HP

I spent four hours repairing my ENTIRE ship by hand in

I spent four hours repairing my ENTIRE ship by hand in Star Citizen

#spent #hours #repairing #ENTIRE #ship #hand

“Hybrid V Audio”

In Star Citizen the new 3.22a build on the EPTU recently featured the brand new Cambio SRT salvage rifle which is capable of …

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28 Comments

  1. I don't see this being very useful at all currently, but the ground work has been laid for when repair gets revised down the road, including the cost of those repairs. Patch jobs will be vital for security forces operating in deep space with no opportunity to visit port on a short notice. It will also be vital for those roughing it on the frontier where repair facilities will be few and far between. And of course it will be utilized heavily in Squadron 42 by the NPCs as well.

    Besides the slow collection speeds, what else would you like to see out of this gameplay? Have you used the Cambio SRT in the EPTU yet? And have you tried selling the RMC to at least make some money? Let me know below!

    See you all in the next one.

    o7

  2. 21:46 some modern fly by wire jets are able to compensate for missing wings or one of the engines missing/disabled. I don't think it's unreasonable if SC functions similarly, albeit at a compromised maneuvarablity or increased fuel usage/wear on other thrusters/engine.

  3. I’d not even heard about this new repair tool ‘rifle’, so it’s very interesting to see it being used. I’d done some hull repair when the cambio light first appeared, but it’s more cosmetic let’s face it, and time vs just stopping and insta-repairing at a pad makes this all fairly worthless, but as you say.. for future rebalance, this is really cool to see an early version.

    Also.. props for using the Titan properly with an S4 ballistic nose gatling, great to see it being used in combat for a change.

  4. a note, despite what it says about needing a repair facility, you can repair weapons and thrusters as well as components now!

    probably a bug but its a taste of the future

    I took a salvage mission then repaired the Cutter to flyable and quantum travel state

  5. For now hand repairing (and hand salvaging) look hilariously slow but this does lay the groundwork for some gameplay loops that have to potential to be very cool. I started salvaging with a Vulture about a week ago and love salvaging. It would be nice to for hand salvaging and hand repair to become viable, much like hand mining. This is a good start. I hope to see the hand salvaging and repair get dialed in.

  6. It's unfortunate you dodn't check how much the repair would have been before you patched the hull. Might have saved a few dozen aUEC there!
    Will be much more interesting after ships don't just get repaired to brand new condition at the station. Having some wear and tear visible on a ship you've managed to keep it in one piece (mostly) over long period of time would be nice.

  7. Audio bug fix:

    Easy to stop that, once you have that noise stuck, aim at any qt marker, once ready to jump aim a little away and jump, in that moment that it adjusts your ship to straighten up back to the marker cut all power.

    When you turn your power back on the noise is gone.

    You did it correctly if you cut your power and your ship is still turning 😂

  8. This later gives the ships an enormously individual character. I guess this is divided later into players who have their expensive ships regularly maintained in the workshop and hobbyists who simply like the self repair look. ;D

  9. I like the fact it leaves the repaired area without paint, it's not just a reversion to the original model and texture

    edit: the repair issue sometimes goes away if you leave the mobi-screen up after selecting repair

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