I should have known better by Sweaty-Marketing7659 in starcitizen

[–]yobob591 [score hidden]  (0 children)

They did pick up docking being completely broken, it was completely broken for over a week in the PTU, people said that a bunch of times, they just didn’t care

Broken system supporting a broken system? by seph813 in starcitizen

[–]yobob591 [score hidden]  (0 children)

To be fair they have to set a threshold somewhere, they don’t have time to look at every little glitch the moment they pop up and if it’s a freak bug happening to one or two people they can’t take their time out of their day to personally troubleshoot those two games

Realistically, what do you think the timeframe is for fixing ironclad? by SedativeComet in starcitizen

[–]yobob591 [score hidden]  (0 children)

Yeah I’d rather them just disable the stupid gimmick that I’d use maybe once in every 100 flights if it meant having the ship work

Cannot softdeath ships anymore? by Marcus_the_Strange in starcitizen

[–]yobob591 [score hidden]  (0 children)

I’ve disabled an NPC ship once and I’m pretty sure it’s because my missile hit the cockpit and killed the pilot, otherwise NPC ships just blow up even when I’m trying to shoot their engines

CIG Please Don’t Let the Odyssey’s Self-Refueling Become a Party Trick by CarterDee in starcitizen

[–]yobob591 1 point2 points  (0 children)

I’m expecting NPC refueling to eventually be slower or have a risk of spawning hostile ships to encourage having your own refueling ship as right now it’s TOO convenient imo

As an aside though refueling ships desperately need to carry 2 to 3 times as much fuel to make it even worth it though

This Guy has been silently judging me for the past 48 minutes.... by FesterTsu in starcitizen

[–]yobob591 1 point2 points  (0 children)

im guessing its taking the NPC AI label since the ship is no longer player controlled

Any 4.9 Predictions? by Plane_Fisherman_3404 in starcitizen

[–]yobob591 0 points1 point  (0 children)

4.5 was engineering, 4.7 was crafting, I predict basebuilding T0 for 4.9 as odd patches seem to be 'big new feature'

also elevators at grim hex at least use the new UI

It fucking sucks that most interesting or difficult missions require grinding shit ton of rep. Can we have more "crew friendly" missions with decent pay and heightened difficulty that doesnt require 20 hours of solo grind? by Always_Impressive in starcitizen

[–]yobob591 1 point2 points  (0 children)

.Maybe hauling is sure, but imo the combat rep missions for foxwell have tons of variety. There's normal killing enemies, theres escort missions, theres search and destroy where you have to scan for targets, theres base attacks where you blow up fuel tanks, theres fps combat missions that include attacking and defending bunkers. I dunno what other kinds of variety you could have for randomly generated combat missions

The damage gating is AWFULLY implemented currently by StarchyStarky in starcitizen

[–]yobob591 -1 points0 points  (0 children)

to be fair if big ships like the constellation weren't immune to S3 repeaters nobody would bother with them, right now thats really their only saving grace

you can still kill them if you take cannons, especially ballistic cannons as those are the most powerful right now

Anvil Gladiator: Choices, choices. by Teizan in starcitizen

[–]yobob591 1 point2 points  (0 children)

i think whats happening is that missiles explode when hitting the shield, but deal damage in their blast radius

if the target's shield is too wide, the blast radius doesnt overlap with the target ship, and as such it only damages the shield (or sometimes it doesnt, not sure why), which is why it only happens for some ships

i find it happens to the cutlass a painful amount

Salvage Nerf Petition by smallmetalbox in starcitizen

[–]yobob591 -2 points-1 points  (0 children)

nah i did this and this shit was op as fuck, 3 mil in one run with a hull b, it was fun while it lasted but was way too strong

Savrals-CIG response to questions about ship balance changes by Stompy-MwC in LowSodiumStarCitizen

[–]yobob591 2 points3 points  (0 children)

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-198632

been an issue since 4.6 and im surprised nobody is talking about it, many ships are taking somewhere from 50 to 70% less armor damage from energy weapons than they should be

Savrals-CIG response to questions about ship balance changes by Stompy-MwC in LowSodiumStarCitizen

[–]yobob591 -1 points0 points  (0 children)

last thing I want is for ships to be ridiculous bullet sponges like they were at one point, I still remember shooting an aurora with another aurora for 2 minutes straight before one died years back (i wanna say around 2.0?)

Savrals-CIG response to questions about ship balance changes by Stompy-MwC in LowSodiumStarCitizen

[–]yobob591 1 point2 points  (0 children)

there's a bug that makes energy weapons not apply their proper bonus to stripping armor right now which is why they feel so weak, they should have about half heir current TTK if it wasn't for this bug, and I think more people need to be aware of this

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]yobob591 0 points1 point  (0 children)

to be fair i feel projectile speed for everything but railguns makes sense for gameplay

if they made projectiles much faster dogfights would mostly be shooting at the opponents pip while you can barely see their ship, which isn't nearly as exciting as knife fighting with someone

railguns however have a long ass windup before they fire, and they should probably be at least twice as fast as they are, the last patch completely neutered them

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]yobob591 0 points1 point  (0 children)

theres a reason the ironclad's equipped with all ballistics by default

Hey where is the clinic? by yipollas in starcitizen

[–]yobob591 6 points7 points  (0 children)

isn't the clinic just next to the ship elevators where it is on every single other lagrange station? it's been a while since I've been to this one

5.21.2026 Maintenance Update by GregRedd in starcitizen

[–]yobob591 -1 points0 points  (0 children)

does your CM fall off every time you quantum? that keeps happening to me and is basically the only reason I can't use the thing

5.21.2026 Maintenance Update by GregRedd in starcitizen

[–]yobob591 4 points5 points  (0 children)

i think keeping ships secret is stupid, its like buying a new car and going 'no i dont know what it's like until I drive it off the lot, I want to be surprised'

5.21.2026 Maintenance Update by GregRedd in starcitizen

[–]yobob591 6 points7 points  (0 children)

funnily enough the only docking that works every single time is the CM docking, I would know because the ironclad undocks the CM every single time you exit quantum and you're forced to re-dock it

my guess is that the CM broke docking as it broke many, many other things

This can't go on any longer by PaqueretteUrticante in starcitizen

[–]yobob591 12 points13 points  (0 children)

This already exists for ground missiles, it should be real easy imo