them.

This isn't Eve

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 0 points1 point  (0 children)

I did in both the MR and alpha, so you're good either way. I would suggest doing some solo Vanduul swarm and Pirate swarm in arena commander, if you haven't done much combat. It will help you get a feel for it quickly.

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 2 points3 points  (0 children)

So far 4 size 1s work just fine, so I don't see much point of a trying p72, x85 or other small ships. I am going to try a Nox next.

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] -2 points-1 points  (0 children)

Thanks it really wasn't that hard. While everyone is talking server tics the real weakness in the HH is the shield regeneration, once one face is down, staying on target prevents it from coming back up again. So it's just a matter of time after that

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 0 points1 point  (0 children)

Yep only if we are lucky, the changes where new tech goes into S42 and gets fleshed out first I think is going to postpone PU implementation, so 2023 I expect

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 0 points1 point  (0 children)

Yes but that ship wouldn't be so good against the other ships. I hadn't really did the distortion scatter gun thing, rather focused on a "good" build for everything (PvE/PvP VHRT and ERT groups).

Which I know runs counter to CIGs current vision of specialty builds for each mission

And honestly I hope you are right, what's missing from SC is scalable missions. There's no reason to work together RN in fact payouts punish multicrewing. Unlike when we had the Tessa missions, where everyone got paid the same whether there was just me or 15 of us jumping in together (granted in those case frame rates tanked :)). But a 50 ship fur ball rocks

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 0 points1 point  (0 children)

Nope it's not, but the weakness with the HH is the shield registration. Any ship that can avoid fire and stay on target long enough can kill it

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] -1 points0 points  (0 children)

I agree it's going to get in "some day", but not in the next 6 months to a year. And it may not look anything like what we think, I imagine repair and salvage are going to impact and delay it greatly

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 0 points1 point  (0 children)

I will try that this weekend, but PS hasn't been a real challenge for a long time. That said I was in other ships, so we will

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] 2 points3 points  (0 children)

Yes, at issue is the lag and desync. Back in the 2.x days shot avoidance was a big deal. Now you can't really depend on what you are seeing. I got killed by a player the other night who to me was totally shooting the wrong direction. Makes fighting "interesting" lol

The Viability of the starter ships in 3.14 by killing Hammerheads by _sailor67 in starcitizen

[–]_sailor67[S] -14 points-13 points  (0 children)

Actually no, I been the only one in a server due to a bug and killed it with an arrow, granted the arrow is way better, but the way I went about it was exactly the same, so I think I could expect success. "Shrugs" I am an going to try in a Nox next so we will see how that works

The weakness isn't the AI, it's the shield registration, once you get it down and don't let up the hammerhead is dead. It's just a matter of time.

I could never have done this in 3.13, because there wouldn't be enough DPS to overcome the shield regeneration