******Official Star Citizen / Squadron 42 Thread******

Thats the best way and the way i'm doing it, start out with a reasonable ~£30 ship and then just spend the few quid to upgrade to a better ship step by step gradually.

That way its a small outlay at a time and you get to use all the ships on the way to something pretty good.

I think what the guy means is that he'd rather start with a basic ship at release and work towards earning what is currently a £180 ship for free (well, time). I kind of agree with that approach. I've got an Aurora LN and Avenger Stalker and I'm happy with that for now I think. I'd probably be pretty bored if I had every decent ship now for several hundred pounds and when the game is out, be so far ahead that the game is a pointless exploration ez-mode.
 
Kalexuz I don't think you understand that the instant the game launches all of the pre-bought ships are outdated. The best gear etc will be player made, the stuff that's being pledged for will be below average at best. I'm honestly amused by those Javelin owners who have half a ship and seem to think they can take on the world with it, good luck with that, it'll probably take you half a year to outfit it properly to start with..

You call it EZ mode, I call it - "I've got a real life and money to spare, so let's make sure this game has a chance to be made."
 
Got my Alpha 2.1.0b invite last night,

Not going to get any time to test over the xmas period though :(

anyone else in?

Am looking forward to trying out my Freelancer at last though when i do get on :)
 
That's purely speculation though. I would be highly surprised if people who spent up to £11,000 on ships would be shafted by them like that. How would player made content exceed a pledge now?
 
Got my Alpha 2.1.0b invite last night,

Not going to get any time to test over the xmas period though :(

anyone else in?

Am looking forward to trying out my Freelancer at last though when i do get on :)

Actually switched back to PU, PTU 2.1A was really bad for not being able to connect, and the Aurora EVA issues are unworkable for me.
 
A Javelin without a crew of about 30 people will be easy pickings for any organised group.

I think a lot of people fail to realise how important having multiple players in multi crew ships will be.

I took a measly Gladius out for a blast and Connies were pretty much easy picking when manned solo. You simply out manoeuvre them and I'm not exactly good at the game.
 
It seems to beg the question what will the final balance be like in the game for multicrew vs single seater ships. As if 30 hornet's > a Javelin with 30 crew then that would make the bigger fighting ships redundant and groups might as well only use hornet's en masse with the odd starfarer etc for transporting.
 
I'd imagine a well kitted out Jav with plenty of crew would rip 30 hornets to pieces.

Tbh i prefer the fact that the universe will be full of different ships on release instead of everyone piloting the same thing.
 
It seems to beg the question what will the final balance be like in the game for multicrew vs single seater ships. As if 30 hornet's > a Javelin with 30 crew then that would make the bigger fighting ships redundant and groups might as well only use hornet's en masse with the odd starfarer etc for transporting.

I think you're getting the wrong end of that, 30ppl in Hornets vs 30ppl in a Jav, the Javelin should win hands down.

What was being emphasised was that these large ships MUST be crewed by a decent number of people, otherwise they will get ripped to shreds. 30 vs 10, for example, could be critical.

The thing is, i doubt anyone would go *solo* in larger ships, i'd imagine most people will NPC-up. Thats something nobody is able to do at the moment, so an Aurora could take out a Retaliator easily, because they cant use the guns (leave the pilot seat and the guns stop working) however these scenarios are meaningless as it stands. Give them the ability to put a couple of NPCs in there, or put in automated defence systems, and you'd be laughing.
 
Good news for everyone.....

Greetings Citizens!

We're excited to announce that we've opened up 2.1.0 on the Public Test Universe (PTU) to all players!

We've feverishly been working to get Star Citizen Alpha 2.1.0 ready, but we've discovered a couple of issues that prevent it from being a fully enjoyable and stable gaming experience (particularly, temporary significant drops in framerates). The last thing we want is to jeopardize all of the fun everyone's been having with 2.0.0, and certainly not over the entire holiday period!

With that in mind, we'll be keeping 2.0.0 on the Live service and opening up 2.1.0 on PTU for all players!

We know some of you really want to check out the flight-ready Freelancer as well as the hangar-ready Sabre, so take a look at the updated 2.1.0 Patch Notes available on the forums:
 
Managed a good few hours in PTU, does suffer from fps drops a lot though but no ctd's and what not.

Downside to the PTU is your contact list is empty.
 
A lot of it is CPU bound still especially hard on i5s like mine in Crusader. Fine in Arena Commander etc though. :(

Yeah i noticed, constant 90% CPU usage, one core is permanently pegged at 100%, this at 4.7Ghz.

CryEngine needs DX12, its fantastically feature rich, its just far too much for an overhead heavy high level API like DX11.
 
Boom....melted my Tali and Ghost and got me a Sabre and a Vanguard Warden....happy with those two now.

Same setup here.

Bought the Gladius package and then with the rest of the pennies I had, i upgraded that to Sabre and bought the Vangaurd Warden.

I may in the long run buy the base Tali and convert it to a cargo ship.
 
Yeah i noticed, constant 90% CPU usage, one core is permanently pegged at 100%, this at 4.7Ghz.

CryEngine needs DX12, its fantastically feature rich, its just far too much for an overhead heavy high level API like DX11.


Its not about DX11 or DX12, CIG simply not optimized the code, and haven't divided the load between the cores yet. Plus they have server side limitations as well which they are working on.
 
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