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Contested Zones

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Contested Zones

Unread postby icycalm » 06 Dec 2024 06:50

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

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A short video of the Contested Zones. I think they look terrific. Utterly different vibe from Stanton, unless you count the drug labs. It feels like a perpetual Counter-Strike match set inside one of those drug labs—which I've always loved by the way and always wanted to spend more time in them. And now I'll be able to log in 24/7 and play Tarkov in them. No elaborate prep time, no spaceships, no flying across a system to play a mission, no need even to TAKE a mission. Just wake up in your hab and walk across the station and start blasting.

Of course, that presupposes you live in a Pyro station... and none of us will be living there unless a SupCom goes there first to open up the system for us. And even then, the bulk of our operations will still be happening in Stanton just because it's safer and more reliable there, so you might not want to move to Pyro at all. In which case why not buy a new account for $45 and put a clone in Pyro? Just tell yourself you're buying a new game. Instead of buying Tarkov, you buy this. And then you can play quick looter-shooter matches midweek with all your progress feeding into your Star Citizen progress, and ultimately The Cult org's progress.

(P.S. If you want your clone to have an LTI Starter Pack, you might want to buy the Intrepid asap, because it's the only one with LTI right now, and in a few weeks will lose it and become a standard 6-month insurance. We are at clone 6 currently, btw.)

If ferrying sufficient spec gear to Pyro for these zones proves impractical btw, I'll just make a Mad Max Spec from locally sourced gear. The recent weapons ISC [ > ] showed that they're planning all sorts of post-apocalyptic style weapons and armor, so we can just use those. In fact, I might just ask the SupCom to design this spec, it can be one of his first tasks on arrival to the new system. He also needs to pick a station for all our Mad Max clones to base themselves in. We might not want to use the most frequented ones for example. So first the SupCom takes a few days to scout the stations and pick one, and then our clones can log in and choose that as their home. And of course he'll always be our leader there in every tactical scenario he shows up for, including in these zones.

https://x.com/K9_X_/status/1803826300089512429

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https://www.reddit.com/r/starcitizen/co ... sq42_video

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https://x.com/K9_X_/status/1803808096566829369

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https://gamersofflimits.com/star-citize ... g-crossbow

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

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TheRedBreadisDead wrote:Bayonet on the Coda? Oh fugg yeah.


Cordyceptionist wrote:Yeah, but with a silencer? Wtf. That's like just the tip bb.


We're gonna have an amazing Christmas. I'll be playing all day.
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Contested Zones Are So Good

Unread postby icycalm » 08 Dec 2024 20:40

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

chantheman30 wrote:Contested zones are so good.

These are gonna provide a lot of fun for PVPers. A place to blast each other without ganking some cargo haulers.

The atmosphere is great with lighting, mixed environment in each with some frozen (presumably no atmosphere) and some areas are zero-g.

It reminds me of GTFO.


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BalthazarB2 wrote:Some Zero-G areas do have breathable atmosphere.


chantheman30 wrote:Interesting I guess just not grav tech in them then?


xAzta wrote:What's the contested zone for anyway? Is there valuable loot? Or is it just Star Marine in PU?


oversizedvenator wrote:Yep. Valuable loot that has rotating "rewards".


_SaucepanMan wrote:Think of it as Jumptown 3.0 without vehicles but lots of NPCs.


BOTY123 wrote:I absolutely LOVE the contested zones, one of my favorite things in the whole 4.0 patch honestly. Can't wait to play through all of them :)


_SaucepanMan wrote:I'm ridiculously good at them (map knowledge, optimal order etc.) and have only "finished" the whole thing once.
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Re: Contested Zones

Unread postby icycalm » 12 Dec 2024 03:53

Contested Zone Loot Updates
https://www.reddit.com/r/starcitizen/co ... ot_updates

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drizzt_x wrote:Oh look, it's Dark Zones from The Division.


OfficialDyslexic wrote:but in space


I’ll finally get to play Dark Zones from The Division that we never got around to trying when we played it.

https://old.reddit.com/r/starcitizen/co ... es/m1k3owq

phantam wrote:The ones I know of are located in the various stations of Pyro. There's ganger enemies and the occasional kopion that can jump you in there and of course other players. They also serve as alternate entrances into the stations (for when bad rep will eventually lock you out of being able to land with a gang's station), with airlocks and maintenance levels that lead outside the station. There's a variety of puzzles and tasks you need to do to progress, some doors need fuses to restore power, others need keycards that are obtained from security terminals, some vents let you bypass locked doors but need you to stack stuff with a tractor beam to climb into, all while the area is crawling with enemies and other players. Lootboxes contain scorches and modified FPS gear that's better than their normal versions, and hidden in the deeper layers are vaults which contain high end components, including A Grade Military components that are no longer available to buy, along with a freight elevator that lets you stash all your gains from the vault without being jumped by players. There's another hidden fabricator at the end of these that produces a large numbered key. Datamines show that these unlock some sort of executive hangar, but the method to get to them isn't clear yet and probably needs you to clear all the contested zones and find the special hangar, which if the leaks are to believe, will reward you with an in-game ship.


https://old.reddit.com/r/starcitizen/co ... es/m1kb691

djtibbs wrote:The hangar is easy to find. It's just not up and running yet. I hope it will be full of action in the future. It's built for pvp fps action. With a cool 3d space to fight.


https://old.reddit.com/r/starcitizen/co ... es/m1kap39

djtibbs wrote:Very similar to dark zones. With the benefit (at the moment) you keep your gear. Getting incapped in the contested zone allows you to backspace and keep your gear. So minimal is lost going alone. Should take a buddy or 2 though.


By backspace I think he means log off. Backspace kills you meaning you lose all your gear, but logging off means you log back in a hab with all your gear. But this tactic won’t be viable forever because they plan to make logging in spawn you exactly where you logged off.

https://old.reddit.com/r/starcitizen/co ... es/m1kfeew

ahditeacha wrote:You could try a tactic of sneaking into and around the CZ, staying unseen and nabbing loot when the coast is clear. Hide behind or under debris while the sweats are supermario jumping around shooting each other. Stash your finds in a hole or area nobody visits and come back for it later. Remember to skulk your way back out to stay inconspicuous. Helps to wear camo or low profile gear or even play dead if you hear noises while out in the open. (It works in prison, good for surprise reverse-shanking gem robbers.)


This next post is an official CIG employee reply: https://old.reddit.com/r/starcitizen/co ... es/m1k3yl8

zac2806 wrote:much stronger being 33% increase, we'll revisit these with crafting but wanting to get some nice powerful rewards on CZ weapons to make it worth exploring the zones
IE here is a barrel attachment
30% --> +40% Recoil Stability
30% --> +40% Recoil Kick
NEW --> -10% Spread
NEW--> -12.5% Projectile Speed (negative)
The optics for example has lower aiming time penalties and new optic zoom options.


Looks like I’ll also finally get to play Tarkov.
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Contested Zones Trailer

Unread postby icycalm » 13 Dec 2024 20:46

https://x.com/RobertsSpaceInd/status/18 ... 2748161456

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Cool little Contested Zones trailer you can only find on X or TikTok. TikTok version is cropped, so watch it on X.

I am especially excited for the zero-g sections (pictured in my screengrab). I highly doubt The Division games or Tarkov have these lol. I wonder how close they'll feel to Shattered Horizon or that Boundary game [ > ] we never got round to playing (I just checked and recent reviews are "Mostly Negative" lol; also it's no longer sold on Steam lol, I wonder whose code the chinks copy-pasted this time lol).
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FAFO

Unread postby icycalm » 18 Dec 2024 08:27

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

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Low_Technology4835 wrote:Been having loads of fun with org in the contested zones playing murderhobo sim.

Quick question anyone else having issues with the "insert fuse" prompt not showing at certain doors?


mawutu wrote:You can use a tractor beam to insert a fuse, if the prompt doesn't show up. (Might need some rotating, there are arrows on the fuse that need to point towards the door.)
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Loving Pyro CIG 10/10

Unread postby icycalm » 18 Dec 2024 23:47

https://robertsspaceindustries.com/spec ... -cig-10-10

Rahlio @Rahlio wrote:Loving Pyro CIG 10/10

Fantastic job. Beautiful system, excellent dark vibe, danger around every corner. I am a fan. The new fauna and better AI on the NPCs make the place feel alive. The contested zones are the first time I've felt like I was interacting with the game world as a real game with complex objectives and actually compelling rewards. The fact that I can run into some of the sweatiest PVPers in there and it's kill or be killed for a substantive prize at the end is the kind of high stakes gameplay we needed. Can't tell you how long I've been waiting for something like this.

There were moments where you got close with Ghost Hollow, SPK, Wake of Disaster, and Jumptown, but ultimately they were ruined by lack of economy balance. Here's hoping you keep a close eye on risk/reward from here on out as it really makes or breaks the fun factor.

[...]

There are still some problems with the CZs such as NPC spawn rates, terrain glitches/collision/cover, and most fatally a bug that apparently sends the entire server into an endless recovery loop when someone claims the Executive Ship... (probably a blocker). Also there are too many kill-box chokepoints where it's possible for a group to hold a position without risk of being flanked (this is not great design). We are also still running into a few instances of invisible players and desync, but less than before. I'm sure the network team is on the job.

Please don't cave in to the players who feel entitled to demand the core idea of the game should accommodate their own personal risk tolerance.

Different systems for different playstyles is the way to go.
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Don't Forget The Fuses

Unread postby icycalm » 21 Dec 2024 02:53

https://old.reddit.com/r/starcitizen/co ... go/m31674p

Silenceisgrey wrote:Yeah literally just walk in and start blasting. Use fuses to get through doors. I've only done Ruin so far, but you grab keycards that open a special vault that has the best loot.
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