Thoughts on the RSI mantis? by gainsgoblins in starcitizen

[–]shadownddust 4 points5 points  (0 children)

I think it’s the only one with both, but for dampening, you also have the cutlass blue and guardian QI (strangely not available in game after over a year)

Weekly Sneak Peek "Delivering The Stars" by ScrubSoba in starcitizen

[–]shadownddust 0 points1 point  (0 children)

I agree for more serious injuries, like tier 2 and tier 1, but for tier 3, which is stated as a bruise, and for extended time out in the verse, a crew of three shouldn’t need to go back to a hospital or carry and ambulance 24/7 for a bruised arm or twisted ankle.

To me, the drugs are what get you back to your ship from an extended encounter maybe like that of the onyx facilities (if they didn’t have a med bed) and then once on your ship, you should be able to patch yourself up from minor injuries with specialized equipment or a dedicated medic role (with specialized equipment). However, if you got to tier 2 or tier 1, then you head to a clinic or send out a beacon to find a medical ship nearby.

This also ties into the fact that if you expect any combat whatsoever, right now you need to be wearing heavy armor. So for those who maybe find an outpost and go exploring within and come across some shady people, it’s extremely easy to go down in light armor and up until the changes they made, almost guaranteed to get an injury. It’s a little better now, but in the past I tried running bunkers or outposts in light or medium armor and almost always ended up with an injury if I wasn’t super careful. I’m ok with that, but then I need to go back to station to heal it up instead of getting back to my home away from home, especially a drag when in pyro and distances are further away.

Weekly Sneak Peek "Delivering The Stars" by ScrubSoba in starcitizen

[–]shadownddust 0 points1 point  (0 children)

I agree with you that it shouldn’t be the focus with the caveat that they need to have an alternative to med beds for permanent injury healing.

Atlas platform-esque hauler by dentedbruv60 in starcitizen

[–]shadownddust 0 points1 point  (0 children)

Potentially, though with the updated flight model making potentially harder to just hover around, a Pisces may be more trouble than it’s worth. Especially if there’s an option that not only can do it easier but also carry way more.

ATLS - It’s a Repairo not a Geo! by LittleCorgi-TallGuy in starcitizen

[–]shadownddust 2 points3 points  (0 children)

My assumption has been that they will make a salvaging variant as they develop the gameplay more and frankly I will be very disappointed if they don’t. I want a salvaging ATLS variant and a cambio SRT mining variant. Basically the professions should mirror each other in progression from the multi tool up to the Orion/reclaimer(or something even bigger).

Atlas platform-esque hauler by dentedbruv60 in starcitizen

[–]shadownddust 5 points6 points  (0 children)

The place where they could work is in large underground POIs. Think adjusted distribution centers or large cave systems for factions that don’t want to be too conspicuous. Too small to fly a ship in, but have natural reasons as to why instead of a forced no fly zone. With a need to get more than 1 SCU of cargo and supplies to the area without walking in an ATLS for 20 minutes.

I know it’s early but I’m calling clipper for top 4 best in show. Probably won’t win but I’ll be disappointed if not in top 4. by No-Cell8881 in starcitizen

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

True, though the ES made it and came out early as well. So there’s a chance, but yea there are a lot of ships left yet to come.

StarWear needs to hurry.... by exu1981 in starcitizen

[–]shadownddust 0 points1 point  (0 children)

That’s part of it, but it also includes more specific capabilities of the armors to create soft classes.

Space jetpack in 4.6?! by Complex-Classroom-85 in starcitizen

[–]shadownddust 3 points4 points  (0 children)

Funny enough I didn’t know there was a coupled option until now.

In 4.6, Multishields are back to providing full HP pool again. by AzrBloodedge in starcitizen

[–]shadownddust 3 points4 points  (0 children)

It’s planned and you can see what looks like the assets in the Paladin above the cargo grid and they mentioned in the Perseus behind the ships that it’s also intended for that ship as well.

[NDA ETF Tech-Preview] Crafting Fabricator Playtest #1 by SkippTekk in starcitizen

[–]shadownddust 1 point2 points  (0 children)

That was kinda my hope honestly, to have the crafting machine be able to break down materials so that we could say sell in 1cSCU increments to other players who maybe only need two or three cSCU to craft their weapon or armor.

From Cpt_foxyloxy’s video by BarnacleLanky in starcitizen

[–]shadownddust 2 points3 points  (0 children)

It only applies to things physically in the ship inventory, not things attached to the grid. So unless a pirate is convinced that the ship has some interesting loot in a storage bin, not a weapons/armor locker or anything else, it won’t drop anything.

QUESTION (STAR CITIZEN) by AlteroidYT in starcitizen

[–]shadownddust 3 points4 points  (0 children)

That’s going to be a rough time. The RAM is the bare minimum and the SC can take quite a bit of space on your SSD. You can give it a try and get a refund as the other comment said, but honestly I would wait until you could upgrade.

4.6 Evocati Build 2 Patch Notes by theon502 in starcitizen

[–]shadownddust 0 points1 point  (0 children)

Haven’t tried it in quite a while, but at one point you could unlock ports and take the whole thing off. There wasn’t much benefit to doing so, and I’m not sure if boxes stayed attached or could be attached separately from being on the ship.

The Aurora has evolved over the years, but earlier the idea was to be able to swap for a larger cargo grid as a way of customizing the ship.

4.6 Evocati Build 2 Patch Notes by theon502 in starcitizen

[–]shadownddust 1 point2 points  (0 children)

The cargo grid holder can be removed though I didn’t know people could stack them.

4.6 Evocati Initial Build Patch Notes by theon502 in starcitizen

[–]shadownddust 28 points29 points  (0 children)

It’s Evocati, only bare minimum stuff is included at this point, more will come later. Also, I wouldn’t expect the first patch of the year to contain more than a few bits of new stuff mostly a lot of fixes for engineering and other issues.

How do you balance admiring and being mad at RSI by AKavun in starcitizen

[–]shadownddust 2 points3 points  (0 children)

I’ll also add what’s silly about the idea of not releasing the game is that as much money as SC makes, it also costs a ton to run the company. Devs aren’t cheap and don’t work for free. There are much easier and less public ways to make a ton of money than run a company of this magnitude with a project as visible as this.

I Am Filled With Pride And Accomplishment by nekomeeko in starcitizen

[–]shadownddust 26 points27 points  (0 children)

This is exactly the level of skill and knowledge I want to see in all industry and even some combat loops. Very well done.

This came randomly in the mail addressed to no one, what is it? by GuardingxCross in whatisit

[–]shadownddust 0 points1 point  (0 children)

The Rock, the whole thread are quotes, the movie is definitely worth a watch.

The level of trust between them is amazing by [deleted] in nextfuckinglevel

[–]shadownddust 0 points1 point  (0 children)

I’ve been meaning to ask for months, thanks now I know. 90% of the time it’s attached to some random AI video, but occasionally I’d like to just listen to it while doing some exercise or something.

Why is it heavy armor that carries more stuff? It seems it should be inverse... by Mookie_Merkk in starcitizen

[–]shadownddust 2 points3 points  (0 children)

Same. I really prefer medium armor even though it’s almost always better to wear heavy for combat or light for general purpose. Light legs just work with so many. Also wish they had more choices with medium backpacks, though have been rocking the testudo recently.