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  1. It's that time again! And if the expo can't come to Orison, maybe some of Orison can come to the Expo!
    3 points
  2. IMPERIUM RACE DAY - LOREVILLE (HURSTON) WHEN: Friday, November 12 (FORM-UP: 15:00 UTC, FIRST RACE: 16:00 UTC) WHERE: Loreville (Hurston) RECCOMMENDED SPAWN LOACATIONS: -Loreville -Everus Harbor START LINE: Perimeter Gate 1 (Loreville) FINISH LINE: Perimeter Gate 6 (Loreville) VEHICLE CLASSES: 16:00 - RACE 1 - Tumbril Cyclones 17:00 - RACE 2 - Hoverbikes 18:00 - RACE 3 - URSA Rovers 19:30 - RACE 4 - ROC's 20:00 - RACE 5 - Greycat PTV's 21:00 - RACE 6 - Anvil Ballista 22:00 - RACE 7 - Tumbril NOVA Tonks PRIZES FOR EACH RACE: 1st - $100,000 aUEC 2nd - $50,000 aUEC 3rd - $25,000 aUEC *** PRIZE MONEY will be distributed in 3.15 LIVE *** RULES: -Racers will start each race on a designated start line @ Perimeter Gate 1 -Race Finish Line is the Vehicle Spawn Pads @ Perimeter Gate 6 (Touch the Ramp!) -NO WEAPON FIRING PERMITTED FOR ANY RACE -RACES ARE SOLO. NO HELP from other players is permitted. -To qualify for prizes, Racers MUST complete the race -Upon Death/Vehicle Destruction, your race is OVER -Further inquiries can be PM'd to @[IMP] REIGN-11-87#7758 NOTES: - Please have sufficient food/water/medpens stored on-person - EVENTS WILL BE RECORDED - Please behave -Please make every effort to have your spawn set @ designated Rally Points BEFORE Op Start Time - ALL SCB / IMPERIUM Members are welcome - Discord comms "SCB / Imperium Events" Channel - Please send in-game friend request to REIGN-11-87 for party invites - Racers please select emoji for the races they wish to compete in, each race is open to ALL participants Please see the Race Announcement in Discord to sign-up!!
    3 points
  3. LordCarbon

    Carbon here

    im looking forward to flying with you guys and getting to command my own ship with a grop of regulars thats what im lookin for here
    2 points
  4. I guess that's it for another year! With each day featuring at least one vehicle that debuted this year (as shown on this page), a theme of this year's Expo was "Dare to fly" and I suppose it came as no surprise that CIG "Dared to try" new things. Everything from the projected holograms of the profiles of various NPC's throughout the verse to the interactive voiced displays providing information on each ship, and even the surprise display of guns and armour in the final days, all added to the sense of CIG trying to keep things fresh and innovative. Perhaps it should be an ongoing theme that CIG may make lootable-only gear have a version that it is only sold once a year at future Expos? I especially liked the added detail of an in game schedule displayed in the elevators and the game's impressive attention to detail led to an occasion where another player entered my elevator and I was able to tell which floor they wanted simply by watching their actual eye movements as they read the schedule! I was also glad Jax got over his minor crisis of faith in this year's Whitley's guide (the last episode of which, particularly showcasing CIG's plans for facial aging tech) and look forward to what he will have to show next year (in Pyro?) Understandably, and a little disappointingly, the Expo couldn't take place on Orison but with the first iteration of cloud tech implemented on Microtech, it made for some stunning views and a glimpse of things to come. Even the servers themselves seemed more stable than in previous years - are CIG learning from past mistakes or has the tech finally reached a much more reliable state? This can only be a sign of the future looking bright for the project, especially with server meshing possibly being utilized next year. And so, with the Stanton sun setting on another successful Expo, there's just enough time for the traditional shot of Storm Breaker departing the IAE for pastures new. Until next year!
    2 points
  5. Fleischwolf

    Banu Merchantman

    Thanks for the advice guys. I think I am going to melt my saber (which has remained at $170 for a LONG time and doesn't seem to be appreciating in value) and combined with $40 of leftover credit buy back an LTI Warden to turn into a BMM. I am probably going to just earn a single seat fighter in game with the potential money made from the BMM. I am leaning towards the gladius over the Saber anyway. I can't believe the BMM is at $550. It's probably going to be worth a lot more when it is flyable. Seems like a good way to possibly get ~$750 of "investment" for 'only' $250.
    2 points
  6. Switch

    Hello

    Welcome @awoland!
    2 points
  7. awoland

    Hello

    Hello everyone ! I'm arrived.
    2 points
  8. Nevermore

    Hello

    Welcome aboard Awoland
    2 points
  9. Also loving my Ares Inferno by the way. Has a bit less ammo that I had hoped; especially due to CIG stating that it would have 2-3x as much ammo but apparently Yogiklatt from CIG told us that the Q&A is obsolete (if so, then why bother doing them at all). Still, they did increase it from 2000 to 3600 thankfully; but I was hoping for something more in the range of 5200-7800. Just the Redeemer's two twin-S5 turrets already carry 10800 rounds of ammo (in magical bags of holding apparently) while the Inferno only has its one gun and was supposed to have special bespoke ammo storage boxes inside the ship. Meanwhile the Ion can fire its energy cannon all day long while the Inferno has to restock ammunition every 3 minutes. 😕 The Inferno still looks way cooler though; even though the dispersion of the bullets is atrocious (worse than Stormtroopers) and there's a small bug with the panel color if you swap out the missile rack for a S5 torpedo (the front panel is white instead of black; so it's using the panel of the Ion atm). However, I am very glad that CIG decided to keep those swappable racks in and even came up with a cool solution to have that changing cover panel. They also gave it 12 S3 missiles in its bespoke launch bay instead of the originally planned 8. Definitely a proper heavy fighter (unlike the Scorpius with its peashooter guns, gimmick turret, and 8 S2 missiles; or the Hurricane with its single M shield and a mere 4 S2 missiles... Oh and CIG already nerfed the Hurricane's turret so now it can only shoot half as long as a Cutlass civilian transport and are apparently planning at punishing multicrew ships when more people man turrets. Talk about taking the fun away so I hope they received the message that turrets in a3.14 were a step in the right direction while turrets in a3.15 with shared capacitors are two steps backwards and putting us right back at the "turrets are useless; just get another singleseat fighter" again). 😒
    2 points
  10. @LowZone agree was a good year. Many of the bug that come with a larger than normal audience riding the servers but honestly only experienced a few issues where I had to restart on a new server which was a vast improvement from past IAEs. Overall I'd give it a B overall. Those speaking info stands were a nice addition with the voice overs. I may have spent most my time in a super hornet and 890 jump.....
    1 point
  11. This is grade-A content
    1 point
  12. GRIZZ

    MISC Endeavor

    These gentlemen believe the Endevor will grow to Javelin or Bengle size.
    1 point
  13. @LowZone - Great take - I have spent some time asking question on spectrum and watching the main "SC Influencers" hot takes and what I have come back with is: PROS Carrack: - Drones - TBD on how good this PRO is. - Cargo module changes - in the into the verse episode where Carrack was formally reviewed these were module not just for cargo - Cargo (current), Mining + laser (which would remove the odyssey advantage there), Science, Fuel (additional Fuel), Missile, Probe module, Scientific module, etc. - Armor and Sheilding: Carrack was a military vessel and as such would is currently (rightly or wrongly) being serves up as the "super hornet" of the exploration options, ship matrix aside. - Cartography room: has one and as such, better make good use of it. Plays into the.... - Jump Point Finding systems: Specifically called out on the Carracks material and not on Odyssey. Both will likely have the ability whenever that day comes but Carrack "Should" win out. - "No Capital Systems" - may seem strange to say but capital systems are not interchangable. You will be stuck with what you get, forever, at least based on current lore in the odyssey, while you can change out the L systems in the Carrack. Odyssey - Med Bay is two beds instead of 1. - Mining laser/tractor beam + refinery - this thing never "has" to refuel. This is a +++ if Carrack doesnt get modules that allow it to do this. If it does, that's a mess up curve ball given the material on the odyssey making it seem so unique... - Can fit "medium fighers" it is hanger (Carrack can only fit large snubs) - 3 X S5 on paper is better than Carracks 4 X S4, however firing coverage on Carrack is better so a toss up? - Component and ejection pods are in a much better location than carrack - Space Station and Ship to ship docking collars v carracks ship to ship only (expected to be an advantage, time will tell). - Capital size components: I know I used this as a pro for the Carrack but depending on where these land they could be a pro for Odyssey...
    1 point
  14. I think Homer ought t' see this one: the Carrack Killer Concept? Personally, even though the Odyssey's main advantage is its independent sustainability, I think the Carrack has a lot more going for it in terms of features not yet implemented: drones, repair facility, protective sheath, jump computer, and its modularity. The choice of a sabre as an accompanying craft for the Odyssey for example speaks volumes as to how CIG want the ship to be used - recon an area stealthily before jumping in with the main craft. As both ships have specialties in different areas, I think it will come down to choosing the right ship for the right circumstances. Do you want to go out into the black, rarely to return, or extensively document an exploration area and return with the data relatively quickly? And then there is the Endeavour's explorer cab just lurking around the corner...
    1 point
  15. Early Warning: Passengers boarding this craft are only allowed one item of carrion.
    1 point
  16. Devil Khan

    Argo Raft

    Well doesn't that make the operator cabin redundant? Either way, move it back in to where it should be or remove the mfd from the center and leave it with unobstructed view of the area by increasing the size down of clear "glass" basically a standard crane operator. You know there have been plenty of things over multiple ships that need to be fixed. However some are quite obvious. It wouldn't hurt if they hired a ship, plane, crane operator to give their opinion on what changes they would make before the ships are released. It would seem that nobody has experience at all when it comes to laying out the ships in white or grey boxing.
    1 point
  17. GRIZZ

    Argo Raft

    I feel the leaked photos do a better job of showing the layout right now if your like me and can't log in to explore the ship. If your having a tough time comparing it to the free lancer I feel there's pro's and con's to carrying cargo on the exterior. With the Raft you can unload faster but if your attacked by pirates the cargo may become a "loot piñata" loosing cargo with damage. With the Freelancer the cargo is more protected from pirates, will eventually take longer to unload, but possibly susceptible to interior fires? I think if I were cargo hauling I'd prefer the stronger armor of the Raft over stronger guns of the Freelancer, but I'm sure others subscribe to the mantra "The best defense is a good offence".
    1 point
  18. Following Free Flight; Francis, Finley & family found flying the 400i finally fulfilled a fin-filled fantasy.
    1 point
  19. Hello errbody! Guess who is back!?
    1 point
  20. Hull A looking hot! From the Weekly update email sneak peek.
    1 point
  21. Pretty nice to see CIG reusing the ATLAS platform in order to now have the Ballista missile platform and the Spartan troop transport. It also makes for a nice combo with the Liberator as I believe that one had additional seating for extra troops if I'm not mistaken (or was that only the Hercules M2 from Crusader?). Makes me wonder if they will also use the same undercarriage and put a massive tank cannon on top at some point so we have a second tank to play with (although it wouldn't be a true tank; just an APC with a big gun on top but hey). Additionally I still hope that CIG will also make a shortened variant someday that has similar dimensions and capabilities to the Ursa. We definitely could do with a few more generalist rovers in my opinion as the Ursa is currently the undefeated king at the moment. I definitely wouldn't mind buying a smaller Anvil rover and putting that one inside my Carrack instead of the freebie Ursa that came with it. I wouldn't mind something like this someday (and also rovers from Aegis, Crusader, etc.)
    1 point
  22. Madness...? This is SPARTAN!
    1 point
  23. Thanks for hosting the race event. I took part in 1 official race (Rocs) and 1 unofficial race (Noxes), and really enjoyed the ground trips around Loreville!
    1 point
  24. Devil Khan

    Aegis Redeemer

    She is a beast! She is made for attacking and not defensive as such really. She has scarely high hit pool in the shields (2x large same as the Hammerhead). Basically from what I understand, She attackers first and loiters around while other drop ships will hit the ground and when they're finished the leave and then the Redeemer will be the last to leave. However I till think they should have swapped the beds back with the 4x solider seats. The can easily fit the escape pods on top. Also leave the drinking down below so passengers will get thirsty. Still she looks exceptionally aggressive on the outside and quite beautiful at the.
    1 point
  25. Devil Khan

    Aegis Redeemer

    I find it odd that they put the beds down stairs and the marines upstairs and removed the stairs completely and replaced it with a ladder. Bottleneck anyone? To be honest, the outside looks nice, but the inside looks, well, like a star farer. Don't get me wrong the individual rooms look very nice, but the layout is seems very wrong.
    1 point
  26. Hey super nice event, I will try to attend to the first races, Unfortunately I will need to wake up early next morning so I will leave early in the night ^^
    1 point
  27. Fizzlefuse

    Arcane

    I've heard great things... I'd love to check it out.. but I don't have Netflix.
    1 point
  28. Hi, I'm selling rare items from RSI and here is the list and prices: Torpedo front bay 24 month insurance for 150 usd Torpedo rear bay 24 month insurance for 80 usd Dropship Module for Tali - LTI (aprox. only 2 left) for 180 usd RETALIATOR CARGO REAR MODULE - LTI (only 1 left) for 150 usd AEGIS RETALIATOR BASE - LTI for 180 usd Fuel Pods for Endeavor - LTI (1 left) for 89 usd GENESIS STARLINER - LTI for 520 usd PM me if interested.
    1 point
  29. pretty unrealistic price... Current going rate is around 350
    1 point
  30. GRIZZ

    Origin 400i

    1 point
  31. Drum

    Enter - the Medic.

    3.15 brought the goodies and there was more nuance than I expected. A Multi-tool attachment (which I like because I can carry that and customize between tractor beam or medicine). And a stand alone applicator Medical Device called a ParaMed. The nuance comes with dosages for pain, concussions, paralyzed, respiratory problems, and even overdose. Initial problems with self administrating, but they were resolved. You get dropped, you then have the option (M key) to make a job offer to come and sort you out. The hope is they will come and fix you up instead of you paying them to come kill you and loot your corpse (now available with the new inventory patch). Pesky details... Here are some descriptions. - DRUM out (edit: got the two devices tagged backwards - sorry.)
    1 point
  32. Fleischwolf

    Banu Merchantman

    Hey guys, its been a while. Just saw the BMM and how its likely going to become an enormous ship with a likely enormous price tag. I have a Warden LTI buyback for $250 credit. I also have a $0 CCU to turn the Warden in to the BMM for $0. Is this something to consider?
    1 point
  33. Having spent the last two months playing in the PU, starting locations only matter for the minutes that it takes to go from the hab areas to the spaceport, and then the 10k climb out of atmosphere. Additionally, operating out of the planet habitats tends to be a bit problematic for people with lower end machines because the environments are harder to get through than being on stations. While I can recommend Lorville or Microtech as good start spots because of less performance hit than Orison or Arccorp, there are a variety of issues in all "spawn" locales and most people only go to the planets for the purposes of selling or shopping before returning to the black and to named/lagrange point stations. Also, given the fact that you can traverse the system in less than 10 minutes, it won't take much time for people to bounce around to wherever the action happens to be. Now, once we are in a multi-system situation, where we have Nyx and Pyro also as potential areas of operation, we might want to consider having IMP people agree on main areas of operating, but for now, the single system doesn't really necessitate that kind of coordination.
    1 point
  34. Danakar Endeel

    Aegis Redeemer

    Here's hoping this layout isn't final as having the crew sleeping area (and escape pods) on the bottom floor while having the jumpseats on the upper floor makes very little sense. CIG was very good at trying to keep the exterior as close to the original design as possible and they also did a great job at keeping the front section near identical to the original Redeemer. The rear section however is very wierd and nonsensical to me. Personally I would put the living quarters on the upper level in the tail section so that it's at a dead-end. Then the components could move forward while the jumpseats would move to the lower deck. Adelys/Frenchtgirl over on Spectrum and Reddit made some (imo) awesome threads where she was able to create a much more logical and natural layout by simply repositioning the interior building blocks. To me it is a massive improvement over the current layout and I sincerely hope the devs will see those suggestions. Her proposed layout would also make it much easier for CIG to give us the $65M Enhanced Ship Modularity stretchgoal. Then CIG could designate the jumpeats in the bottom area as a "Dropseat Module" that would be installed on the Redeemer by default while CIG could then offer a "Cargo Module", "Bountyhunter Module", "Explorer Module", etc. just like they promised. 😍
    1 point
  35. Danakar Endeel

    RSI Perseus

    Polaris Q&A Do the Size-7 guns use bespoke ammunition, and how much ammo can the gunboat carry? The brochure’s picture implies dedicated ‘ballistic’ ammo-loaders below the turret: can we customize the rounds to be either high-explosive or armor-penetrating rounds like IRL battle tanks can choose between during battle? Will the Size-7 guns be swappable, or are they locked like on the Ares? The main turret weapons on the Perseus are currently planned to be bespoke S7 ballistics, with customizable ammo types to provide flexibility. How far along is this ship? What’s the current stage within the pipeline? The Perseus is at the concept stage and isn’t in production in the vehicle pipeline at this time. How heavily is it armored? It’s heavily armored for its size and designed to take a beating from other ships, but it isn’t as strong as a capital ship. What are those “pylons” on each side of the ship (right next to the docking collar) supposed to be for? Currently, they’re decorative. It was the rule of cool at the time and in keeping with the aggressive vibe of the ship. Maybe we’ll look at them later and alter them to be more like buffer bars or additional sensor technology. What’s the largest ship that the Size-7 guns will be effective against? For example, how effective will they be against larger ships like a Polaris, 890, Idris, or a Javelin if they hit? They’re expected to be effective against all large-size ships. If targeting critical areas on capital ships, they should provide similar effectiveness as the Crusader Ares’ Size-7 weaponry. Does it have an armory or weapon racks, medical facilities, and facilities for troop-carrying? Otherwise, what is the point of a patrol ship being able to carry a rover? In lore, the ship was not designed to carry a rover, it’s more a happy accident that it can and is a good representation of the general cargo volume. It has no armory or troop-carrying abilities as that is not its role. Its typical role is fleet defense, so it would rely on other ships in the fleet for its medical needs. Is the cargo elevator the only entrance into a landed Perseus, or is there a dedicated entrance for personnel? There is a dedicated personnel entrance located on the bottom of the ship to the rear behind the cargo elevator. Why does the exterior appear to have two “doors” whilst only one airlock? Is it meant to only have one airlock (and it was just for symmetry), or does that other side have a function? There is no functionality there and was purely done for symmetry. Why is the SCM speed for a 100m ship set at a sedate 92 m/s? The SCM speed is broadly in-line with other ships of its size, class, and weight, particularly given its heavily armored nature. Though, as always, speed will be revisited as the ship progresses through the pipeline. Will it have pilot-controlled weapons? Will both big manned turrets be able to link to the pilot via computer blades if the crew gets sick? The pilot will have access to the torpedoes, and some of the other bridge stations will be able to control weapons. Like other ships with manned turrets, they’re designed to be human-operated. However, as a fallback, they will be able to be NPC-crewed or equipped with a computer blade. People speculate that this ship will be able to ram enemy ships, as seen in one of the concept-art images. Is this the plan? Will the front feature heavy-duty armor? The concept art depicts the Perseus moving through the wreck of a hammerhead after destroying it, not actually ramming it. Like other ships, it’s capable of it but it’s not recommended nor designed to do so. According to the Perseus IAE page, it states: “Nearly identical to the historic military original, get to know the new Perseus.” What makes this Perseus different from the military original, and will players be able to acquire the military original in-game in the future? Regarding the “military original” referenced in the brochure/lore, we wouldn’t ever see the originals, as they are VERY old, predating the Tevarin wars and the Xi’an cold war. The lore does allude to a modern military version, which the in-game model is based on, but this is much the same as the Hornet, the Idris, or any other ship available to players also used by the UEE military. The implication is that the civilian model available to players is a slightly nerfed version of its theoretical military counterpart (‘cause, you know, laws). What are the expected weaknesses of the Perseus versus a ship such as the Hammerhead? Specifically, blind spots, speed, armor, etc. And, can the manned turrets turn quickly enough to easily follow fast targets like dogfighters, medium fighters, etc., or do they turn slowly? The big weakness of this ship is a swarm of fighters, so exactly what the hammerhead is designed to combat. It may have two Size-7 turrets, but they aren’t enough to defend against a determined group as they don’t rotate quickly enough to catch anything but larger targets. In the brochure, it states that “Twin ballistic Gatling guns can be fully automated or remotely controlled to keep incoming ordnance at bay.” Will it require AI blades to automate these, or is automation part of the ship design as this line of the text seems to imply? These turrets will come equipped with blades, so can be automated by default. In addition, they will be controllable remotely from the bridge if a player wishes to manually control them.
    1 point
  36. Morgen Black

    RSI Perseus

    I do like the layout of the Perseus, but I would have to say that it really needs a bit more revision to be efficient. I think the catwalk between the front and rear sections above the cargo area is a complete waste of space. If you are going to give us a catwalk, then why don't you just make that entire area more rooms with a hallway. The cargo will not stack up past the catwalk on the left and right, so they might as well give us an infirmary, small brig, storage, etc. They also could put the walkway to one side so that cargo could be stacked higher into the cargo lift. That is my limited input on what I have seen of the ship so far at this stage. MB
    1 point
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