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About Scotterius

  • Birthday 12/03/1972

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  • Gender
  • Location
    Olympia, Washington
  • Interests
    Learning to be a good pilot in Star Citizen and discovering why my cat loves rap music.

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  1. Scotterius

    F8 Lightning

    Thank you @J. Coren for your explaination of what a heavy fighter is historically, with multiple actual real world examples. That was a really good job. (Cool fact: the mosquito was made of plywood!). I did not know what the BF 110 was and that was fun to learn about. The term 'heavy fighter' has been thrown around longer than any of us have been alive (If you are older, I congratulate on your 98+ years). A lot of confusion comes from playing video games, and even Chris Roberts own games where 'Heavy Fighters' were just 'Super Fighters'. That does not seem to be the case with Star Citizen. Thinking that they will out fly or even be as tough as a cheaper light fighter is not appropriate. It just is not what a Heavy fighter was historically or seems to be in star citizen.
  2. Scotterius

    RSI - Polaris - Corvette

    I feel The Polaris might end up being a more practical carrier than the Idris (or the larger carrier that will be made for fund raising) for many situations. I feel it will be faster, and able to run with a smaller crew. You can support a lot of fighters by allowing the fighters to refuel and rearm. It comes down to efficient use of players. A player in a turret is a waste, compared to one in a saber in my opinion. It has some serious advantages over the IDRIS 1. Requires less crew. 2. Faster speed. 3. It's hanger flight path cant be blocked by other ships. The way you come in is the way you go out. Unless the Idris is empty the ships have to turn around inside the ship to relaunch. 4. Less of a strategic imprint. It is cheaper to aquire, draws less attention, and will be less painful to lose. I can imagine a series of polaris class ship with a skeleton crew operating more efficiently than a larger IDRIS. I can imagine it fielding 5 fighters with 7 players easier.
  3. The gladiator for me. The maneuverability and speed and smaller target profile help with survivability. Fire power does not mean much if you cant dance to the target after the party starts. It is also a good combination of capability per player, as many of the other ships are multi-crew...actually it is too I guess. You can live without the turret though. I just hope the fuel mechanic does not nerf it to uselessness.
  4. Scotterius

    Aegis Sabre

    No word yet. A lot of negative response from the community over this. The fighters have intakes which we all thought were fuel intakes...until they weren't. Will all fighters get another rework? Will this game ever...be done? I suspect though...that there will be a tactical advantage to not having a fuel scooping system. Like a larger fuel tank for boosting, like considerably larger. So if you are against a similar ship with a scoop, you could out boost them until they run out of available boost and then use your boost advantage. You might even be able to purchase a fuel scooping system that replaces your combat system. Maybe... Or...it might just suck. Faith has really been tested over this.
  5. Scotterius

    Anvil - Hurricane

    Does the evocati have the hurricane now?
  6. Scotterius

    Wingman and your ships

    I dont see that as unlikely or really undesirable. An NPC crew ( even a poorly skilled one) would be fine until you really want to try to hurt real players with it right? The only catch is that there are also some ships now (like the hammerhead) which would be brutal with NPCs at current skill levels against large ships (Reclaimers, Orions, Hull D, Carrack, Polaris.). The hammerhead is kind of the exception to the rule though, and a player would have to have what, 6 NPCs to just man the turrets? Another option is to limit the amount of NPCs available for purchase at one time to a player (like what Chris did in Freelancer and Privateer). For example a starting player could hire 1 at start and unlock up to 4 through rep grinding with NPC faction (This number reseting at player permanent death). Then you would still need 2 or 3 players to fill out your hammerhead. So I would say that NPCs need to be weak they or need to be numerically regulated, or limited in another fashion. Otherwise it turns into Pay (grind) to Win, throws skill out the window...and will reduce the game appeal to skilled players and beginning players alike. It will always be important to consider the best way to apply yourself and your team through 4P. Some players will be better in certain roles. I feel there is to much diversity in vessel capability and player skill that I doubt that there will be one meta for power for all player. Each player may have his ideal potential per his solo traits and it will be also shaped by how much community support he has, and the amount of teamwork he displays. In my opinion, there is no replacement for practice, or camaraderie (or kindness for that matter). Will a player with years of practice in a Sabre be better in that cockpit if you you can put him in a NPC gunship? I dont know, but I strongly feel that he deserves to be valuable in the ship that his time and patience are invested in.
  7. Been watching this one. Does Virpil have a base that has twist? The only one I know is the VKB gladiator (out of thrustmaster, vkb and VIRPIL), but you might lose some function. Oh yes. A stick in left hand and a mouse is pretty popular. Most of us now use a thrustmaster 1600 for the lefthand stick (with a twist axis for strafe up and down) and foot petals. But, right now the thrustmaster 1600 is kind of the stick available, I am sure a lot of us have eyes on the Virpil one. A bitter pill is that VIRPIL grips are expensive. The mongoose runs about $220. Add in a $99 gladiator, and you have a pretty expensive stick that will likely work mostly some of the time for most things. (I think they need to make their own base too).
  8. Scotterius

    Build help TM T.Flight Hotas X

    Well sorting out the sticks will be tricky and there might not be permanent fixes available today. I would check out AotW discord and ask there. They have a lot of dual stick players and helpful players from other groups also follow the discord. With the state star citizen is in they would likely be happy to have something to talk about besides misery https://discord.gg/6JF6rxh
  9. Scotterius

    Build help TM T.Flight Hotas X

    I can think of two reasons you might be having problems now. Duel joysticks setups do often have problems with windows confusing the sticks. This could be the source of your problem. Another bug going on now seems to be related to disruption damage, where it will not dissipate. If you are in pirate swarm where these problems occur I would suspect the later, outside of that doing anything else I would suspect joystick problems.
  10. Scotterius

    Build help TM T.Flight Hotas X

    Pedals are wonderful. I see a throttle as a hindrance. I dont know anyone who actually uses the throttle in game. We map thrust to an axis instead. You might be able to do this with a throttle...but essentially you would have a joystick with only one axis. I know a lot of top players using the 16000 thrustmaster. It feels cheap in your hand, lacks the buttons and build quality of the warthog...but it is inexpensive, and good enough. I have one and I use it well. I mean it is not fancy like my warthog...but the 16000 is better for a left hand stick, and the best on the market today for that role in my opinion. The CH sticks are great too but lack swivels as far as I recall. Just keep in mind that if you want to play with all movement axis on gradient control inputs, you will need 6 input sources. This is usually at least one stick with a swivel (like the thrust master 1600) while using pedals and a third controller (traditional stick or mouse). Likewise you could use two sticks with swivels and plenty of other solutions. Star Citizen in unconventional in its accurate thrust and ship movement. It makes conventional flight controls a poor fit
  11. Scotterius

    Wingman and your ships

    Chris Roberts has walked back on his early NPC statements. In particular you will not be able to crew more than one ship with NPCs. I cant remember the source, but I remember he laughed at the question saying something like "I am building the best starship simulator not a fleet simulator". Chris really likes the idea of multicrew. NPCs are in opposition to this in a way. If NPCs make great turret operators, why find friends to man turrets? Because of this I expect NPCs to be initially limited in roles. I do think you can rent NPC wingmen though, sure. You will be able to let friends fly your ships though, so fleets are still possible. They are just not a solo venture. I think NPCs will discourage PVP players, but perhaps not in the way most obvious. They increase the time to kill against players by being things to destroy or dodge before you can get to your target. They wont change the result I fear, but if another target is less protected the adversary may go after that first.
  12. Scotterius

    Protecting our industry.

    Thinking about economics or even revenge is overthinking the problem in my opinion. Making a Kill On Site document for every pirate that bothers you will not be a detriment, in fact most would subscribe for the service. Pirates, are pvp players. Every last one. They have practiced pvp, they have died thousands of times learning skills. I do not know one who would not love a good furball, or would flinch about dying. I feel your best tools people have against piracy are being sneaky and avoidance, and your organisational VOIP. Imperium is full of very nice people and great pvp players. While they may not want to fly next to your starfarer for 4 hours while you make money, they would love to fight pirates if they knew where they were. Get to know them before you need them, they will enjoy helping you one day. Again, pvp players love some pvp. I would also like to personally encourage you to practice yourself. I think you might develop respect for adversarial players, and maybe even make some friends with a few. After dying a hundred or so times (kinda going to happen) you may be less worried about getting blown up. You might even have fun.
  13. Scotterius

    Ongoing Discussion Saitek x55 and x56

    That is not a bad deal in this case! Good thinking. If you want a second stick the thrust master 1600 is decent. Its plastic, but I ended up going through the x52, the warthog, various keypad setups and settling with it for a left hand set up. @Donut I have been drooling over the vkb stuff too. They make left handed sticks too, but I cant find them tonight.
  14. Scotterius

    Updates to Crytek's lawsuit vs CIG

    That's disappointing. Any other news?
  15. Scotterius

    Time to shop for my SC build?

    I would also encourage you to wait. The wide range of frame rates experienced in the PU show that there are some unusual elements that drastically improve frame rates, particularly a very fast SSD. Not just any SSD. Memory is also important. I would recommend 32gb. This is also an opportunity to consider a new resolution as well. As time goes on these elements will become far less nebulous and more affordable. Here is a short video from Noobifier as he takes a look at it.