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Mission: Storm Breaker

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Mission: Storm Breaker

Unread postby icycalm » 29 May 2025 17:59

Storm Breaker One-Page Guide
https://robertsspaceindustries.com/comm ... 7HaiJkZyFs

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MrKraken @MrKraken wrote:Heavily work in progress as activity is not fully implemented.


This is just a preview image of June's activity (mission? event?) that's in PTU right now. I'll upload the final images after we've had a couple of passes at it and are ready to get serious.
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Inside Star Citizen | Alpha 4.2: Into the Storm

Unread postby icycalm » 19 Jun 2025 23:40

https://www.youtube.com/watch?v=la7t9x4 ... XVyolQO3wj

Cloud Imperium Games wrote:Forecast for Alpha 4.2: Partly dangerous, with a high chance of mystery, loot, and death! Tune in for the full report on the next wave of unfolding Regen crisis in a brand new sandbox activity.


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@Koby_Maru wrote:I'm convinced that if you had a mission in the game where you had to help a sick puppy, it would still involve a massacre.


@jwonyoutube wrote:"Exploration gameplay". Requirements: small SWAT team, fully heavy armor, backpack full of ammo, and medgun to stay alive.


@ibes1508 wrote:Took 34 seconds to turn "exploration" into "PVP content". Good job CIG.


I am sure the mission will be fun, but they do have a point. Problem is, when the world is open and full of people with literal armies and battleships, it gets complicated to add content that doesn't devolve into full-scale war. Thankfully I am a big fan of full-scale war, so I don't mind. But I do see their point.
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Alpha 4.2: Storm Breaker

Unread postby icycalm » 20 Jun 2025 00:03

Official Page: https://robertsspaceindustries.com/en/c ... rm-Breaker

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Trailer: https://www.youtube.com/watch?v=_OzfPaU ... XVyolQO3wj

Cloud Imperium Games wrote:The regeneration crisis continues. As Humanity grows desperate, increasingly fringe research creates unorthodox problems... Break through the storm and discover the threats within.


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@kristopherjames2404 wrote:They should really just make a TV series at this point, at least I'd be able to enjoy this universe they are creating.


@Dowlphin wrote:Imagine watching it and it makes your TV crash.


@amigo3284 wrote:Very well done. Every trailer gets better and that's hard to imagine.


@Xaxxus wrote:Releasing this at the same time as Dune: Awakening is wild.


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Release Notes: https://robertsspaceindustries.com/en/c ... n-Alpha-42

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Spectrum Thread: https://robertsspaceindustries.com/spec ... ease-notes
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Tactical Plan #1: Dual Prowler Insertion

Unread postby recoil » 20 Jun 2025 00:58

We don't yet have much info on this op, but based on what little we have I've formulated an initial approach.

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ysignal and icy gear up as Rangers and fly their Prowler and Prowler Utility respectively. shubn gears up as Pirate Master Chief and takes point and fireteam command, and also operates that new mech if we find it. I come along as Pirate SupCom to oversee the whole operation. Any more players show up, they gear up as Pirate Inquisitors, and one of them takes the Stirling hazmat suit icy just bought [ > ]. We fly in and check stuff out, and hopefully extract with the Prowler Utility any mechs and hazmat suits we find. Very basic plan to get us started, and we can evolve it, or bring in more complex plans in future attempts.

This op will go down on Saturday, but between now and then everyone is free to gear up as Ranger and, using only Ranger vehicles, go check out the facilities and take pics and post intel in the #pyro Discord channel.
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Re: Mission: Storm Breaker

Unread postby icycalm » 22 Jun 2025 14:18

https://www.reddit.com/r/starcitizen/co ... experience

Teh_Nolens wrote:First Run of Storm Breaker–Incredible Experience, Bittersweet Ending

Ran Storm Breaker for the first time tonight with a 3-man crew. We were hyped. Around 1 AM on a low-pop US server, we figured we had a decent shot at exploring the new sandbox activity without massive org interference.

We drop into Farro Station—clean insertion, no issues. We sneak, shoot, and knock out a scientist to get through the door like it's a scene out of a spy movie. Data Tower breach? Smooth. Loot? Plentiful. The game was clicking.

Next stop: Lazarus. And I've gotta say—combat against the NPCs was actually fun. Tense, responsive, and immersive. Pulling the valakkar egg felt like a real achievement. Sprinting across the surface of Pyro I with it to reach the Calling Tower? Chef's kiss. This was peak Star Citizen.

Then... we summon the apex valakkar.

Holy hell, what a fight. Easily one of the coolest encounters in the game so far. Chaotic, cinematic, and demanding. We were calling targets, scrambling to stay alive, and just soaking in this kaiju-level showdown. It's the kind of moment that reminds you why you stick with this game through the bugs and setbacks.

Unfortunately, just as we were deep in the fight, a squad of 5–6 other players rolled up. They caught us mid-battle—low on meds, ammo, and completely focused on the worm. They wiped us out. Fair play, I suppose. That's the risk of open sandbox gameplay.

What really soured things, though, was the spawn-camping. They tracked us to our med beds and just shut us down completely. We asked if we could at least team up and take down the apex together since we were so close to finishing it—then go our separate ways. The answer? "Nope. That's not how this works."

And that was that. No chance to regroup, no revenge run. Just rinse, respawn, repeat...

Now don't get me wrong—I loved the Storm Breaker activity. It's bold, atmospheric, and feels like a real evolution in what Star Citizen can offer. But this kind of encounter deserves a bit more protection for the teams actually doing the heavy lifting. I don't mind the high-risk PVP of Hathor; that chaotic tension is part of the draw. But when the event's focus is a massive, cinematic boss fight, it's disheartening to see all the effort undone by a group that waited until we were spent, then swooped in for the kill.

Events like the OLP laser-firing feel like they're meant to end in a PVP scramble. This doesn't. Not in the same way. (We can talk about the extraction of loot from the freight elevator at the arrival terminal later.) And I know CIG has said med-bed protection is on the way—which is great—but fights like this could really benefit from better spawn logic or at least a way to rally and push back. If we'd had even a shot at fighting back instead of being camped out of the game, it would've been a totally different takeaway.

Still, I can't deny it—we had one of the best co-op nights we've ever had in the 'verse... right up until the ending. And even with that, I'm glad we did it. Storm Breaker shows what this game is capable of. It just needs a few tweaks to let the people engaging with the content see it through.

Great sandbox activity, CIG. Genuinely. Looking forward to running it again—with a little more backup next time.

Thanks for reading my rant.


git gud
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Re: Mission: Storm Breaker

Unread postby icycalm » 22 Jun 2025 14:34

He himself points out the solution in the end: bring more backup. And the other solution would be better spawn management on THEIR part, not CIG's: put your medical vehicles a bit further out, and hide them better. Hell you could have a capital ship in orbit. And of course they're playing at an unpopular hour on a low-pop server which is actually quite consistent with the horror atmosphere the event is going for.

Do all this and in all probability you'll have the event to yourself, and if any other group does show up, it'll just make everything more interesting and exciting. Not to mention the possibilities in YOU tracking down and wiping out another group doing the activity.
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Re: Mission: Storm Breaker

Unread postby icycalm » 22 Jun 2025 14:41

Making the event an open PVP sandbox means you can replay it forever. Closing/instancing it so it's like a Halo campaign level means it's a one-and-done canned experience. Which way modern gamer?
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