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Quette

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  1. Like
    Quette reacted to Nikopol in XIIIth Expeditionary Corps   
    We are the XIIIth Expeditionary Corps
    https://robertsspaceindustries.com/orgs/XIIIC

    The XIIIth is a Private Military Company of 120 members. Belgians, French and Swiss ... so far.

    We are opening a new Branch to welcome English-speaking members from all countries. The goal is to make a step in the international community, raise our membership, and have 24/24 presence on the game. 

    We need you to become future members and leaders of the XIIIth Expeditionary Corps.

     
    Please visit our website for full information about the XIIIth: https://13eme.fr/ 

    What can the XIIIth offer you?
    A strong structure: If you have not done it yet, simply visit our website to find out. Teamplay - We try to create an Esprit de corps between our members by different means, to be more efficients in combat and have a more enjoyable experience in the multiplayer part of the game. Daily activities - which range from Instructions to training through scripted missions on the PU. Instructions - We will train you to quickly reach the XIII standards. Trainings - We practice what the instructions teach us. Competition - We are present in the leaderboards, just check it. Efficiency - We are looking to reach maximum efficiency, our job requires it. Ships - We have all the ships we need already. Social interactions - We are a Belgian, French, Swiss organisation but we aim to be international. You will meet members from different countries, it will be a personal enrichment for you and for us.   
    We will welcome you on a EN Discord. From there, you will be the pioneers of the opening of the new English branch.
    You will help us to create and evolve the space dedicated to our new English-speaking members and may be the opportunity to take a leadership position according to your abilities.
    We want to build it WITH you.
    Feel free to contact us or react in this thread, or our DISCORD server
     
  2. Like
    Quette reacted to VoA in Various artworks and pictures   
    Nice player generated image of Javelin derelict and Ursa Rover

  3. Like
    Quette reacted to Devil Khan in Weekly Sneak peak & Subscribers   
    I think this new pic and it is ... awesome. I love the flow EOUND THE COCKPIT.
  4. Like
    Quette reacted to Devil Khan in Weekly Sneak peak & Subscribers   
  5. Like
    Quette reacted to Reavern in Hammerhead - Corvette Anti-fighter   
    I told you so. 
    Once again, you demonstrate your complete lack of imagination and dogmatic adherence to whatever CIG says in the present. You're oblivious to the fact that every single ship in the game has changed during the game's development. Now you're shocked and PO'd that CIG refers to the Hammerhead as a capital ship.
    I knew this would happen. TBH I thought it would take longer. I'm absolutely certain that the Hammerhead will grow larger when it progresses through the Ship Production Pipeline. I predict the Hammerhead will grow to 150 metres by the time it's flyable -- and the 154 metre long Polaris will be closer to 200 metres. The larger the ship, the larger it grows. (The Orion mining ship was originally 170 metres and it's grown to 350+ metres!)
    The Hammerhead is a capital ship. Get over it.
  6. Like
    Quette reacted to Reavern in Hammerhead - Corvette Anti-fighter   
    THIS is the surprise I was hoping for from CIG for the Anniversary Special!

    A new capital ship that is armed to the teeth and looks ferocious!
    The Hammerhead anti-fighter "gunboat" is the picket ship that Star Citizen desperately needed. It was apparent in the Alpha PU that ship turrets weren't as effective as they should be, which is why larger ships, like the Constellation and Starfarer, were basically target practice for starfighters and bombers. Sure, those ships were tough and it took fighters and even bombers a long time to breach their shields and hulls, but the ships were virtually defenseless because their gun turrets were woefully inadequate to destroy the attacking strikecraft. CIG promised to improve gun turrets to achieve a fair balance, but it still seems like large ships are too vulnerable and would need escort fighters for protection.
    The problem is that starfighters, like the Hornet or Sabre, don't have the same range as long haulers, like the Freelancer, Starfarer, or Hull series. The starfighters would have to stop to refuel after long jumps, which would slow down a merchant convoy and make them more susceptible to attack. (A merchant convoy quantum jumping across a star system is harder to detect and interdict, whereas a convoy having to stop at a refueling depot so its escort fighters can refuel would be easy to spot and ambush.) The Vanguard Warden seemed ideal for the role of an escort fighter because it has the range to keep up with a merchant convoy. However, CIG has terribly nerfed the Vanguard since it was released, so it's viability as an escort fighter is questionable -- until CIG fixes it.
    It's not just merchant convoys. Cap ships also seem too vulnerable to strikecraft. I've long questioned WHY cap ships have so few gun turrets. A Retaliator almost has as many gun turrets as a Polaris Corvette. And why are the turrets only dual mounts instead of quads? And why are the guns relatively small? Usually size 2.
    All of these problems seem solved by the Hammerhead. It has 6 manned gun turrets with quad Size 4 laser repeaters. Quad gun turrets. FINALLY!!! (I know the Hurricane has a quad gun turret, but it's a glass cannon.) Now that CIG has created quad gun turrets, I hope they upgrade the existing cap ship turrets with quads. It's also great that the Hammerhead is armed with Size 3 missiles. I'm surprised that CIG didn't skimp out and go with Size 2s. Size 3s were definitely the right choice, because a Size 2 won't destroy a Hornet in one shot. A Size 3 will. And Size 3s are effective against medium size ships too.
    The only criticism I have about the Hammerhead is I wish it had forward-firing weapons for the pilot to operate. For a ship so focused on combat and protection, it seems unfair not to allow the pilot to shoot anything. I'm not suggesting the pilot needs to be able to operate the quad turrets. But it would've been nice if the Hammerhead had a pair of fixed-forward heavy guns or a remote dual turret to shoot at whatever is in front of the Hammerhead. Without a gun for the pilot, I foresee that a Hammerhead crew will squabble over who gets to man the quad turrets, but no one will want to drive.
    Also, (I guess I do have another criticism), while the gap in the hull kinda looks cool, it serves no practical purpose, so I don't like it. It seems like a wasted space where another gun turret could've been placed there. Another dorsal turret could've been place there, and the existing dorsal turret could've been elevated or extend from the hull, so they both fire forward. Or a ventral turret that extends downward so that it clears the bridge canopy. Or forget extra weapons. The internal space could've been used for numerous possible things: amenities for the crew, a cargo hold or reinforced magazine for munitions, additional shield gens, a secondary or reserve power plant, a mission module, or a hardened life boat. Instead, the gap seems purely aesthetic and that doesn't make sense for a combat ship.
    Regardless, I have bought a Hammerhead with store credit. I made sure I had plenty of store credit available for the Anniversary Special for a surprise like this, and I'm pleased with my decision, because if I was forced to choose between buying a warbond and passing on the Hammerhead, I probably would've bought it. Because I think the Hammerhead will be the perfect ship to use against Pirates and Vanduul. Imagine using a Starfarer or Hull series as bait to lure in Pirates, then jump in a Hammerhead and tear them to pieces. The Hammerhead is going to make Pirates' lives miserable, and I love it!!!  
  7. Like
    Quette reacted to Riley Egret in Hammerhead - Corvette Anti-fighter   
    Thumbs up to all that but one thing: at 100 m lenght and 1/10 mass of a Polaris this hardly qualify as a capship, more of a SuperRedeemer imho.
  8. Haha
    Quette reacted to Donut in STUCK IN PTU Room   
    The fact that you were on for 7hrs without crashing is a miracle in itself
  9. Like
    Quette reacted to CyberianK in The Shipyard Series - Engineering articles leading up to New Ship Matrix   
    CIG does not allow us to put beans and bacon into the same 1 SCU cargo crate - HERESY
    I want my:
     
  10. Like
    Quette reacted to VoA in Characters (FPS) - 3.x   
  11. Like
    Quette reacted to Zion Orion in Permadeath? Please make this optional, not compulsory   
    PermaDeath was and is one of the things that attracted me to the game back in 2013. The impact on game play will be crucial in my opinion and to remove it or even make a separate mode would be unfair since it exactly what Chris sold it as.
  12. Like
    Quette reacted to Reavern in Origin 600 Thread   
    After the 600i's Q&A was posted and now with the Concept Sale nearly over, I have to say that CIG did a poor job hyping and justifying the 600i. I couldn't believe CIG's answer to the VIP passenger question:
    CIG basically stated that the 600i Touring model serves no purpose other than a fancy ship to cruise around the galaxy, and it can't make money transporting VIP NPCs. That is such a dumb thing to say and an even dumber ship design choice. CIG designed the 600i Luxury edition with a huge glass lounge in the stern, a luxury suite for the captain, modest accommodations for the crew, and a rover bay, but they didn't bother to build a passenger suite!? That's so stupid!
    A more rational design choice would've been to explain that the captain can choose to give up his/her personal suite to accommodate passengers, enabling the 600i to fulfil the role of a VIP transport. But no, they said it's purely a private space yacht -- basically a toy for Star Citizen backers with more money than brains.
    It makes me wonder how successful the 600i Concept Sale has been. I know from the Funding page that CIG was generated more than $2 million in the past two weeks -- although it's unclear how much of that revenue was from the 600i versus the other ships sold as part of Gamescon. It would actually be better for CIG if more of the revenue was from new backers joining the SC community, rather than existing backers buying fancy ships. If the 600i did sell well, I'm worried it will only encourage CIG to do more of these pointless ship sales -- the cynic in me suspects it's purely for funding rather than adding any real value to Star Citizen's ship catalogue.
    CIG told us that after the Eclipse stealth bomber, the next wave of ships would all be Civilian-only ships (and vehicles, apparently). So far, none of the 3 Concept ships/vehicles have been useful or unique. Did the Nox, Cyclone, or 600i really add anything to Star Citizen? I don't think so. The Nox was just an alien version of the Dragonfly, the Cyclone was just a smaller, faster Ursa Rover, and the 600i is just a half-size 890 Jump.
    I don't know what CIG has planned for the next Concept Sale, but I sincerely hope it's a ship with a purpose. CIG needs to do a far better job at informing backers what purpose the new concept ship serves and why we should buy it. Because I'm detecting a festering and growing sense of unrest in the Star Citizen community, based on Spectrum, reddit, these forums, and especially the vloggers on youTube. I think that because of the Alpha 3.0 delays, all we've had are the concept sales, and backers are growing cynical about these questionable concept sales.
    CIG needs to release Alpha 3.0 soon.
  13. Like
    Quette reacted to Reavern in Surface of Daymar and What It tells Us About Planet Tech   
    Great video!
    TBH it's a shame that CIG didn't release videos like that to show off the PG planet/moon tech. Instead they did those unbearable hours-long Livestreams with DiscoLand and the painfully scripted and embarrassingly glitchy presentation demo. The vloggers definitely did a better job covering Star Citizen's Gamescon event than CIG.
    Daymar looks so beautiful and expansive that it makes me want to pull the trigger and buy the ultra widescreen curved 34" monitor that I've been coveting for nearly a year. Thus far, the space environments in Arena Commander and the mini-PU haven't warranted an ultra widescreen monitor, because there wasn't much to see on the periphery. But once Alpha 3.0 is released, I know I'll be spending a considerable amount of time skimming over the surface of planets and moons, searching for locations to explore and things to do. I think a UWS monitor will enhance that experience.
  14. Like
    Quette reacted to Reavern in Aegis Idris Frigate   
    I bought the 890 Jump during the Concept Sale mainly because I buy every concept ship, even if I melt it immediately afterwards, because I want to preserve the option to buy it back later. Ferrying high roller NPCs around the galaxy was never of interest to me. Neither was having a big shiny star-yacht. The only reason I was considering it was the remote possibility that it could be converted into a viable warship/command ship.
    I bought the Polaris during its Concept Sale because I wanted a cap ship, the warbond discount was good, and my 15% discount code made it ever better!  The Polaris was described as a fast attack cap ship, zooming in, launching its torpedoes, and zooming out before larger cap ships, like an Idris, could bring its heavy weapons to bear. A fast attack cap ship would be the ideal warship/carrier/command ship for raids into Vanduul territory. A Polaris combined with Retaliator and Harbinger bombers, supported by starfighters and combat ships, should be able to ambush Vanduul warships. Anything too large for the Vanduul Hunting force to deal with they could outrun and escape.
    Then the Armada Discount Package was released during the 2016 Anniversary Sale, which included 7 combat ships I already owned, plus an Idris-P Frigate. I did the math. By melting those 7 ships and my Polaris, and using the hundreds of dollars I already had available in store credit, I was able to buy the Armada Package for nothing. I couldn't pass up that opportunity, so I bought it.
    It's true that the Idris Frigate requires a larger crew to operate it properly, and assembling 20+ players could be difficult. Regardless, I believe that owning an Idris is worthwhile because it offers greater versatility and value than the 890 Jump and Polaris combined. I know that the Idris isn't a luxury ship, but that role holds no appeal to me, therefore the 890 Jump serves no purpose to me. It's just a $600-890 trophy ship. The Polaris is the ship that factors into the equation. It has speed and powerful torpedoes. But it can only carry 1 starfighter and it doesn't seem to have the same carrier capabilities as an Idris Frigate. Also, vertically launching/landing a ship in the Polaris during combat will be difficult and risky. Flying fighters into the Idris' flight deck/hangar will be safer.
    Regarding the supposed FIFO limitation, the Idris has two doors: fore and aft. I can't think of a reason why the third fighter in line can't lift off and reverse out the aft door. It might even be possible for certain fighters to rotate 180-degrees inside the Idris' hangar -- there seemed to be plenty of room in the Gameson video -- and fly out the aft door. So even if the first fighter in line was disabled, couldn't takeoff, and was blocking the bow door, the other two fighters could exit via the aft door. Whereas if a fighter was disabled in the Polaris' landing bay, it would prevent any other fighters from landing to RRR.
    I have other ideas about how to use an Idris Frigate, which the Polaris can't (or won't be as effective), but I'm not going to share those ideas on the public forum.
    Suffice to say that I believe that the Idris is a better value than an 890 J + Polaris combination.
  15. Like
    Quette reacted to VoA in Argo - Utility Snub (Multi-Purpose Utility Ship)   
    Landing an MPUV (Argo) in the Caterpillar

  16. Like
    Quette reacted to Reavern in CIG Catering to Pirates and Thieves?   
    I don't think "finders keepers" is a law, not even in Star Citizen's fictional future universe.
    Meaning if you find something in the PU, be it a forgotten cargo container filled with raw ore on a planet's surface, a gun dropped next to a corpse, or a derelict Starfarer adrift in space, it doesn't legally belong to you. If you don't have proof of ownership, you don't own it, you merely possess it ATM. If a criminal comes along, robs you at gunpoint or kills you, and takes the found item, they possess it. You can't report something stolen or file an insurance claim on something you didn't own.
    If a player wants to be a salvager or scrapper or scavenger, they need to be able to defend themselves and whatever they find, and safely transport those items to a spaceport where they can sell them for credits. After the items are sold for UECs there won't be any ambiguity about ownership.
    It seems like this is another case of SOLO players bemoaning how "unfair" it is that criminals can gang up on them and steal their stuff. That basically encapsulates the story of human civilization dating back to nomadic tribes of primitive humans crossing paths, fighting and killing each other, and the survivors claiming the spoils of war.
    The solution is simple and time-tested: There is strength in numbers. TEAM UP!
    It seems like the majority of the time, Lone Wolf players choose to fly solo because they're selfish and greedy and don't like to share the rewards from missions. Most MMORPGs have resolved this problem by paying out missions/quests the same no matter how many party members are involved, and I expect SC will do the same for PU generated missions. However, for "freeplay" missions that players create for themselves, for example, buying some items cheaply somewhere, travelling to somewhere far away and selling them for a large markup, the profits would/should be split between the party members.
    Solo players don't like to share. They'd rather go it alone and reap all the rewards. But if anything happens to them along the way, they whine, "That's unfair! Pirates shouldn't be able to attack me and steal my stuff!" They want the game's rules to cater to them and reinforce their reckless behaviour.
    That is why I have no sympathy for Lone Wolves. SC is a online multiplayer game. Playing with other players is what we all signed up for. It's pointless to complain if and when other players do something you don't like. You need to adapt and overcome. The best way to do that is team up with other players with shared interests and goals, and together you'll be stronger and less likely to be victimized by hostile players.
  17. Like
    Quette reacted to Donut in Aegis Reclaimer   
    I love how you can watch stuff get broken down through the window in the grinder. Just imagine a bunch of pirate bodies being ground up, for example
  18. Like
    Quette reacted to GRIZZ in Aegis Reclaimer   
    Reclaimer Bridge Room

  19. Like
    Quette reacted to Reavern in PC Gamer Article on Star Citizen   
    I don't mind if eating and drinking are necessary in SC, just as long as those game mechanics aren't too intrusive or tedious. Players don't want SC to become a survival game.
    Needing to eat and drink should be a clever game mechanic to distinguish short-range single-seater ships, without living quarters or beds, versus longer range ships with those amenities. We already know that a ship like the Hornet can't make multiple jumps without refueling. It would make sense that when it stopped to refuel, the pilot should ingest some food and drink. I wouldn't have a problem with that. Whereas a Freelancer captain will be able to jump multiple star systems and can grab a snack from the crew cabin during flight. And if you're venturing out into the frontier, you'll need to bring enough food and drink with you for the duration, otherwise you'll die.
    I'm confident that SC will figure out the right balance between survival game mechanics and games wherein you never need to eat or drink.
  20. Like
    Quette reacted to Devil Khan in 3.0 Production Schedule   
    It is inching ever so closely to PTU. However, I'm really looking forward to 3.1/3.2 really. I kinda see them  late in the year Christmas time, with plenty of micro-patches in the meantime. That is the one thing that bugged me was having to download  the entire game when PTU (3-5 times) even more in Evocati. I must admit haven't heard a squeeze out of CIG and Gamescom event unlike the previous events. Hooefully, we will see PTU  in time for gamescom. 
    still the current revised roadmap has more "stuff" including  at least 2 large ships (100m+)
  21. Like
    Quette reacted to Ostia in New Imperium Website   
    Hello @Imperium Member's we are happy to announce that the new Imperium website is now up and running. We hope you'll like and share it with your friends. We hope that this will be another great recruitment tool!
    Aside from the recruitment features, you'll also find an upcoming events section, merchandise shop and contact page. 
    Before you have a look you should know that @Leonn was a huge contributor to building the site and he deserves much of the credit!
    I also wanted to thank everyone who pitched in time and energy to help test, review, create assets for, and otherwise dedicated their personal time to help us with this project.
    IMPERIUM.SC
  22. Like
    Quette reacted to Reavern in RSI Orion   
    Solo-ing an Orion would be incredibly dumb. If you want to solo mine, use a Prospector. That's what it's for.
    Solo-ing an Orion might be technically possible, but it would be a disaster waiting to happen. The solo miner would have to hop from station to station to perform all the roles of an Orion. The stupidest and most obvious mistake would be leaving the pilot seat to do anything else, because there'd be no one flying the ship! That's a really bad idea in an asteroid field with asteroids of all sizes careening around and crashing into each other. Also, in the "Mining 101" article that CIG posted during the Orion Concept Sale, the scan operator and beam operator need to coordinate together, because asteroids can be unstable. The scan operator is supposed to monitor the scanners and warn the beam operator if the drilling laser is overheating the rock or nearing a pocket of volatile gas, etc. CIG said that mining will require skill and if players recklessly blast asteroids to pieces they can severely damage their mining ship.
    In addition to solo mining in an Orion being reckless and stupid, the same is true for any large ship with valuable cargo aboard. A solo player won't stand a chance against a band of Pirates, especially if/when they board the ship. The Orion has a manned turret and two unmanned turrets. A solo player would probably be flying the Orion, rather than operating one of the turrets. Even if was possible to fly the Orion and operate one or both remote turrets from the pilot's seat, it wouldn't be effective against multiple Pirate ships.
    I don't think solo mining in an Orion even in high-sec space would be a good idea. If any player sees an Orion and discovers it's being solo-ed -- ships can scan other ships for cargo and crew, as shown in the Freelancer commercial -- they'd be tempted to try to capture it. A normally-law-abiding player -- or more accurately, two players in a MC ship, like a Cutlass, could perform an innocent fly-by of an Orion while it was busy mining, discreetly scan it, and determine it's being solo-ed. They wouldn't declare their hostile intentions and open fire on the Orion, because that would inevitably alert the authorities and they'd respond. Instead, the two Cutlass players would play it cool and withdraw to a safe distance to not draw suspicion, park the ship, exit and EVA over to the Orion. They'd infiltrate the Orion without the solo miner knowing, which would be easy, because the miner would be distracted and frantically running around trying to operate all of the mining stations. The solo miner probably wouldn't know anything was wrong until he was looking down the barrel of a gun pointed at his head. Or he might not see it coming at all. The two players could easily take the Orion from the solo miner without alerting the high-sec system's authorities.
    Solo-ing a ship like the Orion is just a bad idea!
    Players just need to accept that MULTI-CREW ships need a crew, whether they're other players or NPCs. Stop trying to cheap out and solo so you don't have to share the money you earn. That's greedy and lame. And I guarantee it will backfire on you. Frankly, you'd deserve having your Orion stolen from you.
     
  23. Like
    Quette reacted to Reavern in RSI Orion   
    There are 5 distinct crew stations aboard an Orion mining ship:
    Pilot Scan Operator Beam Operator Cargo Operator Refinery Operator I'd hazard to guess that Refinery Operator isn't an essential role because the Orion doesn't have to refine the extracted ore; they could simply dump the raw ore into the storage containers. Also, some Orions might not be equipped with a refinery, so they obviously wouldn't need a refinery operator.
    The other 4 crew stations seem essential for mining, so the Orion will require a skeleton crew of 4.
    Of course, additional crew would be better. It would be a good idea to have 2 engineers/mechanics on hand to repair anything that breaks, because space mining will take a toll on the ship and its equipment. Odds are that the Orion is going to get hit by wayward asteroids and they might penetrate the shields and inflict damage. It would smart to have a Ship Sensor Operator keeping an eye out for hostile ships and NPCs. Dedicated gunners wouldn't be necessary if the Orion had a SSO because if/when the mining ship came under attack the mining crew would scramble to the gun turret stations.
    In summation, the Orion should have a crew of 7 to cover all bases.
  24. Like
    Quette reacted to Comet in 100 systems no longer planned on release   
    Look. They have taken considerable time building the starmap, producing the backstory of each system. 
    https://robertsspaceindustries.com/starmap?camera=85.95,-44.36,1,0,0
    I don't know if on release date SC will have 1 sytem, 5, 10 or 200.
    It's irrelevant.
    Whatever the number, the game will have to be "big" enough so to speak for players to be entertained. Much like any other MMO is filled with enough content for players to explore in the starting months. And over time it expands.
    Given the work they have taken in building the starmap we already know all those systems will come. 
    And anyway. CIG has the tech. If they just wanted to go by the numbers, they could just build 100 generic systems.

    Don't worry and relax.
    The number of systems is the least of CIG problems if the gameplay ends up being awful, if its not fun to explore the SC universe and so on and on and on.

     
  25. Like
    Quette reacted to XLB in 100 systems no longer planned on release   
    I don't care on how many systems as long as these things are met
     
    Interdiction minning salvage repair (on crucible)  Imperium Victor, we control a system through and through e-warfare 5-10 systems or 100 systems, as long as interdiction is in, Salvage is in, Im happy. If it is not.. I will be sad. Gameplay/ mechanics > how many systems.
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