Weapons, Ships, and More | Changes Coming in 3.24 PTU | Star Citizen Guide

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We're still a ways off from 4.0, but major adjustments are coming to some of our favorite ships, components, and guns! Get up to speed before 3.24 goes Wave 2 and eventually drops to live!

00:55 Kinds of changes coming to Ships in 3.24
01:27 Ship Protection Changes
03:12 Ship Stealth Changes
04:50 Ship Flight Performance Changes
08:01 Ship Component Changes
09:05 Gravlev Refactor?
09:33 Ship Weapon Changes
11:41 FPS Weapon Changes

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CORRECTIONS - SEE BELOW

Hey, everyone! A few corrections to the video that either slipped in after I'd prepared it, or that I missed entirely at first.

**COST PER BULLET EFFICIENCY CHANGES**
How much capacitor energy each shot uses has been changed for several weapon classes. A reduction (negative) is a buff that improves efficency and how much total damage you get per full capacitor, while increase (positive) is a nerf. This net result is expressed below as x points of damage to 1 point of energy:

```Attrition Laser Repeater -40% | 1.80 to 1
CF-xx7 Laser Repeater +20% | 0.90 to 1
DR Model-XJx Dist. Repeater -43% | 1.00 to 1
FL-xx Laser Cannon -23% | 1.04 to 1
GVSR Laser Repeater -42% | 1.80 to 1
Lightstrike Laser Cannon -23% | 1.04 to 1
MxA Laser Cannon n/a% | 1.80 to 1
NDB-xx Laser Repeater -12% | 1.21 to 1
NN-xx Laser Cannon n/a% | 1.20 to 1
Omnisky Laser Cannon n/a% | 1.20 to 1
Quarreler Laser Cannon n/a% | 1.20 to 1
Suckerpunch-xx Dist. Cannon n/a% | 1.00 to 1
Yeng'tu Laser Repeater n/a% | 0.87 to 1```

The major takeaways above:
1. At the **1000 m/s band** the Attritions were balanced into "efficient" laser repeaters now that rival the MxA laser cannons - a slow projectile speed with highly efficient use (1.8 to 1) of the capacitor. The Vanguard's GVSR and MVSA mirror these.
2. At the **1400 m/s band** at size 3 and below the Omnisky/Quarreler matches the NDB-xx efficiency (1.2 to 1). However at size 4 and 5 there is no repeater option.
3. At the **1800 m/s band** the CF-xx7 laser repeaters are slightly less efficient (0.9 to 1) than their laser cannon counterparts the Lightstrike/FL-xx (1.04 to 1).
4. Both distortion options (and the Vanguard ATVS/EVSD) are in their own **1300 m/s band** and offer a flat 1 to 1 efficiency now - your choice is down to the fire rate/alpha you want. All splash ranges are the same per size.

**MISC STARFARER/GEMINI FLIGHT PERFORMANCE**
Another change was made to this shortly before I published, and they corrected the (insanely) high PYR, but there were other changes as well. The quick tl;dr is:

- Both now have 106/295 SCM/B and 845 NAV speeds
- Both now have 23/23/45 PYR - no more out-turning the F8C
- Both now have acceleration Gs of 2.6 main/1.4 retro/2 down - Gemini has slightly higher strafe and up
- The Gemini has slightly higher hitpoint pools and lower damage multiplier vs the Base
- The Gemini has the same emissions multipliers but lower emissions vs the Base
- The Gemini has a more efficient main thrust but less than half the scoop vs the Base
- The claim time for the Gemini is for some reason twice as long :joy:

Thanks!

UniversityofStanton
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Good vid. Love this kinda quickfire format for info updates like this. Good job.

CitizenScott
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Seriously underrated YT channel. These changes are what I look for patch to patch.

Velthus
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Many thanks for this very relevant and crisp information.
This allows you to anticipate certain actions to come and avoid any bad surprises.
The Gladius has a good life with these last buffs

NEIHERUniversStarCitizen
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Nice and very informative video. Keep it rolling, dude!

GRAVELPI
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“We want WW2 in space!”

> refuses to add flak, the single most common anti fighter weapon in WW2

Make it make sense.

CIG need to add flak as a weapon exclusive to manned turrets. We have multiple dedicated flak boats in the game (Redeemer, Hammerhead) but no flak to equip them with!!

A gladius should be able to dance at the edge of its cannon range and apply dps to a hammerhead. But that Hammerhead should be able to choose to equip itself—or be escorted by a friend—with a weapon dedicated to hitting fighters. This makes it about skill: the flak gunner & flak boat pilot vs the knife edge skill of the gladius.

Manned Turrets have auto gimbal as an option. This makes balancing their accuracy pretty easy to do—literally values in a spreadsheet. I suggest that an auto gimbal flak cannon should have roughly 5% accuracy vs a maneuvering Razor that’s at the edge of size 4 Omniski’s range. This should climb to about 90% accuracy at 40% of the S4 Omni’s range, and fall off again to about 2% at point blank. This creates a screen effect on fighters—but allows them to dance on the edge, or attempt to get under the enemy guns by crossing that screen (where they are then trapped, and thus extremely vulnerable to any escort).

So, flak should be just as it was in the WW2 space CIG insist they want: proximity fuse aoe, but low impact compared to normal shells. In SC, this translates to a weapon that’s great at splashing damage onto fighters via near misses, but has the lowest dps of any weapon in its class. Ballistic flak should do slightly more damage on a slightly larger aoe than energy flak.

This prevents flak from becoming the new default—as it would be awful for using against a 890J, but also gives us a sandbox where a fully crewed 890J isn’t literally a free kill for a mantis and gladius pair.

It would make almost every ship in the game instantly pvp viable. Bombers and even the Ares and Ion would be necessary for popping flak boats, but you’d also want real gun boats for targets like the HH & 890J. Fighters of all weights now have room to contribute. Stealth is a genuine possibility. Can you coordinate a barrage from your light fighters with your eclipse pilot to catch the enemy looking and slip a torpedo into their flak redeemer? That’s gameplay.

A caterpillar could actually defend itself from 1-2 gank fighters, but still wouldn’t be a powerhouse, and those two fighters, if they’re very good, could still win.

piedpiper
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Once again, your polish and straight to the point info I why Ill never unsub

mattsteel
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thanks for putting this together, it's very useful going into the new patch

planetwally
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Thanks for this smooth presentation man.

kmmndr_kn
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Thanks for compiling this. Mantis stealth buff should be interesting.

TheMinistry-SC
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“Huh. Lemme check out this video YT is suggesting.”
…….
SUBSCRIBED.

Concise, informative, AND contains good news about my Vanguard! Thanks! XD

CastleBravo
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This is great content, love the buff and debuff charts. Would really like to see this in the future

Blackburn
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Ah yes, increasing the health of the nose mount on the MSR fixes everything. Thank you CIG

Elqt
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Excellent video. Thank you for info!!!

CitizenGroza
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I see they *still* haven't fixed the massive speed and/or agility nerfs to the 400i, 600i, and Hercules line. The 400i is especially egregious as 3.23 rendered it basically useless.

Added: Oh yeah ... I see Redeemer remains in it's horrible nerfed state too.

KaybeCA
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You missed the biggest buff to the Attritions; they nearly doubled the ammo capacity of the Attritions, making them much more viable.

harabecswurveweathers
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Bro I’ve been here since video one, u are the voice we need. Love your content keep up the great work citizen o7

MajorWetSpot
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Increase of fuel use across ships is a dream to hear about. Refuelling needs to be made into a gameplay, both in Pyro and elsewhere.

SvalbardSleeperDistrict
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Nerfing the Xian ships… what madness is this???And what on earth are they doing to the Valk and Starfarer???

pheebs
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Imagine... if we had a game to play them in instead of troubleshooting constantly.

stratcat