fucojr
u/fucojr
The main principles in ship to ship combat the game <FTL> had set forth were (bit simplified for ease of explanation):
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Shields only have around 10-20% of hp pool compared to hull, but regenerates extremely fast (takes only 4-5 seconds to fully regenerate from completely depleted)
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Shields block 100% of incoming fire from laser weaponry.
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Above two points combined means if shield regen rate > incoming laser dps then the shield can last indefinitely, preventing the hull and components from taking any damage
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Ballistics (=missiles, bombs, etc) have fairly limited
- Fix for audio stutter CTD issue
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-186503
- Fix for broken bedlog after undocking from a docking collar
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-135850
- Fix for torpedoes not working (inability to arm, lock or fire)
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-187023
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-145659
- Fix for doors broken in combat areas
(Fuse door unable to be opened from inside, red/blue key doors stuck open)
There is a reload animation glitch that has been affecting all magazine based guns since launch. I am unsure how this one hasn't made it into 'known issues' list so far, as it is 100% reproducible and the steps aren't that specific either.
Steps to reproduce:
- while holding gun A, press reload
- then, immediately dodge dive, cancelling the reload animation
- before you hit the ground, switch to gun B and fire
With these steps, the reload animation from Gun A will "bleed through" to Gun B so that as soon as you fire 2-3 rounds from Gun B, you will proceed to discard Gun B's magazine and reload it, even if it was full.
This glitch essentially renders two out of the total three guns yo
To be more precise, I believe we need more alternatives that we can reliably handle heavies with, without taking up the support weapon slot.
Imagine adding a satchel charge stratagem that can one hit a charger, or maybe buffing the thermite grenade so it can actually kill one in less than five throws (1-2 throws to the head would be ideal...)
This will enable us to carry support weapons that aren't Quasar's or RR's in higher bug difficulties and not feel penalized. Well placed eagles or orbitals can fend off a charger/bike titan or two, but when it comes to 2-3 of those heavies back to back to back every twenty seconds, then you're pretty much mandated to carry a Recoiless or you're screw
I got bored today... and decided to get imaginative with future HD2 contents. Here are some of them:
- More Walkers
EXO-73 'Obelisk'
- Heavy exosuit equipped with a high velocity APHE tank gun and a large ballistic shield (capable of deflecting even the Automaton tank rounds)
EXO-103 'Prism'
- High tech walker variant
- Equipped with a vehicle sized arc thrower and homing micro missiles
EXO-87 'Vulture'
- Light armored walker with a jetpack
- Equipped with two heavy laser cannons
- More backpack stratagems
Satchel Charge
- Takes up backpack slot
- Press 5 on KB to equip, throw at enemy and press R to detonate
- Single use, low CD
- Able to take down tanks and chargers in one direct
Since 1.0 we were given an option to order the SWAT AI to scan a door, meaning you could order them to peek and pie a door then close it, without them taking any further actions afterwards.
However most of the times the 'pie' command is usually greyed out, and I couldn't tell the exact conditions that allow or disallow the said command. Whether the door has been opened before or not, whether the door is locked/unlocked or unknown etc do not seem to have any discernable impact on whether I can use the command or not.
Does anyone know what's up with this command?
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SWAT AI used to be able to throw grenades through ajar doors While it was a pain having to manually peek doors myself beforehand, it was a super useful feature nonetheless. It's a damn shame it got removed.
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Hotel raid map Despite its flaws, IMO the raid mission on Hotel map was one of the best ones during EA phase. Lore wise it had tons of details and ambient storytelling, and gameplay wise it presented us with a good mixture of large open areas(reception, underground parking lot etc) long hallways, claustrophobic rooms and tight staircases - adding a nice amount of variety to the action.
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Missions variety I actually don't miss the Active Shooter and Hostage Rescue missions too much a
My wife(31F) and I(33M) dated for 5 years and have now been married for another 5 years. We met each other pretty early in our lives and have had an amazing relationship both before and after marriage.
Our lives are working out pretty well too: jobs providing some healthy challenges but not stressing out too much, have no debt and financially stable, have no illness or disease, aren't on any medication, have no kids so we can spend our times after work solely focused on ourselves and each other, both physically fit, have no mental issues, both exercise regularly at the gym so we can stay physically attractive, etc etc. I seriously couldn't think of a single thing to be worried about in our


