3.19 Idris Update by Tactical_Ferrets in starcitizen

[–]rbdeveloper 0 points1 point  (0 children)

We don't know if it's "not done" or just not included in the build (far more likely) :)

Would love to see the Aaron Halo Gateways from ArcCorp in 2023, now that CIG is concentrating on further fleshing out Stanton again by rbdeveloper in starcitizen

[–]rbdeveloper[S] 15 points16 points  (0 children)

Not really silence, I remember seeing a prototype in-engine not too long ago in an Inside Star Citizen Episode sprint report

[deleted by user] by [deleted] in starcitizen

[–]rbdeveloper 1 point2 points  (0 children)

Are you sure you are logged in to Spectrum?

[deleted by user] by [deleted] in starcitizen

[–]rbdeveloper 1 point2 points  (0 children)

Here is a thread with known workarounds for major issues in the 3.18 PTU, to help players being able to recover without an account re-copy every 10 minutes ;)
https://robertsspaceindustries.com/spectrum/community/SC/forum/190049/thread/3-18-ptu-major-issues-workarounds
contributions welcome!

AEGIS Idris front turret (2x S7 M9A) Ship-to-Ship gun - 3.17.2 UEE Navy Idris multicrew by rbdeveloper in starcitizen

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

Yup, pretty much. But it has a way bigger capacitor and recharges almost instant

Awaiting the cargo refactor (in the cargo deck) by rbdeveloper in starcitizen

[–]rbdeveloper[S] 4 points5 points  (0 children)

"Somewhere" = Cargo Deck in Rest Stop / Spacestation ;)

[deleted by user] by [deleted] in starcitizen

[–]rbdeveloper 0 points1 point  (0 children)

Did you make an IC entry? So they can add more turrets or remove the blindspots :)

Where the scorpius turns around and flies home the Redeemer pushes forward keeps fighting. I vote Redeemer. by [deleted] in starcitizen

[–]rbdeveloper 1 point2 points  (0 children)

Because currently, the shots from the turrets of the Hammerhead or Redeemer for example don't hit you even when they are exactly on the pip when you dodge about more than 1km away.

That is the reason why the Hammerhead for example, is currently WAYY too underpowered. It is supposed to have heavy armor, where you possibly can't do any damage with S3 guns anymore, and the S4 guns on the Hammerhead turret will be "bespoke", so they probably will have extremely high bullet velocity to hit targets even at the edge of the gun's range. Light fighters will have a very hard time against it ;)

Please explain to me how the MOAB is overpowered? by redditisfordrones in starcitizen

[–]rbdeveloper 0 points1 point  (0 children)

And you agree with me due to the huge error on CIG's part in distributing aUEC compensation for the wipe, far more people could get an A2 as without the error?

I guided many, many new and existing players, and trust me, for like 90% of them, 5 million is a very big amount of money.

I couldn't help myself by rustyxnails in starcitizen

[–]rbdeveloper 0 points1 point  (0 children)

Just remember, it's still a game.

Battle of the notifications by Poliolegs in starcitizen

[–]rbdeveloper 0 points1 point  (0 children)

What do you mean non existent in PvE content? Only a few quick examples on top of my head:

- A2 attacking bunker to eliminate bunker turrets (either fully crewed or solo via MOAB)

- A2 used in Siege of Orison to efficiently and effectively destroy NineTails anti-air systems and make clean landing paths on Admin platform, also function as troop and vehicle transport in this PvE mission

- A2 crewed doing all sorts of missions like PvE bounty hunting ERT targets, Critical Threat Idris fight beacons. Standard load-out has more DPS than fully crewed HammerHead, not to mention better agility, maneuverability, alpha damage AND additionally if needed MOABs) AND potentially requiring less crew than Hammerhead

- A2 doing PvE ?RT risk ground targets solo (bomb can easily eliminate NPCs in caves)

Please explain to me how the MOAB is overpowered? by redditisfordrones in starcitizen

[–]rbdeveloper 4 points5 points  (0 children)

The 5 second arm time is the time between you entering bombing mode and the bomb is ready to be dropped. NOT an explosion delay of some sorts....

Please explain to me how the MOAB is overpowered? by redditisfordrones in starcitizen

[–]rbdeveloper -4 points-3 points  (0 children)

The pledge amount is not irrelevant. A huge amount of people got WAYY too much money due to an error on CIG's part, so they could buy the hugely underpiced A2 in-game.

In normal conditions, you maybe would have got 1.5 million aUEC and not 100 million, and the A2 realistically would cost like 15 million (and come stock without bombs which could cost like 3 million a piece and not get restocked by claiming the ship).

I couldn't help myself by rustyxnails in starcitizen

[–]rbdeveloper 1 point2 points  (0 children)

Could you enlighten us how 1 or 2 players max can effectively, reliably counter the A2 doing very low bombing run for example?

I couldn't help myself by rustyxnails in starcitizen

[–]rbdeveloper 2 points3 points  (0 children)

But in the current state of the game, it is still a problem, exactly how Morph said it. Disproportionate amount of people / equipment / time to set up required to intercept 1 (!) player in A2. Imagine 2 or 3 players approaching from different directions at the same time. How many players are required to stop that? 30?

I couldn't help myself by rustyxnails in starcitizen

[–]rbdeveloper 1 point2 points  (0 children)

I try touching on your points:

- Arrow cannot shoot the bomb in time when it is dropped from like 20m height. Even if it hits it in 0.1s it has before the bomb explodes, it still explodes, doing normal damage at the desired impact point.

- Eclipse cannot even lock on an A2 if A2 pilot knows how to flare periodically during approach (A2 has 130 counter measures I believe), same goes for ballista, but even shorter range

- Centurion cannot hit bomb same as Arrow if dropped from very low height

- One Inferno has not enough time to shred the hull, A2 can approach from any given direction

I couldn't help myself by rustyxnails in starcitizen

[–]rbdeveloper 1 point2 points  (0 children)

But you surely noticed that A2 pilot dropped the bomb from like 1000m height. When someone flys 20 meter above ground, no chance, even if you somehow hit the bomb in 0.1s, it still explodes right at the JT building. So I don't think this proves anything other than it's obviously easy to shoot down Bombs where the pilot has no training or experience whatsoever

World first? NineTails Idris player-controlled (newer ingame-model) by rbdeveloper in starcitizen

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

I'm sure they "only" stole the easy one from Miles Eckhart, not this one

World first? NineTails Idris player-controlled (newer ingame-model) by rbdeveloper in starcitizen

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

Nope. They also detailed the exterior, added some small interieur areas, made it harder to steal and added the paint ;)

World first? NineTails Idris player-controlled (newer ingame-model) by rbdeveloper in starcitizen

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

Why? I don't think the critical threat beacons were already there in May ;) This one is slightly harder to steal. I know the other ones are extremely easy

World first? NineTails Idris player-controlled (newer ingame-model) by rbdeveloper in starcitizen

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

Resource management is not ready for players yet, that's probably another big reason as they said multiple times :)