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Cult Spec

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Cult 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 / P4-AR Magazine x4+1 RIGHT
LH86 "Desert Shadow" Pistol / LH86 Pistol Magazine x1+1 RIGHT
[INDIVIDUAL CHOICE] LEFT
Pyro RYT Multi-Tool + TruHold Tractor Beam Attachment LEFT
MK-4 Frag Grenade x4
MedPen (Hemozal) x4 x15backpack
CRUZ Lux x20 backpack
CRUZ Lux x4leg
Pink QuikFlare x4 backpack
ParaMed Medical Device + ParaMed Refill x2 backpack
AdrenaPen x10 CorticoPen x10 DetoxPen x10 OpioPen x10 OxyPen x10 backpack
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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
ForceFlex Undersuit Woodland Digi
ORC-mkX Woodland - Core, Arms, Legs, Helmet
CSP-68M Backpack
P4-AR "Warhawk" Rifle / P4-AR Magazine x3+1 RIGHT
[INDIVIDUAL CHOICE] LEFT
LH86 "Desert Shadow" Pistol / LH86 Pistol Magazine x1+1 RIGHT
Pyro RYT Multi-Tool + TruHold Tractor Beam Attachment LEFT
MK-4 Frag Grenade x3
MedPen (Hemozal) x4 x4backpack
CRUZ Lux x20backpack
CRUZ Lux x4leg
ParaMed Medical Device (in backpack)
AdrenaPen x4 CorticoPen x4 DetoxPen x2 OpioPen x2
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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
Stoneskin Undersuit
Inquisitor Black Steel - Core, Arms, Legs
Morningstar Helmet Black Steel
Nightstalker Rifle P4 RIGHT / ammo x3+1 x4core
Nightstalker Pistol RIGHT / ammo x1+1
[INDIVIDUAL CHOICE] LEFT
MK-4 Frag Grenade x3
MedPen (Hemozal) x4 x4core
CRUZ Lux x4leg
AdrenaPen x2 CorticoPen x2 DetoxPen x1 OpioPen x1
Pyro RYT Multi-Tool + TruHold Tractor Beam Attachment LEFT
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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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