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User information for S Westberg

Real Name S Westberg   
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Signed On Feb 15, 2007, 19:09
Total Comments 2821 (Senior)
User ID 34131
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News Comments > Spaceship Ahoy - Elite: Dangerous
294. Re: Spaceship Ahoy - Elite: Dangerous Dec 22, 2014, 13:30 Flatline
Vall Forran wrote on Dec 22, 2014, 12:55:
SpectralMeat wrote on Dec 22, 2014, 11:50:
Other npc ships also get aggroed if you steal their kills. They won't fire at you, at least none of them fired at me yet but they become red and they keep on scanning you.
Warp in and out works too to reset
At least they've fixed the dang kill stealing issues that was frustrating. I got a pirate down to 2% hull and the cops finished him off and I got no bounty.
Now it works the other way around. I can nearly kill someone and if the cops finish him off I will still get the bounty.

If you go to an Anarchy system you won't have these issues anymore although everyone can start attacking you at ones.

Ah, this happened to me last night. I went into a USS and warrant scanned two ships, then I noticed they were fighting. One was clean, the other wanted. Both went hostile when I shot the wanted guy the first time. After I killed it, the clean guy just sat there being all red, but not attacking. I let him live and flew away.

Where do you guys go for bounty hunts? The ones I find at nav beacons usually are really pathetic sidewinders that are only worth 1-2k. I was flying to a station to park and got interdicted...that guy was worth $23k. Should I set up an interdictor on my ship?

I started on my way to Sol and stopped at the hana-something system. I was doing okay bounty hunting there but took a side mission at eta-something which was basically 2 clusters of ringed planets 2000 LS outside of the solar area. I grinded for about 45 minutes and started fighting asps, cobras, and other medium-large ships of competent & up. A competent asp pilot seems to be worth around 15k while an elite python netted me the 75k bounty. I do have a KW scanner so that might be making a difference.

In general I'd say find populated systems without human players. The pickings seem to be *way* better. Also while hull type seems to generally give better bounties, it's the pilot skill that seems to make a big difference. Then again though I"ve seen low master bounties and stuff, so maybe there's a background process running up the bounties on the NPCs. It might make sense since I find that the less the human activity, the better the bounties are.

Edit: The only time I ever got schooled, and I mean really schooled, was by an elite sidewinder. It pissed me off because he warped in and attacked me while I wasn't wanted and it didn't give him a bounty so attacking back just racked up penalties. I still died in about 45 seconds though.
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News Comments > Star Citizen Arena Commander Version 1.0 Released
57. Re: Star Citizen Arena Commander Version 1.0 Released Dec 22, 2014, 13:05 Flatline
theyarecomingforyou wrote on Dec 22, 2014, 12:39:

The game is being designed so that every ship fills a role. Starter ships like the Aurora and Mustang are cheap but capable; dogfighters like the Hornet are powerful but expensive; multicrew ships take things even further but are extremely expensive. The 300i isn't obsolete, it just isn't the best ship in the game and was never promised to be. The labels (Scout, Mercenary, Bounty Hunter, Pirate, Colonel, etc) were only simplistic descriptors to differentiate the packages - that's evidenced by the fact that both Scout and Mercenary packages come with the same ship.

It seems some people just like to moan. You pledged for the 300i and got the 300i. When people pledged there weren't many details released about the ships - people pledged for the game and the concept. If you don't like your package you're free to melt it and use the credits to buy another one, meaning you're not stuck with a package you don't like.

This is kind of a bullshit argument because the game *still* isn't released yet and the designers can make the ship do whatever the fuck they want it to do. If they wanted to make it shoot mewling purple kittens they *can* because the game hasn't been released yet. But they saw an opportunity to charge more money and goddamn it they're going to do it!

So let's quote the actual webpage here for the 300i package as of 30 seconds ago:

Make your mark on the galaxy with the Origin 300i, a luxury-class ship ideal for elite bounty hunters and mercenaries. You can do it all, from scouting distant jump points to hunting deadly fugitives. With more upgrades and options than an Aurora, the 300i is a great way to come out fighting.

Turns out, not so much. But for 15 dollars more you can really have it all! (and yes, you're right, 15 bucks, but still Fuck them for that).

And sure I can sell my ship for credits and buy something else or whatever but you know what? How do I know that ship won't get nerfhammered before launch either?

Star Citizen is having canon consistency problems and it hasn't even released yet.

Edit: I love this quote from the 325a upgrade page:
Upgrade an existing 300i to a 325a at cost!

Heh... so it costs 15 bucks to swap out a file entry in a database somewhere? I know I'm being a dick here but come on folks this is like used car salesmen schtick here.
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News Comments > Spaceship Ahoy - Elite: Dangerous
290. Re: Spaceship Ahoy - Elite: Dangerous Dec 22, 2014, 11:47 Flatline
Has anyone else managed to invoke aggro from the system security ships even without racking up a wanted status?

I was pirate hunting last night (holy crap every other ship I was fighting was worth 40k or more, I found one with a bounty of over 75,000 credits) and at the nav point eventually I guess the system security folks didn't like that I was doing their job better than them and they opened up on me. You can't defend yourself, as that racks up bounty on you. Best you can do is jump out of instance and jump back in, and that resets the hostility of the system ships.

Weird and frustrating. I guess there's a no loitering law?
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News Comments > Star Citizen Arena Commander Version 1.0 Released
51. Re: Star Citizen Arena Commander Version 1.0 Released Dec 22, 2014, 11:36 Flatline
SpectralMeat wrote on Dec 22, 2014, 08:08:
So I started up SC after a long break. It told me there are 37 patches to apply. 10 minutes later patching failed. Closed it, went back to play ED.

That happened to me too. Solution basically is to reinstall from scratch. All like 40+ gigs of it.

And that's the third time or so that the game has done that. I refuse to reinstall it anymore.

Edit: The thing that pisses me off is that it seems like SC has gone out of it's way to minimize it's oldest supporters' impact. I picked up the bounty hunter package during the initial Kickstarter and when I recently peeked at the game it turns out that there's some "upgrade" pack because the package I blew 70 bucks on is underpowered or something. But if I drop another 45 I can actually start out as competent in a fight.

In other words, for a game that hasn't been released yet they're already making ships "obsolete". And that's a fat load of bullshit.

This comment was edited on Dec 22, 2014, 11:56.
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News Comments > Star Citizen Arena Commander Version 1.0 Released
22. Re: Star Citizen Arena Commander Version 1.0 Released Dec 21, 2014, 22:14 Flatline
{PH}88fingers wrote on Dec 21, 2014, 20:23:
Will someone who spends $250 or even $15k have an advantage over someone who puts in $45? Depending on the circumstances, a little, but not a lot. The whole concept of pay to win in the context of Star Citizen is murky and not well explained. If you have a better ship, you are likely to win if you are fighting someone with a cheaper ship. But that assumes you are going to be fighting. Much of the game is going to be like Privateer, missions, trade, encounters etc. There will also be mining and exploration. You may have an advantage over others when you have a better ship, but in the scheme of the game, winning is about having fun and not who has the biggest bank balance.

How can you argue a definitive point (that better ships don't equal that much of an advantage) when you then immediately follow up with an admission that shit is still murky at this point?

Here's the thing though. It's always pay to win. Buy a ship with a bigger cargo bay and sure, in a firefight that won't matter much, but when you trade you can ramp up your profits into insane levels quickly.

Proof of concept: Look at Elite. You can get to a hauler in about an hour or two of play and start some serious trading, and crank out a few thousand credits per leg of a trip with your 16 tons of cargo space. Or... if in theory you plunked down 1200 bucks to start in a type 9 your profits (once you build your cash reserves up) will be around a quarter million credits per trade run.

I simply don't see how you can offer clearly superior ships and *not* have the game be P2W. Even in a Space Trucker game.
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News Comments > Star Citizen Arena Commander Version 1.0 Released
21. Re: Star Citizen Arena Commander Version 1.0 Released Dec 21, 2014, 22:09 Flatline
Flak wrote on Dec 21, 2014, 18:09:
BN used to be the go-to place for all things PC Gaming, it's now the go-to place to read nonsensical musings of SC haters.

Cutter wrote on Dec 21, 2014, 16:57:
What's really funny are the fanboys thanking him for this P2W bullshit. Lulz it's just so pathetic.

If by Pay 2 Win you mean I can board their ship and steal their '$1,000+' purchase, then yes, I guess they're doing a great job 'winning' while I fly off as a 'loser' with their ship.


And then you log out of the game and the ship sits there and someone steals it while you're sleeping*.

* Actual proposed mechanic
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News Comments > Spaceship Ahoy - Elite: Dangerous
268. Re: Spaceship Ahoy - Elite: Dangerous Dec 20, 2014, 14:29 Flatline
Vall Forran wrote on Dec 19, 2014, 19:36:
Dacron wrote on Dec 19, 2014, 19:21:
Should I be using point defense or chaff for anti missile ?

point-defence is anti missile.

chaff is anti-gimballed guns.

Pick your poison.

Though, afaik, no one uses missiles except for haulers. They are too expensive for ammo, and if you have point defence they are out right countered.

But, most players now are using gimballed weapons. Ever notice how your sights start randomly spiraling around? Chaff.

It also fucks your lead on ballistic cannons it looks like. Every now and again that lead will shoot off into the hinterlands where I know it can't be. At first I thought it was a bug but it occurs to me it's chaff.

That being said, I don't really need it any more. I'm getting my space sim mojo back anyway and can eyeball that lead pretty well without the lead target indicator (Remember boys & girls, X-wing & Tie fighter had ballistic weapons and no lead indicator) and have abandoned gimballed weapons as being underpowered. If you have a better turning radius than your enemy you're pretty much always better off with fixed weapons that perform better for the power drain and weight. Gimbals are great for slow-turning ships or ships with really weird firing arcs.
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News Comments > Game Reviews
1. Re: Game Reviews Dec 20, 2014, 14:23 Flatline
Interesting Elite review.

I disagree with his assessment of combat entirely. It might be because he's mainly trading from his review, but jousting head-on passes are rare for me and incredibly stupid.
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News Comments > Spaceship Ahoy - Elite: Dangerous
242. Re: Spaceship Ahoy - Elite: Dangerous Dec 19, 2014, 17:55 Flatline
Undocumented Alien wrote on Dec 19, 2014, 16:56:
Man... losing momentum in this game... can't really find any missions anymore. I'm staying in my 'starting' area (LHS 3447) and keep going to all the different Stations and Outposts but there are no trade or currier missions to be found most of the time, kind of a bummer spending an hour flying between these different areas and getting squat. My Rep is neutral and my status is rising in the Fed area so I'm not unwanted.

Wait, why are you complaining when you know the problem? It's time to go somewhere else. Pick a direction and go.
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News Comments > Spaceship Ahoy - Elite: Dangerous
234. Re: Spaceship Ahoy - Elite: Dangerous Dec 19, 2014, 15:37 Flatline
Vall Forran wrote on Dec 19, 2014, 13:31:
yuastnav wrote on Dec 19, 2014, 10:41:
SpectralMeat wrote on Dec 19, 2014, 09:59:
I think I will get a hauler and set it up for mining. Mining with the Cobra just seems so wrong lol
I wanted to get a hauler to run transport missions anyways to take a bit of a brake from the combat.

Well, the Cobra is an all purpose ship.
I think the biggest advantage is the larger cargo hold although I'm a bit upset because I haven't found a single station that sells cargo racks larger than 4. That means I cannot upgrade the slots in my Cobra to get more cargo space and the default 18 still seems to be very little.

Maybe I'll bounty hunt until I get a million credits to get that Type 6 after all...

The general consensus on the Elite forums is that the hauler is a TERRIBLE mining ship. I think it's because you can only fit one weapon, so it'd leave you completely defenseless. Also, the hauler is really slow, you'd be racing to scoop rocks before they self-destruct.

I'd go with a cobra for mining and as others were saying all purpose stuff. As for upgrading your cargo bays, stations do sell higher capacity versions. I think I finally found mine in an industrial station, the high tech ones don't always seem to carry them.

The type 6 is pretty sweet, but it's obviously only for trading. I'd recommend everyone buying a cobra and at least storing it somewhere.

Yeah 8 slot cargo bays are pretty common, I've seen 16 slot, and when you get to the bigger ships it goes up from there.

Each system has a letter and a number rating. Generally, the number probably will benefit from being as high as it can be (ie: a class 3 cargo bay will basically fit more than a class 2 cargo bay, in fact, I think class 3 is 8 tons of storage and the 2 is 4).

Within that size class number you have letters of A through... well... I've see like G and I. A is best, B is "next best" so on and so forth. When you look at your outfitting panel the top size class number is the module installed, the bottom one is the maximum size you can mount.

Where it gets fuzzy since we don't have exact numbers is stuff like if a class 2A pulse laser is better or worse than say a 3D pulse laser. I guess you could mount one and compare it but I'd like the ability to compare items before installing them.
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News Comments > Ship Ahoy - 4K PC Metal Gear Solid V: Ground Zeroes
8. Re: Ship Ahoy - 4K PC Metal Gear Solid V: Ground Zeroes Dec 19, 2014, 14:36 Flatline
Bundy wrote on Dec 19, 2014, 09:32:
I don't get this franchise. My little brother was big into it, made me watch various cutscenes, kept looking over at me like he thought I was supposed to be impressed. But I just don't, get, it. I don't think Kojima is a good storyteller. His characters are weird and way over the top, and the plot just doesn't make any sense.

MGS3 was probably the best of the series that I saw. High on melodrama but the plot was more or less coherent and somewhat interesting.

I have this gut feeling that the MGS meta-plot is actually that everyone is all a bunch of quirky AIs trapped in a simulation, not aware that either they nor anyone else is a buggy AI. That's why you get titles like ground zeros and revengenance (that's not even a word!) and the Kojima verbal diarrhea.
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News Comments > Spaceship Ahoy - Elite: Dangerous
228. Re: Spaceship Ahoy - Elite: Dangerous Dec 19, 2014, 11:19 Flatline
Vall Forran wrote on Dec 18, 2014, 17:48:
Honestly, I don't get the whole "offline" mode argument. Sure, you can wail about being told one thing then being offered another. This is the first time in video game history this has happened. But, honestly, if you play "solo" mode, you need the slightest internet connection for your world to ping a server every so often. And! You can switch between the two at will! I've never seen that before. Some asshole is ganking you and a system, go into solo. He's gone! Move back to online later, no need for different characters.

I agree Frontier could have handled it better, but the people who immediately declare it's a "no-buy" anymore (and 99.9% are connected to the internet at all times) is beyond insane to me. Seriously, who the hell is gonna plan to break out some solo offline mode elite: dangerous while on an airplane? And because of that "principle" you are basically robbing yourself of a game you complain doesn't get made enough.

I agree it's making a mountain out of a molehill, and that maybe only 1 out of every 100 people complaining are actually in a situation where always online is an issue.

I think part of the problem is the nature of crowdfunding and the bullet lists in crowdfunding as opposed to the bullet lists on the back of a game box.
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News Comments > Ship Ahoy - 4K PC Metal Gear Solid V: Ground Zeroes
2. Re: Ship Ahoy - 4K PC Metal Gear Solid V: Ground Zeroes Dec 18, 2014, 19:32 Flatline
Isn't this the demo that you pay for?  
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News Comments > Minecraft: Story Mode - A Telltale Games Series Announced
1. Re: Minecraft: Story Mode - A Telltale Games Series Announced Dec 18, 2014, 18:37 Flatline
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News Comments > Spaceship Ahoy - Elite: Dangerous
206. Re: Spaceship Ahoy - Elite: Dangerous Dec 18, 2014, 14:51 Flatline
Kosumo wrote on Dec 18, 2014, 14:48:
I think they had to be hard on the refund policy due to the fact that people where paying more than retail cost to be in it so in theroy you could get a refund for your $150 early buy and then just buy it a retail price and all that would have happend is that Elite would have lost heaps of money over something that did not effect most of those who would be benifitting from it (by getting back some money, yet having played the beta under the 'online always' version)

The problem there was the intial pricing system.

It is a sad chapter in what I'd say was otherwise a happy story.

I would have refunded the cost of the game itself. The beta premium you played through and would get back.

But that would have probably required a different tooling of the EULA than was on there.

I ultimately didn't care much myself but yeah it created a lot of issues.
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News Comments > Spaceship Ahoy - Elite: Dangerous
203. Re: Spaceship Ahoy - Elite: Dangerous Dec 18, 2014, 14:31 Flatline
Kosumo wrote on Dec 18, 2014, 14:13:
I'm glad that it sounds like so many of you guys are having fun with this.

With teh exception of the offline mode, it sounds like they delived pretty much just what they said they would back over a year ago.

Still, you all know Star Citizen will be better - it's got* pets you know!

*will have, once it's started, at some point, when that module is released.

While I'll ding them readily for waiting for so long to officially ditch offline mode (It probably should have been obvious somewhere around the beginning of Beta 2 I imagine), the thing I thought was especially crap was the refund policy.
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News Comments > Steam Holiday Sale Begins
4. Re: Steam Holiday Sale Begins Dec 18, 2014, 14:04 Flatline
I'm hoping for either a Far Cry 4 sale or a Dragon Age Inquisition sale.

I'd like to play either of them but money's tight due to the holidays.
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News Comments > Spaceship Ahoy - Elite: Dangerous
198. Re: Spaceship Ahoy - Elite: Dangerous Dec 18, 2014, 13:52 Flatline
SpectralMeat wrote on Dec 18, 2014, 13:49:
Undocumented Alien wrote on Dec 18, 2014, 13:42:
Hope this helps others!
Thanks that does help.
I've been trying to master the art of refueling for a while now.
So far I got to the point of skim the surface until my heat gets to 120% than fly away from the star than turn around and take another pass and try to curve around the star just to stay at a distance where my heat meter doesn't move up, but ones it does I fly away again.
I think 130% is where you start taking damage from heat.

If you have EDTraker or IRTracker I tend to do the fueling trick with placing the star at the top of your windshield. Though I just "look up" and get it right to the place where I want.

And yes, 130% is where you start getting heat damage if memory serves.
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News Comments > Spaceship Ahoy - Elite: Dangerous
197. Re: Spaceship Ahoy - Elite: Dangerous Dec 18, 2014, 13:50 Flatline
Lorcin wrote on Dec 18, 2014, 10:54:
SpectralMeat wrote on Dec 18, 2014, 10:23:
I am not sure if this is new or it was in the beta but I did not notice this before. When you are hitting the enemy ship with bullets and it's shield is down there are all kinds of particles flying off of it and sparks flying everywhere. You can even see some bullets ricochet off of it if you are close enough. It is pretty freaking awesome if you ask me.

I quite agree - getting up close and personnel with a 'conda and blowing chunks off it is so satisfying.

Yeah I've also seen plasma vents and all kinds of shit as damage accumulates. It's pretty awesome really.
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News Comments > Game Reviews
12. Re: Game Reviews Dec 18, 2014, 13:48 Flatline
Quboid wrote on Dec 18, 2014, 13:39:
Orogogus wrote on Dec 18, 2014, 12:50:
Quboid wrote on Dec 18, 2014, 11:25:
I spent a while wondering what 'c' on the HUD meant for speed. Just the lower case letter c, like we're supposed to know what that is. Like it's universally known ... universally. Universal. The universal constant, i.e. the speed of light! I'm sure it is explained somewhere but it was nice to actually figure out something actually a little bit sciencey, even if I should have twigged quicker.

They probably assumed everyone knew this. I think I learned it before 8th grade. Like, c in E=mc^2 is the speed of light in a vacuum, right?

Stuff I learned at that age was a millennium ago (well, it was the last millennium, same thing ), I can't remember it all! Hell, I barely remember it AT all. I should have recognised it quicker, the special theory of relativity formula was probably where I first encountered it.

I also got the closer measurements wrong, thinking Mm was Nm (nautical miles), and when I realised that was too small, thinking it was million miles before seeing a label in kilometres which caused me to get a clue. This was mostly because I was somewhat overwhelmed; too busy wondering about stuff like where I'm going and what the difference been normal, super-cruise, hyper-cruise, and cruise (which I had assumed from the control binding page was a 4th mode) to be able to register that the distances I had in mind didn't make sense.

Now that I actually know what units it's using, it's not too complicated. c = 300 Mm/s.

Normally complicated concepts are either polished to simplicity or fighting bad UI design is half the battle. This feels polished while maintaining scientific authenticity, even if (thankfully IMHO) it's not a DCS style simulator.

The people bitching about the time super cruise takes don't really understand how mind-bogglingly huge space is. As I pointed out in the official forum, when you're hauling ass out to one of the 10,000 LS (or in alpha centauri, where it's like 1.8 million light seconds between stars in super cruise) you top out at over 1600 times the speed of light.

Even when you're hauling out to something that's like 1100 LS away you end up going faster usually than 100c. That's an *insane* amount of speed and it really makes you feel the vastness of space when you watch, real time, a tiny pinpoint of light that is a star expand into a gargantuan ball of plasma that you can orbit around.

Also, if you visit the forums, be prepared to hate the word "immersion" after a very short interval. People bitch that the game breaks "immersion" constantly over insanely small things.

If I could ban one gaming related term this year I'd ban "immersion" for 2014.
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