von Marcel Kleffmann,

Star Citizen: Patch 1.0.2 für Arena Commander

Star Citizen (Simulation) von Cloud Imperium Games
Star Citizen (Simulation) von Cloud Imperium Games - Bildquelle: Cloud Imperium Games
Der Patch 1.0.2 für "Arena Commander" von Star Citizen fügt kleinere Details hinzu und nimmt hauptsächlich Bugfixes sowie Verbesserungen an der Balance des Dogfight-Moduls vor. Außerdem haben die Entwickler einen ziemlich ausführlichen Artikel zum Schutzschildsystem und dem Management veröffentlicht.

  • Additions:
    • Ships
      • Added paint skin hardpoint to all Aurora ships
      • Added BEHR Laser Cannon S1s to the wing-top weapon hardpoints of the Aurora LN
      • Added audio to several usable locations in the Redeemer
    • Components
      • Added Tarantula-870 ballistic gun
      • Added a ‘shields’ section to the holotable
      • Added new parameters that allow for creation of different brands of shields
      • Added different behavioral styles for shield generators using new parameters
      • Added 8 new Seal Corporation shield generators. These will fall into one of two behavioral styles:
      • Increased reduction against direct weapon fire with reduced splash absorption
      • Increased splash absorption with reduced direct fire absorption
    • Gameplay
      • Players are now given a warning message for persistently attacking allies
    • Art
      • Added three paint skins for Auroras





    • Balance/Tweaks:
      • Ships
        • Aurora LN fuel regeneration increased
        • Mustang Gamma and Omega have had their handling improved to reduce their drift
        • Mustang Gamma and Omega have had their thrust generation increased
        • Removed empty weapon mounts from the Mustang Beta
        • Tweaked Rattler Cluster missile so that second stage rockets will detonate at separate time intervals if they miss
      • Components
        • Amount of ammunition for the Tigerstreik ammo box has been increased
        • Tweaked second stage rockets for Rattler Cluster missile so that they don’t all run out of fuel at the same time
      • Other Tweaks
        • AI are more likely to fire a missile after acquiring a lock
        • pp_rebindkeys can no longer access files anywhere on a computer system. Mappings XMLs can be placed in Starcitizen/CitizenClient/USER/Controls/Mappings





      • Fixes:
        • Ships
          • Fixed an issue that was causing the 325a to occasionally load into a match without ammo
          • 350r is able to have a Talon Stalker Twin Rack mounted on it in the holotable
          • Fixed graphical gaps in 350r wings
          • Corrected thruster color for Avenger
          • Audio for Avenger seat turning around plays correctly
          • Entering the seat of the Gladiator will no longer swap to the rear view camera
          • Fixed some of the issues that causes Hornets to leave their landing gear down
          • Hornet Canard Turret texture no longer pops in and out with distance
          • Fixed an issue that was preventing Mustangs from taking damage over a majority of the ship hull
          • Removed reflections from Cutlass Black buttons
          • Fixed an issue where shooting some ships with a pistol would cause graphical issues with damage states
        • Components
          • Fixed an issue that was preventing the Rattler from delaying its second stage
        • Gameplay
          • Fixed an issue that was preventing the system from kicking players persistently attacking allies
          • Fixed an issue that prevented the recovery animation from playing after suffering a redout
          • Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably
          • Fixed an instance where the repsawn window would overlay the scoreboard at the end of a ra
        • User Interface
          • Fixed an issue that would prevent preset controls from appearing in the control list
          • Fixed some issues where the mouse cursor would hide behind the client window when an error was given
          • Kicking a player from the lobby will no longer cause lobby errors
          • Fixed an issue that would cause character names to duplicate when moving around and readying up in a lobby
          • Fixed wheel alignment for Greycat Buggy in the holotable
        • Art
          • The Herald in the Plentiful Salvage snow globe now has texture for its cockpit glass
          • Updated keyboard control image to remove zoom from bracket [] keys
          • Revel & York hangar ceiling fans will no longer flicker when viewed from ground level
          • Fixed some graphical flickering in the Self Land hangar
          • Fixed some graphical issues in the VFG Industrial hangar





        • Known Issues:
          • Ships
            • 350r will sometimes spawn with damaged components
            • Weapons mounted to the upper hardpoints for Auroras other than the LN will not be able to recharge or vent heat
            • Avenger decelerates much faster than it accelerates
            • Tigerstreik cannot be reattached to the Avenger (restarting the game client will fix this)
            • Mustang Beta can have one of the doors in the cabin float above it if it’s used
            • Back seat of the Super Hornet cannot be exited
            • All ships aside from the Hornet are missing ship trails when carrying a Core
            • Several ships are having radar visibility issues due to the helmet blocking the view
            • Freelancer loading ramp has no collision
          • Components
            • User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
            • Rattler Cluster missile second stage rockets will all use the same trajectory
            • Missiles aren’t inheriting velocity from the ship that launches them
            • Seal Corperation damage effect displays incorrectly when equipped on an Aurora
          • User Interface
            • Shield hardpoint in the holotable is too small for Mustangs and 300 series
            • Shield component on the Aurora ship status HUD is too large
            • Missiles have a small portion of the ship targeting UI on them after being launched
            • Paint objects in the holotable are placeholder
            • Multiple in game items are missing text and are displaying their internal names
            • Multiple players persistently moving around in a lobby will cause their ship selections to overlap
            • Loading back into a lobby will reset the ship selection to its default (sometimes this doesn’t happen visually but still happens on the backend)
            • Ship selection resets to default the 2nd time a player loads into a game mode in the same lobby
          • Other Issues
            • Character will sometimes spawn with the helmet on backwards
            • Aurora intakes aren’t displaying paint
        Quelle: RSI, Cloud Imperium Games

        Kommentare

        beatnicker schrieb am
        Balmung hat geschrieben:So gut wird das Spiel eh nicht, wie hier rumphantasiert wird, denn... egal wie gut das Spiel ist, die Spieler kriegen es immer kaputt. ;)
        Thx, hast mich wieder ein wenig abgeturnt und auf den Boden der Tatsachen zurück geholt... ;)
        unknown_18 schrieb am
        So gut wird das Spiel eh nicht, wie hier rumphantasiert wird, denn... egal wie gut das Spiel ist, die Spieler kriegen es immer kaputt. ;)
        beatnicker schrieb am
        Toll! Durch euer Geschreibsel werd ich gerade wieder mal ziemlich scharf auf ein Spiel, welches leider noch in weiter Ferne zu liegen scheint... :sabber:
        Knarfe1000 schrieb am
        Aurellian hat geschrieben:
        FuerstderSchatten hat geschrieben:und macht euch nix vor, eine Aurora darf keine Chance gegen einen Carrier haben.
        *schulterzuck* Das ist korrekt, nur gilt auch der Umkehrschluss. Ein Carrier darf keine Chance haben, eine ansatzweise kompetent geflogene Aurora zu zerlegen, dafür ist so ein Großkampfschiff viel zu träge und langsam.
        Verstehe auch das Problem nicht.
        Wenn man einen Carrier angreifen will, muss man schon ein Geschwader aus Gleichgesinnten zusammen trommeln.
        Also nicht so wie in X-Wing, wo man mit der richtigen Taktik auch im Alleingang einen Sternzerstörer vernichten konnte. Was in einem reinen SP-Spiel auch kein Problem ist (wenn auch komplett unrealistisch).
        schrieb am