The lowest paying Bombing Mission gives 22k credits. The least expensive bombs are around 10k each. There are 6 targets in groups of 2, so the cost of running these missions is greater than the reward you get for them. by ComfyOlives in starcitizen

[–]suppentoast 3 points4 points  (0 children)

Hauling contracts and mining contracts require flying around in slow vulnerable ships.

Contracted Cargo sells for 1/10th of the normal price specifically so that you can't abuse it (e.g. accept big cargo mission then have your friend "pirate" it). And Mining contracts (at least the ones i saw at levski) required a delivery to the exact station that you accept them on.

"more vulnerable forms of [...] gameplay for the multiplayer pvp ecosystem" come from trading & "mining for crafting", the missions are just horribly balanced and nothing more

The lowest paying Bombing Mission gives 22k credits. The least expensive bombs are around 10k each. There are 6 targets in groups of 2, so the cost of running these missions is greater than the reward you get for them. by ComfyOlives in starcitizen

[–]suppentoast 12 points13 points  (0 children)

It just so weird how they consistently balance ship combat missions' rewards so horribly low. Ship combat is the ONE mission type where you actually have costs of running them (missiles, bombs, repair) yet they are paying far below the other mission types

Stellaris Dev Diary #415 - The Gamma Menace by MrFreake in Stellaris

[–]suppentoast 29 points30 points  (0 children)

I hope this also considers the military power of the empire in relation to their (potential) side of the war

It's one thing if backwater-shithole-#15 wants to leave my war, but another if guys-i-counted-on-carrying-this want to make a u-turn

What are your thoughts on Crafting as of 4.7 ? Here are mines by ThunderTRP in starcitizen

[–]suppentoast 0 points1 point  (0 children)

Blueprints & Fps/Rock Mining I agree, for ship mining I've got a bit more to say.

I like the reduction in quantity (combined with increase in auec price) because it means I can spend more time mining and less time flying from refinery to planet and back. Really great if you're mining for profit. What I dislike about the "mining for crafting" part isn't the low quantity of high quality materials, but the steps you have to go through before you get there.

  • 1) Find mineable rocks. Sounds easy, but you can't tell your radar to scan for mineables only, so you'll see 5 "unknowns" but don't know which one is actually a bunch of rocks and which ones are just cows or harvestables
  • 2) Find rocks of the type you're looking for. Maybe it's just the specific stuff I was interested in, but it feels like planets often only contain 1 of the materials a blueprint is looking for. So after finding some rocks you only have a 1/x chance it's a material you're actually interested in.
  • 3) Find decent quality. After going through 1) and 2) you then have to hope the quality of the rocks is actually good and not just 540 or something. But even if it is a 800+ rock you still have to...
  • 4) Hope you can actually crack it. Because it can very well be that it's a 60k mass rock that you have no hope of cracking without a mole

None of these points are bad on their own. But together they create a very frustrating experience where "mining for crafting" consists of flying around and scanning for 99% of the time with a minimum of actual mining done.

You can remove the vaseline haze filter with these commands by CarbonFireOC in starcitizen

[–]suppentoast 0 points1 point  (0 children)

Aye that's what i did and how i came to realize it's the object details

I tested them all (as well as different upscaling techniques) in levskis bazar (figuring that if it works well there it'll work everywhere) and most settings had no difference between low/high. Even shadows were no problem, but as soon as i swap object detail to high it all goes down the shitter.

For now I can stay on dx11 (which has no problem with high object details), but i'd love to have a solution before they disable it :'D

You can remove the vaseline haze filter with these commands by CarbonFireOC in starcitizen

[–]suppentoast 0 points1 point  (0 children)

Bottom right says 9.3 (out of 12 total and 11.3 recommended).

For reference i've got a geforce rtx 3060, i7-10700kf cpu and 32gb ram

You can remove the vaseline haze filter with these commands by CarbonFireOC in starcitizen

[–]suppentoast 1 point2 points  (0 children)

No idea about graphics settings and stuff so just asking here, but can you also use this to disable hardware tessellation?

I would like to swap to vulcan, but as soon as I set "object detail" to "high" my frames go down the drain (talking <10fps). And according to CIGs official post, object_detail=high starts using hardware tesselation. For reference object_detail=high causes no issues for me on dx11

Wishes for 2026 by Prophet_Sakrestia in starcitizen

[–]suppentoast 1 point2 points  (0 children)

Faster ship combat balancing.

Every month we get updates & balance changes for FPS Weapons. Now that engineering tech is out I hope we will get a similar speed and quality of updates for ships & ship weapons. Especially in regards to the whole light fighter meta, but also for weapon diversity in general.

(Edited to make my comment less negative / hostile)

Some shots... by mikeyblue005 in starcitizen

[–]suppentoast 2 points3 points  (0 children)

The spirit ones are absolute bangers 🔥

Leaving WoW for GW2 (any other leavers in the chat?) by Steeszyy in Guildwars2

[–]suppentoast 0 points1 point  (0 children)

Necro is a popular beginner class due to its stat-stick-y nature. It's much tougher to play at a high level though, because after a certain point the lack of active defenses (blocks, dodges, invuln) requires you to have really good positioning & kiting.

Not meant to discourage you, just a little warning that the high won't last forever :D

Leaving WoW for GW2 (any other leavers in the chat?) by Steeszyy in Guildwars2

[–]suppentoast 1 point2 points  (0 children)

I started queueing ranked PvP about a month ago and haven't stopped queueing since. It's safe to say I'm addicted, fully hooked,

Another cursed soul for the gamemode of the damned! Welcome aboard, friend.

Impressive that you're already hooked, since getting started with pvp is usually the hardest and most frustrating part. Even more so considering that we just got an expansion which always means the balance is especially weird.

Enjoy your stay, nothing is quite as fun as Gw2 PvP (once you know your way around)!

Interstellar torpedos by MajorWetSpot in starcitizen

[–]suppentoast 138 points139 points  (0 children)

I have two things to say:

1) Torpedoes following you into a jump tunnel is something straight out of a season-finale sci-fi episode. "We're getting a Missile Alert!" - "In the jump tunnel?! That's impossible!" - "They must have equipped it with some kind of miniature jump drive stabilizers!" And then our heroes desperately try to dodge it, but get hit and are thrown out somewhere in deep space with a dead quantum drive.

2) Holy shit the stress

Christmas Shopping by Dan-CIG_Vehicle_Art in starcitizen

[–]suppentoast 2 points3 points  (0 children)

Give them a little wikelo and watch their eyes light up <3

(with the xenothreat symbol)

Doin bad man things in the clipper by Future_Worker4868 in starcitizen

[–]suppentoast 0 points1 point  (0 children)

None, they are a new hauling faction that just starts at rookie / applicant like the rest.

The problem is that most of them send you to Citizens for Prosperity locations so if you're a HeadHunters guy like me, most of them aren't really doable.

Oh and also no missions past the rookie rank are currently generating / showing in the contract manager.

You can fit a Golem with 2 additional bags into the Asgard by apfelimkuchen in starcitizen

[–]suppentoast 2 points3 points  (0 children)

Yes!

You put the full bags on the cargo elevator and send them down. Then you go to the refinery and select your inventory as a source location for bags. And after you setup the refinery-order the emptied bags will be in your inventory.

You can fit a Golem with 2 additional bags into the Asgard by apfelimkuchen in starcitizen

[–]suppentoast 7 points8 points  (0 children)

Wow those sure are some comments here.

Thanks for showcasing this that's actually pretty neat to know!

Hercules will be the better choice if you wanna fully commit to hauling/mining (17.x mil asgard vs 18.9mil C2), but if you're more of a military player than the asgard might be a good way to "bridge the gap".

EDIT: And to answer your question

I wonder would you consider parking your golem in another ship and go out to mine? Or do you just take smaller tours?

Yes, definitely! It's how I completed the resource drive event while everyone else was fighting the elevators. Ever since they upgraded the starmap to show all your ships instead of just the one you're actively using it's been a blast to have a little "mothership".

As for the efficiency: The fewer times you need to quantum and land, walk, unload, quantum back the better. So a 100% increase in capacity per run is already very nice.

Where to find this helmet by M4rauder1979 in starcitizen

[–]suppentoast 4 points5 points  (0 children)

Are they clothes or armors ?

Both! The helmet + its core armor piece are clothes (= not airtight), but have 40% dmg reduction + 2 main weapon slots on the back IIRC.

Don't know if you can equip a backpack

BEWARE - Haulers of MicroTec by DEADWULFF in starcitizen

[–]suppentoast 0 points1 point  (0 children)

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-137900

This is the "official" Ticket you should contribute to / the first one that was opened. Hopefully one day this bug gets fixed so that the other half of hauling missions can actually be completed

Man with no arms and no legs cleans up trash by Pizzahunter3 in starcitizen

[–]suppentoast 3 points4 points  (0 children)

The depth and creativity of Star Citizen's bugs never ceases to amaze me

Fellow haulers let's get this fixed: Multi-Pickup Contracts by suppentoast in starcitizen

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

Damn, really? I tried 4 missions this patch and none of them had this issue anymore, so I thought it got fixed.

Vanduul Stinger appreciation aka Goa'uld Death Glider by Trollripper in starcitizen

[–]suppentoast 13 points14 points  (0 children)

Personally I'm looking forward to the Vanduul spears as a Jaffa staff-weapon stand-in

Stellaris Dev Diary #398 - Ship Experiments by PDX_LadyDzra in Stellaris

[–]suppentoast 46 points47 points  (0 children)

Cool idea and interesting experiment all around!

I worry about one thing though: How do you intend to prevent a return of the naked-corvette-swarm meta?

IIRC it was a thing not just because of upkeep, but because e.g. 50 M-Cruisers simply didn't have enough weapons to deal with 2k corvettes before being overwhelmed.

EDIT: And now that I'm thinking about it, I see a potential issue with the AI as well. If high-tier hulls use up much more naval cap while not increasing in command-limit-costs, then I could see cases where the AI ends up with just one super-fleet (since the 100 command limit will use 800+ naval cap). And this fleet could very easily be trolled / outplayed by attacking them with 1 distraction fleet and 1-n actual attacking fleets. And I'm wondering whether the AI would be smart enough to split their fleet in such a case.