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PostPosted: Mon Oct 06, 2014 8:35 pm 
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Has anyone hit anything since they changed this lead thingy? if so, please explain.

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PostPosted: Tue Oct 07, 2014 8:08 am 
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I haven't played in weeks :(

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PostPosted: Tue Oct 07, 2014 9:02 am 
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Rorinthas wrote:
Has anyone hit anything since they changed this lead thingy? if so, please explain.


It looks like they changed it so whereas before I could hit things, now I cannot. So... success?


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PostPosted: Tue Oct 07, 2014 9:36 am 
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I've not had time to fire up any game modes that involved me shooting anything yet.

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PostPosted: Tue Oct 07, 2014 7:09 pm 
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well at least I'm not alone then. I tried to get into a public match to see if the general population was suffering equally, or if I was still getting blown out of the sky at every opportunity. I had some kind of bug where the match didn't load and didn't feel like trying again. If anyone wants to try again, I'll be around for a couple of hours on IM

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PostPosted: Fri Oct 10, 2014 2:54 pm 
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Just in case, if anybody was drooling over the luxury yacht from Origin, the 890 Jump add on pledge goes on sale in limited quantities shortly into the livestream that starts at 10 Eastern/7 Pacific. Price tag is $600, and it's being sold in 4 lots of 890 ships each at staggered intervals of a few hours to give various time zones a daylight shot.

Spoiler:
http://img2.wikia.nocookie.net/__cb20140903163319/starcitizen/images/7/79/890_jump.jpg


Not all that interested in a luxury ship, myself, though it's pretty. The livestream itself should have some nice reveals, though. I'm looking forward to it.

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PostPosted: Fri Oct 10, 2014 3:35 pm 
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$600? Sweet mother of crap.

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PostPosted: Sat Oct 11, 2014 12:52 am 
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I got home from weekly tabletop gaming in time to catch the last twenty minutes or so of the stream. They gave us an ordered (but not precisely dated) timetable for upcoming modules and featureset releases. AC 1.0 (that should be additional ships and variants, possibly including (not sure, it's been a while) component swapping other than weapons) by the end of the year, with the FPS, Planetside/Social, AC 2.0, and Squadron 42 Episode 1 (since they're breaking it down episodically instead of giving us alpha/beta access to get it in our hands before the whole damn campaign is complete) next year, with the beginnings of hooking up all the modules and linking it up to the PU infrastructure like the economy to make the PU alpha.

The 890 is a gorgeous ship on the outside, but I don't really care for most of the luxury interior -- just not my style. It's 4 (FOUR!) decks and they gave it more turrets than the Constellation, which kind of surprised me. It's just under 130 meters long, which really underpins for me that this is definitely sliding into the size slot the Idris vacated when it got promoted to a Frigate. The 890 Jump is a lightly armed luxury corvette, lol.

I made a new thread for the Cutlass variants because it came with a commercial.


Oh! For the next week (through the 17th), all 5 trainers in AC are available for everybody to test fly. That's the Hornet trainer, the 300i trainer, the Aurora MR trainer, the M50, and the 350r. Go knock yourselves out, and try out that ship you couldn't justify spending money on! They said this lays the groundwork, too, for temporarily granting access to a specific ship when they feel it needs more testing.

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PostPosted: Sat Oct 11, 2014 8:50 am 
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Full stream on Twitch is viewable here. I hear the Planetside Module footage is awesome, and it sounds like they showed at least the Retaliator (and maybe the Gladiator?) in-hangar. Will report back in two hours.

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PostPosted: Sat Oct 11, 2014 8:52 am 
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It's interesting to think about where we've come in the last year. There's been ups, there's been downs, but boy have we seen a lot. I'm hoping things can be even better this year. It would be really cool to be looking forward to (or even playing) SQ 42 Eps 1

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PostPosted: Sat Oct 11, 2014 11:05 am 
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Planetside demo starts at 1:58:30. Stanton looks amazing.

Tony Zurovec has some really cool interview elements around 1:42-ish, too, if you're skipping around.

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PostPosted: Sun Oct 19, 2014 2:15 pm 
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Aaand just like that the 325 is ready to fly

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PostPosted: Fri Oct 31, 2014 3:53 pm 
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Wow. Reading up on Patch .92 is... intriguing. They're trying some radical ideas out, ranging from input interpretation to control schemes to modified look modes. Crazy. And potentially awesome, in some respects, at least. Chris opens with a letter.

Chris Roberts on Arena Commander 0.9.2 wrote:
Greetings Citizens,
Arena Commander 0.9.2 (aka Star Citizen 13.2) is here!

As far as updates go this one feels pretty special. This is the first time I’ve felt that the control and targeting in Arena Commander is beginning to achieve the level of control and sense of dogfighting that I had in my head when I first pictured how the space combat should “feel” back when I started the journey that is Star Citizen.

Over the past months, I’ve been observing the ongoing debate about Arena Commander’s control setup… and if there’s one thing I’ve learned is that Star Citizen’s backers are passionate about their flight control mechanism of choice! The long term goal is to make Star Citizen fun to play regardless of the tool you use to fly your ship… and today’s build represents some major changes aimed to help realize this goal.

The biggest issue that the team and I have struggled with is how to balance the feeling / ability for fine control of your ship with the full physical simulation of how a spaceship would really behave when you change its orientation and velocity via maneuvering thrusters. The inertia inherent in a correct simulation of spaceship movement makes precise control much more challenging.

In the first Arena Commander release, v0.8 we had given all ships gimbaled weapons and auto-aim (where the gimbaled weapons would automatically aim towards you target as long the target was within a certain field of view). This made it fairly easy to hit your targets but wasn’t particularly skillful. This was always a stop gap solution and so for v0.9 we switched to a system that took away the auto-aiming and forced you to lead your target to score hits. This was definitely more skillful but combined with the clumsy fine control on joysticks and gamepads made lining up a target very frustrating on anything but a mouse and a ship with gimbaled weapons (like the Hornet).

Since the release of v0.9 the team in both the UK and in Santa Monica have been hard at work at making the control and targeting feel better and smoother across all input devices.

I’m happy to say that v0.9.2 achieves this via something we’re calling ESP. It’s not for reading your brain waves, though! Enhanced Stick Precision is our attempt at improving controls for flight stick and gamepad users that feel they have problems in lining up their target without overshooting. You can find a full description of what ESP does and how it works below. We also use ESP for the new virtual joystick mode of the mouse.

In addition to this we have introduced a number of new flight mode control options and have also made significant changes to the ITTS system and the HUD. How predicted impact points are displayed is calculated differently, as is how you target ships. More details are available in the FAQ below. There have also been a host of community-demanded fixes to the controls: joystick device sorting has been improved, the throttle and strafe-forward no longer conflict, roll on pedals with yaw and pitch on mouse now works, aiming on the gamepad/joystick no longer automatically re-centers and we’ve switched the default joystick X-axis to yaw instead of roll!

Beyond this we’ve made one other big change. The Arena Commander map sizes have been doubled! This means there is a lot more room to engage other players or AI. We plan to increase the map size again once the 64 bit world space engine changes are completed, but for now having double the size will allow for more interesting engagements.

You can find the complete patch notes, which include numerous bug fixes and other changes, here. And please, give your ships a shakedown cruise and then let us know what you think on the forums.

— Chris Roberts


ITTS Enhancements
A significant change has been made in the way the targeting computer predicts the impact points of each weapon equipped on a ship. Rather than displaying lead targeting indicators that extend out from the target ship, the targeting computer now projects a Predicted Impact Point (PIP) for each distinct weapon. These PIPs lag behind your fixed gun cross or line-of-sight (LOS) reticle depending on if the weapon has fixed or gimbaled convergence.

The lagged PIPs refers to where the projectile of that particular weapon will intercept given the distance, vector, and speed of the target ship, as well as the projectile speed of that weapon. Pilots should direct these PIPs to be over the target ship before firing.

There are very good reasons for showing the PIPs in this way. First, the pilot’s focus is directed onto the actual target object itself instead of an icon extending out from it. This will allow the pilot to keep track of the target’s orientation and movement more effectively in addition to hit impulses and damage effects.

The lagged PIPs also allow a pilot to easily call out individual parts of the target ship in order to perform sub-targeting, such as directing fire toward a wing, cockpit, or power plant. This will come in handy especially when we start to introduce larger capital ships into the fight.

Each PIPs also conveys weapon status through different visual states. If the color of the pip is in the critical color space with a line through it, that means that particular weapon is out of range and will not be able to intercept the target. The pip will also switch to the positive color space if it is in range and has been placed directly over the target and is therefore certain that the projectile of that weapon will intercept.

When firing a weapon, an element sitting just outside of the PIP will flash which indicates that particular weapon is currently firing. If the projectile fired from that weapon intercepts the ship, a hit impulse will briefly display in place of the PIP to indicate that the target was hit by that weapon’s projectile. Finally, the shape of the PIP is differentiated for each weapon type. This will allow pilots to be more strategic in deciding which firing groups to engage at certain times in order to minimize heat output and wasted ammo.



Improvements to the Targeting HUD
We have made some much needed improvements to the targeting HUD in order to give pilots a much clearer view of their focus target. The new targeting reticle is now comprised of four individual brackets which align along the longitudinal axis of the target ship, along with a forward cone. This will give a clearer indication of the target’s orientation. As the target draws nearer, the brackets will expand out along the bounding box of the ship. This will give pilots a better sense of how fast the target is approaching which should go toward reducing unintentional collisions, and this also gives more visibility on the target object as it gets nearer because the brackets “open up”.
Unscanned target markers no longer show identities next to it. This removes a major contributor to the clutter in the HUD and will also now encourage pilots to scan and utilize their targeting dock system in order to keep track of known targets.
The look reticle been revised to be made less prominent, but it also now contextually fades out of view when you’re looking straight ahead at your fixed center reticle. This goes toward further reducing unnecessary elements in the HUD to only what is needed.



Enhanced Stick Precision
What is Enhanced Stick Precision (E.S.P.)?

E.S.P. (Enhanced Stick Precision), a little bit of magic created by John Pritchett our resident flight model and physics expert, bridges the gap between the pilot’s intended input and the input device’s ability to accurately register that intent. As a result, the players are better able to track their targets and perform finer precision movements when aiming. E.S.P. was designed primarily for the gamepad sticks and joystick devices, but it has also been adapted for both virtual joystick and relative mouse modes as well. By balancing the strength of E.S.P. across these various input devices, we should be able to achieve and maintain better controller balance overall.

How does E.S.P. work?

E.S.P. works by calculating an ideal pair of input values (typically pitch and yaw) relative to a goal (typically moving an aim reticle over a target point), then scoring the actual input against the ideal input and, depending on how closely these two pairs match, blending the two. What this does is effectively deaden the sensitivity of your input which allows for much finer aiming control when very close to a target and prevents accidental overshoot. If the input values are not well matched to the ideal values, either on direction or magnitude, the input values passes through unmodified. This allows you to still break away from a target without any kind of deadened control or “stickiness” since input values that are clearly not intended for fine aiming are not deadened. As the input values approach the ideal values, the blend amount increases. As a result, E.S.P. doesn’t move for you or prevent you from moving anyway you want, it merely magnifies your intended input and rewards accuracy. The better your input, the more E.S.P. will magnify your intent. Also, because E.S.P. doesn’t force your input to any particular value, you can easily adjust your actual aim point relative to the ideal aim point. This is important with lag pip aiming where you’re often aiming at a specific part of a ship rather than just at its center.


New Flight Controls & Mod

Dynamic Zoom
Activate: Mouse Wheel / Left Trigger+Dpad up-down / (JOYSTICK / HOTAS mapping?) (1st person view)
When this mode is active (i.e. when zooming in on geometry or targets) your focal point changes depending on what you are looking at. This mimics and expands on the optics of the human eye, to give a clearer image and removing other distances from focus.
Veteran’s Tip: With the increased zoom and focus, it can be used to hit specific parts of an enemy ship. Want to slow them down? Pew-pew, destroyed engine! Too much firepower? Aim for the guns. Who said don’t play with your food, eh?

Drag to Move
Activate: Ctrl+C (Toggle)
A mode for Keyboard and Mouse; this is where the mouse only turns the ship, and the guns fire toward where the ship is facing.
Veteran’s Tip: Great for fine shooting or precision maneuvers, as the ship will become more controlled/less ‘floaty’. Also useful in ships like the Aurora, with non-gimbaled weapons.

Target Focus
Activate: ‘L’ / R3 / Button 11 (rebindable)
When enabling this mode your view will drift to focus on your currently selected target. All you need to do is keep your target within set view constraints. If the target moves out of your view for more than 3 seconds you will lose your “focus” on the target. Target Focus is very useful for pilots that use joysticks (or gamepads) as their primary input method as it allows the player / pilot to keep eyes on target as long as the flying skill of the pilot keeps the target within his field of view, allowing for greater situational awareness and tracking.
Veteran’s Tip: Good to use with ships with gimbaled weapons when you have an input device such as a joystick or gamepad as it allows you to bring your gimbaled guns onto the target with a little help of your flying skills.

Look Ahead
Activate: Right-Alt (Toggle)
This mode turns the pilots’ head and reticule in the direction that you’re pitching or yawing, offering a better view in that direction. This gives a more natural feel to piloting, and makes it easier to keep targets in your sights. This mode works with Joystick and Gamepad users, whereas the Keyboard and mouse users already have this feature as default (for instance, when using the hornet)
_Veteran’s Tip: Ideal for users who prefer look and ship direction being linked, in conjunction with a greater field of view. Ships like the M50 or Hornet benefit from this mode. _

HOMAS
Activate: Right-Shift (Toggle)
Also known as ‘Aim-only Virtual Joystick’, is primarily intended for joystick users. It was introduced in a previous release as part of the CIG2 keyboard preset but can now be use in the default layout by pressing the right-shift to enable. Great for ambidextrous pilots who love flying and using gimbaled weapons as separate entities, to offer greater combat potential.
Veteran’s Tip: Particularly good to use with the hornet and other gimbaled ships.

Gimbal Lock
Activate: Right-CTRL (Toggle)
Also known as Move-Only Mode. This means you fire directly ahead with all weapons including gimbaled ones whilst being able to use the mouse to look/control the ships pitch and yaw.
Veteran’s Tip: Love it or hate it, there will always be a use for this as it allows you to bring both your fixed weapons and gimbaled weapons to bear on the target when flying using a mouse.



This is going to take some experimentation and testing, folks. I'm patching now, and have about an hour and a half before leaving to hang with my weekly gaming group. ESP could be brilliant and feel natural, or it could feel like an awkward, unpredictable crutch. Gimbal Lock is a great start, but I hope we can convince them to go a step further and go for Gimbal Lag-Pip-Aggregation for ships with mixes of Class 1 and Class 2 mounts, or pure Class 2 loadouts that leverage a variety of ballistic profiles. HOMAS might be really cool to play with (as a stopgap until they patch DK2 support in, for me, at least), but I'm not sure my left hand's up to the challenge (and I need to go find my southpaw conversion moldings for my T.16000m). Target Focus and Look Ahead might be really cool for non-Rift users, particularly if a pilot gets good at swapping between them usefully.

Also, 6am Eastern for the PAX AUS Livestream if you want to catch it live. They'll be showing off the FPS, and making a couple other announcements. The Drake Herald's on sale through the 10th (pledge listed at $85 for a two-seater hacking/info warfare/courier ship), and two other hangar-related things are going on (not limited) sale to be announced at the livestream. The good money's on the Gladius (which went into the hangar today) being one of them.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Nov 01, 2014 2:27 pm 
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PostPosted: Mon Dec 01, 2014 9:38 pm 
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Cool. Today's 10ftC confirmed that there will be different classes/sizes of Jump Point that will permit different maximum ship sizes to pass through them, meaning that, as has been speculated (including by me) and implied *might* be the case by the likes of Ben before, smaller cargo ships (and other types, of course, but combat roles have rock-paper-scissors balancing mechanics in addition, rather than efficiency and economy of scale being the chief concern) have a place in the 'verse because they can often and more reliably run shorter, more direct routes from point A to point B.

So that's why the Freelancer is the ubiquitous face of trade, despite being dwarfed by the likes of the Hull C, for instance -- the Hull C has to sail around Cape Horn, while the Freelancer fits through the Panama Canal. And maybe the Aurora sails up-river to some systems to which we've only discovered very small jump points!

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Dec 01, 2014 10:25 pm 
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I don't think we've even scratched the surface in terms of real ship usefulness balance. Right now too many people are in the Arena Commander mindset. The game is going to be much more than strait up fights to the death.

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PostPosted: Mon Dec 01, 2014 10:32 pm 
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Oh, for sure. I'm just glad that this is part of it -- it's far-reaching and quite sensible and interesting.

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PostPosted: Mon Dec 01, 2014 10:33 pm 
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It certainly seems so, and explains why their seems to be exploration ships at all/most size classes.

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PostPosted: Mon Dec 01, 2014 10:35 pm 
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I finally shot down a vanduul. My hand hurts though, and I can barely remember all the controls.

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Diamondeye wrote:
I finally shot down a vanduul. My hand hurts though, and I can barely remember all the controls.


Hooray!


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Monthly Report out. Lots of really awesome stuff. And here I thought I might get to bed early tonight.

Highlights:
- In the Foundry 42 section, there's a big table outlining the design going into ship HUD UI sounds and the way they can be standardized around tempo and relative pitch to be familiar across different ship brands for pilots that don't just fly one ship, but still differ in tone so as to lend each brand personality. It's a lot to take in, but familiarity ought to come with time in the cockpit, and it's a really neat notion. If you go look, you can play rough demos of the sounds under consideration.

They still report that they're on track for hitting their 1.0 release target of right around the new year.

Signatures continue to sound amazing, and a lot of people are working on getting that data in for each component (and getting more components into the code data, even if they won't be swappable yet).

HUD work to go along with 1.0 and all its new features. I'm excited, particularly if this means we'll get away from everything using the Hornet HUD.

Sounds like we'll be getting a new commercial in December. I don't remember if the Avenger or Retaliator is up next.

Speaking of, Avenger and Cutlass will be flyable by 1.0, and the Gladiator's on the verge of moving into the hangar. Sounds like the Retaliator's still got a bit of work to do to be hangar ready.

Nyx will be the first "lawless" system (and second one behind Terra Prime) for us to see in the PU pipeline.

Neat details about animation, including facial animation -- which will be based around 70 expressions.

New chat & friends system should be live mid-to-late December. IIRC, this was the holdup on implementing lobbies, as well.

They're beginning work on inviting other players into your hangar. No ETA, but good to hear.

64-bit "large world" conversion is estimated for a February completion.

They've started collecting statistics based on AC player behavior, stats, and whatnot. Yay for stat-backed balancing analysis.

Next pre-1.0 patch will deliver a new ship to the hangar. Based on comments elsewhere, I think this is the Gladiator.

Work's being done overhauling the damage system to be even finer-grained, graphically speaking. Dynamically positioned damage scars to reflect actual hit location rather than just pre-baked system damage models and textures. Sounds awesome.

They're lining up models for character body scans and imminent mocap shoots.

They've mocked up an NPC-run Idris to test turret coverage and whatnot.

BHVR has been working out the kinks in their modular store and stocking system. They can generate stores that dynamically stock goods based on economic variables/status and "tag requests." Sounds awesome.

They've also been working on the mobiGlas interface, and it's wild reading the way they talk about wanting it to feel like a real, usable product and not just a normal game interface.

Illfonic has been tinkering with a "push/pull" system that will allow mobility in zero-g environments without a jetpack or gravity boots. I'm really interested to see how intuitive they can get that as an interface feature. That could be pretty neat.

Turbulent has been working on redesigning the site's initial impression for newbies, presenting a more cohesive and compelling first visit.

They're also "almost there" on implementing Contact Lists, which are a sort of one-way "following" system to help you keep track of people you've noticed in chat or on the forums or in game. "Friends" will follow that up as a two-way confirmed relationship that will display things like online status and such.

And they're working on improving the scoreboard tools, both for individuals and orgs.

And Moon Collider has done a lot of AI work, both design work to support the PU team's planetary NPC needs, and pilot AI improvements to be included in AC 1.0.




It all sounds fantastic. I can't wait to see 1.0 in action, a Gladiator in my hangar, and the chance to fly in (and against) Avengers and Cutlasses. And then the signatures.

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PostPosted: Thu Dec 04, 2014 9:16 am 
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Oh man group runs on an NPC Idriss sounds awesome. You have x lives or y time to down the Idriss.

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PostPosted: Sat Dec 06, 2014 8:41 am 
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pbp Hack
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Joined: Wed Sep 02, 2009 8:45 pm
Posts: 7585
grouse and I got to wave ten before he ran out of lives and my targeting got bugged on respawn

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I prefer to think of them as "Fighting evil in another dimension"


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PostPosted: Sat Dec 06, 2014 5:48 pm 
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pbp Hack
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Joined: Wed Sep 02, 2009 8:45 pm
Posts: 7585
Also I love the fact that they are putting an end to feature creep with the 66 mil letter. No more offering more ships while the Avenger isn't flyable and the gladiator isn't in hangar. I like it. A lot.

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PostPosted: Wed Dec 10, 2014 2:28 pm 
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Diamondeye wrote:
I finally shot down a vanduul. My hand hurts though, and I can barely remember all the controls.


Getting some practice in yet?


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