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Star Citizen | SQ42

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Posts

  • VoodooVVoodooV Registered User regular
    My assumption is that the typical cycle still holds true? Whenever they add some new feature, it becomes super buggy, they squash bugs for a while and it becomes relatively stable, only for new content to be added and it becomes buggy again.

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  • DacDac Registered User regular
    edited May 12

    3.19 mining laser changes

    Pffft Lancet. Lol.

    Rofl

    Etc.

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Dac wrote: »
    3.19 mining laser changes

    Pffft Lancet. Lol.

    Rofl

    Etc.

    What was it before? What changed?

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • DacDac Registered User regular
    edited May 13
    Lancet in 3.18 and honest ever since the mining rework has been a problem because it's supposed to be a 'support' mining laser with a weak output, but its bonuses to support were so good that its lack of power didn't matter. It had a -75% resistance and -75% instability buff on any rock it was touching, and with some mods (since it could equip 3) you could get that up to, like, -95% resistance and -77% instability with 2x FocusIII modules (-10% resist and +4% instab each) and 1xVaux C3 module (-10% instab, -4% optimal charge window). Or could go up to -100% if willing to eat the instability hit.

    Turns out even a weak pissbaby laser can mine quant ez when it can lower the rock's resistance by that much, and it kind of became the go-to for most everything.

    The Lancet in 3.19 is, uh... Not that. For some reason it's still referred to as a support laser, but tbh it's more statted like a budget Helix. It has the second highest laser output in terms of mins and maxes, a small reduction to instability, no reduction to resistances, middle of the road mod slotting, and crushes your optimal charge window by 60%. Its big bonus is ... 40% optimal charge rate. Which is... not good. Being able to get the rock to the green zone and reduce the risk of overcharging it is just so much more valuable than getting the rock to charge a few seconds faster.

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • LucascraftLucascraft Registered User regular
    I think I remember hearing SaltEMike say that all mining lasers were being rebalanced in such a way that each laser now has a specialty for what it can mine.

    The idea being that you are supposed to have a target resource in mind beforehand, and you match the laser to the type of resource you’re mining.

    To go along with that laser rebalance, Mike also said they did a big resource placement shuffle. Certain resources are now only found at certain locations.

    So… if you know you want to mine X, you equip the laser best suited to X and then you fly to the planet/moon/asteroid where X is known to spawn.

  • SCREECH OF THE FARGSCREECH OF THE FARG #1 PARROTHEAD margaritavilleRegistered User regular
    Has there been any word on the sort of plants we will be able to grow on the land plots we purchased a way back? Idk if it's planned for the next system or its a sq42 thing but i love cross breeding plants ala animal crossing

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  • DacDac Registered User regular
    I wonder how many decades the project gets pushed back because Roberts plays starfield and decides they MUST include x, y, and z features.

    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
    PreacherMr Ray
  • NEO|PhyteNEO|Phyte They follow the stars, bound together. Strands in a braid till the end.Registered User regular
    There are possible features that aren't already must-haves?

    It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
    Warframe/Steam: NFyt
  • ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    NEO|Phyte wrote: »
    There are possible features that aren't already must-haves?
    But of course.

    Robot companion and therefore pets and therefore the petting, feeding, housing, and persistence thereof.

    (TW for AI, Creature, Item, Vehicle, and Story teams)

  • GokerzGokerz Registered User regular
    NEO|Phyte wrote: »
    There are possible features that aren't already must-haves?
    But of course.

    Robot companion and therefore pets and therefore the petting, feeding, housing, and persistence thereof.

    (TW for AI, Creature, Item, Vehicle, and Story teams)

    I think pets with all the things you mention was one of the early stretch goals ~10 years ago.
    He'll probably see the build-your-own-spaceship interface and want that, requiring a full rework of all spaceships

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    LJDouglasArbitraryDescriptor
  • LJDouglasLJDouglas Registered User regular
    While I don’t think sentient AI are part of the setting, I’m pretty sure an astromech type repair droid was a stretch goal or bonus for buying some ship or other.

  • DacDac Registered User regular
    There's already some ships that are supposed to be modular, with pre-set segments that are intended to be swapped out.

    I could see it. You know. In another ten years when it's implemented. Right around the time we get our third star system lololol

    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
    Preacher
  • SiliconStewSiliconStew Registered User regular
    NEO|Phyte wrote: »
    There are possible features that aren't already must-haves?
    But of course.

    Robot companion and therefore pets and therefore the petting, feeding, housing, and persistence thereof.

    (TW for AI, Creature, Item, Vehicle, and Story teams)

    When your pet craps on a moon, you can leave and come back weeks later and it will still be there.

    Just remember that half the people you meet are below average intelligence.
    PreacherDacApogeeIanatoremp123Drovek
  • StormwatcherStormwatcher Blegh BlughRegistered User regular
    NEO|Phyte wrote: »
    There are possible features that aren't already must-haves?
    But of course.

    Robot companion and therefore pets and therefore the petting, feeding, housing, and persistence thereof.

    (TW for AI, Creature, Item, Vehicle, and Story teams)

    When your pet craps on a moon, you can leave and come back weeks later and it will still be there.

    and the game crashes with all the poops :D

    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
    camo_sig2.png
  • ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    NEO|Phyte wrote: »
    There are possible features that aren't already must-haves?
    But of course.

    Robot companion and therefore pets and therefore the petting, feeding, housing, and persistence thereof.

    (TW for AI, Creature, Item, Vehicle, and Story teams)

    When your pet craps on a moon, you can leave and come back weeks later and it will still be there.

    Looking forward to the tier 2 implementation where the poop animations are implemented, but the poop itself is still represented as a pile of 1/64 SCU Fertilizer crates.

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