Jump to content

Search the Community

Showing results for tags 'weapons'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Welcome
    • Announcements & News
    • New Arrivals
  • Star Citizen - Roberts Space Industries
    • General Discussion
    • Ship Discussion
    • Professions
    • Multimedia and IT
    • Modding
    • Fleets & Recruitment
    • Role Playing & Fan Fiction
    • Off Topic
    • Imperium Embassy
  • SCB Marketplace
    • Ships & Packages
    • Other Items
  • Imperium Fleet

Product Groups

  • One Time Donations
  • Monthly Donations

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start




Website URL








Found 7 results

  1. LAST EDIT: 24/May/2019 Hi everyone / I have images/gifs of ships/vehicles that are either flyable or in concept, development, re-worked or from Star Citizen lore. There are also many other categories, including anything from Star Systems to Characters to Ship/FPS Equipment. I constantly add more to the albums so don't be afraid to come back here anytime for the latest images. Please Enjoy. VEHICLES: Aegis Dynamics Anvil Aerospace Aopoa (Xi'An) Argo Astronautics BIRC (Banu) Consolidated Outland Crusader Industries Drake Interplanetary Esperia Greycat Industrial Kruger Intergalactic Musashi Industrial and Starflight Concern Origin Jumpworks GmbH Robert Space Industries RSI/Aegis Tumbril Land Systems Vanduul -------------------------------------------------------------------------------------------------- Ship Components -------------------------------------------- BONUS -------------------------------------------- Characters First Person Components Places Places: Terra Places: Odin Places: Stanton Gameplay Squadron 42 Other
  2. I was looking through my hanger. I have been given some weapons through the, um, years. I just noticed an exchange button on them. Apparently, I can exchange them for UEC. Should I keep them or exchange them for UEC, so I can get a jump on some shipping income? 4 Klaus & Werner Mass Drivers - Sledge II Mass Driver Cannons 8,000 each (32,000 UEC) 2 Omnisky Series Laser Cannons Omnisky VI (size 2) 16,000 each (32,000 UEC) I currently have 12,000 UEC in my account. What would you do?
  3. Hello everyone! Since the Q&A's were posted about the Hammerhead, I've been doing some light theory crafting in my head about all the possible weapons loadouts that I'd be willing to equip on my ships. During this recent anniversary sale, I was prepared to spend quite a bit of coin. As such, my first major purchase was a Polaris, which I quickly picked up on RSI day. I had initially intended to purchase two more, but something told me to wait. I'm glad I did! After seeing the ATV where the Hammerhead was unveiled, I was floored! The gunship that I wanted the Polaris to be came true in the Hammerhead. Well, almost true... the one I envisioned has two more turrets (One more fore dorsal and another fore ventral). In any case, once I saw this ship I couldn't resist. Initially I made a purchase for six of these monsters. I've since added a seventh to go along with an assortment of fighters, an Orion mining ship and a Hull E (with two more on the way). I know, crazy, right? So now to focus on what my role will be in the verse. There was only one clear choice. Escorting and asset protection. Maybe I'll mix in a bit of ground ops as well since I also have a pretty good selection of ground vehicles to aid any ground forces I might decide to deploy. Seeing only a small demonstration of what the Hammerhead could do, I quickly turned my attention to its armaments. What are the default weapons it comes equipped with? And will two large power plants be sufficient enough to 24 size 4 guns firing simultaneously? One of these questions was quickly answered. I was intrigued by this answer for many reasons. 1) I can have all seven hammerheads targeting a larger assailant (such as an Idris) and cause more than enough damage to either destroy it or cripple it severely. 2) I could (possibly) upgrade those power plants to something better equipped to handle the output of weapons that took more energy to fire than the default loadout. 3) Ballistics... Why ballistics? Ballistic weapons ignore shields and cause direct hull damage, but the ammo is also limited. So why ballistics when I can fire energy weapons with near impunity? Like every ship, the Hammerhead has its strengths and weaknesses. And I can't help but to think that this ship's greatest strength and weakness are its guns. Not only are the turrets incredibly exposed, but that it the default loadout may not kill a target as fast as I'd like out of a ship this size. So what could I do to beef up its offensive and defensive capabilities? Well, like CIG has said, " a good defense is a great offense". To me, that means this ship is not only aggressive, it's the aggressor! And that's when it hit me... During my time in the USAF as a member of Security Forces, we operated with a similar mindset. A rather defensive minded group that brought the pain when necessary. Use of force was a secondary option, but when it was employed, we were deadly to our purpose. So here I am, years later, still harnessing that same dutiful mindset. Security Forces don't fight alone. We run in packs! Which was the same idea I had when forming my HH battlegroup. All these monsters, what shall be their teeth? A balanced, layered defense. That tactic had always served me well in the past. No matter the game, no matter the genre. A well layered defense with multiple ways to attack and defend. Based off the weapons we know of and that are currently in game, why not use them all? If escort and protection is the career path I've chosen, why not use everything available to me? Each ship on the perimeter has a different weapon type... and the closer you get to the asset that's being protected, the more deadly weapon type will be used. For example: My detachment has been tasked with escorting a lone Orion from Terra to Earth. The Orion is full with ore and other precious metals. A definition of "layered defense" is illustrated here: The Orion is in the center. The surrounding Polarii will act as Hammerheads (since the site hasn't been updated, yet). The ships on the outter perimeter would be my constant DPS ships. And the armament of choice would be: The range of this weapon is impressive and would provide a protective bubble around the asset. Now let's talk about the rate of fire. Just one gun can unleash 110 rounds per minute. Multiply that by 4 guns per turret (440 rpm). Not so bad. Now , multiply that by 6 turrets. That's 2,640 rounds per minute, per ship using this setup! In total, that's 13,200 rounds per minute of suppressive fire between five ships! *You can blink now* Now consider this. The total distance between those ships shouldn't exceed 2,500 - 3,000 metres, so there will be overlapping fields of fire. Thats just rate of fire, I haven't even calculated damage output and potential damage for shots landed on target. Going back to the ship diagram; the two inner perimeter Hammerheads on either side of the Orion will be armed with: What can I say about this that hasn't already been said? Simply iconic looking! A much shorter range with less damage numbers, but with that, you get direct hull damage and a high rate of fire per gun. Just one Revanent puts out 1,300 rounds per minute. A single turret will lay down 5,200 rounds per minute. Just one ship will put out 31,200 rounds per minute. And both ships combined will draw the proverbial "line in the sand". This final denial line will be a potent one as incoming fighters will have to balance dodging intense laser fire vs. unimpeded hull damage. Yes, the cost to rearm a ballistic Hammerhead could turn out to be very expensive. But honestly, in the interest of keeping a good reputation and success rate, I'll pay that cost willingly. Plus, it would be damn cool to see that much firepower being laid down all at once! Please take into account that this just covers the Hammerhead force in my inventory. Under no circumstances would I fly this or any formation without fighter assistance coupled with several tracking ships like the Terrapin. Close in fighters like the Hornet, perimeter skirmishers like the Sabre (or Gladius) and ranged fighters like the Vanguard Warden could make this escort combination extremely effective. It just hit me... I haven't even touched on the missile racks. The Hammerhead comes with 32 size 3 missiles as standard. The ability to swap them out for 64 size 2's or 96 size 1's is insane! I'm very interested to gets some feedback. How well do you think this could work? What would you change or do differently? Lets keep this discussion going.
  4. Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... Here are a few ideas I will start us off with: -Planets- Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas. -Weather- Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula! -Ships- The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all. -Weaponry- Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge. Accessories are nice. But keep away from over-extravagant weapon design. -Exploration- Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. -Armor & Apparel- The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found. -Miscellaneous- NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!). Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race! There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die. I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO. All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.
  5. Hey Everyone, So I found myself....a bit confused when explaining how the weapon sizes vs weapons mounts work in the game. I'm trying to clarify for a friend that is interested in joining the game. I was running down all the details of weapon types and sizes. Then I came across this chart. After trying to translate, I think I explained it right, but I'm not 100% sure. For example, a size 1 weapon fits on a size 1 mount. What are the other two digits supposed to represent? I really think I managed to spin myself in a corner. Somebody help! LoL
  6. Welcome guys & girls to a quick video showing you where to find the Weapons Cache & Journal Entry Locations On The Kareah Security Outpost.
  7. Hey all I'm hoping some of the other Super Hornet owners out there can help me out. Initially when I went to drool over my Super Hornet in the Hanger, It had the large 6 chamber rotating guns (as seen on the wings of hornets in the DFM previews), on the ball turret. When I went into my hangar the other day (its been a while) these were nowhere to be found. Not on the ship, not in the inventory. I also don't seem to have a mount for the under nose hard point that allows you to mount 2 guns. I had disregarded these in the past but with DFM soon I am starting to freak out a little. Am I missing stuff or is this the norm for all Super Hornet owners at the moment? Please let me know. Thanks people Xero
  • Create New...