The Star Citizen Thread v5

Status
Thread Closed: Not open for further replies.
Well guys I was wrong!
2.5 Features
Star Citizen Alpha 2.5 Available!
Greetings Citizens,
We have published a major update to Star Citizen. Star Citizen Alpha 2.5 includes significant changes to Star Citizen’s Crusader persistent universe environment. This patch, now available in your Star Citizen launcher, introduces the detailed Grim HEX pirate base, which is a major addition to the game world and an important part of our evolving faction system. Three ships have been added to flight-ready status, the Reliant KORE and two variants of the ARGO MPUV short-range transport. Details on other aspects of the patch are available below, and a full list of changes, balance updates and bug fixes can be found in the complete Patch Notes.

WELCOME TO GRIMHEX...

The GrimHEX Outlaw Base
For the first time in Star Citizen, those that live outside the law now have a base of operations! The Grim HEX outlaw base is a home away from home for those that choose to live outside the United Empire of Earth’s laws. There’s plenty to discover at Grim HEX, including a pair of stores: Skutters is a guns and armor shop with a focus on energy weapons, and KC Trending is a new clothing store with unique merchandise, but that’s only the beginning. Grim HEX will continue to expand with future patches with the addition of a bar, criminal missions and outlaw racing area.
Grim HEX isn’t just a cool place to explore: it’s also an essential evolution of Star Citizen’s faction and reputation system. With Alpha 2.5, lawbreakers will now spawn (and respawn) at Grim HEX and will also no longer have Port Olisar as a Quantum Travel option.
Grim HEX is located deep in the Yela asteroid belt, and you’ll need to explore the region yourself to locate it. Or, just ask an outlaw… they’re a trustworthy sort!

Sidebar: Green Imperial Housing Exchange
Housing Exchanges (also known as HEXs) are a popular style of cheap stations built into hollowed asteroids in an effort to save money on construction materials. HEXs offer affordable housing as well as shopping and entertainment options for temporary workers fulfilling contracts in the area. The simplicity of their build made them easy to maintain and their signature hexagonal honeycombed pieces made them exceedingly durable. Though originated by Everline Structures Inc, this style of station has been adopted by a variety of manufacturers because of their relatively low cost to build and operate, you can find these stations in various forms all over the universe.

PLAYER HEALTH SYSTEM 2.0

Updated Player Health System
We have implemented the first phase of our new player health system, including updated individual limb damage and health mechanics, more granular damage states, and many back-end improvements to support a better FPS combat experience and future features like permanent health. Player health should now show Normal (Green) when health is between 100%-60%, a Hurt (Yellow) state from 59%-40% health, a Damaged (Red) state from 39%-10%, and the Ruined (Dark Red) state at 9%-0%.
In addition, we have implemented some early versions of injury penalties. This includes a speed reduction for wounded legs, as well as a limping animation. Overall health damage (particularly head wounds) can also cause blurred vision around the edge of the screen, which will increase in intensity as more damage is taken.

LAND(ING) HO!

Landing System Launches
As the ‘Verse expands, the process of landing (and rearming, repairing, refuelling) your ship in a variety of different environments will become all the more important. With Star Citizen Alpha 2.5, we are pleased to introduce the first iteration of a landing system that offers a simple and smooth automated landing system AND gives players the ability to land manually. The system will grow over the coming releases to ultimately incorporate things like docking and the ability to request/obtain landing authorization through the Comms System.
With this patch, players are now able to enter Landing Mode by simply lowering their landing gear (done by tapping the “N” key on the keyboard). Landing Mode reduces the speed of the ship down to Precision Mode speed and changes the AR display from regular AR to landing AR. This flags landing pads as either Valid (blue), Invalid or Recommended (green.) By default, Valid pads are unobstructed and the correct size for the ship, whereas Invalid pads are either obstructed or the wrong size. There will only ever be one Recommended pad flagged at any one time, and it’ll normally be the closest Valid pad to the player. Once over a pad, the player can either land their ship manually or automatically (holding down the “N” key). A few seconds after touch down, Landing Mode will be disabled and the AR display will return to normal. Likewise a few seconds after taking off, Landing Mode will re-enable for as long as the landing gear is down. Putting the landing gear away will disable Landing Mode.

RELIANT KORE FLIGHT READY

Get to the KORE…
The 2946 MISC Reliant is cleared for launch. Featuring a distinct flying-wing shape, extensive cargo room, unique weapons mounts and Xi’An influenced technology, this new addition to MISC’s lineup is sure to be popular around the inhabited universe. Planned as a ‘starter ship’ for new pilots, the Kore variant of the Reliant is a hauler with additional speed and dogfighting capabilities not found in a dedicated freighter ship.
In fact, the Kore was designed specifically by MISC to act as a balanced support its own Hull series. While the Hull line is solely dedicated to moving cargo from point to point with little interference, the nimble and better-armed Reliant is ideal for journeys that might involve an engagement or two. The Reliant has recently been approved for sale and flight around the inhabited galaxy.
The Reliant KORE is now flight-ready. You can learn more about the 2946 MISC Reliant here.
https://robertsspaceindustries.com/comm-link/transmission/15463-Reliant-Kore

ARGO REPORTING FOR DUTY!

ARGOs Are Here to Help!
In a galaxy full of badass starfighters, impossibly complex explorers, massive cargo ships and rough-and-ready miners, is there room for some simplicity? The team at ARGO Astronautics says: YES. The ARGO may not be any kind of warship and it’s unlikely an ARGO will ever be the first to set down on an alien world… but they are an essential part of human commerce, which makes them a valuable tool for anyone interested in building a mercantile empire.
The MPUV platform, generally called the ARGO after the company that designs and produces the ship, consists of a universal cab attached to a variety of different role-specific modules. The United Empire of Earth’s military forces use ARGO variants extensively for everything from search and rescue to personnel transport to munitions loading. The ARGO is, by all accounts, easy to pick up and fly (many new pilots train on them) and especially effective in its particular roles. Today, two variants are available for service in the Stanton System.
The ARGO Astronautics MPUV is now available in two flight-ready variants. You can learn more here.
https://robertsspaceindustries.com/comm-link/transmission/15453-Argo-MPUV

ITEM SYSTEM 2.0

Item System Rollout Continues
For the past several 2.x patches, we have been introducing elements of Item System 2.0. With Alpha 2.5, we have begun converting player and ship items. As with the prior, similar updates to ship components, this is largely at the back-end level: implementing new component class systems, naming conventions and other needed functionality, as well as retrofitting all existing armors and weapons to be compatible. These changes will allow us to implement greater modularity to first-person items. This should not affect the function of any in-game items and changes to player item stats should be minimal.

BRING OUT THE BIG GUNS

M7A Launches With a Bang
Alpha 2.5 introduces a new gun for the Voyager Direct and in-game rental stores: the size 5 Behring M7A laser cannon. This is the largest gun we’ve introduced for civilian ships in Star Citizen and needless to say, it packs quite a punch. This versatile long distance energy cannon is the latest in Behring’s M-Series. The M7A is designed to act as a high impact deterrent effective at medium to long range. The new AC8 Lens system minimizes stopping power loss over distance, making each shot equally effective at longer ranges. The M7A has also been mounted on the Starfarer Gemini’s turret by default. Check it out in Voyager Direct store here.
https://robertsspaceindustries.com/voyager-direct/BEHR-M-Series/Behring-M7A-Laser-Cannon

THANK YOU!

Thank You, Citizens!
We would like to close by thanking the thousands of backers who submitted bug reports in Alpha 2.4 and those that participated in the Evocati and PTU testing phases for Alpha 2.5. Your feedback, thoughts and willingness to ‘battle the bugs’ with us is what makes releases like this possible.

// END TRANSMISSION
Source:https://www.reddit.com/r/starcitizen/comments/4zktif/star_citizen_alpha_25_available/

Star Citizen 2.5.0 Patch Notes

Alpha Patch 2.5.0 has been released and is now available for players! This patch provides access to our GrimHEX outlaw base, new clothing options, new automated landing technology and three new flyable ships – the ReliantKORE, Argo MPUV (Cargo Variant), and Argo MPUV (Passenger Variant). This is all in addition to bug fixes for the rest of our game and content.
Your launcher should show “2.5.0-393743” as the client version. It is strongly recommended that players delete theirUSER folder for the Live client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Public.
Please review our current list of Patch 2.5.0 Known Issues and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.
Important Notices:

  • Exit Seat is now “Hold F” on keyboard and “Hold Y” on gamepad.
    • This includes beds, seats and chairs.
  • We will be wiping the persistence database with this patch from 2.4.1 to 2.5.0. All aUEC progress and item purchases will be reset.
Contents:

  • New Features
    • Star Systems
    • Game Systems
    • Ships
    • User Interface
  • Updates and Fixes
    • Star Systems
    • Game Systems
    • Ships
    • First Person
    • User Interface
    • Technical
New Features

Star Systems:

Crusader

Crusader Industries would like to alert all pilots to avoid Yela and surrounding asteroid field. Pirates have become increasingly aggressive, and there have been reports returning to us over the past several months of their attempts to lure pilots off course with fake requests for assistance. Crusader Industries believes they are based out of the decommissioned Green Imperial station, however attempts to locate the station have been difficult of late. Please report any suspicious activity, and consider any unidentified craft leaving the asteroid field extremely dangerous.
The people of GrimHEX asteroid station would like to cordially invite the Crusader Industries to QT into the nearest star. There aren’t any pirates operating out of our base and we’re open for business to everyone this economy left in the dust from here to Terra. You’re very welcome to visit and enjoy our fine goods, services and lodgings. Many shops of our shops and services are temporarily closed while we make some repairs from the last group of over-eager “heroes” that came through, but we welcome all comers!

  • GrimHEX is our new Outlaw base location that can be located by navigating through the Yela asteroid field or via dying/spawning while an Outlaw.
    • This abandoned Housing Exchange is located in the Yela asteroid field and has been increasingly popular among the criminal element.
    • Currently featuring a weapons/armor store and clothing store, they’re stocked with items you can’t find at Port Olisar.
    • GrimHEX will continue to expand with future patches to eventually include a bar, criminal missions and outlaw racing area.
  • Port Olisar, Crusader
    • The LiveWire Weapons franchise in Port Olisar is not selling energy weapons and only ballistic weapons can be purchased at this location for the time being.
    • Outlaw armor sets are available on GrimHEX exclusively, and can no longer be purchased at Garrity Defense.
Game Systems:

Shopping


  • Skutters is a small weapon and armor shop on GrimHEX, that just so happens to be specializing in energy weapons for the discerning shopper… who does not ask where they were obtained from.
  • KC Trending is a new location on GrimHEX station that offers a whole new selection of clothing for the discreet independent pilot. From shoes to hats, they’ve got the latest in underground fashion.
New Landing System!


  • The first phase of our new landing system has been implemented to provide a simpler, more intuitive landing experience.
    • This system will grow over the coming releases to ultimately incorporate things like docking and the ability to request/obtain landing authorization via the new Comms System.
  • Players are now able to enter Landing Mode by simply lowering their landing gear (done by tapping the “N” key on the keyboard).
  • Landing Mode reduces the speed of the ship down to Precision Mode speed and changes the AR display from regular AR to landing AR.
    • This flags landing pads as either Valid, Invalid or Recommended.
  • By default, Valid pads are unobstructed and the correct size for the ship, whereas Invalid pads are either obstructed or the wrong size.
  • There will only ever be one Recommended pad flagged at any one time, and it’ll normally be the closestValid pad to the player.
  • Once over a pad, the player can either land their ship manually or automatically (holding down the “N” key).
    • This is provided that the Landings Zone offers Automatic Landing service.
  • A few seconds after touch down, Landing Mode will be disabled and the AR display will return to normal.
  • A few seconds after taking off, Landing Mode will re-enable for as long as the landing gear is down.
    • Putting the landing gear away will disable Landing Mode.
Item System 2.0

We have begun converting player and ship items to our new item system. As with the prior, similar updates to ship components, this is largely at the back-end level. Implementing new component class systems, naming conventions and other needed functionality, as well as retrofitting all existing armors and weapons to be compatible. These changes will allow us to implement greater modularity to first-person items. Additionally, this will allow items to interact with one another in a more direct and less “handwavium” simulation, setting the foundation for greater player interaction and future game play mechanics.


  • This should not affect the function of any in-game items, and changes to player item stats should be minimal.
Player Health System 2.0


  • We have implemented the first phase of our new player health system!
  • This includes the implementation of better individual limb damage and health, more granular damage states.
    • This also lays the groundwork for future features like injury penalties that impact your gameplay experience based upon the damage grade of your body parts.
  • Player health dolls should now show Normal (Green) health when it reaches 100%-61%, a Hurt (Yellow) state from 60%-41% health, a Damaged (Red) state from 40%-10%, and the Ruined (Dark Red) state at 10%-0%.
    • Taking a certain level of critical damage limb damage can also cause player death.
Wanted Level System Update


  • Players with outlaw wanted level who enter Crusader will spawn in GrimHEX.
  • This also applies to outlaw players who die and respawn in Crusader.
  • Players with outlaw wanted levels will no longer have Port Olisar as a QT option, and instead will see GrimHEX.
Ships:


  • The Reliant KORE, Argo MPUV (Cargo Variant), and Argo MPUV (Passenger Variant) are all now flight ready!
    • Reliant KORE is available in both Arena Commander and Crusader.
    • The Argo MPUV is only available in Crusader at this time, as it does not have weapons to defend itself in the Arena Commander simulation.
  • A new size 5 laser cannon, the M7A, has been introduced!
    • This is the now part of the Starfarer Gemini’s main turret loadout, as originally intended.
User Interface:

New Keybindings


  • Added a keybind mapping for X52 Pro HOTAS.
Keybinding Changes

Keyboard and Gamepad

  • Exit Seat is no longer behind Modifier 1 on any device.
    • It is now “Hold F” on keyboard and “Hold Y” on gamepad.
    • This has been given a longer hold time than most – at 1 second you will have to really want to exit your seat.
  • Landing
    • Landing System toggle and pad selection is no longer there – removed for a manual landing gear deploy retract and autoland.
    • Deploy landing gear with “N” for keyboard / “B” for gamepad.
    • Hold these keys while in a landing zone to autoland.
Keyboard Only


  • Mapped new actions for Cooler Rate Increase / Decrease Throttle
    • Keyboard binding is “Left Alt + numpad 7/8”
  • Power Plant throttle moved to be next to the Cooler throttle
    • Keyboard binding is “Left Alt + numpad 4/5”
      • (Double tap for max and min)
  • Removed the Throttle Max and Throttle Min from the double tap “S” and “W” for the default key mapping.
    • This was done to prevent accidental collisions, however it can still be mapped by the player as they wish.
    • There is also still the Max / Min toggle on “Backspace” if required.
Updates and Fixes

Star Systems:

Crusader


  • Fixed an issue where shadows around Port Olisar would flicker at certain angles and perspectives.
  • Updated and simplified the Quantum Travel marker names for better readability.
  • Made some minor visual effects updates to the interior of Port Olisar.
  • Made some balance changes to the pirate ships in Crusader so they use updated components.
Area 18, ArcCorp


  • Finished a massive lighting and visual effects update to Area 18, ArcCorp.
  • Fixed an issue where a large green arrow could be seen in reflection of the Jobwell glass.
  • Fixed an issue where the user camera could clip through the wall of the incinerator on Area 18.
VFG Industrial Hangar


  • Adjusted the lighting in the VFG hangar to be less dark.
Game Systems:

Arena Commander


  • Fixed an issue where the decals would disappear off of the landing pads in Free Flight game mode.
EVA


  • Fixed a bug that allowed player characters to slide uncontrollably across landing pads when transitioning out of EVA at speed.
  • Fixed an issue where EVA animations would stutter when approaching a landing pad.
Shopping


  • Fixed an issue where inspecting weapons would cause the users outfit to switch into the standard flight suit regardless of what they were currently wearing.
  • Fixed an issue where the weapon shops were not correctly recognizing the maximum number of equipped weapons, resulting in a number of problems, including causing some size 3 FPS weapons to disappear.
Social Module


  • Name-tags for players in Augmented Reality now appear at 25 meters.
  • Fixed an issue where using the mobiGlas hotkey while in a turret would cause a chain reaction of problems.
Ships:


  • Fixed an issue where the CF-007 Bulldog Repeater, CF-117 Badger Repeater, and CF-227 Panther Repeater didn’t slow their rate of fire when running low on energy.
  • Fixed issues where the missile smoke trail effects could not be seen unless the missile is very close to the viewer.
Individual Ships


  • Aurora
  • Fixed an issue where the engine thruster exhaust effects was displaying circular blurs instead of proper visuals.
  • Avenger
  • Made a number of exit and enter animation improvements for the Avenger Warlock.
  • Constellation Andromeda
  • The missile racks for the Constellation Andromeda can no longer be edited by Port Mod.
  • The side missile racks on the Constellation Andromeda should now target and fire properly.
  • Cutlass Black
  • Made a number of exit and entrance animation improvements for the Cutlass Black.
  • The missile racks for the Cutlass Black can no longer be edited by Port Mod.
  • Freelancer
  • Added strafing control animations for the Freelancer pilot.
  • Updated the audio for the Freelancer cockpit doors so it is properly synced.
  • Added boosting visual effects to the Freelancer’s thrusters.
  • Toned down the brightness of the Freelancer maneuvering thruster.
  • Gladiator
  • The missile and torpedo racks on the Gladiator can no longer be edited Port Mod.
  • Gladius
  • Fixed an issue where the shell casings on the Scorpion gun would fly in front of the pilot before disappearing.
  • Hornet
  • Made some improvements to the Hornet series audio, for all variants except the F7C-M.
  • Fixed an issue with the F7C-M Hornet, where the ship would not transition into damage states correctly on being damaged.
  • Fixed some of the control issues with the F7C-M Hornet Turret.
  • M50
  • The missile racks for the M50 can no longer be edited by Port Mod.
  • Mustang
  • Fixed an issue with the Mustang Beta, Gamma, Delta, and Omega wherein the ships had no explosion audio or visual when destroyed.
  • Fixed an issue where the Mustang series could not be repaired if wings were damaged.
  • Fixed an issue where users could not exit the Mustang Gamma if it was partially damaged and landed.
  • Fixed an issue where there were no lights present in the back of the Mustang Beta.
  • Fixed an issue where the exterior lights on the Mustang Alpha did not function.
  • Fixed an issue where the locker onboard the Mustang Beta could not be interacted with.
  • Fixed an issue where the armor plates on the Mustang Delta wings would continue to float alongside after the wings were destroyed.
  • Reliant KORE
  • Fixed an issue where excessive fog was leaking out of the Reliant in the Hangar.
  • Sabre
  • Fixed an issue with the AEGIS Sabre where the throttle floats in mid-air during entry animations.
  • Made some alterations to the Sabre handling to make it more nimble, and have less jerkiness when rolling.
  • Starfarer
  • Added strafing control animations for the Starfarer pilot.
  • Fixed an issue where the forward port landing skid on the Starfarer was offset from housing.
  • Vanguard Warden
  • The missile racks on the Vanguard Warden can no longer be edited by Port Mod.
First Person:


  • First-person camera views have received significant attention to provide a much more stable and smooth viewing experience for players.

  • There is now a UI sound that is triggered when an enemy is shot by the player.
  • Updated the “Examine Pistol” animation for shopping.
  • Made a number of improvements to character prone animations.
  • Fixed an issue where the death animation would play twice when a character was shot.
  • Fixed an issue where the burp emote contained no audio.
  • Fixed an issue where the user would desync after aiming down the sights of the Arrowhead Sniper Rifle.
  • Assault rifles will now properly re-center after the user sprints.
User Interface:

Interface


  • Fixed an issue where the Port Modification Hangar modes would still show the name of a ship after it had been removed.
  • Fixed an issue with Hostility UI, where the orange wanted icon for Wanted Level 1 would not appear.
  • Fixed an issue where the 3rd person Free Cam could not zoom in or out.
  • Fixed an issue where changes to the Graphics Quality in the options menu did not actually change the quality of graphics.
  • Fixed an issue where the camera could remain locked to the elevator menu transition, after backing out of the universe menu.
HUD


  • Ship target HUD now dynamically changes colors based on the allegiance of the target.
  • Fixed an issue where users in free cursor mode would still fire their primary Weapon Group when clicking.
  • Fixed an issue where the aiming reticle on a Gamepad or a HOTAS would become very erratic when targeting enemies.
  • Fixed an issue where the Retaliator HUD would not update correctly after the ship was repaired.
Technical:


  • Fixed a number of client crashes.
  • Fixed a number of server crashes.
  • Fixed a client disconnection (Code 1) that would sometimes occur when loading into Arena Commander.
  • Added a new error (10002) for players who are disconnected due to duplicate login.
    • This can be due to the account already being logged in on another computer or client.
    • This can also happen after a crash or force-close of the game, when the prior connection has not timed out yet.
Optimizations


  • Fixed an issue with Area 18, ArcCorp, where there were severe FPS drops when looking at the center of the level.
  • Fixed an issue where switching between 1st and 3rd camera view would briefly drop the client frames per second down to 5.
Source:https://robertsspaceindustries.com/comm-link//15490-Star-Citizen-Alpha-250
 
Last edited:
Just post the quotes here with link, it's your claim. Most people claimed it was on rails and it was in moments. Example: elevator moves with constant speed down, while the ship accelerates downwards with G of the planet, you have to constantly bump it up to maintain constant speed, while rotating 360 and waving to your bro commando, ez, do it with hotas and FA OFF as this is your explanation of super piloting skills, not scripted? 23 times in a row?

G wasn't simulated and decoupled. So now can we drop this stupid conspiracy?
 
Funny that, search this thread on pre-rendered and only your quotes show up around the presentation and then you quote yourself: some people (me 2 times yo), nice show

this is going to make it even harder for me to listen attentively to anything CMDOrlando says.

No offense Orlando but that's embarrassing man.

- - - - - Additional Content Posted / Auto Merge - - - - -

G wasn't simulated and decoupled. So now can we drop this stupid conspiracy?

Can we stop calling it conspiracy? Labelling it as such only serves to divide the conversation even more.

Please?
 
Last edited:
Can we stop calling it conspiracy? Labelling it as such only serves to divide the conversation even more.

Please?

Well unless there is definitive and undeniable proof, it's a conspiracy. Sorry if you don't like the term because it has a negative connotative meaning. I mean it's cool if y'all believe but my standard of evidence is pretty high; beyond a shadow of doubt and all that.
 
Well unless there is definitive and undeniable proof, it's a conspiracy. Sorry if you don't like the term because it has a negative connotative meaning. I mean it's cool if y'all believe but my standard of evidence is pretty high; beyond a shadow of doubt and all that.

I think you mean it's a conspiracy theory, unless you think people on this forum are conspiring against CIG in which case lol
 
Last edited:
What? Are you referring to literally the irony behind it or the fact that multiple people called it a "pre-rendered trailer/cut-scene" to try and diminish Star Citizen presentation / work? The only truth in that ironic phrase is that it was indeed an awesome demo.

Wow, you're actually cherry-picking your own quote. Nobody has said it's "so awesome it was pre-rendered", except you. I never disputed that people said it was pre-rendered. Do you even know what quotes are for?
 
I understand where you are coming from, I don't believe anything RSI/CiG say for similar reasons.

Yes. Using this reasoning, the belief that CIG actually *will* deliver something, given that they've missed delivered on a promise, could be called a "conspiracy theory". I wouldn't call it that, I would just call it something else, like "deluded", but never mind.
 
Last edited:
Well unless there is definitive and undeniable proof, it's a conspiracy. Sorry if you don't like the term because it has a negative connotative meaning. I mean it's cool if y'all believe but my standard of evidence is pretty high; beyond a shadow of doubt and all that.

Welllllll.... it's been argued on these here boards that "nepotism" isn't a bad thing.

Meanings schmeanings, etc.

:)
 
Yes. Using this reasoning, the belief that CIG actually *will* deliver something, given that they've missed never delivered on a promise, could be called a "conspiracy theory"

The main basis for my regarding it as a big pile of comically untrustworthy poo is the ship prices, it's just beyond believable. All the theory crafting, missed dates and wild claims don't help but the ship prices are just crazy.

It can't be on the level.
 
Well unless there is definitive and undeniable proof, it's a conspiracy. Sorry if you don't like the term because it has a negative connotative meaning. I mean it's cool if y'all believe but my standard of evidence is pretty high; beyond a shadow of doubt and all that.

I don't believe anything definitively when it comes to SC. You ask for proof for things that's fine, you also make claims that don't seem to hold that same standard. (No I'm not going to source where you do that, it's my perception after reading the many many posts you make and lack of response to others asking for a response.)

My point is use more constructive terms so some sort of civil conclusion can be made.

I respect your demand for evidence maintain that but helping me see your point would be more constructive without "conspiracy".

Not that it matters was simply a suggestion. I said please remember ;).

I tell people who call SC a scam to please refrain because it simply creates pointless debate that never goes anywhere.
 
Last edited:
Is this conspiracy thing still going or are you having a laugh? [big grin]
For me it's actually looking more dodgy as time goes by. He makes a good point.... and why is the sequence there to start with? what's the point in it being so long?

the most troublesome was that video pointing out the crossfade moments. I'd already noticed several extraordinarily smooth glides viewing nice bits of the environment which didn't look like normal user input and some of the glitching out (the spin to feet in particular) that was neatly cut away from so I was pretty 100% it wasn't all normal play by now tbh.

anyhow you keeping banging on about it is making me keep thinking about it. might watch it again with a hawkeye on for fades, dodging glitches or unnaturally smooth motion
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom