Game Discussions Star Citizen Discussion Thread v12

So what it means ?
It means that you have been poisoned by years of SC theorycrafting to assume that just because A is mentioned, we can skip over steps B through F and immediately assume that G comes as a logical consequence, even though those intermediary steps are leaps of logic you made rather than anything that is inherent in the original statement. This over-interpretation has become such a mainstay in backer's response to whatever they say that CI¬G have come to incorporate in their hype machine: hint at something insignificant and pointless, and everyone will immediately compete to out-over-interpret each other and send the hype (and ship sales) through the roof. All with minimal effort, and all while maintaining the “but we never said…” excuse for when the theorycrafted outcomes invariably fail to materialise.

But just because this is standard practice with anything that comes out of CI¬G doesn't mean that you should apply the same rules to everyone else. Hell, you shouldn't even apply it to CI¬G, quite the opposite: it has been proven pretty safe to assume that if CI¬G says something, it's bovine droppings, but it would probably be a bit much to ask to break those years of conditioning…

Anyway, the tl;dr of it is quite simple:
If someone says you'll be able to do X, assume that it means you will able to do X. Not Y, or Z, or FQ — just X. And consider the possibility that you might actually already be able to do this and they're just using a pre-existing feature to make it sound like something new is happening.
If CI¬G says you'll be able to do X, assume that it means you most likely won't be able to do X. And consider the fact that, just because something might happen in the future, you should not talk about it as if it already exists in the present.
 
On Delamar (which is a bit of an odd big asteroid and has more quirks than the moons and planets). Just adding a bit of nuance, don’t mind me.


That’s just the most reproduced report. If you want more nuance you can check the comments from the contributors though ;)

Can barely climb mild inclines, Can't drive over small rocks around Levski.

And it can't drive over foot high rocks you can walk over or it get stuck on them ha ha :D

While it is understandable that a vehicle this large and heavy will be a little difficult to traverse harsh terrain... The Ballista simply can't climb any hills. It also struggles with any small obstacle such as rocks, angled surfaces, small lego blocks, grass clippings, etc. CIG please give this vehicle more power, if not speed.


Other bug reports are also available ;)


Source: https://www.youtube.com/watch?v=0oAJ_OKAZWw&feature=youtu.be




It’s fine for a big cumbersome vehicle to not be able to deal with the most extreme terrains & gravities. But this seems to be worse than that.

Add in the lack of self-righting mechanisms in the flippable smaller vehicles, and the whole ground vehicle complement seems poorly thought out for proc gen variety / varied gravities at the moment.
 
I am assuming that they will introduce some sort of vulnerability for ships in EDO when approaching planet surfaces. Eg shields down when unloading crew would open up possibility of sniping pilots and causing damage with ground fire. Vulnerabilities when landing, in space your shield works fine, but approaching the ground the shield capability on the lower hull of the ship reduces. At the same time increase the shield, hull and glass options, adding weight and power draw to ships, reducing jump range and forcing players to think through their choices. The ship shouldn't be paper thin, but I think if you haven't equipped for ground fire the risk of damage should go up. By the same account SRV's need to have similar options so you can build for role. In SC land I do see the problems with a tank and the ground with clipping, but I think for assaulting positions without ground cover infantry need protection, so you need armoured vehicles of some sort. It's going to be interesting to see the contrasting approaches and how they actually work in real gameplay. With EDO proper game comparison will be possible, because I do think the legs element is important particularly from the perspective that scale is more obvious.
 
That’s just the most reproduced report. If you want more nuance you can check the comments from the contributors though ;)








Other bug reports are also available ;)


Source: https://www.youtube.com/watch?v=0oAJ_OKAZWw&feature=youtu.be




It’s fine for a big cumbersome vehicle to not be able to deal with the most extreme terrains & gravities. But this seems to be worse than that.

Add in the lack of self-righting mechanisms in the flippable smaller vehicles, and the whole ground vehicle complement seems poorly thought out for proc gen variety / varied gravities at the moment.
Ok, looks like you pay a lot more attention to it than I do. The few times I,ve seen the ballista in action it was actually pretty leathal. I figure there is still work on it, I just don’t keep track of all the bugs, only the ones that annoy me.
 
Ok, looks like you pay a lot more attention to it than I do. The few times I,ve seen the ballista in action it was actually pretty leathal. I figure there is still work on it, I just don’t keep track of all the bugs, only the ones that annoy me.

In 3.10 is was deadly. Since the missile rework no so much. I didnt have all these issues with it. Only really drove it around on Daymar though.
 
I am assuming that they will introduce some sort of vulnerability for ships in EDO when approaching planet surfaces. Eg shields down when unloading crew would open up possibility of sniping pilots and causing damage with ground fire. Vulnerabilities when landing, in space your shield works fine, but approaching the ground the shield capability on the lower hull of the ship reduces. At the same time increase the shield, hull and glass options, adding weight and power draw to ships, reducing jump range and forcing players to think through their choices. The ship shouldn't be paper thin, but I think if you haven't equipped for ground fire the risk of damage should go up. By the same account SRV's need to have similar options so you can build for role. In SC land I do see the problems with a tank and the ground with clipping, but I think for assaulting positions without ground cover infantry need protection, so you need armoured vehicles of some sort. It's going to be interesting to see the contrasting approaches and how they actually work in real gameplay. With EDO proper game comparison will be possible, because I do think the legs element is important particularly from the perspective that scale is more obvious.

In the real world, you just have to look at examples like when the Argentine corvette ARA Guerrico and her supporting helicopter got wrecked by a handful of Royal marines with SLRs, GPMGs and a Carl Gustav in the Falklands conflict back in '82 to see its more than feasible.
 
In 3.10 is was deadly. Since the missile rework no so much. I didnt have all these issues with it. Only really drove it around on Daymar though.
Bummer, I actually liked the concept of some real deadly ground defense. It forces you to hide behind the terrain or get out from a distance and kill it on the ground. Hope they go back in that direction in the future.
 
I have a feeling that CiG are actually 'taking inspiration' of the roadmap I made for E: D several years ago:
View attachment 197049
I think I posted their VR roadmap at the time too!

gjurVzW.jpg
 
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