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Certified Gumbo
United States
เข้าร่วมเมื่อ 10 มิ.ย. 2020
An inclusive community for geeks to create and explore their fandom together.
วีดีโอ
Master Modes Feedback and Performance Tuning Suggestions
มุมมอง 6253 หลายเดือนก่อน
Thanks for watching! My referral code: STAR-9WW3-CCXS Please leave a like, comment, and consider subscribing for more! Join our discord: Join our discord: discord.gg/armco Support the Channel on Ko-Fi: ko-fi.com/certifiedgumb0 Twitter: CertifiedGumbo Instagram: certifiedgumbo Facebook: CertifiedGumbo/ #StarCitizen #Squadron42
Star Citizen Stanton - Terra Jump Point
มุมมอง 3487 หลายเดือนก่อน
Just some visuals of the Jump Point to Terra Join our discord: discord.gg/NagegKY Support the Channel on Ko-Fi: ko-fi.com/certifiedgumb0 Twitter: CertifiedGumbo Instagram: certifiedgumbo Facebook: CertifiedGumbo/
RSI Scorpius Cinematic Trailer (Supercut)
มุมมอง 3Kปีที่แล้ว
RSI Scorpius Cinematic Trailer (Supercut)
Improving Jumptown | Star Citizen Discussion
มุมมอง 92ปีที่แล้ว
Improving Jumptown | Star Citizen Discussion
Star Citizen Alpha 3.17: Ship To Ship Refueling
มุมมอง 1922 ปีที่แล้ว
Star Citizen Alpha 3.17: Ship To Ship Refueling
Star Citizen Discussion: Why Pyro Should Not Be The Focus This Year
มุมมอง 3522 ปีที่แล้ว
Star Citizen Discussion: Why Pyro Should Not Be The Focus This Year
Call of Duty: Modern Warfare_20211213195849
มุมมอง 72 ปีที่แล้ว
Call of Duty: Modern Warfare_20211213195849
ArcCorp Area 18 Exploration In Star Citizen
มุมมอง 1942 ปีที่แล้ว
ArcCorp Area 18 Exploration In Star Citizen
Call of Duty®: Modern Warfare®_20210702120204
มุมมอง 102 ปีที่แล้ว
Call of Duty®: Modern Warfare®_20210702120204
Call of Duty®: Modern Warfare Solos WIN!!!
มุมมอง 163 ปีที่แล้ว
Call of Duty®: Modern Warfare Solos WIN!!!
Jedi Fallen Order: (Grand Master) Doublebladed
มุมมอง 43 ปีที่แล้ว
Jedi Fallen Order: (Grand Master) Doublebladed
Talliheaux Presents: FLASHBACK FRIDAY - TOMBRAIDER PLAY THROUGH EPISODE 1
มุมมอง 183 ปีที่แล้ว
Talliheaux Presents: FLASHBACK FRIDAY - TOMBRAIDER PLAY THROUGH EPISODE 1
Probably the first time I heard DCS to hip hop and I'm here for it.
Thank you so much. Having Brian as my uncle was always the biggest blessing this man showed me the first way to draw a comic character. He had always a rich personality and such a wonderful way with his words. He brought humor and love everytime he spoke. He was my mother's older brother and she looked up to him very much. Keep his legacy alive. I praise God for these interviews.
This is my Uncle may he rest in Peace . I love you Brian you are an amazing man.
Hey Jeff, our sincerest condolences on the loss of your Uncle. We will look back fondly on this interview with Brian and remember how amazing it was to have the opportunity to speak with him. We send our love to you and your loved ones. Peace, love, and blessings.
How am I only finding this now!! Bought the scorpius in game yesterday for the Overdrive Initiative event. Took down a hammerhead for the first time. Great ship! Deadly cinematic 😍
Now do the same but with ace ballistics loaded
Jajajajaja! So freaking accurate
2664m, my Best shoot in KOTH
Nice! Mine is around 2,144 meters!
@@whozproxyboth of yall are insaneeee
Soo hyped to spend an hour loading before getting popped by a ship with S1 distortions. :) Going to be interesting to see how it can balance out. esp with how bad cs issues still are, like the with SoO
Really unfortunate how Star Citizen turned out to be a scam.
I like this idea hidden behind rep, military components. All racing ships to be stripped of QT drive and weapons except for shields. You could base rep on racing components as well, depending of rep and racing wins.
Commercial components being fast doesn't make any sense. Speed requires energy. As an F1 fan you understand this. Hauling trucks are big, slow, but can travel long hauls.
Something I didn't really cover was that I would like for each of the brands/manufactures specialize in certain professions. i.e. a commercial components manufacture might build components design for hauling and to your point -they may not prioritize speed, they could allocate power differently. Commercial is just the umbrella hauling would fall under.
@CertifiedGumbo that idea would, at the very least, create a lot of opportunities for depth and variance across the component matrix. This is very needed. Durability as a factor as well. If an F1 car is required to do 65 laps, you bet your ass they run that sucker hot and nasty for 65. Might blow up on lap 66. Definitely want to see where MM goes. Is the last hope for a decent flight model.
Great video. After 12 years in a shallow flight model we are finally starting to have intelligent conversations about it. Long time coming. I dont think powerplants should have anything to do with speed. Fitting ships needs to be a give or take and power source should be the limiting factor on what you can stick on the ship. A PowerPlant simply providing power, recharge, boot times would be plenty of stats to juggle. Weapons/shields/eninges/coolers/emp/qed/mining/tractor beams should all draw on this. This will give a natural balance when fitting ships
Only tried the new combat model for about 30 min in the swarm mode. It felt OK but very limited. Like I'm not allowed to drift or something. Add on the weird way locking your flight speed works now by decuppling. And it's not the best feel.
Disagree about components. Biggest reason I rarely play these days I hate regrinding rep for bounty hunting missions. If CIG is trying to make the game more approachable for casuals by slowing down combat putting all the gear behind rep grinds undermines the whole point. I see no value to introducing yet more grind to the game.
Thats valid right this second, but before long we wont be regrinding rep, this gives a progression path rather than just immediately having access to all components as we do now, sure it may take a casual player a bit longer to earn the rep but so what? Thats how literally every MMO has worked since the beginning. Its functioned very well. I for one would like something to earn, it would add more depth to the game, and since we know rep systems will be coming into SC in a big way, this is a logiacal step.
@@Josh-dr3fj Yes, locking equipment behind rep grind is the age old tactic of enabling hardcore players over casuals. Sure other MMOs have done this but the equipment was the build. Wasn’t star citizen trying to make actual skill at flying a thing? If equipment is all paywalled / rep grinded your just undermining the point of enabling skill altogether.
@@Alopen-xb1rb I can see your point there, but I still standby the opinion it would add depth, this has never been a "casual" game.
@@Alopen-xb1rb also in regards to the skill, i agree it was supposed to be a skill based system, and in my opinion, mastermodes is directly undermining that to some degree, so having some form of ability to gain advantage by effort spent would seem to be a good idea to me since they are moving towards lowering the skill gap in flying
Good video. I Definitely agree re: the components.
I’d just recommend that the pilot has to reduce the speeds but until they do, everything remains offline. That both their shields and weapons. This is just to keep players from being defensive at super high speeds. And it can make sense that ships need to be at a lower speed for shields to work. The rest of your suggestions I agree with. I just add that the time to switch to nav mode should take a bit longer, especially for ships with larger quantum drives because it’s really easy to get away through nav mode and ships with a lot of HP have an even easier time shrugging off damage to their hp
I like the idea of shields and counter measures staying offline, I’d definitely love to try it in the Tech Preview. About spooling, I think those spool up/down times should be determined by the QT drive class/grade. And I agree, it does make sense for times to scale with the size of the ship. But I think they can add some cool nuances based on the class and grade of the QT drive. It creates a game within the game where good engineers know what’s combination of components is best for the type of gameplay you’re looking for.
Now do a 3 click shot on KOTH. This aint nothing
🤓🤓🤓🤓🤓
Koth is vanilla anyways, just press a few buttons more or less
this shot is extremely easy to do, if u dont have ace installed, and i know u dont because o would‘ve missed by about 20m
Who cares, nerd 🤓
Zero in?
Is this a mod or something in the base game?
Beautiful cinematography 💚🐢
I didn't know they made all of the other ones yet.. Thats pretty cool
Yeah! They added them yesterday, and the shops and commodities are fully functional
Space, The Final Frontier. These are the voyages of the Gumbo Enterprise & its continuing mission to boldly serve Gumbo to all alien lifeforms. 🫡 🫡 🖖
nice shot 💪💪
Game?
Dcs
Stop is easy
taiwan designer "Lego seven"
game?
Arma 3
How is it so steady?
Bipod and shift
Shift + bipod
No entiendo
@@smokinjoeee sure but thats no fun is it
@@thecringe1762 agreed but this dude might be using it
No ace no game
non ace players exist, we just want to enjoy the game without having a fking medical degree
@@kiteman3951saddo
@@kiteman3951Completely fair, I dunno why but I find the pure agony of staring at a black screen for 20 minutes, and having to slap 4 tourniquets on some dude with a black screen to be very fun gameplay Why? I have no fucking clue
@@kiteman3951 ace is customizable and non medical versions do exist
@@YouDeserveToDie666 non medical versions f up my game and ace options doesn't work without medical
Bruh you didn't even check if you hit the target
quite the practice huh? XD looks more like fucking off
He doesn’t need to it says if he hits it or not through his radio
it says hit
@@misovfbit says hit 🤓🤓 will it say hit when he’s playing actual game and not just training?
Ck up yfy
I finally but the bullet. Tonight I think I’m attempting a stream haha. 😅
Worst choice of music for this. Ill never forgive you.
A serrojo o ato.atico
Que rifle es y que mira ??
M200
haha...dude
Sigh...now I'm sad we aren't getting a proper X-Wing movie...again...
Same 🥲 I was really looking forward to Rogue Squadron
yet anothe trailer of the most proliferous abandonware-scam in history ... well ... i guess its not really "abandoned", is it
😱 Abandonware!? Scam!? My goodness! Thanks for bringing this to our attention! We’re putting our top people on it right now!!
gotta give cig credit , these cinematics are f***** cleannn
I can't wait till we can take part in this style of gamplay, it's my dream to live on a capital ship and respond to an attack like this . I love it
Yeah, if the slower combat speeds make combat feel more like it does in this trailer I’ll be so happy.
@@CertifiedGumbo i still find it funny to see multiple Antarees being used, id be shitting bricks if i saw that many in my rinky dink cutty black
Very good Certified Gumbo show🎉🎈🎉🎈🏆
Enjoyed it! Hey JBM
Leaning on your understanding
Greetings Certified Gumbo
what is this skin? its beautiful
It is the “F/A-18C Dark Livery (fictional)” on their website. It’s free
Good to see you all back online!
bro congrats! put an XL1 in it asap.
It is R&D
Great questions. Let me answer as best I can based on what I know. 1. The first version of server meshing is fixed server meshing. It will only have 2 zones: Stanton & Pyro. Minus Pyro, not much different. 2. Player count is likely to increase but how much is a big unknown. They'll have to implement it first and see how testing goes. But it will likely feel the same. 3. 100 players in the zone will still bog down the servers as it does now. You'll need to wait for dynamic server meshing to address that. 4. How are they preventing 200+ players from entering the same area? The first version will stop players from entering the Pyro gate if Pyro is full. Missions will encourage players to take missions away from Pyro and go to Stanton. 5. If you pay enough you can get the vast majority of players to leave. The trick is finding a good amount that doesn't break the economy. It's an easy fix until the Quantum systems come online. 6. The first version of server meshing will be very bare bones when it comes to functionality. They'll be focusing in on feature parity with the existing game. Meaning they're just going to try to get missions, gameplay we're used to to work with the game. 7. The next version is likely fixed servers per planet. This will almost definitely increase player counts. If a server is full, you just won't be able to quantum jump. 8. I don't think servers will be for every moon. Why? Because that costs money. Loading up a bunch of empty servers is a waste of money. They can't shut down unused servers until they get dynamic server meshing. 9. Dynamic server meshing 10. Based on what I know: I would limit sever meshing T0 to 128 players. At that point most will go to Pyro but I think 30 or so would stick around Stanton. Server meshing T1 with zones per planet? I think that's ups player counts to ~256. 11. With per planet server meshing the way they get around 256 players in an area is to stop Quantum jumps somehow to that area until it evens out. 12. Dynamic server meshing is where the real magic comes in. It will be separating to a level where even ships can hold 100 players. 100 players each flying 100 ships? That's 10,000 players. 13. I estimated it would be 9-12 months after persistence released live to get fixed server meshing. 3-6 months for expanded server meshing. 3-4 years for dynamic server meshing. Then Beta per their Road to Release video. 14. This is likely going to be a slower area but expect big pushes for polish, AI, gameplay and multi-crew. Most of the things holding back certain careers was stuff like persistence. 15. 4.0 is the not the end but it is the end of the beginning. It marks a point where it's legitimately a game to most people. But it won't feel like an MMO until future 4.X versions.
Save your money people you can’t even do missions or complete them