The Star Citizen Thread V2.0

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While for some the next week is what counts i look way in to the future and to the big picture. Arccorp is important and will be an important part of the PU. You don't get in a university for the classes of the first year you get in it to get a diploma and gain experience throughout the process. The end goal is just as important as the first classes.

We cannot talk about what happens some time later. With current gameplay there is absolutely no need in Arccorp or in PU.
 
The problem has 2 factors playing in first the thrusters are too powerful resulting in too strong turns and too strong counter thruts to stop your turn that gives you that feeling secondly the controls aren't properly tweaked yet they need to be adjustable to create a more custom input experience.

The only thing you can do is spend a little more time on it to understand how it works or just wait for the next few patches that will hopefully improve the situation.

infact I have noticed that this porblem is less evident when I reduce Thrust
 
We cannot talk about what happens some time later. With current gameplay there is absolutely no need in Arccorp or in PU.

Well wish game development worked that way. Every part of the project has importance not just the one in front of you that is playable and the lore of a certain section of the PU universe is just as important because it reflects that area and adds life to it.

infact I have noticed that this porblem is less evident when I reduce Thrust

My point exactly right now to have a smooth experience you have to play very sensitively so that the thrusters don't do too strong maneuvers. The system just needs tweaking which a lot of people are hoping for in the next few patches.
 
We cannot talk about what happens some time later. With current gameplay there is absolutely no need in Arccorp or in PU.
Not everyone hates current gameplay ;)

edit. should have written that i also don´t love all the gameplay what i see in videos. Just that it´s not all black and white.
 
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Star Citizen Patch 12.3

Greetings Citizens,

We’ve released a new patch for Arena Commander! Today’s patch fixes a number of bugs discovered by QA and Star Citizen’s backers and also further prepares for the full multiplayer rollout. This version adds the ‘Squadron’ mode to the game’s multiplayer for all eligible testers. The first 20,000 accounts have been given access, and more will follow soon! You can find the full report in the Patch Notes.

New Features/Fixes

Arena Commander

  • Arena commander menu now accessible through options menu
  • Proper score awarded when an enemy is destroyed in Vanduul Swarm
  • All ballistic weapons now use ammo boxes
  • Frozen effect no longer appears for everyone after ejecting
  • Command pp_rebindKeys layout_joystick_spacesim now properly works
  • HOTAS X55 Joystick is diplayed under controller options menu
  • Run no longer toggled off when user interacts with something
  • Cockpit and ship should now despawn after ejecting
  • All ship controls now have smoother animations
  • X-box right joystick can now be inverted
  • Countermeasures should now be more effective
  • Hornet chaingun audio should no longer cut out
  • No longer stuck unable to respawn if chat open while killed
  • Spawn warping audio no longer heard by everyone in the match
  • Broadsword when equipped now has ammo and properly overheats
  • Ship debris can no longer pass through cockpit
  • Improvments to zero-g movement
  • Various performance improvements
  • Various server and client crash fixes
  • Switched spawn points so that players respawn next to their own bases in CTC
  • Match end after reaching over 100 points.
  • Helmet Animations
  • Various matchmaking tweaks (public matches were requesting private ones)
  • Reduced texture sizes on the 300i
  • Implement new win mechanic into Team Deathmatch. Fixed up next kill wins mode, audio and HUD alerts.
  • Item Balancing
  • Shield energy reallocation does not loose energy but realloc existing energy
  • Loading screen remains on screen after the level has loaded
  • Pausing the game as DFM loads from hangar sticks on a black screen
  • Added directional indication for shield impacts not in view (similar to an older verison of the shield) for gameplay feedback.
  • ReExported LandingGear_deploy animation
  • Player is able to enter ship while he is also able to ‘press X to respawn’. Ship now correctly rez’s out when landed after ejection.
  • Improved lighting but for real this time
  • If a Vanduul becomes sufficiently damaged they disappear from the map and their name in-game becomes “undefined”. Need to be destroyed to progress. Added missing return to fix.
  • Allow custom user CFGs to be specified in cmd line.
  • When one player ejects from their ship, the frozen visor FX may appear on all player’s screens.
  • After destroying another player their body will float in space in a t-pose.
  • MP Fix – Player is now hidden following a vehicle destruction death as in SP.

Hangar

  • Buggy can now drive properly in the Business Hangar
  • Turrets no longer mountable on missile racks hardpoints
  • Third person camera no longer rotates using Q and E
  • Replace me ball no longer present under Hornet Trainer
  • Improvements to Trainer Hornet rear landing gear geometry
  • No longer able to place 325a engine on other ships
  • Hornet Ghost engine no longer able to be equipped on other ships
  • Resolved issue of no ammo when chaingun removed and added back to ship
  • Fix for third person camera rotating when pressing Q or E when not in zero-g
  • Created basic mapping for Logitech G940. Fixed up a number of asserts it caused in the Joystick device handler.
  • The Logitech G940 completely changes if you install the correct drivers. Updated the mappings to work with those drivers rather than the default windows ones.
  • AC menu can be navigated using a gamepad

Known Issues:

  • HUD target indicator arrows can be missing
  • Graphical issues can occur while using SLI/Crossfire
  • It can be possible to sometimes load into a black screen when choosing an Arena Commander match
  • Hornet gatling guns take heat damage when not being fired

https://robertsspaceindustries.com/comm-link//13956-Star-Citizen-Patch-123

--

Multiplayer

UPDATE #4: The test has expanded to everyone up to Citizen #20,000!
 
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So SC has made the majority of its cash by selling more powerful ships.

I have an Aurora only which makes me a little fish.

But I wonder why people have bought so much into the expensive ships. It could be as they have a load of cash and wish to put it somewhere and they love SC. For many that is it...

But I am guessing for many it is simply they want to be a big fish and blast the little fish with no problem. The issue with that is where does all that pay to be bigger end. After release people may be offered even bigger ships and bigger guns and no end of other pay to get more powerful and then all those that are big fish now will then become little fish to many others unless they spend even more cash.

So the logical conclusion I have is that unless you have a pile of money to hand SC because you really want to then cool, but if you are doing it to be the big fish then well you may eventually be left wanting...

Perhaps it is wise not to be wanting to be a big fish and happy to be little fish.
 
I do not see any changes for the controls in the patch notes.
Yeah that´s probably 2-3 weeks away like CR said this week (i also agree with those who say that it was not smart decision to release original build without customizing option). We just have to wait (i know i know i sound like broken record).
 
Yeah that´s probably 2-3 weeks away like CR said this week (i also agree with those who say that it was not smart decision to release original build without customizing option). We just have to wait (i know i know i sound like broken record).

Oh, I definitely see a lot of "improvements" implemented in the patch. The radar is still absolutely unreadable due to your ship being too large on the radar and occupies the largest part of the radar, enemies are as large so it is impossible to understand where the enemy is using the radar. And somehow I cannot see those "arcadey" arrows showing the direction of enemy anymore. So now I cannot even understand where my enemy is. Really nice CIG.
 
Looks like different things progress differently. Like in any game. Like in ED, big things take more time. :)

It seems to me that CIG has big problems with priorities. Instead of fixing controls, which are the most important part of the game they think how to roll out MP. What is the sense of rolling out MP if you cannot play the game due to crappy controls?
 
It seems to me that CIG has big problems with priorities. Instead of fixing controls, which are the most important part of the game they think how to roll out MP. What is the sense of rolling out MP if you cannot play the game due to crappy controls?

As i mentioned before different parts are being worked on by different developers. Not every developer is in charge of enhancing or developing controls. Just as the animator who has the job of adding a helmet animation can't work on the controls...

:rolleyes:
 
As i mentioned before different parts are being worked on by different developers. Not every developer is in charge of enhancing or developing controls. Just as the animator who has the job of adding a helmet animation can't work on the controls...

:rolleyes:

Does not change a thing. There is little sense in these patches as long as the game is unplayable due to control issues. As well as the new patch clearly shows that CIG's QA department simply sucks all the time!
 
It seems to me that CIG has big problems with priorities. Instead of fixing controls, which are the most important part of the game they think how to roll out MP. What is the sense of rolling out MP if you cannot play the game due to crappy controls?
As i said i agree that it was stupid decision to release game without ability to customize controls.

Just a sign that it was not (and is not) ready.
 
Does not change a thing. There is little sense in these patches as long as the game is unplayable due to control issues. As well as the new patch clearly shows that CIG's QA department simply sucks all the time!

Wow dude just because a patch didn't fix a part of the game that you are bothered by you saying their entire QA department simply sucks?

That's even worse than saying instead of working on the flight controls the helmet animation got added in.

Contrary to you i see many many people playing AC since weeks both on youtube and twitch. They seem to play it and have fun interesting how is that possible?
 
As i said i agree that it was stupid decision to release game without ability to customize controls.

Just a sign that it was not (and is not) ready.

The largest problem is that IMO HOTAS has never been in QA department. It seems to me that no one has played with HOTAS at all as I have no explanations why throttle becomes inverted in decoupled mode and why it is always in forward only mode.
 
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