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Cult Gear Spec

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Cult Gear Spec

Unread postby icycalm » 29 Dec 2022 02:16

Cult Spec is the standard-issue CULT equipment for official operations. You need to have it in order to take part in Dynamic Events and other important ops. Keep in mind that you'll need a set of gear for every life you lose, so if you want to play two or more lives per event, you'll need two or more sets of gear. Keep the gear stowed in our headquarters at ArcCorp's Area18, because that's where we'll begin for every mission, and make sure to also BE there at the start of the mission. Don't expect us to wait for you while you fly over from somewhere else for half an hour.

We have three ranks for now: Cult Master Chief (me), Cult Commander (ysignal, recoil, ChevRage), and Cult Inquisitor (everyone else; about 11 people last I checked iirc, though not all of them are on active duty). I'll make another thread to discuss the ranks. The Master Chief rank is inspired by Halo, Inquisitor by Warhammer 40k, and Commander is of course from Wing Commander.

For every rank we have two sets of gear—ground and space; plus a list of approved vehicles. These lists will always be a work-in-progress as we learn more about the gear and vehicles, and as the universe is enriched with more new gear and vehicles. There'll also be many specialized loadouts like scout, sniper, assassin, etc. But for now, I am only going to be posting the basic ground gear we'll be using on Friday's Jumptown mission. You are encouraged to post suggestions for changes to any of these lists and loadouts, plus suggest entire new specialized loadouts, including for industrial or even recreational purposes.
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Cult Master Chief Spec

Unread postby icycalm » 29 Dec 2022 02:23

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This isn't the best of pictures, but it'll do for now. We'll update it later.

CULT MASTER CHIEF SPEC
ForceFlex Undersuit Woodland Digi
ADP-mk4 Woodland - Core, Arms, Legs, Helmet
CSP-68H Backpack
P4-AR "Warhawk" Rifle LEFT / P4-AR Magazine x4+1 x3core
LH86 "Desert Shadow" Pistol RIGHT
ParaMed Medical Device + ParaMed Refill LEFT
ParaMed Refill x2backpack
[INDIVIDUAL CHOICE LARGE FIREARM] RIGHT / Magazine x4+1 x?core
Pyro RYT Multi-Tool + TruHold Tractor Beam Attachment RIGHT
Cambio-Lite SRT Attachment + 5x cans core
OxyTorch Cutter Attachment core
MK-4 Frag Grenade x4
MedPen (Hemozal) x4 x15backpack
CRUZ Lux x20backpack
CRUZ Lux x4leg
OxyPen x10backpack
Pink QuikFlare x4backpack
Tigersclaw x1backpack
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Cult Commander Spec

Unread postby icycalm » 29 Dec 2022 02:28

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The Commander is on the left. Again, not an ideal pic, but it'll do for now. Plus, it doesn't show all the gear, e.g. the Multi-Tool we added to all the ranks at the last moment just before the last Jumptown. Eventually we'll update all the pics to show all the gear perfectly.

CULT COMMANDER SPEC

Code: Select all
Cubby Blast:
ForceFlex Undersuit Woodland Digi [ ]
ORC-mkX Woodland
   Core [ ]
   Arms [ ]
   Legs [ ]
   Helmet [ ]
CSP-68M Backpack [ ]
[INDIVIDUAL CHOICE LARGE FIREARM] LEFT [ ]
   Magazine x3+1 x? core [ ]
Pyro RYT Multi-Tool LEFT [ ]
   TruHold Tractor Beam Attachment [ ]
OxyTorch Cutter Attachment leg [ ]
MK-4 Frag Grenade x3 [ ]
Tigersclaw x1 backpack [ ]

Casaba:
CRUZ Lux x20 backpack [ ]
CRUZ Lux x4 leg [ ]

Center Mass:
P4-AR "Warhawk" Rifle RIGHT [ ]
   P4-AR Magazine x3+1 x3 core [ ]
LH86 "Desert Shadow" Pistol RIGHT [ ]

Empire Health:
ParaMed Medical Device RIGHT [ ]
   ParaMed Refill [ ]
   ParaMed Refill x2 backpack [ ]
MedPen (Hemozal) x4 x4 backpack [ ]
OxyPen x5 backpack [ ]

Dumper's Depot:
Cambio-Lite SRT Attachment [ ]
   5x cans core [ ]
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Cult Inquisitor Spec

Unread postby icycalm » 29 Dec 2022 03:15

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This is an official pic of the Inquisitor armor, we don't have a pic of one of us yet because I am just introducing it to the spec. We'll take a pic eventually, and it will show all the attached gear, weapons etc. This is just a generic pic of the armor.

Unfortunately, the pictured black color is no longer available at shops, only in loot boxes, and even then, not all the pieces apparently, from what I am reading; or at least not with any regularity. So we'll have to settle for the "black steel" color which is NOT black, it's more like silvery and black, or something.

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The "black steel" is the one on the far-right. Not ideal, and way inferior to the all-black one, but we'll have to make do for now. That said, it's actually pretty cool on its own right, if you don't compare it to the all-black. Have a look here, it's the last of the three variations shown, it looks pretty cool in three dimensions: https://www.youtube.com/watch?v=0sxlteaFnKk

Our only other option is the "raven" color, which is the middle one in the pic above. Those are the only two that can be purchased. And I actually like the raven more as it's much closer to the all-black. The problem are the pink accents. I think they look great, but they will clash with the military colors of my and the Commanders' suits. So for now, we really are limited to the "black steel" color. We'll see how we like it on Friday, and we can then decide if we want to keep it or try something else. There aren't that many cool enough choices right now though. Anyway, I have high hopes that we'll settle on "black steel". At the very least, it's an upgrade on the ORC-mkV we had before.

CULT INQUISITOR SPEC

Undersuit
Stoneskin Undersuit [CRU-L4] [850]

Helmet
Morningstar Helmet Black Steel [CRU-L4] [2,980]

Core / Arms / Legs
Inquisitor Black Steel [CRU-L4] [3,680 / 985 / 1,645]

Primary Left
P4 "Nightstalker" [CB] [3,671]
(Optional) Gamma Duo [CB|CM] [400]
(Optional) Tacit Suppressor2 [CB|CM] [400]
(Optional) Sion Compensator2 [CM] [400]

Primary Right [Individual Choice]
Custodian "Nightstalker" [ARC-L4|CRU-L5|MIC-L1|MIC-L3|PT] [2,690|2,690|2,599|2,599|2,599]
(Optional) Gamma [CB|CM] [400]
(Optional) Gamma Duo [CB|CM] [400]
(Optional) Tacit Suppressor1 [CB] [400]
(Optional) Emod Stabilizer1 [CB] [400]

Secondary
LH86 "Nightstalker" [CB|CM] [553]

Outside Legs
2x Hemozal [Pharmacy] [200]
2x OxyPen [Pharmacy] [200]
(Left) ParaMed [Pharmacy] [1,250]
(Right) Pyro Multi-Tool + TruHold [CB] [412 + 320]

Outside Core
3x P4 ammo [CB] [36]
3x Individual Choice ammo [CB]
3x MK-4 Frag Grenade [CB] [249]

Inside Core
3x P4 ammo [CB] [36]
?x Individual Choice ammo [CB]
Cambio-Lite [DD] [320]
5x Cambio-Lite can [DD] [175]
1x Tigersclaw [CB] [999]

Inside Legs
4x CRUZ Lux [CB] [20]
OxyTorch [CB] [208]
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Universal Item Finder

Unread postby icycalm » 29 Dec 2022 03:18

Universal Item Finder: https://finder.cstone.space

Use it to find where to buy all the gear.
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Re: Cult Spec

Unread postby icycalm » 30 Dec 2022 03:29

shubn posted some pics of the Inquisitor spec on Discord, and it's sick! Super-happy with how it turned out. Can't wait to see it next to me and the Commanders. It might actually be cooler than the black.

We could also play around with helmets and maybe replace the one we have. Get one that's less Ultron and more military, to match me and the Commanders. We'll see. But the Ultron one goes better with the name Inquisitor. If we replaced it with a plainer one, we'd have to change the rank name too.

Can you imagine a platoon of 20 of them showing up at a settlement in Pyro? Scary.

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Re: Cult Spec

Unread postby Discord BOT » 30 Dec 2022 03:41

CULT|shubn
Can we put a red dot on the guns or iron sights only?

CULT|icycalm
I don't know, can you?

CULT|shubn
Yeah.

CULT|icycalm
If you mean you're asking me in terms of the spec, sure go ahead and add whatever you want to your weapons.

CULT|shubn
Yeah that's what I was asking.

CULT|icycalm
Also, you can carry more stuff if you want, to your taste, beyond the basic spec, as much as you can carry.

CULT|shubn
So compensator or suppressor also I assume.

CULT|icycalm
Yep I just haven't looked into this stuff yet.
But I think it's better to leave it up to people.

CULT|shubn
Alright.
Though maybe when playing as a team we might want to hear if someone's shooting, so maybe no suppressor.
Or if we all have suppressors, we can hear if someone else than us is shooting.

CULT|icycalm
For now, let's just go wild. And eventually, we can start thinking about this sort of thing. I am definitely not in a position to make these decisions now.

CULT|shubn
Yeah, just thinking about the future.

CULT|icycalm
You'll see when we play how far away we are from these decisions mattering. We haven't even shot at any human lol.
I mean on foot. We've shot at people in ships and haven't fared very well.
But I think all this will change tomorrow, and we'll make some big strides forward.
In the last JT, out of the 6 that started out, only 3 made it to the actual facility. Then 2 were shot above it, and finally 1 made it to the facility, and he only used his tractor beam because Adjudicator/ysignal had suggested it to me earlier to add tractor beams to the soldiers' and commanders' spec. Before they suggested this, only I had one.
So without this suggestion, the 1 person would have arrived at the facility and not been able to do anything.

CULT|ChevRage
Yeah they barricaded the doors with boxes or something lol.
Originally posted in the Insomnia Discord.

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Re: Cult Spec

Unread postby shubn » 07 Feb 2023 15:51

I have two suggestions and a question regarding the Inquisitor spec.

Suggestion 1: Change the shotgun to a mission-specific or "free" slot. The weapon in this slot will be selected by either the Master Chief, Commander, or Inquisitor (in that order) based on mission requirements, preference, and availability (for loot-only weapons).

If this suggestion is accepted, the question will then be whether this weapon must be the same for every life on a specific mission, or if changing it between lives is allowed, in order to accommodate for the limited availability of loot-only weapons.

Suggestion 2: Replace the AdrenaPen, CorticoPen, DetoxPen and OpioPen with a ParaMed Medical Device + ParaMed Refills. Each of these drugs can be administered individually with the ParaMed Medical Device via the "advanced" function, which takes as much or maybe even less time than using the pens. There is space for it on the armor (the Inquisitor Legs have two utility slots, only one of which is currently in use for the multi-tool) so this will save internal armor space on top of being more efficient to use.

If this suggestion is rejected, I am assuming it is still allowed to add the ParaMed Medical Device on a personal basis.

Question: Are Inquisitors allowed a backpack?
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Re: Cult Spec

Unread postby icycalm » 08 Feb 2023 03:28

For starters, I removed all the LEFT-side weapons from all ranks (it was shotguns and SMGs), and replaced them with "[INDIVIDUAL CHOICE] LEFT". This also removed the ammo for these weapons. So now everyone has the LEFT-side slot to add any weapon they want, plus some ammo slots for it. Individual choice is the default, and an officer can choose to override that if he gives specific directions. Changing this selection between lives is allowed.

The rifle remains the required weapon for all ranks for the RIGHT-side weapons.

So the medpens have no use? What is their ideal use-case? Tell me this, and I will give you an answer for the ParaMed.

As for backpacks, no, Inquisitors don't get them. They would decrease mobility and stealth. What is it that you would like to carry in a backpack? More weapons?
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Re: Cult Spec

Unread postby shubn » 08 Feb 2023 13:55

Medical pens have a lower minimum volume than the med gun (180 vs. 2400 μSCU), as well as a lower minimum price (100 vs. 1250 aUEC), so they give you options for lower capacity loadouts, as a "just in case" that doesn't require much space or money. They're also color coded, which may help people who have an easier time remembering the colors than the drug names.

Realistically though, in the current state of the game, only the MedPen (Hemozal) and OxyPen are truly useful. The Hemozal pen because it has a keybind and is therefore quicker to use than the medgun, and because you need to heal more often than you need to reduce symptoms XYZ, and the OxyPen because the medgun cannot dispense oxygen. Even if you're only in an undersuit, you're more likely to want to carry 2x Hemozal or 1x Hemozal 1x OxyPen. And if you have the capacity to carry a bunch of medical pens, you're probably wearing armor, which means you probably have the capacity to carry a medgun, either in the armor or in one of the armor legs' utility slots, with a couple of refills.

I guess the idea of medpens is that they should be quick to use, but that's not really the case in practice. If you don't have them on your armor (which you probably don't because why waste a slot that could be used for a Hemozal pen) you have to open the inventory (which may not work if you're in too tight a space), wait for it to load while you're a sitting duck, find the right pen and drag it to your hands or right-click > carry, probably make sure your hands are empty beforehand to avoid item swapping, close inventory, and now you can go to work. Meanwhile with the medgun you just press 4, right click or B, F+click advanced and move sliders if needed, and you're good to go. Plus it gives you a diagnostic of the patient, which the pens don't do.

The one thing they bring is more variety to the world, for instance in loot boxes. Maybe they'll figure out a way to make them more useful in the future, but for now I'm not seeing it beyond that.

Regarding backpacks, my idea was that if I choose to use for instance an FS-9 LMG, I might want a bunch of magazines for it, which take quite a bit of space. What I forgot to consider however is that FS-9 magazines hold 120 rounds each, and so with one magazine in the gun, two on the armor, and maybe one or two in the armor core, that should be plenty enough ammunition, and so a backpack is not really needed.
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Re: Cult Spec

Unread postby icycalm » 21 Feb 2023 20:40

"Look at me. I'm the captain now."
https://www.reddit.com/r/starcitizen/co ... aptain_now

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This is an incredible look. I also like the green accents on it because they will go well with the officers' green. I have no idea what the pieces are though. It seems put together from different outfits. Or it could be unique to 3.18, apparently there are some new pieces in there.

If anyone can figure out what pieces these are, let me know. Hopefully they are in the shops. You can also post in the Reddit thread linked above and ask the guy. I can't post because I am banned lol.

And P.S. I haven't forgotten about your last post, shubn. I'll get back to you on it.
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Re: Cult Spec

Unread postby shubn » 28 Feb 2023 14:54

Helmet is the Neoni Jami, it's available in the Subscriber store, and can also be found in red lootboxes. Core is the Inquisitor Core Green, it's only found in lootboxes I think. Arms and legs are ADP-mk4 Woodland, they can be bought at Cubby Blast, Tammany, Olisar, and Tressler.
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Re: Cult Spec

Unread postby icycalm » 29 Apr 2023 02:53

So I amended all specs according to shubn's suggestions, plus some tweaks here and there by me. The major change is that I eliminated medpens except Hemozal and OxyPen, replacing them with the ParaMed Medical Device + ParaMed Refill, and I also replaced the secondary weapon with individual player choice. Note that you MUST bring a second weapon and its ammunition. You can't show up with one rifle just because you have a choice of what else to bring along. This goes for ammo too. You must bring exactly what ammo it says on the spec. You can't rejig the ammo and bring less of the rifle for example so you can substitute it with your other weapon's ammo. And here's how to read the ammo spec, so there are no mistakes:

[INDIVIDUAL CHOICE LARGE FIREARM] LEFT / Magazine x2+1 x2core

This means 2 magazines on your armor, plus 1 inside the weapon (all weapons come with this, so you don't have to buy it), plus 2 more stored in the core. So 5 mags in total.

If I've made any mistakes with the numbers, let me know as soon as you notice. Further suggestions, post them here.

In addition, Inquisitors must buy the Gladius Frostbite paint from the RSI website, and Commanders must buy the Hornet Frostbite paint AND the Gladius one IF they happen to have a Gladius they can loan to Inquisitors who haven't bought one yet, or as extra lives for Inquisitors under their command. If I am not mistaken, only recoil qualifies for this so far, so Chev and ysignal needn't bother, unless you plan to purchase Gladiuses in-game for yourselves. That said, we WILL be using Gladiuses for piracy with the Solar Winds paint, so if you're planning to come on big piracy operations, you'll end up with a Gladius eventually, so you might as well get its Frostbite paint now.

Paints - Gladius - Frostbite Paint $7.00 USD
https://robertsspaceindustries.com/pled ... bite-Paint

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Paints - Hornet - Frostbite Paint $7.00 USD
https://robertsspaceindustries.com/pled ... bite-Paint

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These paints are dirt-cheap, and the money you put into them will be useful to us forever because you can melt the paints at any time and use the credits to buy other paints, even several times a day. So you can keep recycling paints for different vehicles and missions with just a few bucks' investment. Paints don't come in Warbond varieties, so you never lose any money by melting and rebuying them.
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Re: Cult Spec

Unread postby icycalm » 01 May 2023 03:38

Updated all ranks with the cutter tool and salvage/repair tool attachments, check them out. There may also have been some more slight changes that I am not reporting here, so always consult the spec before gearing up.

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The new salvage/repair tool, with its accompanying cans

We took some better pics of the specs, though not of my own because Shadow still won't let me take Star Citizen pics for some reason. We'll get someone else to take my pic eventually, but for now here's the Commander spec:

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Commander ysignal in glorious 4K

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Commander ChevRage in ignominious 1080p (nice pic tho)

We already have pretty good pics of the Inquisitor spec from shubn above, but here's another one with all the updates, again of shubn:

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Moving on to paints, ysignal please buy this one for your Corsair if you don't mind. It's unusually cheap for the size of the vessel, for some reason. This will match better my black and everyone else's white.

Paints - Corsair - Eternity Paint $7.50 USD
https://robertsspaceindustries.com/pled ... nity-Paint

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And finally, shubn has some ideas on scopes and suppressors, so post them here when you get the chance shubn—same things you told me on voice—and I'll see about adding them to the spec in parentheses, as recommendations. Above all let me know on which of our weapons these attachments can be used, including mine.

We're quickly getting the spec to a place where it's rather solid and detailed, but there's still a lot of ground to cover. Flight suit spec is coming soon, for one. Certainly before the next Dynamic Event that requires it (it's only Nine Tails Lockdown, currently).
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Re: Cult Spec

Unread postby icycalm » 01 May 2023 04:02

Forgot to post my Stinger paint for my Scorpius. It's the official CULT Master Chief spec (or should it be... Darth Chief?), and was only available to Concierge backers during the concept sale, but I got it from this grey market store:

Scorpius - Stinger Paint $37.99
https://theimpound.com/products/scorpius-stinger-paint

Here's what it looks like in glorious 5K:

[5K] RSI Scorpius Stinger Paint
https://www.reddit.com/r/starcitizen/co ... nger_paint

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Re: Cult Spec

Unread postby icycalm » 01 May 2023 04:37

5K images of the Corsair Eternity paint that I asked ysignal to buy, so everyone can see how badass it is:

[5K] Drake Corsair Eternity Paint
https://www.reddit.com/r/starcitizen/co ... nity_paint

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Re: Cult Spec

Unread postby ysignal » 01 May 2023 10:21

I already have the Eternity paint, I just forgot about it and never applied it. I'll do it next time I'm on.
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Re: Cult Spec

Unread postby shubn » 01 May 2023 17:23

For weapon attachments, my default is 2x optic and suppressor.

The reason for the 2x optic is that it gives you a bit of extra reach, without hindering you much at close ranges. I will occasionally put 1x optics on handguns and SMGs, as it fits their typical close range application, though 2x works fine too. 1x is certainly better than iron sights, which are as obsolete in 2953 as they are in 2023. Higher power optics can have their use, for instance in the cases of the Jumptown and Siege of Orison Dynamic Events, or any other activities we may decide to take part in, but these will have to be considered based on mission requirements. 1x and 2x optics can be bought in shops and fit on any gun that can fit an optic. Anything higher than 2x must be looted, though they are pretty common.

The reason for the suppressor should be pretty obvious. Compensators/stabilizers can have their use too, for instance for full-auto fire at longer distances, so again, to consider based on mission requirements. All barrel attachments can be found in shops. Suppressors work on both ballistic and energy weapons (don't ask me how that works), compensators work on ballistic weapons, and stabilizers are basically compensators for energy weapons.

I don't have strong feelings about underbarrel attachments. I played with the laser a bunch and don't really see the benefit beyond the initial "hehe lazor" moment. Except maybe for hip-firing the grenade launcher, it's pretty good for that. The flashlight I haven't really played with. I figured it would only be useful if for whatever reason you don't have a helmet on, but now that I think about it, it might help with target acquisition and identification. I must do some tests.

The way attachments work is that, for barrel attachments, the attachment size must match the barrel size, while for sight and underbarrel attachments, the attachment size must be equal to or lower than the slot size. Different weapons have different sizes for different slots. You can find that information by hovering an item in the game's inventory, or in the in-game shops, or on the Universal Item Finder or Star Citizen Wiki. For barrels, I think S1 is pistols/SMGs, S2 is rifles/snipers/LMGs, S3 is shotguns.

The sizes and my recommendations for the weapons currently in the spec:

  • P4-AR Rifle
    Optic S2: Gamma Duo (2x)
    Barrel S2: Tacit Suppressor2 / Sion Compensator2
  • LH86 Pistol
    Optic S1: Delta (1x) / Gamma (1x) / Gamma Duo (2x)
    Barrel S1: Tacit Suppressor1

Not related to attachments, but something that came to my mind is the Arclight pistol's higher magazine capacity (30) compared to the LH86's (13). I hate to sound like a minmaxing metagaming googler, but, while checking I had each pistol's magazine capacity right, I ended up seeing damage numbers, and, if they're correct, it doesn't look like the Arclight's higher capacity is offset by lower damage output. If we're looking for pure effectiveness, the Arclight is looking pretty good. I'm not saying we should change the LH86—it's perfectly fine, and it fits with the rest of the spec—I just felt I should share this information. It could be a good fit for the pilot spec, since undersuits only have two magazine slots.

Speaking of pistols, I sometimes like to use the Coda. Low capacity (6 rounds), but high damage output, and, more importantly, it looks cool. Maybe to consider for a Cult Pirate Spec. Oh, and a Sawtooth knife. Can't slit throats without a knife.
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Re: Cult Spec

Unread postby icycalm » 05 May 2023 21:36

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Buying stuff in the Subscriber-exclusive gear store to test for upgrading the Specs. More news soon.
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Re: Cult Gear Spec

Unread postby icycalm » 19 May 2023 07:03

Some changes to the spec, please note them for Saturday.

  • I switched the positions of the rifle and the optional large weapon on everyone's backs. The large weapon was placed on the right because recoil noted that that's the only location the railgun will attach, and the rifle as a result was placed on the left.
  • I switched positions for the medgun and the multitool because it makes more sense for the medgun to be on the left along with the medpens. It also looks better that way because now the white toy-like medgun isn't in full frontal view, but kind of hidden on the side.

These changes are now reflected in your spec if you scroll up to see them.

And here are some changes plus some new directions on paints.

-Everyone who has a C8R, or any C8 they want to bring along to official missions, should get the Nightbreak paint for them.

Paints - C8 Pisces - Nightbreak Paint $3.63 USD
https://robertsspaceindustries.com/pled ... reak-Paint

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-Next up, Arrows. I know I've said different paints before, but I changed my mind. Melt whatever paint you have and grab the Twilight paint, if you have an Arrow, regardless of your rank. We'll be using these as snubs on the Carracks, so we won't be flying them in full formation and differentiating ranks. I just want them to look cool next to the standard Carrack paint plus the Nightbreak C8s, and this is the best fit. (Btw, we might start using Furys as snubs instead of Arrows, depending on how many we can fit on and inside a Carrack, and only if enough people end up buying them when they hit the RSI site in... about a few hours. I'll probably be buying two, they shouldn't be expensive. I'll make a thread in a sec.)

Paints - Arrow - Twilight Paint $6.05 USD
https://robertsspaceindustries.com/pled ... ight-Paint

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-Finally, regarding the Corsair, I changed my mind about the Darth Vader Eternity paint when I saw someone on Reddit mention that the reason he's not using this paint is because it leaves the greenish interior unchanged. Black exterior with green interior is a no-no, so we must switch Corsair paints. I have my eye on the green Commando paint with matching Mule Bushwacker, but I am not 100% on it yet, so for the time being switch your Corsair back to stock, ysignal, and everyone should also have stock paint on their Mules.

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Corsair interior

Please note that THERE IS A 24-HOUR COOLDOWN ON USING STORE CREDIT AFTER MELTING, SO DO YOUR MELTING AND PURCHASES ASAP, DON'T LEAVE THEM FOR THE LAST MINUTE.


P.S. I plan to respond to shubn's latest suggestions soon.
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Re: Cult Gear Spec

Unread postby shubn » 19 May 2023 11:31

I rewrote the Inquisitor Spec in a way that makes it easier for me to go through like a checklist when I gear up. I have it in a Google Docs file I can alt-tab to, and I thought I'd share, in case someone finds it useful.

A few notes:

  • While I wrote the current locations and prices for each item to make it easier for me to do my shopping, these are only valid as of right now, and may change between versions of the game.
  • The order "Outside Legs, Outside Core, Inside Core, Inside Legs" is the order I gear up in, because I can mostly follow the order of the inventory filters.
  • The individual choice weapon is my current default, my fallback, for when I don't have any better idea or nothing else is specified before the mission.
  • CB is Cubby Blast, CM is Area18 Centermass, DD is Area18 Dumper's Depot, PT is Port Tressler. If there was Port Olisar, Grim HEX, Everus Harbor or Baijini Point for instance, they would be PO, GH, EH and BP respectively. I guess New Babbage Centermass would be NBCM or NB-CM (I don't specify it for Area18 CM and DD because it's our home).
  • I don't specify the mag in the guns or the refill in the medgun because I assume that every weapon should come with a full mag and the medgun with a full refill, and it's my responsibility as an operator to verify that this is the case.
  • The Universal Item Finder has this warning text: "items that are out of stock may temporarily disappear from the kiosk". I don't remember if it was here before or if it's something new. I think I read something somewhere about limited stocks. If it truly is implemented, this should be an encouragement to not wait until the last minute to buy all your gear.

Undersuit
Stoneskin Undersuit [CRU-L4] [850]

Helmet
Morningstar Helmet Black Steel [CRU-L4] [2,980]

Core / Arms / Legs
Inquisitor Black Steel [CRU-L4] [3,680 / 985 / 1,645]

Primary Left
P4 "Nightstalker" [CB] [3,671]
(Optional) Gamma Duo [CB|CM] [400]
(Optional) Tacit Suppressor2 [CB|CM] [400]
(Optional) Sion Compensator2 [CM] [400]

Primary Right [Individual Choice]
Custodian "Nightstalker" [ARC-L4|CRU-L5|MIC-L1|MIC-L3|PT] [2,690|2,690|2,599|2,599|2,599]
(Optional) Gamma [CB|CM] [400]
(Optional) Gamma Duo [CB|CM] [400]
(Optional) Tacit Suppressor1 [CB] [400]
(Optional) Emod Stabilizer1 [CB] [400]

Secondary
LH86 "Nightstalker" [CB|CM] [553]

Outside Legs
2x Hemozal [Pharmacy] [200]
2x OxyPen [Pharmacy] [200]
(Left) ParaMed [Pharmacy] [1,250]
(Right) Pyro Multi-Tool + TruHold [CB] [412 + 320]

Outside Core
3x P4 ammo [CB] [36]
3x Individual Choice ammo [CB]
3x MK-4 Frag Grenade [CB] [249]

Inside Core
3x P4 ammo [CB] [36]
?x Individual Choice ammo [CB]
Cambio-Lite [DD] [320]
5x Cambio-Lite can [DD] [175]

Inside Legs
4x CRUZ Lux [CB] [20]
OxyTorch [CB] [208]
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shubn
 
Joined: 10 Jan 2012 03:17
Location: France

Re: Cult Gear Spec

Unread postby icycalm » 19 May 2023 13:33

I copy-pasted your formatting into the Inquisitor spec post up top, nice work.
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Re: Cult Gear Spec

Unread postby icycalm » 20 May 2023 00:48

I added 3x Tigersclaw in the officers' backpacks, and 1x in the Inquisitors' core. I am not sure there's space there, so let me know and I'll adjust as necessary.

We have an urgent problem however. When I copy-pasted shubn's Inquisitor reformatting, I put it by mistake in the Commanders' spec. So now that is ruined and I need someone to give it back to me so I can repost it, ideally in the same format as shubn's. I will ping Chev and ysignal on Discord to see if one of them can do it asap.
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Re: Cult Gear Spec

Unread postby ysignal » 20 May 2023 01:00

Here's my checklist:

Code: Select all
CULT COMMANDER SPEC

Cubby Blast:
ForceFlex Undersuit Woodland Digi [ ]
ORC-mkX Woodland
   Core [ ]
   Arms [ ]
   Legs [ ]
   Helmet [ ]
CSP-68M Backpack [ ]
[INDIVIDUAL CHOICE LARGE FIREARM] LEFT [ ]
   Magazine x3+1 x? core [ ]
Pyro RYT Multi-Tool LEFT [ ]
   TruHold Tractor Beam Attachment [ ]
OxyTorch Cutter Attachment leg [ ]
MK-4 Frag Grenade x3 [ ]

Casaba:
CRUZ Lux x20 backpack [ ]
CRUZ Lux x4 leg [ ]

Center Mass:
P4-AR "Warhawk" Rifle RIGHT [ ]
   P4-AR Magazine x3+1 x3 core [ ]
LH86 "Desert Shadow" Pistol RIGHT [ ]

Empire Health:
ParaMed Medical Device RIGHT [ ]
   ParaMed Refill [ ]
   ParaMed Refill x2 backpack [ ]
MedPen (Hemozal) x4 x4 backpack [ ]
OxyPen x5 backpack [ ]

Dumper's Depot:
Cambio-Lite SRT Attachment [ ]
   5x cans core [ ]


I don't have time to reformat it now, as I have to run out.
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ysignal
 
Joined: 28 Jan 2017 02:07
Location: Sydney, Australia

Re: Cult Gear Spec

Unread postby icycalm » 20 May 2023 01:09

Thanks, I updated the post, and added the 3x Tigersclaw in your format. Let me know if I made any errors.

I have no problem with keeping two different formats. Three if you count my own I guess, but I've been meaning to clean that up at some point. Until then, we can keep several formats and compare how we like them. At some point I'll produce a uniform one though. Still early days for that, much more to be added, including different loadouts per rank and specialized loadouts.
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

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