i believe it will. as they optimize different layers, the are constantly discovering new bottlenecks and tackling those. server meshing seems like its getting more stable and more scalable as they work on it.
They did give a heads up on the Polaris price increase. When they sold it during Invictus they specifically mentioned it was the last chance to purchase it at its "prerelease price". Also, it should be noted that all concept ships have traditionally gone up in price upon launch and often for large amounts. Notably most recently the Hull C on launch jumped much more in price on release than anyone expected it to. This appears to be a new trend and it should be safe to assume all large concept ships will follow the same pattern going forward.
It's a good thing these ships aren't actually worth all this money and it's a system put in place to encourage funding the development of the game... right?
Yeah that price increase was called in advance. Sabre and (Khartual?) where not though. Pioneer, while expected, didn't allow us to buy it at the old price before warning us (we had no sale in between the anouncement and the price hike), so it should be counted as a "no warning" one in my book, but that's more personal/debatable.
This was also something I remember from the very early days (kickstarter or shortly after the campaign ended). IIRC, the intent was that not only would the price go up; eventually, they would stop selling them _at all._ Problem is they're more or less "in too deep" to stop selling ships, and they don't know how to monetize because they don't have anyone who knows how to monetize in a way that isn't ripped from some BS mobile game scheme. At least they're attempting to mitigate this with [the vision of how they're *_speculating_* ] crafting.
@CorpseinaBox I mean... if it's something that can be sold to another person, and people are willing to pay for it, that kinda embues it with value. These ships for better or worse, retain their monetary value on the Grey market and are routinely sold for a profit by people who play the ccu game. So.... yeah, I dunno. A whole weird ass trading card esque economy has cropped up around these digital space ships.
21:20 Brawlers are ships that tend to stick close to enemy ships and go blow for blow with them. They're typically tough ships that can take alot of fire while dishing it out at the same time. The Javelin and Idris would probably be classified as a brawler ship, as shown in the squadron 42 video, the Javelins were used to take some heat off of the other ships while simultaneously throwing out some firepower. Same with the Idris, for a ship of its size it can take a pounding from multiple ships of a similar or smaller size and still be kicking.
Bringing up new players crashing into things is such a "Won't anyone think of the children" thing to do. I doubt there's that many that keep crashing over and over, most will probably figure it out after a crash or two that pointing your ship straight at a station is a bad idea. Many others may be like me and their their first landings will be super slow and careful until they're more confident. I'd bet more people crash into stuff because they can't see shit in the dark, that's where most of my crashes (that are not combat/bug related) are from anyway.
Yeah I cringed when they said that first line. If they slam into the space station once, they're going to try not to do it a second time. Definitely just them looking for an excuse to slow things down imo.
What can really help is the Devs turning on TVI always on by default, pretty hard to know where you are going when it constantly fades away unless you are doing an input
Multiple game crashes was a _very_ common complaint over IAE (every IAE, actually); which is when new players are most likely to join throughout the entire year (as with all free fly events). > most will probably figure it out after a crash or two The game wants to heavily penalize complete destruction (shift to TTD vs TTK; but also not prohibiting full-destruction) And still claims DoaSM will be a thing... Having a single crash, if the "vision" is upheld, will be game-breaking for most new players who probably will not know how to fly the ship (flight in games is _very_ niche and uncommon). This will cause a lot of them to quit, since they will then have to wait however long to recover their ship (if they don't have a warranty, they will only get cash, and then they will have to wait for transit to the planet they can buy the ship on to buy it again. And this doesn't cover cargo or decorations. Unless they have the warranty, they will only get "cash" for these, not the actual items, save for having to re-craft anything flair that's attributed, if they have any (most likely not). All of these layers of "physicalizing" and "realism" are just artificial time sinks. If they don't start "gamifying" certain things, then SC will be a very small, very niche, *dead game.* Like NMS, or E:D.... "Technically," multiplayer but you'll never see anyone else unless you go out of your way to even attempt to... and it's probably not going to be a good time. Also, you're doing it again. You're mistaking your [possibly over a decade of] experience in SC as "common knowledge."
Yeah the whole event was a mess and such a pain in the ass to complete. They shouldn't release this kind of content if people can't complete parts of it due to bugs. Not everyone has hours to jump around trying to get multiple things to work correctly.
Having to log out for the quest reward is a seemingly small thing, but like you said, it's very spooky at this point. The website isn't just a crutch for the game, it's an ADA approved mechsuit
Eh I think that issue is just a result of the current contradictory 'live alpha service' phase of development. The website inventory provides the one sanctuary from intermittent wipes, but once we reach 1.0 and no more wipes then that issue disappears and the game databases become just as reliable. I don't see this as stemming from any inability to add rewards entirely in-game, in fact I think they could easily, but more from this temporary situation of having wipes while trying to get players to care about playing and earning.
@@Fe7Ace basic inventory and quest reward features should not be things that get placeholders that are hand waved away, especially this far into development
TLDR the crafting: 100% took that from Elite Dangerous's engineering update. It really burned a lot of ppl on ED cause the grind was so bad. Like the grind was way worse than even the grindiest MMO's i've played (Lineage 2, EVE online) - with CIG always putting in timesinks for the sake of timesinks .. i bet you the grind for crafting is going to be even worse than ED.
Yes, but it makes economic sense for CIG, they need a way to finance the game, and crafting to win is the way to go, they can sell premium accounts to grind faster, golden blue prints with super stats that you can't find in the game, whales are gonna love it and CIG will ensure decades of stability with that system Imagine a stock ship with 200ms and 600dps, vs a whale with his premium ship doing 1400ms and 3500dps, it removes the skill out of the equation and gives you god mode, exactly what carebears want, and what carebears are? Whales!
CiG do not know anything about game design. They are technical artists. Not gamedesigners. They do not know how to produce something that is fun. Point in case: all their mission designs are worse than 2001 microtransaction ridden pay2win MMORPG missions. Lazy, sloppy, broken, disrespectful, grindy to the max, no substance, the least amount of reward possible and no relevant tie in with any story or event in the game itself.
At least you got a reward for save Stanton. I and many others got the green completion text and never got anything, plus the missions disappeared from the mobi so we can't keep trying to force it through.
I would imagine that a way for solo pvpers could make money is the beacon system. If they have a board where you can sell beacons from doing stuff like exploration, if a pvp player happens to finish engaging against other players and win, they could log the location of the skirmish and sell the location of the debris to salvagers to come in and clean the area up. Would be a good way to get mix the two loops. Cause then it could feed into that rating system they talked about where you can see their past beacons and how they were rated before to see if the person is trustworthy. You see its all green, then salvagers are good to go and accept the beacon and claim their salvage, if its mixed, then its a risk and if its mostly red, then steer clear. Can put up what kind of salvage is at the site and list a price and adjust it if its not getting sold.
tbh, combat is so bad rn, while in scm. the side gs are 3x higher than they should be and projectiles speeds are insanely high, combat is kite and pain. these changes wont make combat any better, itll merely change that transition into and out of combat, so probably wont matter much for pvp. probably sucks for racers though
Conceptually a brawling ship would be how they sold the perseus, in the sense it's in a fight and exchanging blows with other big ships. Where as the polaris is kinda just a big retaliator in terms of combat. I believe they talked about ship archetypes specifically with capital classes a couple years ago at citcon. Like how they explained the hammerheads role within a fleet.
I'd add that the Polaris isn't a brawler in that it's main damage application (firing S10 torps) requires some distance to use them. Up close all it has against capitals are the cannons on its chin turret
@@Bribe_Guntails "requires some distance to use them" Have you played the game ? The only way to make those torpedos works against an idriss is to ram it and fire say torpedos, otherwise pds destroy them all before they hit. Polaris is the apex brawling ship today. When you capture an Idriss you can stay away firing from afar, not with a Polaris.
Brawling is standing your ground and slugging it out. Tanking a ton of damage and dealing a ton of damage back. Think the Perseus, anvil Paladin, Javelin. So the Redeemer is fast hit and runs but can’t brawl as well as it used to. The Paladin will sit above Jumptown and Brawl it out to the death, it won’t be hot and running.
The redeemer is meant to clear a landing zone and insert a small team of spec ops. Its not meant to stick around it only has thee firepower needed to take out some armored vics and seats to drop off the initial troops. The paladin is more meant for fire support like an Apache or ka-52. TLDR: redeemer is for smaller scale combat or scouting hitting fast and hard while the paladin is meant to work alongside Valkyries to drop the bulk of a force off and stick around.
CIG always fixing things that aren't broken, breaking things that work fine, giving us things we did not want or ask for, nerfing things that didn't need to be nerfed, overcomplicating things that don't need to be complicated.... When is realism going to start being fun again and when are things actually going to start getting better? That's what we would all like to know.
With phase 4 I basically gathered the materials took them to the dropoff and made sure I was on a good server before turning it all in. One thing to make sure of though is only put what you need to turn in on the elevator everything else will get eaten. I was sick for the 4 day Thanksgiving weekend but now that I'm caught up gotta try 4.0 ptu some more. As for the mode changes I definitely didn't understand it much as for the solo thing I guess we really need the map bookmarks for that. Brawling in general is basically close range or point blank fighting so in the case of the Polaris it means you shouldn't be trying to dumb fire torpedos at 100m but maybe something like a javelin or a Perseus would be more comfortable with that because their main power is guns.
Look I'm not a PVP duelist But in my experience in PVE you want shielding, health, and power. You don't run. You need endurance - this is brawling. You're rarely going into a 1v1 scenario - You're going to get hit and by multiple targets at the same time. You just need to be able to consistently take out targets in as few passes as possible; you need a lot of burst - this is why the Corsair was so dominant. It was the best brawler. Would get wrecked in PVP but could dominate against an AI fleet because it could tank hits and had the damage output to reduce your active threat each time you locked a target in your crosshairs. The playstyles are different. The paths want different stats. I generally don't care how slow my ship is, actually. I just need to take out my target faster then they can drop my shields so I can move on to the next one. But I'm just one dude against a collective opinion from a group that's probably convinced they're way bigger then they actually are.
How is the solo PVP'er supposed to make it in the verse? The same way that a solo PVE'er will, by playing outside of your comfort zone. As a PVE'er, I am expected to just grin and bear it when I am forced into a PVP encounter, right? Well, how does it feel PVP'ers, now that you might have to play the game outside of your preference?
PVP basically dies and becomes PTW, what matters is not your skill but the blue prints and premium accounts you bought at the store Check videos about mobile game whales and how they PVP, they basically buy everything to get to top tier and then buy protections to not lose anything It would look similar
@StoneCoolds while the Whales do make it annoying I do believe we need crafting to be part of getting a ship to its meta state. From there you will need to practice to become good at that tier. They have called this game an mmo and in mmos you need to first grind and get the bis gear to then start getting into high level PVP. The beauty about SC is they at least keep affirming us that with player trading you won't have to even do the grind yourself. You can trade with players to buy the bis components.
I'm not sure what "brawling" in SC is, but in most games with ship combat - a "brawler" is a ship that can deal and tank damage. Usually the centerpiece of the fleet.
I also like the Intrepid, in a very small scale (starter ship) it has almost all, it's also paper durable :D, a 2nd shield would be awesome :) but I like it the way it is, and use it - for bunkers! I'm not a fan of C1, bcs it has bad proportions width to height - it's too wide and too flat. Intrepid is very proportional!
@@I3ladefist Yeah, it's not a fighter, but I think it is great for bunker box deliveries. I imagine the other older ships will get some sort of storage, but until then (for me) they lose 1 SCU of cargo as I use a cargo container to store my items.
One thing I never liked was if you go into nav mode, you have NO shield. If there are 3 ships firing at you when you go into that, you're dead or so damaged that you're gonna be screwed landing. I feel a better way to do it would be 30 - 50% shield but it refreshes 20% quicker, so you have a chance to get out, unless there are a lot more ships hitting you at the same time. But that's how I feel, not invincible and not cannon fodder. A nice medium.
I think the ARGO MPUV Tractor could come into play with the Ironclad, with your mention about the cargo and freight elevators. Pretty excited about the Ironclad!
In regards to the need for crafting to get faster ships, the only thing we can rely on is what they said at CitCon. You will be able to upgrade your ship up to level 5, it seems a bit like RPG levelling, where you will choose what stats you will improve. So basically you may increase maneuverability over hull HP/armor. The other part will be your components, which will be of various quality tiers depending on the materials used to craft them and the tier of the blueprint used. Those will probably be the same as now, so basically you would get faster QT drives, stronger weapons and shields, etc ... But that's still speculation on what they said, and susceptible to changes before the far realease date ...
Cargo haulers having trouble running - do this. If you are targeted in SCM, turn into your attacker and boost through them, drop noise, switch to NAV and then blip out. May be helpful until changes come. We will figure out the new way when it’s necessary!
I ended up helping a few people with part 4 of save stanton to make the part 4 easier. Basically had five extra turn ins for the part 4 on the hydrogen, helium, and bexalite.
The Redeemer has more turrets and dedicated pilot-controlled weapons, the Paladin shares weapons, the pilot only has them if an operator isn't using it. CIG never said the pilot couldn't use weapons, the original post said crew CAN CONTROL each turret. When Spectrum asked, they said yes, the pilot can control the wing turrets if no one else is. Hate on CIG when CIG does something worth hating, but this isn't one of the cases. The Redeemer has more weapons. The Corsair is an expedition ship and not a dedicated military gunship. It was OP, it needed balancing.
amazing week in review, but regardless to the solo pvp grind, you right, they should address it, but i think there's still huge work arounds like for example marking the location of enemy destroyed ship on your starmap and come for it later
I mean a brawling ship would be vessels that don't mind getting up close and personal and right in the thick of it. Heavily shielded/armoured, lots of guns. Can take damage as well as dish it. Think of ships like the Hammerhead and Perseus and to go smaller probably a lot of the gunships. Most capitals would class as brawlers too for obvious reasons.
Ppl have way to much hope in CiG’s ability to deliver lol. I think it comes from the massive investment a lot of ppl have made. Makes them ignore the facts and the evidence
Or people are satisfied with the product to a large degree. This won’t change until there is a worthy competitor out there. No one offers this. Regardless of what flaws there are. Consumers obviously find it fun. The entire production.
@@ephalanx1Thing I'm most scared of is how they'll monetise the game after it comes out. If they go too super grindy then the game will not attract mainstream players (and we need those for the game to be healthy right?). If they go too P2W then it'll be very very bad for everyone. The fact that SC is the only game like this makes it even scarier! Look at how War thunder abused it's monopoly on its genre.
@@minimumapature3361 I guess that is a fair concern. They and the community will cross that bridge when they get to it. At this point one could reasonably deduce that it wont be any worse than it is now, correct?
@@Terran0va_Plays Even if earnings are down this year that doesn't necessarily mean what you might think. Their earnings were not always going to exceed or match record years. It wasn't going to be an exponential rise in revenue every year. They were over performing for many many years. The game isnt even released. Correlation doesn't necessarily mean causation. Sounds like you're Derek Smart'ing here...
Hey Mike, at 3:30 - what do you mean by this? Looking at their FAQ, all ships purchased during the Alpha will be available at launch. Unless I'm missing something? Thanks!
The Paladin still is not even on the level of a Constellation based on the crew requirements, let alone the old Corsair. But based on the Paladin I would love CIG to give the gunner seat in the Corsair full control over a size 5 quad turret instead of the half assed solution they wanted to use as a nerf. Make use of the asymmetric nature of the beast, put the turret on the larger Wing, remote controlled, bit weird fire arcs and finally the Yo Ho Ho Explorer is back in a good spot. Ah well, we will see if the Paladin works in the PU and if it does it might become the new approach to multi crew and engineering.
Brawlers or Brawling in other PVP games are players that make their ships tanky so they can get in close and fight without risk of losing armour or shields. Its opposite of sniping or speed attacks.
23:30 every time I see streamer clips of 4.0, I just wonder if they get a dedicated shard or something. Their clips are so smooth. Cause most of us in pyro stations are pretty much unable to exit, framerates are below 20s, jumpgates are almost always bugged out, and framerates only improve if you somehow make it out of the stations in one piece. Not to mention the constant server errors. A couple of days ago we were stuck in a server error loop for literally hours. There's no way CIG can make this ready for live by end of year, but they're still gonna do it, and it's gonna be 3.18 all over again.
@SaltEMike they gave no notice of the specific price increase of the Polaris as at ILW they said they thought of upgrading the turrets, now if they made an upgrade kit for the ship instead and who knows how much the base price wouldve gone up to have 2 different turret loadouts, but did say that the $750 price tag was the last chance at that price at ILW.
really what irks me about the paladin is that its one turret. even if we compare it to s5 redeemer, it had/has 2 manned turrets, so you needed 2 people to get the 4 s5s firing. the paladin, however, just needs 1 person. i do agree with what other people said, that it will be big, heavy, and not very maneuverable, but the fact that you can (as planned for now) use it with just 2 people is huge. the redeemer needs 3 at minimum to be effective
Solo PvPers will still need to do non-pvp stuff in order to make money so they can buy the gear they need to do the content they want. This is just like any other MMO. What they seemed to be getting at in the interview was that PvP players will not need to grind through all the crafting companies and reputations and tiers and stuff in order to reap the rewards because of player trading and being able to buy those items from players. They will still have to do PvE missions or Mining or Cargo Hauling or provide security for haulers and traders and miners and salvagers or be a pirate or craft items in order to make money, just like everyone else in the game. We are all going to have to do things we don’t like in order to make money in this game in the future to some extent, and PvPers are not exempt from that. Some players have a playloop orientation that is more geared towards them making money more naturally (mining, salvaging, crafting) but they will still have to do things they may not want to do to make money to get to the point where their main income is generated by their preferred loop. Meanwhile other loops are not geared towards a money-making focus inherently and will have to do extra stuff to get to that point where they can start to make sufficient money doing what they want to do. I can kinda use myself as an example. I love crafting in games, but I hate gathering. I have to grind out gathering classes or skills in a game in order to be able to craft items that I can sell, which also gives me access to better crafting gear and recipes. I then have to continue bettering my gathering in order to craft better stuff; however, I eventually get to the point where I have enough money from my sales that I can just purchase the materials I need and I no longer have to gather things (unless there are market prohibited materials I need to gather). I can’t start a game and say, “I’m going to be an armorer” and then do nothing but be an armorer with no money and expect to get lots of money so I can gear up to be a better armorer just because I’m an armorer and I only want to make armor. In the same vein a solo pvp player shouldn’t expect to jump into SC and expect to be able to make tons of UEC by doing pvp simply because they only want to do PvP content and nothing else. “If you don’t eat yer meat, you can’t have any pudding!”
About the solo PvPer in a no-cargo ship: Noone ever said that every wierd combination of playstyles and ships would earn you the same rewards. As a solo combat pilot you can do bounty hunter missions (until they require special gear) or assasination missions or be a mercenary/escort. The military ships are tuned that overpowered in combat compared to hybrid/industrial ships because they have the downside of carrying no economic potential themselfes. If you want to pirate and collect loot you either get a partner (and spend one player 100% on combat and the other mostly on looting) or switch to a hybrid ship to do so. Guess how much chance a solo miner has to survive the encounter in their mining ship when you turn up. Its only balanced that you get exactly as much reward in that encounter as your risk of losing is :D
Why do they have to earn a reward (atacking a random other player that was probly not intrested in PvP and most likely not in a fighter), the PvP intraction is the reward, you can demand a ransom, soft death and sell the location to salvage co, or they can fly a ship thats not a dedcated fighter and pirate the cargo. If your in a Prospector and you get jumped by a Arrow, and you some how win, wheres your reward, you cant take componants or any thing, as you dont have storage, its the same thing in reverse only you where not even looking for PvP.
@@HouseKantara Cig are moving to a TTD aka time to disable soon you won't be able to full kill ships only disable and board which I believe has always been their plan. Not sure if thats coming with maelstrom and ship armor sadly with cig coming soon could be upwards of 7 years away.
@@HouseKantara the prospector doesn't need a reward from the encounter, the ability to mine IS the reward, the more dangerous and less patrolled a system is the better value stuff. The whole industrialist pipeline has pvp worked into the rewards, even if pvp doesn't happen
When they sold the land claim beacons years ago I wondered wth they were doing. It was clear we were YEARS away from anything like that, and they were suddenly committing to... Some way for players to "own" land. Seemed the cart far ahead of the horse and it would be inevitable that they'd back themselves into a corner.
They said back at invictus 2024 that that was the last chance to get the Polaris at the 750 price point, some people missed that announcement but they did say it
Just waiting for my alien freight transport. Was so tempted to get the vulture but no. CIG really needs to put in some of their older models that we have purchased over 2 years ago.
I currently use a hornet to make money solo by attaching distortions and taking cargo ships full of weevil eggs back home, its not the most efficient, but it sure is fun.
In had to do the phase 4 missions 10 times. Did first missions 3 times for each faction you "support" doing these. 6/6 and no compleation notice. Then did another 3 times the one with aluminium, nitrogen and agriculture supplies. Now at 9/6 still nothing. After i did one of that with copper, titan and tungsten i finally got that message and saw the guns in my hangar on the website. Really annoying. Told some people that they need to do phase 4 until they get a message. They where not pleased with reading that.
@@operator9858 I’m not the game works. I belong in an alliance, but for the most part, I play casually solo unless there is a fleet star citizen looks pretty but there’s no real game. He just fly around in an alpha with no real purpose of gameplay unless you consider elevator simulator gameplay
You can finish P4 in 1 run, maybe 15 min. That's what I did. You can do the same mission over and over, they never vary in the materials you need only in the amount which is always between 2-4 scu in the one mission i did. So I just bought 4 scu 6 times of each material, loaded it into my ship, got it to the gate. Place one 4 scu Container of each material into the cargo elevator, send it down. Congratulations missions accomplished. It's immediately available again so take it again, get the elevator up again and place the next 3x 4scu Containers and send the elevator down.... Congratulations 2/6.. keep repeating till it's 6/6. Takes maybe 15 min in total getting all materials and bring them to their destination
Brawling would be a tanky close in knife fighter. I think they want the Polaris to depend on it's torpedoes and be a sniper type while sitting off at long range if they are saying this.
It just dawn on me: If im understanding what they said about nav/scm amodes going away and all the operator modes have a deafult baseline speed and Quantum Boost is the new form of travel. Does that mean all the ships that specialized in straightline high-speed nav flight are going to potentially lose that trait? Wonder what they'll do about that, give em higher Quantum Boost speed???
On the topic of solo pvp-ers. All player's are (hopefully) having fun in the game and if something applies to everyone, one can disregard it. What's left is what player's contribute to the rest of the game. Industrial player's create resources for crafting, pirates transfer resources solo pvp-ers do nothing positive. So maybe there's no reason to reward them. Maybe they necessarily need to cooperate with others to get rewarded. I'm not saying what should be. I just hive one of many viewpoints one can have on the matter.
Sounds to me like quantum boost, unless it requires a spool up, will just mean everyone will run as soon as they get in trouble, and there won’t be much you can do about it…
I am not a PVP player either, but not a big fan of gathering, I make money doing investigation missions, I do not play to run to the finish line but to enjoy the content, anyhow, you ask how they can make money, Investigation missions, they seem to fit.
Idk what they are on about , with modes , they should just put everything into power management/engineering base speed would be current SCM speed , and each increment in energy to the engine would up the max until you are at 1000 ms + , then put sufficient energy to QT drive to boost jump or normal jump and so on with shields and weapons etc with the limited energy pull you find your own play style by balancing your systems and energy redirection should have a bit of delay for like QT drive & shield that could be reduced by high tier components and / or engineer
Mike 14:50, not much of a pilot myself but I would prefer maneuverability over speed in combat, and of course, ships Not bouncing around. Elite D ship combat was exceptional just copy that as a base standard and build on it, is my view.
New things being OP, then wound back, is likely always going to be a thing, so we should expect it by now. It's been a thing in other MMOs I've played. The argument is that it's better to have it OP and dial it back, than have it UP and tweak it up. For the players, it's more fun if the new gear is the META, but it's also better for driving players toward new content, and in SC's case, driving sales.
My guess is that a solo PVP pilot can still make money by hunting players if they use an appropriate ship for the job, say cutty black or a titan. They have to be careful to soft kill a ship, murder the pilot and then take the risk to take the time to strip the victim's ship, load the spoils and voila. Can't imagine this ever getting any better than that
Not sure if it is an entirely solo way to PvP, but hiring out to an org or other kind of group as a mercenary. The org takes care of all salvage and support while the PvPer just focuses on fighting for a set payment.
I just want more control for the player. I would happily fly 300 km in vacuum or 200 km in a planet's atmo rather than use a "quantum boost" to "jump". Heck, I am fine with coming in at 1000m/s for landing, flipping over, burning and slowing down. The fact that players collide with stuff and die when coming in to land, is a skill issue. They need to learn to fly. That's a basic skill. Otherwise, they are just taking skill out from flying. What's next? hooning gets safety wheels and the ship avoids collisions? auto-turning like Mario Kart in racing?
You missed the best part about the free paint on the Intrepid Mike! The way they applied the free paint to our accounts reset the Intrepid pledge so if we had outfitted the Intrepid we bought with anything special in game (like paints, weapons, put stuff in storage, etc) then the Nocturne paint being applied made them all go POOF! The ship we had vanished! And in its place, a brand new Intrepid with the new paint... nice...
I'm really underwhelmed by the interior of the Polaris. Just look at the Idris, hero of SQ42's interior, for example. Or even the Zeus from the same manufacturer. Just because the Polaris is a military ship doesn't mean it has to be greybox+ and grey throughout. I really hope CIG does more than add the Captain's Quarters and signage to the interior of the Polaris and do a full quality improvement pass on it.
The Ironclad: How would loading through the front door be any different to loading through the back door on an MSR? Other than it's a much bigger ship.
I think they are assuming PVP will be more of an endgame loop. Either way, they should have PVP activities were the winner actually wins something (like in other MMOs)
Ship prices are becoming more realistic ingame and for $, with a common sense policy of '' if you can't afford the ship or whine about the price.......you DONT NEED IT. Rebalancing and Master Modes are the life blood to this.......our game, luv every change and rebalance to date, very awesome
I feel like people keep saying flight is getting changed…it has, but it’s always been around getting players back to those original slow combat speeds of the early alpha. It sucks, not because it’s slow, but because it’s forced to be slow despite faster options being there for no logical reason. This is why I hate MM. I feel this attempt will get closer to a good model mainly because there is no nav bs where you somehow cant have shields and weapons at higher speeds. Here they say, screw that, just quantum for higher speed (which is honestly great). I am still not sold on the loss of shield, but if quantum boosting doesn’t have these crappy artificial buffers then it might actually be great. You are always at normal speed and you quantum to go fast. There is no such thing as “combat speed” anymore with no reasonable options to flee and survive, especially for industrial players.
Master modes was garbage everyone told them it was garbage they ignored it and sharted it out there anyway. Almost everyone I play with has quit since it arrived. Ship sales are in the trash because of CIGs advertise and sell ship then nerf to sell a more op ship methodology. Personally I am glad it's starting to hurt their bottom line the game is frankly dog shit and has been for years. I have money tied up in the game I test it frequently I want it to be good it's just not...
IRL dogfighting is all about energy and how you use it. When you fight in SC if you're in space you never really run out of energy. *this statement doesn't take Beyond Visual Range into account
If the F7-X comes to the PU, it should come as a weaponless racer to put an end to power creep. The Intrepid wouldn't be so bad if you could snap a Pulse to one of the cargo grids, imo
Let me translate for everyone else: "I have a F7X and I do not want anyone getting something better than that, because I paid my childs college funds to get a few pixels in a game"
So removing restriction on guns at fast mode removes ability to Run away that existed is current nav mode (as bad as it is). Also does that mean mantis can keep bubble up while chasing down another ship to 1000mps?
I just want server meshing to work as intended; Stable server FPS. Will it ever happen?..
its been happening for over a month now.
With very few players.
i believe it will. as they optimize different layers, the are constantly discovering new bottlenecks and tackling those. server meshing seems like its getting more stable and more scalable as they work on it.
@@Shypa 380 players per shard is almost 4x the amount on live. Very few?
@@Sidewynder That's not going to be enough for even the 5 launch systems. They need to get quite a few more people into shards to instill confidence
They did give a heads up on the Polaris price increase. When they sold it during Invictus they specifically mentioned it was the last chance to purchase it at its "prerelease price". Also, it should be noted that all concept ships have traditionally gone up in price upon launch and often for large amounts. Notably most recently the Hull C on launch jumped much more in price on release than anyone expected it to. This appears to be a new trend and it should be safe to assume all large concept ships will follow the same pattern going forward.
It's a good thing these ships aren't actually worth all this money and it's a system put in place to encourage funding the development of the game... right?
Yeah that price increase was called in advance. Sabre and (Khartual?) where not though. Pioneer, while expected, didn't allow us to buy it at the old price before warning us (we had no sale in between the anouncement and the price hike), so it should be counted as a "no warning" one in my book, but that's more personal/debatable.
Stop bringing logic here. The majority of people want to have something fresh to complain about and you're totally pooping on that parade buddy.
This was also something I remember from the very early days (kickstarter or shortly after the campaign ended). IIRC, the intent was that not only would the price go up; eventually, they would stop selling them _at all._ Problem is they're more or less "in too deep" to stop selling ships, and they don't know how to monetize because they don't have anyone who knows how to monetize in a way that isn't ripped from some BS mobile game scheme. At least they're attempting to mitigate this with [the vision of how they're *_speculating_* ] crafting.
@CorpseinaBox I mean... if it's something that can be sold to another person, and people are willing to pay for it, that kinda embues it with value. These ships for better or worse, retain their monetary value on the Grey market and are routinely sold for a profit by people who play the ccu game. So.... yeah, I dunno. A whole weird ass trading card esque economy has cropped up around these digital space ships.
21:20 Brawlers are ships that tend to stick close to enemy ships and go blow for blow with them. They're typically tough ships that can take alot of fire while dishing it out at the same time.
The Javelin and Idris would probably be classified as a brawler ship, as shown in the squadron 42 video, the Javelins were used to take some heat off of the other ships while simultaneously throwing out some firepower. Same with the Idris, for a ship of its size it can take a pounding from multiple ships of a similar or smaller size and still be kicking.
The only thing that matters at this point is stable servers.
This and nothing else
Bringing up new players crashing into things is such a "Won't anyone think of the children" thing to do.
I doubt there's that many that keep crashing over and over, most will probably figure it out after a crash or two that pointing your ship straight at a station is a bad idea. Many others may be like me and their their first landings will be super slow and careful until they're more confident.
I'd bet more people crash into stuff because they can't see shit in the dark, that's where most of my crashes (that are not combat/bug related) are from anyway.
Yeah I cringed when they said that first line. If they slam into the space station once, they're going to try not to do it a second time. Definitely just them looking for an excuse to slow things down imo.
My first time crashing into a station was my last time crashing into a station. I definitely learned to take it slow and not try and rush in
Yeah, no solid flight model and no night vision or anything to see what you're flying to is ridiculous after 12 yes of dev time.
What can really help is the Devs turning on TVI always on by default, pretty hard to know where you are going when it constantly fades away unless you are doing an input
Multiple game crashes was a _very_ common complaint over IAE (every IAE, actually); which is when new players are most likely to join throughout the entire year (as with all free fly events).
> most will probably figure it out after a crash or two
The game wants to heavily penalize complete destruction (shift to TTD vs TTK; but also not prohibiting full-destruction) And still claims DoaSM will be a thing... Having a single crash, if the "vision" is upheld, will be game-breaking for most new players who probably will not know how to fly the ship (flight in games is _very_ niche and uncommon). This will cause a lot of them to quit, since they will then have to wait however long to recover their ship (if they don't have a warranty, they will only get cash, and then they will have to wait for transit to the planet they can buy the ship on to buy it again. And this doesn't cover cargo or decorations. Unless they have the warranty, they will only get "cash" for these, not the actual items, save for having to re-craft anything flair that's attributed, if they have any (most likely not). All of these layers of "physicalizing" and "realism" are just artificial time sinks. If they don't start "gamifying" certain things, then SC will be a very small, very niche, *dead game.* Like NMS, or E:D.... "Technically," multiplayer but you'll never see anyone else unless you go out of your way to even attempt to... and it's probably not going to be a good time.
Also, you're doing it again. You're mistaking your [possibly over a decade of] experience in SC as "common knowledge."
This is now the only SC content I consume. Thanks for not wasting my time!
Yeah the whole event was a mess and such a pain in the ass to complete. They shouldn't release this kind of content if people can't complete parts of it due to bugs. Not everyone has hours to jump around trying to get multiple things to work correctly.
The editing and script are excellent. I also liked the labels. Very good work.
Having to log out for the quest reward is a seemingly small thing, but like you said, it's very spooky at this point. The website isn't just a crutch for the game, it's an ADA approved mechsuit
Eh I think that issue is just a result of the current contradictory 'live alpha service' phase of development. The website inventory provides the one sanctuary from intermittent wipes, but once we reach 1.0 and no more wipes then that issue disappears and the game databases become just as reliable. I don't see this as stemming from any inability to add rewards entirely in-game, in fact I think they could easily, but more from this temporary situation of having wipes while trying to get players to care about playing and earning.
@Fe7Ace I hope you're right and it isn't another big pain to get working correctly
@@Fe7Ace Why wouldn't you expect wipes after 1.0?
@@Fe7Ace basic inventory and quest reward features should not be things that get placeholders that are hand waved away, especially this far into development
TLDR the crafting: 100% took that from Elite Dangerous's engineering update. It really burned a lot of ppl on ED cause the grind was so bad. Like the grind was way worse than even the grindiest MMO's i've played (Lineage 2, EVE online) - with CIG always putting in timesinks for the sake of timesinks .. i bet you the grind for crafting is going to be even worse than ED.
Even worse, if you don't have a meta fully engineered for PvP ship, you're fucked in seconds.
Yes, but it makes economic sense for CIG, they need a way to finance the game, and crafting to win is the way to go, they can sell premium accounts to grind faster, golden blue prints with super stats that you can't find in the game, whales are gonna love it and CIG will ensure decades of stability with that system
Imagine a stock ship with 200ms and 600dps, vs a whale with his premium ship doing 1400ms and 3500dps, it removes the skill out of the equation and gives you god mode, exactly what carebears want, and what carebears are? Whales!
They actually made engineering in elite a lot better recently, materials are easier to aquire now
CiG do not know anything about game design. They are technical artists. Not gamedesigners. They do not know how to produce something that is fun. Point in case: all their mission designs are worse than 2001 microtransaction ridden pay2win MMORPG missions.
Lazy, sloppy, broken, disrespectful, grindy to the max, no substance, the least amount of reward possible and no relevant tie in with any story or event in the game itself.
Let's hope CIG take a more measured approach by balancing for minimal improvements with diminishing returns. Hope.
At least you got a reward for save Stanton. I and many others got the green completion text and never got anything, plus the missions disappeared from the mobi so we can't keep trying to force it through.
Thanks for the week in review Mike this is my go to SC update so I can keep track of everything. Your appreciated
I would imagine that a way for solo pvpers could make money is the beacon system. If they have a board where you can sell beacons from doing stuff like exploration, if a pvp player happens to finish engaging against other players and win, they could log the location of the skirmish and sell the location of the debris to salvagers to come in and clean the area up. Would be a good way to get mix the two loops.
Cause then it could feed into that rating system they talked about where you can see their past beacons and how they were rated before to see if the person is trustworthy. You see its all green, then salvagers are good to go and accept the beacon and claim their salvage, if its mixed, then its a risk and if its mostly red, then steer clear. Can put up what kind of salvage is at the site and list a price and adjust it if its not getting sold.
I had the same thought. Easy fix to a simple problem.
Combat pilots will make money by taking combat contracts. Same as they do in game now. Not sure why this is difficult.
Yogi made a spectrum post right after master modes that as-roughly outlined the plan for these MM changes.
tbh, combat is so bad rn, while in scm. the side gs are 3x higher than they should be and projectiles speeds are insanely high, combat is kite and pain.
these changes wont make combat any better, itll merely change that transition into and out of combat, so probably wont matter much for pvp.
probably sucks for racers though
The new flight mode could allow for military components to have a systematic use now…no delay on shields, etc…
Conceptually a brawling ship would be how they sold the perseus, in the sense it's in a fight and exchanging blows with other big ships. Where as the polaris is kinda just a big retaliator in terms of combat. I believe they talked about ship archetypes specifically with capital classes a couple years ago at citcon. Like how they explained the hammerheads role within a fleet.
I'd add that the Polaris isn't a brawler in that it's main damage application (firing S10 torps) requires some distance to use them. Up close all it has against capitals are the cannons on its chin turret
@@Bribe_Guntails "requires some distance to use them"
Have you played the game ?
The only way to make those torpedos works against an idriss is to ram it and fire say torpedos, otherwise pds destroy them all before they hit. Polaris is the apex brawling ship today. When you capture an Idriss you can stay away firing from afar, not with a Polaris.
Brawling is standing your ground and slugging it out. Tanking a ton of damage and dealing a ton of damage back. Think the Perseus, anvil Paladin, Javelin.
So the Redeemer is fast hit and runs but can’t brawl as well as it used to. The Paladin will sit above Jumptown and Brawl it out to the death, it won’t be hot and running.
The redeemer is meant to clear a landing zone and insert a small team of spec ops. Its not meant to stick around it only has thee firepower needed to take out some armored vics and seats to drop off the initial troops. The paladin is more meant for fire support like an Apache or ka-52. TLDR: redeemer is for smaller scale combat or scouting hitting fast and hard while the paladin is meant to work alongside Valkyries to drop the bulk of a force off and stick around.
@ makes sense to me.
CIG always fixing things that aren't broken, breaking things that work fine, giving us things we did not want or ask for, nerfing things that didn't need to be nerfed, overcomplicating things that don't need to be complicated.... When is realism going to start being fun again and when are things actually going to start getting better? That's what we would all like to know.
Thx you for adressing the multi/solo player conundrum in MMO. Cig need to works on it and other content creator often forgot about it.
With phase 4 I basically gathered the materials took them to the dropoff and made sure I was on a good server before turning it all in. One thing to make sure of though is only put what you need to turn in on the elevator everything else will get eaten. I was sick for the 4 day Thanksgiving weekend but now that I'm caught up gotta try 4.0 ptu some more. As for the mode changes I definitely didn't understand it much as for the solo thing I guess we really need the map bookmarks for that. Brawling in general is basically close range or point blank fighting so in the case of the Polaris it means you shouldn't be trying to dumb fire torpedos at 100m but maybe something like a javelin or a Perseus would be more comfortable with that because their main power is guns.
Thanks for all the content mike. This week was my last straw with CIG. Ill be back once the game is more playable than broken. o7.
Look I'm not a PVP duelist
But in my experience in PVE you want shielding, health, and power. You don't run. You need endurance - this is brawling. You're rarely going into a 1v1 scenario - You're going to get hit and by multiple targets at the same time. You just need to be able to consistently take out targets in as few passes as possible; you need a lot of burst - this is why the Corsair was so dominant. It was the best brawler. Would get wrecked in PVP but could dominate against an AI fleet because it could tank hits and had the damage output to reduce your active threat each time you locked a target in your crosshairs.
The playstyles are different. The paths want different stats. I generally don't care how slow my ship is, actually. I just need to take out my target faster then they can drop my shields so I can move on to the next one. But I'm just one dude against a collective opinion from a group that's probably convinced they're way bigger then they actually are.
How is the solo PVP'er supposed to make it in the verse? The same way that a solo PVE'er will, by playing outside of your comfort zone. As a PVE'er, I am expected to just grin and bear it when I am forced into a PVP encounter, right? Well, how does it feel PVP'ers, now that you might have to play the game outside of your preference?
PVP basically dies and becomes PTW, what matters is not your skill but the blue prints and premium accounts you bought at the store
Check videos about mobile game whales and how they PVP, they basically buy everything to get to top tier and then buy protections to not lose anything
It would look similar
@StoneCoolds while the Whales do make it annoying I do believe we need crafting to be part of getting a ship to its meta state. From there you will need to practice to become good at that tier. They have called this game an mmo and in mmos you need to first grind and get the bis gear to then start getting into high level PVP. The beauty about SC is they at least keep affirming us that with player trading you won't have to even do the grind yourself. You can trade with players to buy the bis components.
I'm not sure what "brawling" in SC is, but in most games with ship combat - a "brawler" is a ship that can deal and tank damage. Usually the centerpiece of the fleet.
I upgraded my Aurora to the Intrepid. It’s a fun little ship
One step CCU, Legend.
I did the same, my only pledge ship was the Aurora ES from 2015. Intrepid was a nice trade in upgrade.
I also like the Intrepid, in a very small scale (starter ship) it has almost all, it's also paper durable :D, a 2nd shield would be awesome :) but I like it the way it is, and use it - for bunkers! I'm not a fan of C1, bcs it has bad proportions width to height - it's too wide and too flat. Intrepid is very proportional!
@@I3ladefist Yeah, it's not a fighter, but I think it is great for bunker box deliveries. I imagine the other older ships will get some sort of storage, but until then (for me) they lose 1 SCU of cargo as I use a cargo container to store my items.
The avenger would have been better value
Yeah, they might as well delay 4.0 to next quarter next year
One thing I never liked was if you go into nav mode, you have NO shield. If there are 3 ships firing at you when you go into that, you're dead or so damaged that you're gonna be screwed landing. I feel a better way to do it would be 30 - 50% shield but it refreshes 20% quicker, so you have a chance to get out, unless there are a lot more ships hitting you at the same time. But that's how I feel, not invincible and not cannon fodder. A nice medium.
I saw an abandoned Intrepid with the Nocturne paint floating in the void of the Baijini ring last night, and I have to say it looked pretty cool.
Pay for a ship, nerf it to make more ships, to sell, to nerf.
Create a problem and sell a solution
I think the ARGO MPUV Tractor could come into play with the Ironclad, with your mention about the cargo and freight elevators. Pretty excited about the Ironclad!
In regards to the need for crafting to get faster ships, the only thing we can rely on is what they said at CitCon. You will be able to upgrade your ship up to level 5, it seems a bit like RPG levelling, where you will choose what stats you will improve. So basically you may increase maneuverability over hull HP/armor.
The other part will be your components, which will be of various quality tiers depending on the materials used to craft them and the tier of the blueprint used. Those will probably be the same as now, so basically you would get faster QT drives, stronger weapons and shields, etc ...
But that's still speculation on what they said, and susceptible to changes before the far realease date ...
I am getting tired of the way they penalize store credit and their OG backers
Cargo haulers having trouble running - do this. If you are targeted in SCM, turn into your attacker and boost through them, drop noise, switch to NAV and then blip out. May be helpful until changes come. We will figure out the new way when it’s necessary!
Now that you mention ARGO was a train company the Orange akin to the BNSF railway makes perfect sense now.
I ended up helping a few people with part 4 of save stanton to make the part 4 easier. Basically had five extra turn ins for the part 4 on the hydrogen, helium, and bexalite.
The Redeemer has more turrets and dedicated pilot-controlled weapons, the Paladin shares weapons, the pilot only has them if an operator isn't using it. CIG never said the pilot couldn't use weapons, the original post said crew CAN CONTROL each turret. When Spectrum asked, they said yes, the pilot can control the wing turrets if no one else is.
Hate on CIG when CIG does something worth hating, but this isn't one of the cases. The Redeemer has more weapons. The Corsair is an expedition ship and not a dedicated military gunship. It was OP, it needed balancing.
amazing week in review, but regardless to the solo pvp grind, you right, they should address it, but i think there's still huge work arounds like for example marking the location of enemy destroyed ship on your starmap and come for it later
Brawling: Focus on armor/shields and bang, vs agility/speed for combat. The difference between an f8 and a gladius/arrow.
I mean a brawling ship would be vessels that don't mind getting up close and personal and right in the thick of it.
Heavily shielded/armoured, lots of guns. Can take damage as well as dish it. Think of ships like the Hammerhead and Perseus and to go smaller probably a lot of the gunships.
Most capitals would class as brawlers too for obvious reasons.
Ppl have way to much hope in CiG’s ability to deliver lol. I think it comes from the massive investment a lot of ppl have made. Makes them ignore the facts and the evidence
Or people are satisfied with the product to a large degree. This won’t change until there is a worthy competitor out there. No one offers this. Regardless of what flaws there are. Consumers obviously find it fun. The entire production.
@ ya we’ll see what this years earnings look like lol
@@ephalanx1Thing I'm most scared of is how they'll monetise the game after it comes out. If they go too super grindy then the game will not attract mainstream players (and we need those for the game to be healthy right?). If they go too P2W then it'll be very very bad for everyone. The fact that SC is the only game like this makes it even scarier! Look at how War thunder abused it's monopoly on its genre.
@@minimumapature3361 I guess that is a fair concern. They and the community will cross that bridge when they get to it. At this point one could reasonably deduce that it wont be any worse than it is now, correct?
@@Terran0va_Plays Even if earnings are down this year that doesn't necessarily mean what you might think. Their earnings were not always going to exceed or match record years. It wasn't going to be an exponential rise in revenue every year. They were over performing for many many years. The game isnt even released. Correlation doesn't necessarily mean causation. Sounds like you're Derek Smart'ing here...
Thanks as always Mike! Much appreciated!
The best SC news. Thankyou.
Hey Mike, at 3:30 - what do you mean by this? Looking at their FAQ, all ships purchased during the Alpha will be available at launch. Unless I'm missing something? Thanks!
solo pvper can sell the wreck location to a salvager, there done. if they want to earn more get some friends,
The Paladin still is not even on the level of a Constellation based on the crew requirements, let alone the old Corsair.
But based on the Paladin I would love CIG to give the gunner seat in the Corsair full control over a size 5 quad turret instead of the half assed solution they wanted to use as a nerf.
Make use of the asymmetric nature of the beast, put the turret on the larger Wing, remote controlled, bit weird fire arcs and finally the Yo Ho Ho Explorer is back in a good spot. Ah well, we will see if the Paladin works in the PU and if it does it might become the new approach to multi crew and engineering.
Brawlers or Brawling in other PVP games are players that make their ships tanky so they can get in close and fight without risk of losing armour or shields. Its opposite of sniping or speed attacks.
23:30
every time I see streamer clips of 4.0, I just wonder if they get a dedicated shard or something. Their clips are so smooth.
Cause most of us in pyro stations are pretty much unable to exit, framerates are below 20s, jumpgates are almost always bugged out, and framerates only improve if you somehow make it out of the stations in one piece. Not to mention the constant server errors. A couple of days ago we were stuck in a server error loop for literally hours.
There's no way CIG can make this ready for live by end of year, but they're still gonna do it, and it's gonna be 3.18 all over again.
youll probably be able to load the ironclad at the zero-g station elevators they showed off, as well as ship-to-ship loading
@SaltEMike they gave no notice of the specific price increase of the Polaris as at ILW they said they thought of upgrading the turrets, now if they made an upgrade kit for the ship instead and who knows how much the base price wouldve gone up to have 2 different turret loadouts, but did say that the $750 price tag was the last chance at that price at ILW.
really what irks me about the paladin is that its one turret. even if we compare it to s5 redeemer, it had/has 2 manned turrets, so you needed 2 people to get the 4 s5s firing. the paladin, however, just needs 1 person. i do agree with what other people said, that it will be big, heavy, and not very maneuverable, but the fact that you can (as planned for now) use it with just 2 people is huge. the redeemer needs 3 at minimum to be effective
14:33 - I think they said it... Shields. Hwen you go above current SCM to the "Nav Operator Mode", you lose shields.
Solo PvPers will still need to do non-pvp stuff in order to make money so they can buy the gear they need to do the content they want. This is just like any other MMO. What they seemed to be getting at in the interview was that PvP players will not need to grind through all the crafting companies and reputations and tiers and stuff in order to reap the rewards because of player trading and being able to buy those items from players.
They will still have to do PvE missions or Mining or Cargo Hauling or provide security for haulers and traders and miners and salvagers or be a pirate or craft items in order to make money, just like everyone else in the game.
We are all going to have to do things we don’t like in order to make money in this game in the future to some extent, and PvPers are not exempt from that. Some players have a playloop orientation that is more geared towards them making money more naturally (mining, salvaging, crafting) but they will still have to do things they may not want to do to make money to get to the point where their main income is generated by their preferred loop.
Meanwhile other loops are not geared towards a money-making focus inherently and will have to do extra stuff to get to that point where they can start to make sufficient money doing what they want to do.
I can kinda use myself as an example. I love crafting in games, but I hate gathering. I have to grind out gathering classes or skills in a game in order to be able to craft items that I can sell, which also gives me access to better crafting gear and recipes. I then have to continue bettering my gathering in order to craft better stuff; however, I eventually get to the point where I have enough money from my sales that I can just purchase the materials I need and I no longer have to gather things (unless there are market prohibited materials I need to gather). I can’t start a game and say, “I’m going to be an armorer” and then do nothing but be an armorer with no money and expect to get lots of money so I can gear up to be a better armorer just because I’m an armorer and I only want to make armor. In the same vein a solo pvp player shouldn’t expect to jump into SC and expect to be able to make tons of UEC by doing pvp simply because they only want to do PvP content and nothing else.
“If you don’t eat yer meat, you can’t have any pudding!”
About the solo PvPer in a no-cargo ship:
Noone ever said that every wierd combination of playstyles and ships would earn you the same rewards.
As a solo combat pilot you can do bounty hunter missions (until they require special gear) or assasination missions or be a mercenary/escort.
The military ships are tuned that overpowered in combat compared to hybrid/industrial ships because they have the downside of carrying no economic potential themselfes.
If you want to pirate and collect loot you either get a partner (and spend one player 100% on combat and the other mostly on looting) or switch to a hybrid ship to do so.
Guess how much chance a solo miner has to survive the encounter in their mining ship when you turn up. Its only balanced that you get exactly as much reward in that encounter as your risk of losing is :D
I never said they should earn the same rewards, but currently they cannot earn any…think about it.
If you’re solo expect to be at the mercy of any hostile fighter.
Why do they have to earn a reward (atacking a random other player that was probly not intrested in PvP and most likely not in a fighter), the PvP intraction is the reward, you can demand a ransom, soft death and sell the location to salvage co, or they can fly a ship thats not a dedcated fighter and pirate the cargo.
If your in a Prospector and you get jumped by a Arrow, and you some how win, wheres your reward, you cant take componants or any thing, as you dont have storage, its the same thing in reverse only you where not even looking for PvP.
@@HouseKantara Cig are moving to a TTD aka time to disable soon you won't be able to full kill ships only disable and board which I believe has always been their plan.
Not sure if thats coming with maelstrom and ship armor sadly with cig coming soon could be upwards of 7 years away.
@@HouseKantara the prospector doesn't need a reward from the encounter, the ability to mine IS the reward, the more dangerous and less patrolled a system is the better value stuff. The whole industrialist pipeline has pvp worked into the rewards, even if pvp doesn't happen
When they sold the land claim beacons years ago I wondered wth they were doing. It was clear we were YEARS away from anything like that, and they were suddenly committing to... Some way for players to "own" land. Seemed the cart far ahead of the horse and it would be inevitable that they'd back themselves into a corner.
@00:03:30 had to rewatch a few times-- any indication of a list of which ships are still gonna be loaners at launch?
They said back at invictus 2024 that that was the last chance to get the Polaris at the 750 price point, some people missed that announcement but they did say it
Just waiting for my alien freight transport. Was so tempted to get the vulture but no. CIG really needs to put in some of their older models that we have purchased over 2 years ago.
I currently use a hornet to make money solo by attaching distortions and taking cargo ships full of weevil eggs back home, its not the most efficient, but it sure is fun.
In had to do the phase 4 missions 10 times. Did first missions 3 times for each faction you "support" doing these. 6/6 and no compleation notice.
Then did another 3 times the one with aluminium, nitrogen and agriculture supplies. Now at 9/6 still nothing.
After i did one of that with copper, titan and tungsten i finally got that message and saw the guns in my hangar on the website. Really annoying.
Told some people that they need to do phase 4 until they get a message. They where not pleased with reading that.
Same for me. I just randomly get the message after doing the Idris mission with some Orga members. Besides that everything was fullfilled for the P4.
Eve for 16 years I mostly play solo
I only play solo in eve
@ Vonslider in eve
Im sorry for you guys lol
@@operator9858 I’m not the game works. I belong in an alliance, but for the most part, I play casually solo unless there is a fleet star citizen looks pretty but there’s no real game. He just fly around in an alpha with no real purpose of gameplay unless you consider elevator simulator gameplay
You can finish P4 in 1 run, maybe 15 min. That's what I did. You can do the same mission over and over, they never vary in the materials you need only in the amount which is always between 2-4 scu in the one mission i did. So I just bought 4 scu 6 times of each material, loaded it into my ship, got it to the gate. Place one 4 scu Container of each material into the cargo elevator, send it down. Congratulations missions accomplished. It's immediately available again so take it again, get the elevator up again and place the next 3x 4scu Containers and send the elevator down.... Congratulations 2/6.. keep repeating till it's 6/6. Takes maybe 15 min in total getting all materials and bring them to their destination
I was trying to do the larger missions I basically just started with the wrong one…when all the others were smaller.
Solo pvper in a 0 cargo fighter: This fighter sacrifices cargo space for performance. You want cargo space? Fly a Hornet and get 2 SCU.
True.
Kinda feels to me like people asking why a hammer cant also drill a hole...
That is a growing problem with combat, at this point is there any reason to fly something other than whatever variant of hornet is newest?
Thanks for the review Mike
i cant even complete phase 1. stuck on 3 out of 6. ive finished the waves 15x. wont be trying that bullshit again smh
Brawling would be a tanky close in knife fighter. I think they want the Polaris to depend on it's torpedoes and be a sniper type while sitting off at long range if they are saying this.
It just dawn on me: If im understanding what they said about nav/scm amodes going away and all the operator modes have a deafult baseline speed and Quantum Boost is the new form of travel. Does that mean all the ships that specialized in straightline high-speed nav flight are going to potentially lose that trait? Wonder what they'll do about that, give em higher Quantum Boost speed???
On the topic of solo pvp-ers. All player's are (hopefully) having fun in the game and if something applies to everyone, one can disregard it. What's left is what player's contribute to the rest of the game. Industrial player's create resources for crafting, pirates transfer resources solo pvp-ers do nothing positive. So maybe there's no reason to reward them. Maybe they necessarily need to cooperate with others to get rewarded. I'm not saying what should be. I just hive one of many viewpoints one can have on the matter.
The most annoying change for me has been having to look through every single bounty mission to find the one mission thats space combat.
Sounds to me like quantum boost, unless it requires a spool up, will just mean everyone will run as soon as they get in trouble, and there won’t be much you can do about it…
I’ve spent around $5 k every Nov-Dec with CIG for a decade. This year about $600. Mostly in paints. The money train is over for CIG
Yeah it’s time to protest CIG. I know everyone has been but we need to do it for more than a week
I was really hoping it wouldn't all be so broken by now. That the ships wouldn't still bounce around like a cardboard cut out.
I am not a PVP player either, but not a big fan of gathering, I make money doing investigation missions, I do not play to run to the finish line but to enjoy the content, anyhow, you ask how they can make money, Investigation missions, they seem to fit.
Puts incredible value on crafting, components and insurance.
Which in turn puts an importance on mining, hauling, and trading in materials to make crafting possible.
Idk what they are on about , with modes , they should just put everything into power management/engineering base speed would be current SCM speed , and each increment in energy to the engine would up the max until you are at 1000 ms + , then put sufficient energy to QT drive to boost jump or normal jump and so on with shields and weapons etc with the limited energy pull you find your own play style by balancing your systems and energy redirection should have a bit of delay for like QT drive & shield that could be reduced by high tier components and / or engineer
Mike 14:50, not much of a pilot myself but I would prefer maneuverability over speed in combat, and of course, ships Not bouncing around. Elite D ship combat was exceptional just copy that as a base standard and build on it, is my view.
New things being OP, then wound back, is likely always going to be a thing, so we should expect it by now. It's been a thing in other MMOs I've played. The argument is that it's better to have it OP and dial it back, than have it UP and tweak it up. For the players, it's more fun if the new gear is the META, but it's also better for driving players toward new content, and in SC's case, driving sales.
My guess is that a solo PVP pilot can still make money by hunting players if they use an appropriate ship for the job, say cutty black or a titan. They have to be careful to soft kill a ship, murder the pilot and then take the risk to take the time to strip the victim's ship, load the spoils and voila. Can't imagine this ever getting any better than that
I would be okay with the F7X if it replaces the F8C as a Squadron completion reward as long as it's not SUPER broken.
Not sure if it is an entirely solo way to PvP, but hiring out to an org or other kind of group as a mercenary. The org takes care of all salvage and support while the PvPer just focuses on fighting for a set payment.
Med Terrapin; either allow med bed logout, or add a bed to logout on. as of right now, there's no point if you have a cutty red
I just want more control for the player. I would happily fly 300 km in vacuum or 200 km in a planet's atmo rather than use a "quantum boost" to "jump". Heck, I am fine with coming in at 1000m/s for landing, flipping over, burning and slowing down. The fact that players collide with stuff and die when coming in to land, is a skill issue. They need to learn to fly. That's a basic skill. Otherwise, they are just taking skill out from flying. What's next? hooning gets safety wheels and the ship avoids collisions? auto-turning like Mario Kart in racing?
Would like to see a terrapin black paint like the med ursa “respite” paint
You missed the best part about the free paint on the Intrepid Mike! The way they applied the free paint to our accounts reset the Intrepid pledge so if we had outfitted the Intrepid we bought with anything special in game (like paints, weapons, put stuff in storage, etc) then the Nocturne paint being applied made them all go POOF! The ship we had vanished! And in its place, a brand new Intrepid with the new paint... nice...
lol I wouldn’t know cause I wasn’t buying it.
I'm really underwhelmed by the interior of the Polaris. Just look at the Idris, hero of SQ42's interior, for example. Or even the Zeus from the same manufacturer. Just because the Polaris is a military ship doesn't mean it has to be greybox+ and grey throughout. I really hope CIG does more than add the Captain's Quarters and signage to the interior of the Polaris and do a full quality improvement pass on it.
Unannounced price hike on the Khartu-Al, too.
The Ironclad: How would loading through the front door be any different to loading through the back door on an MSR? Other than it's a much bigger ship.
I think they are assuming PVP will be more of an endgame loop. Either way, they should have PVP activities were the winner actually wins something (like in other MMOs)
Ship prices are becoming more realistic ingame and for $, with a common sense policy of '' if you can't afford the ship or whine about the price.......you DONT NEED IT. Rebalancing and Master Modes are the life blood to this.......our game, luv every change and rebalance to date, very awesome
I feel like people keep saying flight is getting changed…it has, but it’s always been around getting players back to those original slow combat speeds of the early alpha. It sucks, not because it’s slow, but because it’s forced to be slow despite faster options being there for no logical reason. This is why I hate MM.
I feel this attempt will get closer to a good model mainly because there is no nav bs where you somehow cant have shields and weapons at higher speeds. Here they say, screw that, just quantum for higher speed (which is honestly great). I am still not sold on the loss of shield, but if quantum boosting doesn’t have these crappy artificial buffers then it might actually be great. You are always at normal speed and you quantum to go fast. There is no such thing as “combat speed” anymore with no reasonable options to flee and survive, especially for industrial players.
Free flight still runs most of this week though. So we aren't through it until the end of THIS week.
I'm concerned where I will find a button to keybind "Q-Boost" to, unless "Boost"/"Afterburner" is going away (replaced by Q-Boost)?
Master modes was garbage everyone told them it was garbage they ignored it and sharted it out there anyway. Almost everyone I play with has quit since it arrived. Ship sales are in the trash because of CIGs advertise and sell ship then nerf to sell a more op ship methodology. Personally I am glad it's starting to hurt their bottom line the game is frankly dog shit and has been for years. I have money tied up in the game I test it frequently I want it to be good it's just not...
IRL dogfighting is all about energy and how you use it. When you fight in SC if you're in space you never really run out of energy. *this statement doesn't take Beyond Visual Range into account
Speaking of ships that is not redy.
Have there been any news on the banu merchant?
It’s benched for the foreseeable future
@wakaflaka3320 Poor BM owners. 😬
I like how mastermodes are right now
If the F7-X comes to the PU, it should come as a weaponless racer to put an end to power creep. The Intrepid wouldn't be so bad if you could snap a Pulse to one of the cargo grids, imo
Let me translate for everyone else: "I have a F7X and I do not want anyone getting something better than that, because I paid my childs college funds to get a few pixels in a game"
So removing restriction on guns at fast mode removes ability to Run away that existed is current nav mode (as bad as it is). Also does that mean mantis can keep bubble up while chasing down another ship to 1000mps?