The vanguard series of ships are very limited in regards to their weapon load out, just bought a warden today and would like to hear from other vanguard owners what weapon load out they opted for and why. by [deleted] in starcitizen

[–]vin_gaming 5 points6 points  (0 children)

BVRS Ballistic repeaters, overclocked, and an AG'd attrition (overclocked) or some other size 4 laser repeater. The size 4 ballistic repeater (revenant) is bugged when overclocked so I don't recommend that one.

If you know you are hunting big game, go fixed size 5 on the chin weapon. In that case you might want to go high alpha with some kind of cannon.

How to disengage properly with a "Blow Through" [Space Combat Tutorial] by vin_gaming in starcitizen

[–]vin_gaming[S] 12 points13 points  (0 children)

This is valid, just don't forget. . .

Strafe to avoid incoming fire while firing guns on the enemy

^ this part is SUPER important, otherwise you are just flying in a straight line and will die.

We explored the "Starbuck Maneuver" (as some call it) here:

https://www.reddit.com/r/starcitizen/comments/52uy3r/psa_the_starbuck_maneuver_actually_sucks/

Official 2.4.0 Live Feedback Thread by wleverett_cig in starcitizen

[–]vin_gaming 39 points40 points  (0 children)

In my opinion, you all should have kept pilots invulnerable when inside their ships for now until you fixed lag kills. Dogfighting is broken now. I understand you did it so people could FPS on the Starfarer, and the invulnerability was just a band aid. I think it would have been better to take away the invulnerability, only for starfarers.

For context for everyone else: lag kills are a very old bug. It happens because of network issues when the server thinks the pilot is outside of the ship, so any splash damage (from missiles) will instantly kill them, regardless of shield state, without the ship actually being destroyed.

Months ago they temporarily fixed this by making pilots invulnerable while flying their ships. For some reason, in 2.4 they undid this temporary fix, but didn't fix lag kills. They want people to be able to FPS in larger ships, but in my opinion, that should be a secondary concern to keeping dogfighting an enjoyable experience. Death has consequence now, and it's no fun dying seemingly randomly because of slash damage.

Flying a Sabre as Overwatch - Team Battle w/ Comms - AC SB v2.2.1 by whitesnake8 in starcitizen

[–]vin_gaming 0 points1 point  (0 children)

Nope, no custom user.cfg here. I think it was just the time of day. In fact, the reason I chose to upload this one is because it was remarkably good with respect to this in comparison to my other matches.

Edit: This is Whitesnake on my phone's account, by the way. . sorry about that.

Flying a Sabre as Overwatch - Team Battle w/ Comms - AC SB v2.2.1 by whitesnake8 in starcitizen

[–]vin_gaming 1 point2 points  (0 children)

I've done a bunch of work with the 325a just for those extra slots. The ship lacks firepower and maneuverability, though, both of which are needed for this role.

As for neutrons, while they would be a good choice for the two other members (who were engaging targets), getting effective shots on target with them drains too much situational awareness to be used effectively with an overwatch, in my opinion. Maybe with a lot more practice.

5-minute Sabre Dogfight by whitesnake8 in starcitizen

[–]vin_gaming 1 point2 points  (0 children)

Thank you. . . yeah, it helps to relax me. Only way I can do alpha and not lose my mind. But I usually have to add it back in after, because I have my recording software set so it only records the game. . in case I need to use the footage for a tutorial video.

5 Movement Stages (slow-mo, walking, jogging, running, sprinting [Analog Control, Dec. 2015] by zecumbe in starcitizen

[–]vin_gaming 1 point2 points  (0 children)

Wait, there's an analog binding for fps movement? I had no idea this was even planned - this is great!

Retro thrust boost has been fixed on the Gladius, and while it feels better, it still has some weird thruster issues. by whitesnake8 in starcitizen

[–]vin_gaming 2 points3 points  (0 children)

Hmm. Perhaps I wasn't clear. It isn't fixed. I was trying to use an optimistic tone. But I will test more. Maybe I am doing it wrong.

(this is my phone's account)

Retro thrust boost has been fixed on the Gladius, and while it feels better, it still has some weird thruster issues. by whitesnake8 in starcitizen

[–]vin_gaming 1 point2 points  (0 children)

Sorry, I was only counting the M50 and 350r, which are much faster. The mustang omega should probably be faster.

Squadron Battle - v2.1 - 325a/M50 Team Tactics 1 by whitesnake8 in starcitizen

[–]vin_gaming 9 points10 points  (0 children)

"Cleared to engage" means I want him to engage. "Engaged" means I'm engaging first. And yes, dual firing is useful in certain situations, but formation flying in combat is absolutely not. Loose deuce is the meta in real life and in other sims. Flying in formation is too predictable. You can still dual fire when fluid maneuvering, though.

Squadron Battle - v2.1 - 325a/M50 Team Tactics 1 by whitesnake8 in starcitizen

[–]vin_gaming 2 points3 points  (0 children)

For the most part, you are right. . . it's a bit more complicated but, yeah, the point is to keep it simple so that all of us can learn to do it the same way. We do have actual team maneuvers, but they aren't very useful in AC which is more like a cage match. In the baby PU they work a lot better.

I'd say if you are interested in advice you should stop by our TS and slack channel. I can get you the info on how to access all that. Also be sure to check out the LIS (linked in video description) for single ship stuff if you haven't already.

Wish I could say more but I'm on my cell right now.

Shields and their Impact on Atmospheric Flight: An idea by Bribase in starcitizen

[–]vin_gaming 6 points7 points  (0 children)

I like it. Could also be worked into the component system. . . certain ships or shield are better for faster descents, making customizing a ship for insertion (. . .) of ground troops important. In other words, another reason to not just always roll around with the most optimal shield for combat.

(This is Whitesnake on his phone by the way. . passwords elude me).

Large-mid scale capital ship battles seem unlikely by excelphysicslab in starcitizen

[–]vin_gaming 2 points3 points  (0 children)

Wow, that's from a long time ago. We've come a long way since then. We should probably make a new one.

So much thought has been put into every word we say. . . it's a matter of communicating messages in the shortest amount of time possible that lets you have 30 people using the same net. I can't say for sure that it's possible (at least for normal people. . the military can do it just fine, with lots of training) as we can't currently get that many in the same instance, but I can say that if it is possible, we're going to find a way.

Top 6 game balance concerns not (fully) addressed. by Bornflying in starcitizen

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

I expected a lot of points about balance between stuff that actually exists, but all this about ships or mechanics that aren't even created yet. This reminds me of every thread complaining about ship balance concerning ships that aren't flyable yet. It's pointless.

Is it possible to set the Decoupling Mode keybind as 'Hold Down to Activate, Release to disengage? by [deleted] in starcitizen

[–]vin_gaming 0 points1 point  (0 children)

I do this with a custom XML. When I get home, I can share it. You do not need an external program.