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Star Citizen Pre-Alpha: 'Arena Commander' Dogfighting

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Raticus79

Seek victory, not fairness
I'm wondering if I jumped the gun when I set up the 'GAF' organization. I originally intended for it to be either a specialised subset/offshoot of the main 'NeoGAF' org. Given that the main org doesn't seem to be user limited, it probably makes more sense to have all users there.

I also remember back in the day they said you'd eventually be able to join multiple org's, which was a reason I thought we should have a couple.

Yeah, I don't think we'll need the branching structure. The big orgs have 10000+ members in one big lump.

Joining multiple orgs is sort of supported, but you have one main and then multiple affiliates.

Just finished up a prototype of an auto-generating member list using data from the primary member entry sheet sorted by the SC handle. It consolidates the profile link with the SC handle, trims the time zone to just the UTC offset, and creates an alphabetically-sorted, comma delineated ship list. Even in its current state, it's a lot easier to look at and scan through than the entry page. Due to the array formula being used, however, it's not really sortable via filter views.

Edit: Built off that sheet's ship consolidation list to create another sheet with a listing of owners of a given ship. Easy to look up everybody who has a particular ship now instead of just what ships a given person has.

Neat, that's pretty good for an online shared sheet. Always interesting to see how other people work.
I was about to comment on how this looks like what we'd get out of a database and then noticed the functions used are actually called "join" and "query", ha. Well, that would explain it.

--------------------------------------------------------------------
To join the NeoGAF Star Citizen org: [Sign up]
(please include your GAF name in the message)
Quote this to see the link to the roster spreadsheet and add your details.
 

-Deimos

Member
Now I'm getting problems too. Matches start loading but quit back to the lobby screen after a while. Verifying better fix this.
 

Zalusithix

Member
Weapon hardpoints are on the outside of ship.

https://robertsspaceindustries.com/comm-link/transmission/14570-Weapons-Mount-Updates

https://forums.robertsspaceindustri...ication-regarding-the-class-3-pylon-hardpoint

My Constellation Aquila, Freelancer Dur and Vanguard also has pylon mounts so I am pretty sure those aren't referring to the insides of ships. besides Torpedoes are not something that was classified to be on pylon hardpoints. Missiles are.

And as far as MISC designs I happen to think my Freelancer DU.... Well The Freelancer MAX looks pretty spiffy.

EDIT: Found more:

https://robertsspaceindustries.com/comm-link/transmission/12936-Engineering-Ship-Components-Systems
If you click on the pylon mounts you see that they are:
Position: Underbody Front Bay
Model: 4x Coming Soon
Position: Underbody Rear Bay
Model: 2x Coming Soon
That is a direct match with the torpedo quantities at the given position with the torpedo bay modules. Even the holo-viewer's ordinance labeling says they're located right there. Just because they're internal doesn't mean they're not the pylon mounts being referenced. When you use the torpedoes, the bays open and the torpedo is lowered and launched. The Vanguard is the same way with the pylons being sealed off internally near the engine intakes. The pylon class just means you can't throw a gun there.* It just so happens with the Retaliator, they're allowing you to use the weapon space as something else now. Replace the torpedo bay, say good bye to the pylons. Can't have it both ways. ;P

*You can't throw a gun there when there's torpedo bays installed (default situation that the stat card represents), but they could theoretically create a module that allows a gun to be mounted there by providing another hardpoint type.

Neat, that's pretty good for an online shared sheet. Always interesting to see how other people work.
I was about to comment on how this looks like what we'd get out of a database and then noticed the functions used are actually called "join" and "query", ha. Well, that would explain it.
Yeah, the query function allows for SQL like syntax to be used. It's pretty handy and makes up for some of the other limitations within Google Sheets. The join, however, isn't a join in the database sense. It's more of a modified concatenation function that allows a deliminator to be used between the items being concatenated.

It's been fun tinkering with the sheets. I haven't had the need to create a spreadsheet in a long time, so it's a bit of a refresher course. Though the basic conditional formatting is kind of annoying. Could make things look quite a bit nicer if I could control border styles and such. Probably do a lot more with custom scripting, but that's going a bit too far down the rabbit hole.
 

Effect

Member
There's a file verify option in the launcher somewhere.
Edit: click the gear after signing in > click the Verify button

Guess I'll try that for my swarm launch issue.

So far so good. Looks like that might have fixed it but took forever. Trying out things more just in case. Thanks.
 
If you click on the pylon mounts you see that they are:

That is a direct match with the torpedo quantities at the given position with the torpedo bay modules. Even the holo-viewer's ordinance labeling says they're located right there. Just because they're internal doesn't mean they're not the pylon mounts being referenced. When you use the torpedoes, the bays open and the torpedo is lowered and launched. The Vanguard is the same way with the pylons being sealed off internally near the engine intakes. The pylon class just means you can't throw a gun there.* It just so happens with the Retaliator, they're allowing you to use the weapon space as something else now. Replace the torpedo bay, say good bye to the pylons. Can't have it both ways. ;P

*You can't throw a gun there when there's torpedo bays installed (default situation that the stat card represents), but they could theoretically create a module that allows a gun to be mounted there by providing another hardpoint type.

If the torpedo bays aren't there then they should function like originally mentioned. Hardpoint for a missile rack on the outside underbelly of ship. As it stands now, when you look at the brochure for the Retaliator those hardpoints by default should have cluster missile in them.

Again as they normalized the sizes and what the classes mean, then the S3 hardpoint should match other types on ships barring any special functions. The idea that if you swap out torpedo bays for cargo or living and then lose access to mount points entirely doesn't make much sense. repurposed maybe but losing them doesn't sound right.

I am referring to this post you made btw

The pylons are the torpedo bays. If you're loading it up with cargo modules, there will be no pylons.

None of the modules look like the point below it will have to be sacrificed.

cargo front said:
RetaliatorModule_Cargo_front.jpg

cargo rear said:

Living front said:

Living Rear said:

Dropship said:


Do any of these designs look like they need to sacrifice the underside bays of the ship?
 

Effect

Member
Okay messing around with things and it looks like I can use my joystick and the keyboard. I seem to remember that wasn't possible before. It was joystick or keyboard and mouse. You couldn't combine the two. At least it wasn't working for me and that's what pushed me toward Elite Dangerous at the time because that was doable.

Being able to use that made the round of swarm more enjoyable then using the xbox 360 controller I was using and that isn't a bad control method I feel. Though I guess Elite should be thanked because that's helped me improve a lot with aiming with the joystick.

Was going spend REC credits on a Mustang Beta to try it out but learned I wouldn't be able to mess around with the inside of it as it's just for AC. Oh well. I really wanted to check out the inside more then anything. Could upgrade but don't see a downgrade option back to the LN.
 

Raticus79

Seek victory, not fairness
The control scheme I've been using so far for co-op swarm is mostly the normal keyboard/mouse, but with WASD set to strafe up/left/down/right, strafe backward on right click, and all fire groups on left click (to avoid annoying auto-assigned weapon groups). Basic hornet C with 3 gimballed badger lasers.

I do a lot of strafing around and firing afterburner as a quick trajectory corrector.

Applied to the NeoGAF Star Citizen org, thanks!

All right, added you and 3 more who were in there.

Also, with the organization system, is it possible for me to join the GAF org while still having my friends' group as the main one? I'd hate to have to choose since GAF will be big and that one will be a small specialty group.

Yeah, you can request it as an affiliation and keep your friend's group as the main one (or vice versa)
 

demolitio

Member
Might as well ask again...Anyone recommend any cheap upgrades from the Aurora Ln?

Also, with the organization system, is it possible for me to join the GAF org while still having my friends' group as the main one? I'd hate to have to choose since GAF will be big and that one will be a small specialty group.
 

Roulette

Member
Also, with the organization system, is it possible for me to join the GAF org while still having my friends' group as the main one? I'd hate to have to choose since GAF will be big and that one will be a small specialty group.

If you are accepted to the NEOGAF org while in your friend's org, the NEOGAF org will appear as an affiliation. If you set NEOGAF as your main org, you lose ranks etc. in your friend's org.
 

Raticus79

Seek victory, not fairness
How do org ranks work?

They don't currently do anything other than showing those stars. The roles (recruiter, etc) are the ones that give permissions.

I had been assigning rank 1 to verified members when I was first checking the roster. It's not a big deal at the moment.
 

Shy

Member
They don't currently do anything other than showing those stars. The roles (recruiter, etc) are the ones that give permissions.

I had been assigning rank 1 to verified members when I was first checking the roster. It's not a big deal at the moment.
Ahh. cool cool. Thanks.
 

Daedardus

Member
The rear living quarters just need a Playstation 173 and I'm set. Can't wait to play Call of Duty: Ancient Warfare 47 which has a WW3 setting.
 
What do I need to join the organization? Do I need to fill out an application and make up a role playing character with a full back story and character motives as well as a clear outline of my goals for the first 24 months of the games launch?
 

Shy

Member
What do I need to join the organization? Do I need to fill out an application and make up a role playing character with a full back story and character motives as well as a clear outline of my goals for the first 24 months of the games launch?
All you have to do is click on this link, and put in the request form your gaf name. Then i'll let you in.

You can do that other stuff if it makes you happy, though you don't have too :p
 
What do I need to join the organization? Do I need to fill out an application and make up a role playing character with a full back story and character motives as well as a clear outline of my goals for the first 24 months of the games launch?

I think it is hard to imagine how you will role play until you play Squadron 42. I want to join you guys in the GAF org, but I am not sure what my chracter will be like or feel like post what they experience in sq42 (yeah I am gonna role play this game pretty seriously).
 
I think it is hard to imagine how you will role play until you play Squadron 42. I want to join you guys in the GAF org, but I am not sure what my chracter will be like or feel like post what they experience in sq42 (yeah I am gonna role play this game pretty seriously).

I think I'll be roleplaying pretty seriously as well, I'll have to make a dark gritty second chapter to my characters story after playing S42.
 

Shy

Member
I think it is hard to imagine how you will role play until you play Squadron 42. I want to join you guys in the GAF org, but I am not sure what my chracter will be like or feel like post what they experience in sq42 (yeah I am gonna role play this game pretty seriously).
Please still join, the org is going to be big, so there'll be a place for your character, however you decide to play him/her.
 
My character is going to be a peddler of cyber-drugs and vintage holo-games, and maybe also sell stolen cassette decks out of the back of my Freelancer when I travel to the shadier systems.
 

Zalusithix

Member
If the torpedo bays aren't there then they should function like originally mentioned. Hardpoint for a missile rack on the outside underbelly of ship. As it stands now, when you look at the brochure for the Retaliator those hardpoints by default should have cluster missile in them.

Again as they normalized the sizes and what the classes mean, then the S3 hardpoint should match other types on ships barring any special functions. The idea that if you swap out torpedo bays for cargo or living and then lose access to mount points entirely doesn't make much sense. repurposed maybe but losing them doesn't sound right.
Hardpoints don't need to be external. Once again, the Vanguard has its pylons internally. So does the Hornet for that matter. Not everything bolts directly to the outside of the ship.

Speaking of the Hornet, take its ball turret as an example. On the Super Hornet it's a ball turret. On the Tracker it's a radar. On the standard one it's a cargo hold. Once you use it for one thing it's impossible to use in any capacity for another. The bays on the Retaliator are the same thing. The point is to add flexibility, not allow overpowered builds.

Also as far as any normalization goes, I wouldn't count on any S# comparisons between ships. CIG has waffled on what they mean, and old ships were never updated. Even newer ships still show discrepancies. Both Starfarer's have the same loadout even though the Gemini is supposed to be better armed.
 

KKRT00

Member
I think it is hard to imagine how you will role play until you play Squadron 42. I want to join you guys in the GAF org, but I am not sure what my chracter will be like or feel like post what they experience in sq42 (yeah I am gonna role play this game pretty seriously).

I think the RolePlay will die fast when You start competing with players that dont take game as seriously :)
This basically what happened to some EVE players who wanted roleplay it and then went to low-sec or 0.0 :)
 

Daedardus

Member
I think the RolePlay will die fast when You start competing with players that dont take game as seriously :)
This basically what happened to some EVE players who wanted roleplay it and then went to low-sec or 0.0 :)

That's compensated by the fact that EVE players started roleplaying in real life.
 
Saw on reddit that arena commander is free to try for another few weeks and gave it a go.

The graphics in the hangar are mind blowing, just wow.
It seems to vsync down to 30 fps a lot in the hangar on the very high settings but I'm not even mad, my jaw was on the floor.


Sadly the tutorial mission/flight school thing is not available in the free version it seems. Just a hangar with a whole bunch of ships that you can sit in and the arena commander thingy where you can solo fly, do the pve wave mission thingy and the pvp arenas.

A shame that the Tutorial is not live for the free AC week. That really shows off the game even more by giving it context!
I think the RolePlay will die fast when You start competing with players that dont take game as seriously :)
This basically what happened to some EVE players who wanted roleplay it and then went to low-sec or 0.0 :)

Oh power gamers... they make every MMO such a joy! (massive sarcasm)
 

KKRT00

Member
Oh power gamers... they make every MMO such a joy! (massive sarcasm)
You know, in sandbox games with hardcore death penalty there are no place for role play and trust. Its about survival and getting those money faster for constellation or retalliator :)
It sounds bad, but it actually makes online games better as long as its balanced.
 

tuxfool

Banned
A shame that the Tutorial is not live for the free AC week. That really shows off the game even more by giving it context!

The tutorial is a bit broken at the moment. Some keys like take off clearance aren't re-mappable and they don't show up in the tutorial message boxes.
 
You know, in sandbox games with hardcore death penalty there are no place for role play and trust. Its about survival and getting those money faster for constellation or retalliator :)
It sounds bad, but it actually makes online games better as long as its balanced.

I definitely think it is a better idea in the long run, but I dislike the mentality of people who enter that level. It is rarely enjoyable to engage with such people over skype or TS for example in spite of maybe having some fun with them in game or them keeping balance in check.
The tutorial is a bit broken at the moment. Some keys like take off clearance aren't re-mappable and they don't show up in the tutorial message boxes.

Middle mouse button, right? Yeah, I do not think that shows up... :(
 
Hopefully, when they release dedicated servers, you can create your own hardcore RPing server.

I think this problem is solvable without separate private servers (I want to play on the big server anyway). You will have the pvp slider (which is probably going to be done with some sort of elo thing eventually) as well as the ships in the game being balanced in a way completely different than in eve where you have very little direct control over flight, maneuverability, or stealth. Gotta weight for more signature, scanning, physicalized damage etc... systems to come online.


I do not dislike pvp and a good challenge. But some people are a little... well.. dickish.
If they'll ever do that... Last time I heard they were backtracking on dedicated servers.

I am not ure if hey were back tracking, they were just being realistic about it. A dedicated server could not possibly maintain all the complex systems and player counts that their cloud spin up stuff could manage. A ded server would be a pretty barebones simulation eperience in terms of world, NPC count, or player instance numbers.

I could imagine a SC-lite of sorts being available as a private ded server.
 

KKRT00

Member
I definitely think it is a better idea in the long run, but I dislike the mentality of people who enter that level. It is rarely enjoyable to engage with such people over skype or TS for example in spite of maybe having some fun with them in game or them keeping balance in check.
You would be surprised :)
Playing on highest level doesnt mean being grumpy, annoying or unsocial :)
I've been in really high level corporation in EVE, we were full PVP oriented, but the people in my corporation were totally awesome and normal. We even organized several meetups.

Hopefully, when they release dedicated servers, you can create your own hardcore RPing server.
It wont have full functionality of SC though.
 
You would be surprised :)
Playing on highest level doesnt mean being grumpy, annoying or unsocial :)
I've been in really high level corporation in EVE, we were full PVP oriented, but the people in my corporation were totally awesome and normal. We even organized several meetups.

I shall let myself be surprised then :D
 
The rear living quarters just need a Playstation 173 and I'm set. Can't wait to play Call of Duty: Ancient Warfare 47 which has a WW3 setting.

I cant wait until the PS9. Ever since I say that commercial I have been waiting.

Hardpoints don't need to be external. Once again, the Vanguard has its pylons internally. So does the Hornet for that matter. Not everything bolts directly to the outside of the ship.

Speaking of the Hornet, take its ball turret as an example. On the Super Hornet it's a ball turret. On the Tracker it's a radar. On the standard one it's a cargo hold. Once you use it for one thing it's impossible to use in any capacity for another. The bays on the Retaliator are the same thing. The point is to add flexibility, not allow overpowered builds.

Also as far as any normalization goes, I wouldn't count on any S# comparisons between ships. CIG has waffled on what they mean, and old ships were never updated. Even newer ships still show discrepancies. Both Starfarer's have the same loadout even though the Gemini is supposed to be better armed.

Harpoints are on the outside of the ship. it doesn't matter if you have something internal that opens up to an external bay or position. The reason they are there is the idea that they can be modular. They can be replaced with something else of the same size. It is in the ship specs page I posted from roberts himself. The sheer fact that is listed on the hardpoints page is for the idea that that particular part can be switched for something else that can fit into that size. And having 2 pylons you can use for missiles for a cargo, living or drop ship doesn't make you "more powerful if you are sacrificing torpedoes. With the torpedoes you are more powerful. Either way the question has been asked to CIG about those pylons and other hardpoints (people want to know if they can swap out manned turrets I guess because of the internal crawlspace to get to those turrets)and supposedly will be answered on the 14th. But again never before has CR implied that modules are hardpoints.
 

Zalusithix

Member
I cant wait until the PS9. Ever since I say that commercial I have been waiting.



Harpoints are on the outside of the ship. it doesn't matter if you have something internal that opens up to an external bay or position. The reason they are there is the idea that they can be modular. They can be replaced with something else of the same size. It is in the ship specs page I posted from roberts himself. The sheer fact that is listed on the hardpoints page is for the idea that that particular part can be switched for something else that can fit into that size. And having 2 pylons you can use for missiles for a cargo, living or drop ship doesn't make you "more powerful if you are sacrificing torpedoes. With the torpedoes you are more powerful. Either way the question has been asked to CIG about those pylons and other hardpoints (people want to know if they can swap out manned turrets I guess because of the internal crawlspace to get to those turrets)and supposedly will be answered on the 14th. But again never before has CR implied that modules are hardpoints.
We'll just have to agree to disagree. I don't see them allowing you to mount additional missiles on the bay doors. By your logic, the Hornet's unmanned turret should be usable even if you have a cargo rack there. Or the Starfarer having access to the missile launcher and fuel intake at the same time. Everything is a tradeoff.
 

Raticus79

Seek victory, not fairness
Finally found a good sheet for weapon info. (wonder if it'll be outdated after the update coming up)
https://docs.google.com/spreadsheets/d/1K70VFHZn9JPPOi4DTIF694AGRBRFMSD5d6WA6aH65OY

No wonder everyone's using those sawbucks for PVP.

For swarm, I was wondering if 2xS1 bulldog repeaters on a canard turret were better than 1xS2 badger on a gimbal. Looks like size 1 wins by about 20% on DPS and has better uptime due to heat performance.

Rearranged a bit:
hLAhQ4M.png


(included the item name since I was trying to figure out what people were killing me with when it showed that code on the kill screen)
 
We'll just have to agree to disagree. I don't see them allowing you to mount additional missiles on the bay doors. By your logic, the Hornet's unmanned turret should be usable even if you have a cargo rack there. Or the Starfarer having access to the missile launcher and fuel intake at the same time. Everything is a tradeoff.

No that is a false equivalency because a cargo rack is described as a pylon mount. And Fuel intake for the starfarer is not a hardpoint. Again as mentioned here...

https://robertsspaceindustries.com/comm-link/transmission/12936-Engineering-Ship-Components-Systems

Class 1 Weapon: Forward-fixed weapons that can mount larger weapon systems.
Class 2 Weapon: Gimbal-mounted weapons that have limited pivot in a fixed direction. The increased cone of fire comes at the cost of smaller weapon size.
Class 3 Hardpoint: Class 3 hardpoints can mount a variety of underbelly gear such as missile racks or extra fuel tanks.
Class 4 Hardpoint: Generally used to mount turrets, some ships can also use these hardpoints for increased cargo space and other ships systems.

The Torpedos require access to a bay which would explain that (even though current load out should only have cluster missiles since torpedoes are not available). For internal modules that do not require the bay, it doesn't seem as if there is a reason not to have the mounts for appropriate sized components.

Those make sense because as mentioned because the parts that are similarly sized should be interchangeable with other options. It is illogical to believe the entire Torpedo bay are the S3 hardpoints because that would imply that everything that is an S3 hardpoint is as large as the Retaliator Torpedo bays. Which is questionable when you look at other ships that have S3 pylon mounts. That means that somehow underneath the wingtips of my Freelancer DUR is as large as a tali's torpedo bay or I can fire torpedoes from there.

For such meticulous wording and detailed planning by CR and the team, this didn't sound like an oversight on their parts so there must be some other reason than to describe the entire bay as a pylon mount.

But.... tomorrow this specific question should have an answer so there will be no more need for guesswork or speculation.
 

Zalusithix

Member
And Fuel intake for the starfarer is not a hardpoint.

And yet when you take out the fuel intake module and replace it with the launcher, there are effectively pylon hard points to attach missiles to. The optional module provides the points at the expense of its default functionality. This is exactly the same thing as the Retaliator but in reverse. Retaliator started with modules providing those attachment points. Now they've made options available to remove those default modules.
 
And yet when you take out the fuel intake module and replace it with the launcher, there are effectively pylon hard points to attach missiles to. The optional module provides the points at the expense of its default functionality. This is exactly the same thing as the Retaliator but in reverse. Retaliator started with modules providing those attachment points. Now they've made options available to remove those default modules.

Where are you getting this information from?

https://robertsspaceindustries.com/pledge/ships/misc-starfarer/Starfarer

https://robertsspaceindustries.com/pledge/ships/misc-starfarer/Starfarer-Gemini

I see none of what is being mentioned. When did they talk about modules and hardpoints for the Starfarer?
 
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