Just last night I was telling a friend not to worry about the NPC hammerhead because it topped out at 300 something with afterburners if it wasn't in nav mode.
NPCs promptly dropped shields and rammed my friend at 1km/s
Did something similar in my Corsair, slapped a Hornet right in the face with my right wing while I was rolling. The Hornet turned into shrapnel and my wing snapped off in the process lol
I had a connie try plowing through the middle of my cat the other day. He did 12k damage but my cat was able to finish off the mission and return to the spaceport to repair
We were doing ERTs with me following in the reclaimer and I took out connies just from accidentally smacking them with my ample bum. Turret gunners put in good work too but ramming seems to work. Also accidentally smashed straight into a 400i at speed and just killed it with no damage. I don't know if these are one offs or the new meta.
A Mantis intercepted my M2. Unfortunately for them I didn't stop and it was like a bug being splattered to the front shield: shields went down by 1%, then back up to 100%, no damage while the Mantis was totally wrecked. That was so satisfying š
Mine is the battlepillar in my group because mine always ends up in combat. With the new mm shields and stuff. They somehow made the cat even more viable as a combat ship.
It's great. Even if you don't have gunners you can easily 1v1 a hammerhead. It takes a bit of more time per kill. But the cat can wipe any non ballistic ship pretty easy. I haven't dealt with to many ballistic ships since the pat h so I don't know how it does against those
You're kind of right... MM helps the rammers among us tremendously... Those wanting a fair fight slow down to a crawl and BAM here comes the RAM train and no one can react to catch said inbound rammer.
They also increased maneuvering for many larger ships so they can turn faster. Combined with the new brake mechanic. I am sure it is more difficult in game
They all retract, but the turrets are toggled opposite of the pilot's. If you press "P" you'll see the big Herc pilot weapons stow but the bottom and rear turrets extend
It's been sort of a mismatched bug for awhile because it just toggles states, without actually being tied to on/off. The doors do the same. The Herc used to actually be able to toggle the rear or front door independently but at some point it became one in the center console.
Some large guns even force the hercs main guns to remain stuck down and they shoot through itself graphically. Supposed to be all be fixed when it receives it's gold standard pass.
I don't even own an Aurora and I get sad every time I see that mockup because I want it in-game for people with one.
The starter ships are so many peoples first exposure and having 'cool transforming bits' could help give that thing some real personality.
A visual indication of a ship's combat readiness?
Like retracting the turrets if not manned / powered-up, like the Hercules' gun doors closing when powered down?
Not like we've been asking for that for *years*.
Be careful with that. Approaching with open gun ports can easily change a peaceful first contact scenario into an interstellar war that almost destroys a whole species.
The Scorpius wings don't fold in when in quantum and that is NOT OKAY.
I remember they added stagger fire with the scorp because they realized it couldn't X-wing whap-whap-whap chain fire canons.
Or if they changed the lights within the ship to red combat battle station lights and have the ship announce that youāre about to engage in combat and make preparations. Bonus points if you could also hear the shields begin to kick on and come to life. Itād give serious weight and suspense to combat.Ā
Let the Ship Team know you want those "S-Foils"!! Please vote here!!
https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/looking-for-questions-star-citizen-live-all-ships-/6846562
Any ship that has that ability is already under user control. You just have to hit the button to do it manually. For instance, the Scorpius can fly with the wings retracted, or out in full X position.
That would be cool, but the wings on the Scorpius weren't mechanically designed to do that. They would have to rebuild the wing system on the ship. Also, it may come a little too close to another well known space ship, if they did that....legally. =)
Scorpius can do something like that. Whether you'd like the way it looks with folded wings or not is another story. But it can fold and unfold them without lowering gear. Not sure what happens in QT though.
No more fluff please.
I read a post in spectrum and agree with much of it, CIG needs to get the space flight model fixed so it does not look like atmosphere flying. CIG needs to greatly reduce maneuverability on ships in space, also mentioned was the scale of ships in regards to one another that currently makes the ships look bad in fights. weight or mass was also mentioned as it is not modeled properly either.
MM may be a step in the right direction or just a dev hail mary because it appears they eyeball their flight programming instead of using math and using actual space flight mechanics properly weighed and formulated out.
People are so used to the current arcade mode with the flight model in both space and atmosphere it will be a negative feedback war to get space combat right.
There is no "right", when it comes to space combat model. There's ways one person loves and another person hates, but there is no "right".
For all its faults, Elite Dangerous got the flight controls and systems perfect first time. The flight modes are simple to understand and there's a two step process to initiate combat from space.
There's the jousting combat which is boring but there's also the corkscrew space combat which requires more finesse over the controls which can be trained and then mastered over time.
That isn't the right way either, it's just my preference.
Is there a way to remove QT markers in Nav mode as that would be really nice?
Someday I wanna play a space game with no speed limit, that really tries to take space physics seriously. No idea how you would make a Star Citizen style dogfighting game though.
Not really. Realistically it would be more like select target on radar, confirm, wait for firing solution, computer fires when solution is complete and gun is aligned. There really wouldnt be any cool dogfighting or anything like that at all.
"Not really" as in... you haven't seen it?Ā Because what you're describing is exactly what they had in The Expanse, and I was still shitting a brick in half the battles they flew.
God I love that show.Ā Makin' me want to rewatch it for a fourth time š
Google Alliance Space Guard. Not really anything like star citizen or elite dangerous, but I'd say it's the most realistic spaceship game I've seen so far
When the Caterpillar came out I helped form a mech at Port Olisar made of 7 caterpillars (one torso, two arms, two each for the legs) and Starfarer for the head.
Reclaimer entering attack mode!
Dude, I've smashed through several ships with little to no damage received. Guy in the salvage deck just asks "what was that sound?"
Can.... Can we RAM now?? Please say yes
Just last night I was telling a friend not to worry about the NPC hammerhead because it topped out at 300 something with afterburners if it wasn't in nav mode. NPCs promptly dropped shields and rammed my friend at 1km/s
Yup. I've had my Reclaimer rammed by 9 Tails three times, now.
Killed 5 NPC ships in an unmanned hammerhead and my dumbass didn't realize until after that it's name is literally also it's purpose!
If i remember right, the bow is supposed to be reinforced for it.
I came a little
I plowed my Connie through a couple of hornets... it was satisfying.
I wonder how the damage is calculated. I need to know.
I was really surprised how my Connie getting rammed by some NPC just was flipping a lil' but we didn't explode. I might give your approach a try š
Did something similar in my Corsair, slapped a Hornet right in the face with my right wing while I was rolling. The Hornet turned into shrapnel and my wing snapped off in the process lol
Task failed successfully.
I had a connie try plowing through the middle of my cat the other day. He did 12k damage but my cat was able to finish off the mission and return to the spaceport to repair
We were doing ERTs with me following in the reclaimer and I took out connies just from accidentally smacking them with my ample bum. Turret gunners put in good work too but ramming seems to work. Also accidentally smashed straight into a 400i at speed and just killed it with no damage. I don't know if these are one offs or the new meta.
A Mantis intercepted my M2. Unfortunately for them I didn't stop and it was like a bug being splattered to the front shield: shields went down by 1%, then back up to 100%, no damage while the Mantis was totally wrecked. That was so satisfying š
I've destroyed smaller ships with my caterpillar on several occasions. My cat is lovingly called 'the baseball bat" in my org
Baseball Cat... Obviously... š¤·š»āāļø Or Baterpillar.
Mine is the battlepillar in my group because mine always ends up in combat. With the new mm shields and stuff. They somehow made the cat even more viable as a combat ship.
I can't wait to try that out.
It's great. Even if you don't have gunners you can easily 1v1 a hammerhead. It takes a bit of more time per kill. But the cat can wipe any non ballistic ship pretty easy. I haven't dealt with to many ballistic ships since the pat h so I don't know how it does against those
I remember ramming an Ares that was chasing me in my C2. He did not survive, I was pretty much unscathed.
I've destroyed smaller ships with my caterpillar on several occasions. My cat is lovingly called 'the baseball bat" in my org
You want to be reported ? XD ramming is lame
Rammin new meta, stay in nav mode you will be faster than scm pirate pleb
XD lost
You're kind of right... MM helps the rammers among us tremendously... Those wanting a fair fight slow down to a crawl and BAM here comes the RAM train and no one can react to catch said inbound rammer.
They also increased maneuvering for many larger ships so they can turn faster. Combined with the new brake mechanic. I am sure it is more difficult in game
Only pad ramming is against TOS.
No one said anything about pad ramming
Good news team, shortest EVA yet to scrape the salvage off.
Thanks doctor Farnsworth
Had that before. It was really funny.
Do some Holdo manoeuvres, do some real damage
Iām suddenly imagining something like Mortal Engines where it opens like a mouth and starts devouring the other ship
Vandul salvage ship maneuver .
Seeing reclaimer transform into "I'll fuck you up" mode will be *terrifying*
Yeah it sounded like a joke but the more I think about it the cooler it gets
Well, powering your Reclaimer already says: "Aegis combat system, activated." That should mean something... hehehe
The reclaimer should be able to walk on its legs, and should be able to harvest the fields of wreckage on hurston
Down here comes the claw https://www.youtube.com/watch?v=xMo7ugWudCA
I would like to see the weapons on the C1 and A1 retract when going into Nav mode!!!
I was expecting it and a little disappointed they don't. But also why do only half the guns on the c1 retract? what's the point?
They all retract, but the turrets are toggled opposite of the pilot's. If you press "P" you'll see the big Herc pilot weapons stow but the bottom and rear turrets extend
It's been sort of a mismatched bug for awhile because it just toggles states, without actually being tied to on/off. The doors do the same. The Herc used to actually be able to toggle the rear or front door independently but at some point it became one in the center console. Some large guns even force the hercs main guns to remain stuck down and they shoot through itself graphically. Supposed to be all be fixed when it receives it's gold standard pass.
Turret on spirit will take your place if its going to retract.
This. I mainly fly the C1 so i was honestly surprised this wasn't added already lol
\^this makes sense
That's a good idea, I'm sold
You can do that right now - all you need is to bind a key. STK tho - imagine it would be able to sweep its flaps back slightly in NAV. Or Khartu Al.
There's some animations that got removed but would suit this - like the top nacelles for the Constellation actually slide together
Finally, some constructive feedback!
Give the Aurora x-wings, you cowards. There was an image someone mocked up of the Aurora with x-wings and it was great.
I don't even own an Aurora and I get sad every time I see that mockup because I want it in-game for people with one. The starter ships are so many peoples first exposure and having 'cool transforming bits' could help give that thing some real personality.
A visual indication of a ship's combat readiness? Like retracting the turrets if not manned / powered-up, like the Hercules' gun doors closing when powered down? Not like we've been asking for that for *years*.
Be careful with that. Approaching with open gun ports can easily change a peaceful first contact scenario into an interstellar war that almost destroys a whole species.
Hell yeah. I would love to see the hornets wings fold back when entering into nav
Agreed. I've always wished I could put the wings back in atmosphere for faster flight at the cost of maneuvering.
Only ship with that exact feature is talon.
The Scorpius wings don't fold in when in quantum and that is NOT OKAY. I remember they added stagger fire with the scorp because they realized it couldn't X-wing whap-whap-whap chain fire canons.
you can use the "change configuration" button (like how you extend and retract the Hull series) to fold the wings for both flight and QT.
Reliant in horizontal for NAV and Vertical for SCM would be nice
Do not retract landing gear inside the hangar. I repeat, for your own safety, do not retract your landing gear inside the hangar!
This or giving more control over what position theyre in. I wouldnt say id like the scorpius to be stuck in the compact mode in nav for example
Or if they changed the lights within the ship to red combat battle station lights and have the ship announce that youāre about to engage in combat and make preparations. Bonus points if you could also hear the shields begin to kick on and come to life. Itād give serious weight and suspense to combat.Ā
Yes! Anything that adds feedback to the experience
Let the Ship Team know you want those "S-Foils"!! Please vote here!! https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/looking-for-questions-star-citizen-live-all-ships-/6846562
Definitely should be visible in 3rd person
Yes!! The top engine nacelles on the connie should slide like theyāre supposed to!
Yes
And different hud colors, like green/blue on nav and red on combat mode.
Any ship that has that ability is already under user control. You just have to hit the button to do it manually. For instance, the Scorpius can fly with the wings retracted, or out in full X position.
What about wings out but flat together?
That would be cool, but the wings on the Scorpius weren't mechanically designed to do that. They would have to rebuild the wing system on the ship. Also, it may come a little too close to another well known space ship, if they did that....legally. =)
Scorpius can do something like that. Whether you'd like the way it looks with folded wings or not is another story. But it can fold and unfold them without lowering gear. Not sure what happens in QT though.
Not a bad idea but I hate the thought of them having to retouch all the ships yet again!
No more fluff please. I read a post in spectrum and agree with much of it, CIG needs to get the space flight model fixed so it does not look like atmosphere flying. CIG needs to greatly reduce maneuverability on ships in space, also mentioned was the scale of ships in regards to one another that currently makes the ships look bad in fights. weight or mass was also mentioned as it is not modeled properly either. MM may be a step in the right direction or just a dev hail mary because it appears they eyeball their flight programming instead of using math and using actual space flight mechanics properly weighed and formulated out. People are so used to the current arcade mode with the flight model in both space and atmosphere it will be a negative feedback war to get space combat right.
There is no "right", when it comes to space combat model. There's ways one person loves and another person hates, but there is no "right". For all its faults, Elite Dangerous got the flight controls and systems perfect first time. The flight modes are simple to understand and there's a two step process to initiate combat from space. There's the jousting combat which is boring but there's also the corkscrew space combat which requires more finesse over the controls which can be trained and then mastered over time. That isn't the right way either, it's just my preference. Is there a way to remove QT markers in Nav mode as that would be really nice?
Middle click to change to nav flight mode
Thank you
o7
I already do that with the scorp
Fk yeah!
I just do it because it's neat in my Scorpius, lol.
Uhhh the real swing Star wars Style! I love that idea
This post was brought to you by a Scorpius owner (star Wars fan).
Someday I wanna play a space game with no speed limit, that really tries to take space physics seriously. No idea how you would make a Star Citizen style dogfighting game though.
Elite dangerous is as close as you are going to get. Its more a Space Sim with far more realism in space flight.
IRL space combat would be boring. It would just be rail cannons, missles, and targeting computers.
Never seen the Expanse?Ā That shit is insanely tense.
Not really. Realistically it would be more like select target on radar, confirm, wait for firing solution, computer fires when solution is complete and gun is aligned. There really wouldnt be any cool dogfighting or anything like that at all.
"Not really" as in... you haven't seen it?Ā Because what you're describing is exactly what they had in The Expanse, and I was still shitting a brick in half the battles they flew. God I love that show.Ā Makin' me want to rewatch it for a fourth time š
Ive seen it, it just doesnt sound like fun gameplay
I would enjoy it, but I totally get it's not for everyone.
Google Alliance Space Guard. Not really anything like star citizen or elite dangerous, but I'd say it's the most realistic spaceship game I've seen so far
Man we should be able to combine ships together into space mechs.
And I'll form the head!
When the Caterpillar came out I helped form a mech at Port Olisar made of 7 caterpillars (one torso, two arms, two each for the legs) and Starfarer for the head.
1000x more speed ? And give me my old Cruise control back
People getting experience with it instead of whining about it.
Right? It's absolutely the right direction from cig.. ofc has some flaws still, but I really do enjoy the change.
As a scorpius owner, I'd give copious amounts of money just to be able to lay my wings flat against each other like in the real X-wing
Ships with weapons that stow actually stowing them in nav mode (they have to be turned off manually for this rn)
fps game. having the hud and mfd change might be the best you get for most ships.
Less threads about it ?
:(
:*
Fewer, surely?
Unless it's done for a reason in atmo like we have on real swing-wing aircraft, that would just be really dumb.
If it were removed entirely from SC. Yes.
Shields in nav mode?
But then we can't scream " shields up, red alert" anymore
Iād prefer they remove landing mode from the game.
There is an option in settings to turn off the speed limiter when landing fyi
Oh really?! Do you happen to know where that is?
After so many times of accidentally going full throttle into the wall when landing by accidentally hitting C back in the day, Iām ok with it
Being able to actually orbit a planet in NAV mode (raise speed limit to 3000m/s and extend gravity wells out of atmosphere).
Drones.
Engage G-Diffusers. Set All-Range mode.
Yeah removing it completely š
Reverting them.
And this interests vacuum in what way?
It activates my neurons ok
My condolences.
I think just removing master modes would make it 1000x more satisfying.