I’m Sterben, leader of TERRAGROUP in Star Citizen.
I love PvP, ships, and everything this game has to offer.
I’ll be sharing fights, opinions, Star Citizen news, and what we’re up to in TERRAGROUP.
Always looking for a good fight and good people to fly with. o7
#StarCitizen #TERRAGROUP
My Top 5 Favorite Ships in Star Citizen!
1. Drake Kraken
I’ve always loved carrier gameplay, and the Kraken is exactly what I want. Being able to land and launch ships directly from the pads instead of dealing with hangars is a huge plus for me.
2. Consolidated Outland Pioneer
Base building is something I’m really looking forward to, and this thing does it all. It’s basically a small fortress, and the fact that it’s needed to craft the Supply Bay for player-owned space stations makes me love it even more.
3. Aegis Nautilus
I love the idea of setting up mines and turrets around areas I want to defend. Whether it’s protecting our base or preparing for an enemy coming through, being able to set up those defenses ahead of time sounds awesome.
4. RSI Perseus
This ship knows exactly what it’s built for, and I love that. No messing around, just a heavily armed warship built to destroy whatever it’s pointed at. Easily one of the most capable ships in its class.
5. RSI Odin
I was originally hoping this would be a supercarrier, but I’m not disappointed with it being a massive battleship. The design is sick, and I’ve always had a thing for huge warships.
That’s my top 5! Most of these aren’t flyable yet, but they’re the ships I’m looking forward to using the most. And don’t worry about crew requirements, I’ve got plenty of people who are just as excited to crew these things as I am lol.
This list isn’t about what’s practical or what’s meta. These are just my personal favorites!
Now I’m curious, what are your favorite top 5 ship designs in Star Citizen?
#StarCitizen #RobertsSpaceInd
It’s not showing ur comments after I corrected it but thanks. From the first pics they showed I thought the same but after this pic I for some reason thought those look smaller.
Join us for a look back at our recent Squadron 42 community event in Manchester, featuring gameplay captured directly from attendees' play sessions and a glimpse behind the scenes.
Watch now: https://t.co/nY3ZnrjvM1
All Waves Star Citizen Alpha 4.10.3 PTU RC1 Patch Notes 13160301 https://t.co/MgFiDCQPx8
Audience: All Waves
Bugfixes & Technical
Further final performance and logging updates
- Potential Fix: Vanduul Incursion Defend Ship contracts are incorrectly spawning a Mauler on the lower difficulty variant (STARC-222178)
- Potential Fix: ASOP terminals leaving the Retrieve option greyed out indefinitely when a hangar loading platform became stuck mid-movement. The platform now re-synchronises itself against its doors, and a pending store or retrieve is cancelled cleanly rather than leaving the player stranded in the changing-ships queue (STARC-214984)
- Potential Fix: Assigned hangars at Levski containing no elevator or elevator control panel, preventing access to the location entirely (STARC-223491)
- Potential Fix: Vehicles failing to spawn for Battaglia medium salvage contracts (STARC-218966)
- Potential Fix: Players able to reach the engine room aboard the Drake Caterpillar during Battaglia
- Potential Fix: Players clipping past the barricade blocking the Command Module door during Battaglia Story 1 Phase 2 and becoming stuck
- Potential Fix: The uplink card being ejected after insertion into the card reader during Battaglia Story 2, with the drive now correctly destroyed on delivery
- Potential Fix: The Drake Golem missing its audio alert when carrying unstable Quantanium
#StarCitizen #RobertsSpaceInd
Oh sweet baby girl! Look, the Galaxy is based, but man, there’s just something about the Liberator that gets me all hot and sweaty! 😂
#StarCitizen#RobertsSpaceInd
@ienAri91 Ya that’s logical. I worry though if they did something like that they would be limiting a lot of players potential with what ships they could stick to the main flight deck.
I’ve been waiting years for the Anvil Liberator, and now that it’s finally coming at IAE, I’m pretty damn excited!
I know a lot of people are excited about carrying ships and vehicles, but for me it’s all about the 3R (Rearm, Repair, Refuel).
Right now in PvP, most fighter pilots fight until their ship gets soft-deathed or blown up. If they survive, they usually just backspace, respawn, and grab another ship. There’s not really much of a penalty for losing a fighter right now, but what I’m thinking about is how much time we could save.
Imagine having a Liberator sitting just a few GM away from a big fight. If our fighters can get away before losing their ships, they could head over, get repaired, rearmed, refueled, and come right back into the fight clean as a daisy.
Instead of flying all the way back to a station or ground location, where they could get ganked or have enemy scouts watching where they’re coming from.
Now I know the Idris can do 3R too, but I’d much rather have that thing fighting. Plus, trying to land fighters on an Idris while you’re actively fighting an enemy isn’t exactly ideal lol.
Another thing I really like is that we’d only need one person running the Liberator, and that person doesn’t even have to be one of our trained fighter pilots. It could just be someone who enjoys doing support and logistics. Obviously, we’d only do this when we have enough people to spare, but that’s not really an issue for us.
The whole idea is to get our fighters back into the fight as quickly as possible and keep our numbers up. If one person running support can help several fighters get back into the action faster, I think that’s a pretty good deal.
I can see us using the Liberator quite a bit for PvP going forward, but we’ll have to get our hands on it and do some testing first to see how well it actually works.
Could be a dud but I want to at least try.
#StarCitizen #RobertsSpaceInd