the Cutlass does not fly as well as originally pitched
I don't own a Cutlass and I'm not super into the ship, but if you watch the Cutlass Black commercial and compare that level of maneuverability to what the Cutlass is actually capable of there is a pretty big divide.
I think the best way to use the cutlass is going to be for piracy while linked up with a couple of fighters. The faster, more maneuverable fighters disable the ship, some dudes drom tue Cutlass EVA over for boarding, then loot gets loaded into the cutlass.
I think that for standard legal space truckin' you would probably be better off dropping a couple more bucks for a Freelancer and rocking that instead.
Which, as a Cutlass owner, is a playstyle I'm good with. I'm afraid though, that a Freelancer or something else cargo focused will end up being better at that role than the Cutlass, just like the fighters are better at doing the actual shooting part of pirating.
I'm mostly annoyed that they took a UI that was adequate and replaced it with one that's illegible, and that there's a bunch of functions for the ship that just seem to break stuff because of how fragile the ship is.
Isn't any successful boarding action going to need fighters to guard the area while the boarding happens? Still, with those gimbled engines, you would expect the maneuverability of the Cutlass to be off the charts
Ideally they would be a uniform standard and would be included in any ship large enough to stand in.
I suppose it may not matter if everyone is always suited up and can EVA at the drop of a hat. Pop the hatch, EVA over, plant explosives (or whatever they have you do to gain entry) and float in. Figured the docking collar may make it quicker to spam marines into the boarded ship though instead of slowly floating in via EVA...but hey..speculation abounds!
Isn't any successful boarding action going to need fighters to guard the area while the boarding happens? Still, with those gimbled engines, you would expect the maneuverability of the Cutlass to be off the charts
Decisions decisions.
The gimbaled engines are the biggest part of the ship's maneuverability problems. Essentially the Cutlass was designed to look cool before the game was far enough along that CIG could tell what would actually work in game.
I'm also kinda worried that since they decided to make the buccaneer that they're not gonna try to fix the cutlass's problems. I could switch ships, but I don't want to abandon the cutlass because it's still the ship I want, assuming they can actually make it work.
I'm also kinda worried that since they decided to make the buccaneer that they're not gonna try to fix the cutlass's problems. I could switch ships, but I don't want to abandon the cutlass because it's still the ship I want, assuming they can actually make it work.
It's not going to become the highly maneuverable cargo hauler/fighter hybrid they originally pitched if that's what you mean.
From the latest AtV
-The original goal for the Buccaneer was to give Drake a complimentary fighter craft
-It's all about Drake ships working together in concert:
-Caterpillar: is the home base ship with lots of space for cargo and lots of potential options -Cutlass: is a mixed skirmisher-hauler which has more firepower than other ships with similar cargo capacity
-Herald: is a bit of a drag-racer: info running is about getting intel and getting out, also long range surveillance and stuff
-Buccaneer is more that dedicated interceptor-fighter, no discreet cargo but will take advantage of smuggling in the future
-Being a pirate is intended to be about working in tandem with others, though even a small group with a couple of ships should be able to have fun
-Loadout: 2xS1, 2xS3 (currently gimbaled S2s), 1xS4 (currently twin linked S2) but lots of options
-Firing arc for wing mounts will be 30-60 degrees.
-Belly gun has a canard mount which allows it to shoot behind the ship, no reticle when looking behind in 3rd person view at this time.
-Engines designed more for maneuverability than top speed.
-Goes on concept sale Friday May 27th.
Now it's more of a cargo ship that can fight with the support of other ships.
The cutlass has issues that go beyond it's maneuverability and firepower.
The UI is bad right now. Real bad. The UI design as a whole has problems, but the biggest problem by far is that it's illegible. I literally cannot read it, even though I'm playing two feet away from a 27" monitor.
The maneuverability is bad and it's easy to hobble. The only thing that lets the cutlass turn at all are the two 'tin can' thrusters on the sides of the cargo section, but those thrusters stick out and break easily. They are always the first things to get knocked off. You can't dogfight in the cutlass at all because as soon as you take a hit you loose the ability to steer.
The AI pilot can't land the ship. I have never flown my cutlass without damage in crusader, because the AI pilot can't land the ship without running it into the ground or into the side of the station.
The ship is too fragile, and it's too fragile in multiple ways. Activating the moving parts of the ship has a tendency to cause damage. I've damaged the ship by opening or closing the loading bay doors, by getting in and out of the pilot's chair (which causes the whole chair assembly thing to shift), and by activating the turret seat. I don't think opening and closing the docking collar doors damages anything, but I haven't fiddled with it much so I could be wrong. I think the ship is under-armored for it's size too; it's profile makes for a pretty fat target from any direction, and it doesn't have the structure to take hits.
So the safe bet is to switch to the Buccaneer or hope that down the road they retool the Cutlass into something that can thrive in the current game mechanics?
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Law and Order ≠ Justice
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Maybe. The cutlass is technically still scheduled for an update pass. I'm at least going to wait for them to say what they're doing with it before I decide.
Ideally they would be a uniform standard and would be included in any ship large enough to stand in.
I suppose it may not matter if everyone is always suited up and can EVA at the drop of a hat. Pop the hatch, EVA over, plant explosives (or whatever they have you do to gain entry) and float in. Figured the docking collar may make it quicker to spam marines into the boarded ship though instead of slowly floating in via EVA...but hey..speculation abounds!
Ideally every decent sized ship would have docking collars because if you were stopping at a space station it would be nice to be able to dock your ship instead of having to risk going through an EVA (and exposing most to all of your ship and whatever is inside of it to hard vacuum in the process).
Or if you met up with someone you knew in space and wanted to hang out or whatever.
I'm excited for the modular item placement they've rolled out in the PTU. Right now there is some sort of bug I am experiencing where I can't scroll through available weapons in the holotable, so when I add a gun to one ship instead of taking it from my extras it takes it off of another ship it is equipped on.
This means I can only have guns on one ship at a time, which I totally forgot last night and ended up actually having fun fleeing from a couple of hostile Hornet players in my Omega in and around Kareah. I mean if I had had guns I still would have fled from two Hornets, but zooming around the struts and beams and dodging shots was still a lot of fun.
Is the closest thing to a mobile home that can haul still the Freelancer? For one person to operate anyway. The last open weekend I think the Freelancer was smaller that I thought it would be.
Is the closest thing to a mobile home that can haul still the Freelancer? For one person to operate anyway. The last open weekend I think the Freelancer was smaller that I thought it would be.
Right now the Freelancer seems like the largest ship you can reasonably operate solo, but we'll have to see what the interiors of the smaller ships in the Hull series end up looking like before we can make the all important mobile home judgements.
Huh, interesting. I guess it makes sense that small scout fighters wouldn't be able to outright pwn big, lumbering ships with heavier armor and shields, but this doesn't quite seem intentional
I'm hoping that small vessels can be specialised to mount a small number of massive, slow torpedoes/bombs specifically for the purpose of being giant hunters.
I'm hoping that small vessels can be specialised to mount a small number of massive, slow torpedoes/bombs specifically for the purpose of being giant hunters.
would have a pretty difficult time taking down one of these
so I guess it makes sense.
I dunno... a Zodiac full of people with RPGs is probably very bad news for a tanker.
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Not really. I mean, they could poke a punch of holes in it, sure, but an oil tanker is huuuuuge. I doubt they could even carry enough ammo on the boat to actually put enough holes in the hull to even come close to how much water the ship can pump back out.
Not really. I mean, they could poke a punch of holes in it, sure, but an oil tanker is huuuuuge. I doubt they could even carry enough ammo on the boat to actually put enough holes in the hull to even come close to how much water the ship can pump back out.
Wouldn't the bigger concern be igniting the cargo?
Not really. I mean, they could poke a punch of holes in it, sure, but an oil tanker is huuuuuge. I doubt they could even carry enough ammo on the boat to actually put enough holes in the hull to even come close to how much water the ship can pump back out.
Wouldn't the bigger concern be igniting the cargo?
That tanker is riding pretty high on the waterline...it's completely empty.
:P
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Not really. I mean, they could poke a punch of holes in it, sure, but an oil tanker is huuuuuge. I doubt they could even carry enough ammo on the boat to actually put enough holes in the hull to even come close to how much water the ship can pump back out.
Wouldn't the bigger concern be igniting the cargo?
That tanker is riding pretty high on the waterline...it's completely empty.
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Which, as a Cutlass owner, is a playstyle I'm good with. I'm afraid though, that a Freelancer or something else cargo focused will end up being better at that role than the Cutlass, just like the fighters are better at doing the actual shooting part of pirating.
I'm mostly annoyed that they took a UI that was adequate and replaced it with one that's illegible, and that there's a bunch of functions for the ship that just seem to break stuff because of how fragile the ship is.
Decisions decisions.
Enlist in Star Citizen! Citizenship must be earned!
Enlist in Star Citizen! Citizenship must be earned!
Ideally they would be a uniform standard and would be included in any ship large enough to stand in.
I suppose it may not matter if everyone is always suited up and can EVA at the drop of a hat. Pop the hatch, EVA over, plant explosives (or whatever they have you do to gain entry) and float in. Figured the docking collar may make it quicker to spam marines into the boarded ship though instead of slowly floating in via EVA...but hey..speculation abounds!
Enlist in Star Citizen! Citizenship must be earned!
The gimbaled engines are the biggest part of the ship's maneuverability problems. Essentially the Cutlass was designed to look cool before the game was far enough along that CIG could tell what would actually work in game.
It's not going to become the highly maneuverable cargo hauler/fighter hybrid they originally pitched if that's what you mean.
From the latest AtV
Now it's more of a cargo ship that can fight with the support of other ships.
The UI is bad right now. Real bad. The UI design as a whole has problems, but the biggest problem by far is that it's illegible. I literally cannot read it, even though I'm playing two feet away from a 27" monitor.
The maneuverability is bad and it's easy to hobble. The only thing that lets the cutlass turn at all are the two 'tin can' thrusters on the sides of the cargo section, but those thrusters stick out and break easily. They are always the first things to get knocked off. You can't dogfight in the cutlass at all because as soon as you take a hit you loose the ability to steer.
The AI pilot can't land the ship. I have never flown my cutlass without damage in crusader, because the AI pilot can't land the ship without running it into the ground or into the side of the station.
The ship is too fragile, and it's too fragile in multiple ways. Activating the moving parts of the ship has a tendency to cause damage. I've damaged the ship by opening or closing the loading bay doors, by getting in and out of the pilot's chair (which causes the whole chair assembly thing to shift), and by activating the turret seat. I don't think opening and closing the docking collar doors damages anything, but I haven't fiddled with it much so I could be wrong. I think the ship is under-armored for it's size too; it's profile makes for a pretty fat target from any direction, and it doesn't have the structure to take hits.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
Ideally every decent sized ship would have docking collars because if you were stopping at a space station it would be nice to be able to dock your ship instead of having to risk going through an EVA (and exposing most to all of your ship and whatever is inside of it to hard vacuum in the process).
Or if you met up with someone you knew in space and wanted to hang out or whatever.
The Cutlass is not finished.
They are aware of the Cutlass's issues.
Hell, many all of the core ship systems are not finished. Every ship will be a much different animal as item system 2.0 comes fully on-line.
chair to Creation and then suplex the Void.
This means I can only have guns on one ship at a time, which I totally forgot last night and ended up actually having fun fleeing from a couple of hostile Hornet players in my Omega in and around Kareah. I mean if I had had guns I still would have fled from two Hornets, but zooming around the struts and beams and dodging shots was still a lot of fun.
Enlist in Star Citizen! Citizenship must be earned!
chair to Creation and then suplex the Void.
Right now the Freelancer seems like the largest ship you can reasonably operate solo, but we'll have to see what the interiors of the smaller ships in the Hull series end up looking like before we can make the all important mobile home judgements.
https://www.youtube.com/watch?v=uWFtvk4VygA
Holy smokes that's fucking cool. We need some human ships with original layouts/designs like this in the game.
What competition are you going for this time Fuzzy?
http://steamcommunity.com/id/pablocampy
The "Thrust" competition, which, yeah, sounds kinda dirty. -> http://www.phantomworks.xyz/ http://forums.cgsociety.org/forumdisplay.php?f=433
https://www.youtube.com/watch?v=s8Dw9oQ-_gE
Huh, interesting. I guess it makes sense that small scout fighters wouldn't be able to outright pwn big, lumbering ships with heavier armor and shields, but this doesn't quite seem intentional
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
would have a pretty difficult time taking down one of these
so I guess it makes sense.
http://steamcommunity.com/id/pablocampy
I want to see ordnance the size of Auroras.
I dunno... a Zodiac full of people with RPGs is probably very bad news for a tanker.
Wouldn't the bigger concern be igniting the cargo?
That tanker is riding pretty high on the waterline...it's completely empty.
:P
It could be hauling helium. :?
Don't tell that to the Sea Shepherds
http://steamcommunity.com/id/pablocampy
Like... a torpedo?
Looks like the perfect candidate for Star Citizen's jihad jeep.
Except most of us aren't robots, and the "hurt slightly" part would be replaced with "catastrophic skullular evacuation".
Does it come in a Scooty Puff Sr. model? I only ask because Scooty Puff Jr. suuuuuuuuuuucks.