@@Retr0101_I beg to differ. There are plenty of other ways to balance things. MM has arguably unbalanced the game more than it ever was. More firepower is now an automatic win in a 1v1, which it never was and never should be. Agility is virtually gone completely from the equation. Could be that MM is the 'dense' take
@@eavdmeerEh, you and the BGIANAKy guy are still dense because you aren't looking at the bigger picture. Once we get Maelstrom (physicalised damage) combined with engineering gameplay, it's going to remove the problem of DPS racing as ships won't have HP bars like they do now. Small ships will become glass cannons though, but the larger medium ships as well as large/capital ships will almost never get destroyed but merely disabled.
I love the fact that while increasing the payout on cargo missions, they curb-stomp the tools we use to do them, sending our effort through the roof. Here's the thing... Would you ever even bother with it if your cordless drill couldn't do more than 50% (preferably 75%) of what your powered drill can? Doesn't that make it more of a cordless TOY? The multitool tractor beam and the max lift tractor beam are in the same relationship. Is the Max-lift 100 meters? Then hand-held is at a minimum 50 meters, preferably 75 meters. If this were a "real" invention, would anyone ever even bother with the multi-tool tractor, or is it just now a ... child's toy? Hey, Kids! It's the NEW Wow-Blast multitool!
Max lift takes up a rifle weapon slot, multitool doesn't. Sure doesn't matter when you're just in your hangar moving things, but if you're out and about shooting things and then see something you want to bring back to your ship, the multitool will still be useful there because I'm quite sure one doesn't bring a max lift in to a firefight. Though when in your hangar, yeah, no point not to use the max lift at all times.
Makes sense to me that the max lift is the way to go for big SCU cargo loading/unloading. Always felt that lifting such large objects with a tiny hand-held device was unrealistic! Thanks for the demo!
Thanks Foxy for being a good tester. Please keep doing these type of videos. I actually like these changes. I always though the range on the handheld should be alot closer. I imagine it would be used to carry something along with you as you run around.
That's a good heads up on the new limits on Tractor Beams. I would rather have it explained in a video rather than find out in game and be confused for a while. Very Informative, thanks for sharing Foxy
Nice explanation about the new tractor beam system. A test about tractor beans on ships would also be interesting, like the Hull C you have in the hangar, to check range and weight reactions
Interesting tractor beam changes. This will also make ship tractor beams a lot more useful and attractive too. I'm quite sure they will be able to move and rotate boxes much faster. The C1 and Taurus will love this.
This does make more sense. Now you’ve got to be intentional with what you bring. Cargo haulers know they’re going to move big boxes, so you bring the big tool. It was always quite magical/unrealistic even within the game that the small tool could lift almost anything.
While it still needed work, I thought the purpose of the drawer was to separate items from a backend inventory server where all of our stuff is stored and move the items we wanted to actively use to the live server, freeing up server resources. Not sure I'm explaining it right. Just like when you first spawn into a new patch, all the ships you own are not immediately available at your home location, you have to deliver them. Awesome testing, you rock.
Had a strange issue on the PTU earlier today, the Maxlift could lift 32 SCU boxes, but not if they were on a grid. Once i removed them from the cargolift grid with the ships tractor beam the Maxlift had no issues however.
Now they need to bring back ship inventories!!! This PTU patch has been one of the most-strangest patches in the game's history when it comes to moving BACKWARDS in game features. I'm glad CIG is kinda sorta listening.
Ship inventories shouldn't be coming back -- they were always going to be physicalised. You can only store what you can store in the storage compartments. No more invisible bags of holding.
I back my Spirit up to the freight elevator, and have been for a while now. Careful with the larger boxes and your ramp. The box can glitch through the ramp and make your ship breakdance.
Actually realizing that wasn't a good implementation/idea on the storage access, saying it out loud and removing it is loable by CiG. They make a lot of mistakes, but we have to give them credit whenever they do things right too
Since the large tractor gun is needed for lots of stuff, cargo ships should have a weapons locker near the cargo door or at least somewhere at the cargo hold
@@asog88 Limiting to lockers is acceptable in ships and personal property. But doesn't help at all in cities and stations. It would be ridiculous to say you can't have pre-selected clothing because you're in a city.
@@secretweapon7764 so like lockers we can click on and it brings up presets we can select from? That sounds cool. I know our habs already have lockers in them.
The real issue is how it will scale in live. The main issue we have in 3.23 is that inventory database is very slow and janky at times. We will see how the kiosk performance in 3.24 handles the transition into live. CIG disabled all physics in the habs to try to compensate for the performance, but we'll see if that's enough of a bandaid until we get 4.0.
This creates an interesting problem for new players that do not have access to the larger tractor beam. If they start with a cargo ship, they will have no way to load the larger boxes.
Great testing. I wonder about multiple ppl with handhelds on a 32 SCU. Could you also find out where illegal cargo in 32 SCU boxes can be sold outside of stations? I ask because the few videos I've seen show a 100 SCU max cargo elevator with small lifts that don't look like you can fix 32 (maybe even 24) SCU boxes on.
I think the handheld tractor beam changes are a good thing. It still gives a use to the multi-tool but by reducing the functionality it provides more reason to upgrade to the MaxLift when doing larger cargo runs. Most people if they aren't participating in any sort of cargo hauling won't need the MaxLift and a ship capable of hauling 32 SCU crates could keep a couple on hand for when necessary. The only thing I sort of wish was possible was to allow for beam assistance where you could put your beam into assistance mode and then if used in combination with other people it allows lifting heavier objects (like the 32 SCU crates). This would work similar to how multiple Prospectors can combine their beams to crack bigger mining rocks. By making it a specific mode it means the players who are assisting don't have actual control over the object being moved but provide extra power to the person who is in control.
i dont think its a good change. the Multi-tool isn't starter gear or any kind of early game gear, its essential gear that you will need on every mission. nerfing it like this will simply hurt the game. instead of taking away function from the tool that's meant to function well in all fields they need too ADD features to the single function tools, like perhaps the tractor beam can temporarily hold objects in the air after you let go as an example. we have a hanger update in coming, loading cargo will be required for EVERYONE to do unless if you want to wait hours for it to be done for you. EVERYONE will now need a tractor beam, this isn't some job progression feature everyone will simply have them.
@@keevajazz6286 The multi-tool still has plenty of use and the tractor beam attachment still is useful for most use cases. The only difference is that if you plan on hauling large or massive freight, and have a ship capable of doing so, make sure your crew has the right equipment. Not everyone is going to be loading or unloading the cargo in the future when the resource network gameplay comes in. There will be people who will do maintenance on the ship as the cargo is loaded or unloaded. Others might be loading supplies like food, ammo, missiles, and other things; all of which still appear to be moveable with the multi-tool.
@@keevajazz6286L take, because the majority of people won't be needing to do bigger cargo...most people won't even mess with cargo apart from smaller boxes with their gear in it
@@ChristoffRevan L take. cargo is the future of this game, it will be the life blood of the economy every single person will be partaking in it in all professions. your giving large cargo an unnecessary stigma, large cargo is already balanced by the size of your ship. again the multi tool was never a starter tool that you discard later in the game, it makes no sense for it to preform worse.
@keevajazz6286 don't agree with this. It is still made for smaller use and is certainly relative starter gear. It is enough for most players to move basic things as needed whom aren't doing large cargo hauling where you've got 32scu etc. It actually gives solid reason to progress and purchase upgrades. It was always over powered for its size and requirement. They just hadn't balanced it out. For instance I'll never want or need tractor gun, the small handheld would do me just fine.
Can you rotate the larget containers such as the 32 SCU with the max lift? I can't seem to rotate at all, it's very frustrating and I don't know whether it is a bug, an issue with my game/mouse settings or skill issue. I'd appreciate a feedback.
I've been hoping they'd make target weight more of a factor in speed and range. It seemed too arcady before. I was hoping you'd hop into the tractor turret on that Hull C to see how that compares.
i got myself a mule. whenever i get a mission where only small boxes are used, i use the mule to load them and park the mule into my ship. then just drive them to the elevator and unload them :D time is money
max lift is a beast! interesting that larger boxes means limited range now. could it be actually about the mass? can you see if the weight changes from planet to planet
They changed the tractor guns so that players will use the bigger one, they're be no point in having two, if one (smaller) one can do both jobs. It should've been this way when it first came out (larger) .
still not sure if i like manual loading and now they already nerf the tractor tools to make it more complicated/time consuming... looks like cargo hauling will not be the loop of choice for most aUEC per hour, if you go for manual loading.
Nope, that's just your opinion. The majority of people either like MM or they don't really have a strong opinion (more people are the latter, admittedly). Star Citizen was never being built as a flight/physics sim, but rather a life sim MMO in a scifi galaxy. Chris Roberts literally used those exact words as recently as the 2022 CitCon, so if you can't believe the man that's actually making the game on what it's supposed to be, I don't know what to tell you. If you don't like it, then leave
Thanks for summarizing these changes! Really like that the item bank UI is back to a filtered local inventory view. One question about ship tractor beams. Are they viable in 3.24? Ie can you bring up your boxes in freight elevator, hop on ship tractor turret seat and easily get the boxes from the freight area and load on the ship without going out of the tractor turret? I trying to see what value the tractor ship turrets provide for example, in a base ironclad vs assault variant that loses the tractor beam turrets. :)
That's how im currently loading in the ptu...using my C1, from pilot seat...open exterior, run outside and load cargo elevator...back to ship...co-pilot seat...mount turret and use ship tractor beam to load directly from cargo elevator in hanger into ship cargo area...back to pilot seat...close exterior...call for takeoff and away we go :)
@gr8whiteza oh most excellent! Thanks for confirming. The area looked a bit far from the ship especially if you end up with a very large personal hangar (due to other ships) so I was not sure it will work.
22 meters is TOO SHORT for moving loot in FPS missions. I regularly move things further than that during ship to ship transfers in space, and at bunkers, and in the outdoor areas of distribution centers. Minimum 30 meters is required. Can you test FPS items like bodies, and weapons, how far can we tractor them?
I would say half the range of the big one, so about 40m would be way more reasonable. And they really need to fix the rotations speeds. They're atrocious
I've been playing 3.24 and to be honest, the only thing I've been thinking the whole time is how inconvenient everything is. Especially with the lag I was experiencing, it took me 20 minutes just to move 11 SCU worth of cargo onto my ship. Not to mention that I struggled to stock my ship with food and water like I usually do because I just.. couldn't access the inventory for it. I don't think these are good changes personally. Realism sometimes needs to take the back seat and let fun ride shotgun, and yes maybe some people find these new systems fun, but I can't imagine it'll remain fun the 10th time you're loading cargo. Especially with the reduced movement speeds. I *dread* doing salvage runs in a Reclaimer now.
They can’t hold back features just because some servers are struggling. Outside of server issues, what’s inconvenient? That cargo isn’t fly here, click, fly there?
@@asog88 Yeah man, I'm not understanidng people who keep suggesting to make cargo more simplified. I watched one video where someone wanted cargo to be instantaneous and automated.... like... why? Why even do cargo hauling if you don't actually want to do the cargo part? May as well just play Eurotruck Simulator in that case. The complaints about the immersive steps to make the game feel more grounded makes no sense to me -- these are all features Chris talked about a decade ago and they're now coming online. What did these people expect?
I'm confused. Is it the weight or box size that determines how tractor beams work? You sometimes mention weight, sometimes box size. I dont think you even tried the same box size but with different commodities to see different weights?
Day 2 of asking if you can do a video where you try to upgrade a ship components but physically, by using the freight elevator to get the components and then proceed to place them in the ship with a tractor beam. And great vid btw, keep up the good work
Let us dress up a paper doll then when we’re done it does a short animation to put everything on. The move speed is honestly really painful. It’s a bit too much I think. Need more of a middle ground.
They are literally doing what you suggested in your first sentence. They have that feature working in SQ42. No idea when it will come to the PU, though.
I hope they introduce some of those box carrying carts/tables/lifts for slightly more immergence when moving boxes as well as convenience. I like tractorbeams but I dont love that they are a lazer doing everything basically. looks a bit non-immersive and lame frankly. but it can be fixed by adding some more options I think and minor nerfs to it like the distance one as seen in the video. All opinions here btw I know others may disagree.
agreed. both handheld tractor beams are still very OP. hopefully the introduction of batteries/charge with resource network will nerf them enough to make carts/loading vehicles and ship-mounted beams useful.
Lol, no, everyone just transferred literally *everything* to the 'drawer' nonsense they came up with, so you didn't have to go through the whole process again if you forgot something
wtf, i think small multitool shouldn't be able to move more then 2 SCU. wanna move bigger boxes? use 2-h tractor beam, want to move very big boxes? use ship with Tractor. IMHO.
is this inteded: 32 SCU of Iron have 40 T and no handheld tractorbeam can move it. u need a ship tractor beam. if this stays and is no a bug RIP to the C2 :(
I really don't like that they went back to the old UI. Yes the drawer was an extra step, but overall it was a clear step forward that a very minor group of loudmouths just couldn't live with. I really hope they don't start designing the rest of the new features by committee because hoo boy are we screwed then. Same for the payouts for hauling missions, none of that makes sense. You earn more for hauling the cargo back and forth than what the actual profit on personal run like that would net you. The old contract rewards weren't going to make you rich any time soon, but you also weren't putting any of your own money into the buying of said cargo.
This guy gets it. 100% agreed on all points. Everyone complaining about hauling payouts seem to want to make megabucks doing basic hauling contracts. It's low risk, low reward gameplay. Seemed like the payouts made a lot of sense.
hot take but i like the inventory kiosk, i notice significantly fewer inventory bugs now that we have the extra step in the middle even during wave 1. no idea what mechanism changed but if its simply forcing people to dispensers which have known locations to spawn items from or something, i'd call it a win.
I feel like they bumped the reward for hauling missions up too much. Hopefully they tone it down when they don’t need players testing the cargo stuff as much
The small tractor beam is basically useless now, 'cause why have it at all when the MAX takes care of all business. Might as well not have it in the game.
Uh, bad take...the multi tool literally is just that: a multi tool. It can do mining, healing, cutting, and tractor beaming all with easy to switch out attachments you can have in your inventory. The bigger tractor beam "rifle" literally does only one thing: tractor beaming. So no, the multi tool is not useless, it's a jack of all trades but master of none...if you want to have flexibility you have the multi tool, if you want to do cargo hauling then you use the dedicated tractor tool. Most people don't even need to carry boxes bigger than the limit for the multi tool, as most only mess with small items like armour, food, personal weapons, etc. and only need smaller boxes
Of course it still serves a purpose. It's a multitool, so the tractor beam is one of many uses of the device. Lighter crates can still be moved, and the lasso/lariat/grapple feature will be useful also - especially with suit fuel becoming an issue in the future. In addition to fitting in a backpack or on your hip. Admittedly, the rifle version will be a main tool as intended for those moving the full size 32 SCU containers.
Everyone only uses multi tool for tractor beam tho, these excuses about healing or mining, nobody uses that, they mine with a ship or roc and healing gun