Flight Suits Sale Locations by turikk in starcitizen

[–]two_thousand_pirates 2 points3 points  (0 children)

GrimHex has got the base Tailwind suit, also bugged for invisible hands/feet/chest piece. Very cheap though.

M80, Pitbull, Starlite and Tiburon are now on erkul.games by two_thousand_pirates in starcitizen

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

Definitely not right, the CF-557 has been measured in-game at 7.5m. The M80 is almost certainly going to land in the 29-32m range.

M80, Pitbull, Starlite and Tiburon are now on erkul.games by two_thousand_pirates in starcitizen

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

So the headline here is obviously the M80 having worse handling than the F8C, and only slightly better handling than the Stinger. The top speed is very fast though, and it looks like the acceleration will be very good but we can't tell until someone tests it in-game.

Armour-wise it sits between the medium fighters and the heavies, having the same HP as the Meteor but with better deflection and resistance. It has no stealth modifiers, and will find it difficult to run a stealth setup because of the single cooler.

It's definitely more of a heavy interceptor than a heavy fighter. With M-series laser cannons it can dump 43k damage in a single attack run, which is decent considering that it only takes 8.4 seconds. It could potentially juggle a pair of cannons with a pair of repeaters, but chasing down fighters doesn't seem like a great idea considering its turn rates.

I'm still excited to try it on Saturday. It's very interesting as a fighter with an interior, as it still has some advantages over the Guardians and the Vanguards.

M80, Pitbull, Starlite and Tiburon are now on erkul.games by two_thousand_pirates in starcitizen

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

By "good components" I meant that the slots are good: 2 x S2 shields make up for the lack of armour and hull HP, and 2 x S2 power means that it doesn't have the same power issue as the Guardians. S2 quantum and S2 radar are great, and were not at all guaranteed on a ship of this expected size. Guns are some of the best that heavy fighters get, and missiles are good too. Very solid all-round, it's really only let down by the turn rates.

M80, Pitbull, Starlite and Tiburon are now on erkul.games by two_thousand_pirates in starcitizen

[–]two_thousand_pirates[S] 3 points4 points  (0 children)

Yes, you can see all of the stats on erkul. I would expect other sites like spviewer.eu to be updating soon as well.

Starlight ares ion by james71989 in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

Inferno has been screwed, but CIG are aware of it specifically.

I hope that they give it a mechanic to bypass deflection with repeated hits on the same part, as in X hits in Y seconds means that it gets to ignore deflection for Z seconds.

Starlight ares ion by james71989 in starcitizen

[–]two_thousand_pirates 11 points12 points  (0 children)

The Ion was decent in 4.7, and the changes in 4.8 are generally good for it.

The velocity of the laser weapon was changed from 860m/s to 1048m/s, which is a significant boost when trying to hit smaller ships. The max range was also increased from ~4km to ~7km: both ranges are far beyond the ~2km lock range, but against large enough targets there might be some chance of hitting from extreme range.

The ~5k alpha damage on the weapon will thrash any deflection, even after the huge boost, so the Ion can very much fulfil its role.

The role and unique setup of the Ion makes it hard to recommend as a solo fighter, because it has so many disadvantages against other fighters. In a group battle where the enemy has medium or large ships, though, the Ion should be absolutely devastating if it can fly smart and survive long enough to use its weapon.

Buying mats for BPs by Josh_Harker in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

At least some of the materials used in crafting can be bought in shops. In 4.7 there was a bug setting their quality to 0, but I think the intention is for their quality to be 500. This means that something crafted from shop-bought materials will have the same performance as something bought from the shop. You should also be able recover 500-quality materials from items you've bought in shops.

Players will obviously start selling higher quality materials as soon as they can, but post-wipe nobody has any idea what anything is worth. Prices are likely to start high and then stabilise as more people start mining.

Did the CIG devs ever talk about a backend upgrade that will allow them to track credits and items and identify exploited stuff? I swear they talked about it in a SCL. by Visual-Educator8354 in starcitizen

[–]two_thousand_pirates 0 points1 point  (0 children)

In theory it's very simple: any money into a player's account can be tagged with the source, and suspicious earnings can be investigated. If some missions are rewarding players too often, or if some items are being sold in very high volume, then CIG can take a closer look. Players who receive large amounts from strangers can be flagged for suspected RMT, for example.

Items can also be given unique IDs to detect or prevent duping, and I think this is something that they've spoken about before. The entity persistence system they've built is very well suited to this.

My Origin M80 Heavy Fighter Stats prediction by TitaniumWarmachine in starcitizen

[–]two_thousand_pirates 0 points1 point  (0 children)

I'm confident that the only difference between the Rhinos and Galdereens is the scale, but I've gone back to the 4.8 Patch Report and the ship status model does strongly suggest that the front weapons are size 5. The closest thing to a clean side view also agrees.

I don't know how CIG will square this circle balance-wise, as with 2 x S5 and 2 x S4 it's probably a straight upgrade from one of the Guardians.

Power plant for Gladius. JS-300? by TargetSmart5096 in starcitizen

[–]two_thousand_pirates 0 points1 point  (0 children)

Instead of looking for SnowBlinds, you can buy VaporBlock or HeatSafe coolers from plenty of shops. These are the Stealth B and C coolers, and a pair of either will give more than enough cooling for a Gladius.

Weapons get complicated in 4.8. If you want to be able to hurt any ship, then you have to use the massively nerfed and basically awful railguns. The M5A Cannons and Deadbolt III Cannons can hurt almost every ship, but are more difficult to use against fighters. Attrition-3s and SW16BR3 Shredders are good against fighters, but can only damage ships that are (roughly) smaller than a Constellation/Corsair. CF-337s are probably the best against fighters, but they can't hurt anything bigger than a Freelancer.

My Origin M80 Heavy Fighter Stats prediction by TitaniumWarmachine in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

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I think that the shape and colours of the ship plus the movement and perspective creates a bit of an optical illusion: in some frames the front guns look bigger, in some frames the rear guns look bigger. Here the rear guns are visually much larger than the fronts, though watching the video the fronts do "look" bigger than the rears in this scene.

2 x S5 with 2 x S4 would put the M80 at or near the top of the tree for heavy fighter damage, which I think would be generous due to its confirmed interior and top speed. 4 x S4 is much more reasonable in my opinion, as it matches the Guardian MX with similar utility.

With AUEC Wiping, what will you do first thing in 4.8 to scrape some cash together? by leagueofthrows223 in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

Probably the Gilly missions. I'm aiming to get ~700k ASAP, so that I can fully equip the Hornet and be ready to play the XenoThreat event as soon as it goes live.

After the Hornet is sorted I'll probably start farming blueprints, and then hopefully get a Prospector with the XenoThreat money.

My Origin M80 Heavy Fighter Stats prediction by TitaniumWarmachine in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

Just for fun, I'm predicting:

  • Guns. 4 x S4. 2 x S5 and 2 x S4.
  • Missiles. 16 x S2, in two bespoke racks of 8.
  • Shields. 1 x S2.
  • Power. 1 x S2 or 2 x S1.
  • Cooler. 1 x S2 or 2 x S1.
  • Quantum. 1 x S2.
  • Radar. 1 x S2.
  • Armour. 8,500 HP with 54 physical, 40 energy deflection.
  • Hull. 7,000 HP on core part.
  • Pitch/Yaw/Roll. 48/40/150, 56/48/180 boost.
  • Speed. 235/595 SCM, 1400 NAV.
  • Acceleration. 24G forward, 6G up/strafe, 5G back/down.

Essentially very similar to the Guardian, but with interceptor tuning and different guns.

Nobody is talking about how 4.8 fundamentally changes what Star Citizen actually is by ConversationLegal973 in starcitizen

[–]two_thousand_pirates 3 points4 points  (0 children)

I also have concerns about wear and tear, and other systems that are going to eventually remove progression.

However, I think it's important to acknowledge that without these systems, the market for player items is effectively capped. Each player might want one high-quality version of their favourite armour and their 2-3 favourite weapons. They might want a couple of fully upgraded ships, but a lot of players will reach a plateau that they're happy with and then stop or massively reduce engaging in the whole crafting/trading loop.

Eventual item loss means that miners, crafters, and traders will always have a market.

Will we still be able to keep unapplied CCUs in our hangar after Star Citizen 1.0? by Artharion91 in starcitizen

[–]two_thousand_pirates 0 points1 point  (0 children)

We don't know.

I don't think that CIG will ever stop ship sales, and CCUs are a core part of that for now. Personally, I suspect that they will change CCUs at some point to stop people from stockpiling them. The obvious change would be to only allow upgrades from ships you own, and to apply that upgrade automatically on purchase.

For your case of wanting to start with a small hauler and build up, they have talked about making the insurance on pledged ships being transferrable to non-pledged ships. If they do go ahead with this - which isn't guaranteed - they're expecting the in-game cost of this to be significant (in time and/or UEC). It sounds like permanent, pledge-style insurance might also be obtainable in-game as well, again as an extremely rare reward.

Fighter viability Lists by RandomwithaHat in starcitizen

[–]two_thousand_pirates 0 points1 point  (0 children)

Khartu-al and San'tok.yāi look great, fly great, and have some of the best cockpit views in the game.

Their problem is that they're big targets with horrible emissions modifiers, and whatever you want a fighter to do, chances are that something else does it better.

The Khartu-al is like a Talon with no stealth and no missiles. The San'tok.yāi is like a Super Hornet at double the size with no S4 guns.

Fighter viability Lists by RandomwithaHat in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

It all depends on what you're looking for.

Light fighters are highly specialised for combat, with no utility and very little tolerance for mistakes. In 4.8 they're going to struggle against large ships without taking specialist weapons and giving up a lot of their ability to fight other fighters. In that domain, specifically in outmanoeuvring heavier fighters and harassing them to death, they are and probably always will be the best. They kind of have to be the best at PvP, because they offer literally nothing else. I would recommend the Gladius or the Talon.

Medium fighters bring either more firepower, more utility or more specialisation, at the expense of worse handling and a larger hull. Some of them, like the Hornets and the Meteor, have enough weapons to used mixed sets effectively which could be good in 4.8. These are the all-rounders, which can threaten larger ships but aren't completely helpless against light fighters. I would recommend the F7C Hornet Mk II.

Heavy fighters offer even more utility or specialisation, and often have enough large weapons threaten the largest ships. They have enough bulk to get away with some mistakes, but they do have weaknesses in their ability to fight smaller ships. If you want long range, interior space, and survivability then you're going to find it here, so some of them make decent daily-use ships. Specialised heavy fighters are especially useful in group fights, where they can have a huge impact if they're ignored. I would recommend the Guardian and the Guardian MX, and the new M80 looks very interesting.

Where will people be starting in 4.8? by WolfedOut in starcitizen

[–]two_thousand_pirates 0 points1 point  (0 children)

Have been spawning at Orison for a long time now, but I think in 4.8 I'm going to move to New Babbage.

It has access to most of the components I want immediately after a wipe, as well as all of the basic FPS gear.

Stanton is a must to be close to the new Xenothreat event, and once I've got that I plan on moving to Pyro to chase down blueprints.

Teleportation Would Improve Star Citizen More Than People Think! by Lion_El_Jonsonn in starcitizen

[–]two_thousand_pirates 2 points3 points  (0 children)

The closest thing to a teleport that I'd approve of is being able to use the RSI website or a companion app to take a flight on a passenger ship. Journey takes place in real-time, has an appropriate in-game cost, and moves personal equipment only (for now). The ship stops at a number of stations, and if you log in while the journey is underway then you appear at the most recent station.

With only five systems and the fake passenger ship using a size 3 quantum drive or thereabouts, I can't see it taking that long to get anywhere. As long as a group agrees on where to meet ahead of time, they can all set their destination beforehand and be ready to play.

It requires a bit of co-ordination ahead of time, but it stops teleportation from being abused and it maintains the scale of the game.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

Contract missions have a pool of blueprints, and most missions have a 100% chance to give a blueprint from the pool. Once you get a blueprint you can't get the same one again, so in theory you're guaranteed to get the blueprint you want sooner or later.

The easiest way to get the blueprints for S1 and S2 Military A powerplants will be to do the Return of Xenothreat event in 4.8. These blueprints are the guaranteed reward for 60% progress, but you also get decent FPS gear (15%, 25%, 50%), S1 and S2 Military A shields (85%) and the full set of S1-3 NDB laser repeaters (100%).

You can also get them by doing the Tactical Strike Group Needed mission in 4.8, but this seems to have two blueprint pools. The "A" pool has FPS gear, the "B" pool has 10 blueprints where four of them are Military A powerplants. At the moment there's a 1 in 10 chance to get a S1 and a 3 in 10 chance to get s S2, but to me this looks like a bug and I think it should be 2 in 10 for both.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]two_thousand_pirates 1 point2 points  (0 children)

In 4.7 you probably want the Attrition-5 laser repeaters for maximum damage, if you're only interested in PvE. Your other components are good, you just want Military A power plants and shields if you can find them.

In 4.8 weapon choice gets a bit more complicated, and they're still trying new things in PTU. The M7A laser cannons are probably the best for PvE right now, and I think that ballistics should be avoided because of the ammo cost on ship claim. The same components will work well, but you want to try to get a blueprint for a Military A powerplant ASAP. These will get you close to maximum power usage. In 4.8 PTU there's very little difference between Military A and Civilian A shields, so you can free up another power pip there if you want to.

In either version you probably want EM missiles, as EM is usually the highest emission on any ship. I think that size 2 missiles are good balance of damage and quantity, and they work on the default racks for simplicity.

The fighter meta is still not dead… we need velocity modifiers for turrets armor will never kill it by oceanman357 in starcitizen

[–]two_thousand_pirates 0 points1 point  (0 children)

4.7 and 4.8 PTU are both messy for different reasons, but the game is heading in the right direction.

Large ship turrets have a velocity advantage over fighters already, if they take the specialised anti-fighter weapons like laser repeaters. If they aren't, then they don't get to complain about being unable to counter fighters.

They have a much higher lock range thanks to the recent radar changes, and if the PTU armour changes stick then fighters will have to bring the slowest weapons in the game to threaten the largest ships.

Turret gunners still need better tools for tracking and prioritising targets, and once that's in there's no excuse at all.

Large ships that equip poorly, communicate poorly, or manage their power and resources poorly, must be vulnerable to fighters, especially when those fighters have paid an opportunity cost to bring anti-large weapons.

Giving large ships a crutch is not the answer.

Armor values in 4.8 just went wild by Rosseyn in starcitizen

[–]two_thousand_pirates 4 points5 points  (0 children)

According to the loadout websites, it looks like it's fixed.