I'd be curious what techniques cooperative players come up with to optimize their efficiency. Assuming something like a C2 or Starfarer, my guess is 3-4 player loading crews are ideal, roughly positioned at 1) cargo elevator with tractor tool, 2) bottom of ramp with ATLS, 3) top of ramp with ATLS, and 4) in the ship hold with a tractor tool. Loading places the greatest constraints. 1 is responsible for prioritizing the loading order (by default, large boxes first). 2 is responsible for arranging boxes so 3 can get them. 3 is responsible for giving 4 whatever they call for. Ultimately, 4 is in charge , because they have the clearest perspective on the workflow, and may be thinking ahead to unloading strategy. Both 3 and 1 should directly takes orders from 4. 1 is next in rank, because they have the clearest view of the big picture and what remains to load. 2 and 3 are also skilled jobs but 3 is the senior of the two. 2 is the ideal role for noobs, as they can't do much damage, though experience will perform the role better. Once it gets down to 1-2 SCU containers, the complexity diminishes, but there's still a need for cooperative safety. The crew may switch to all handheld tractors, and ship crew may switch tasks to prepping for takeoff while the last of the cargo is used to fill the remaining space.
Yep definitely looking forward to trialling some multi-crew cargo techniques using a variety of systems - atlas', handhelds and the MPUV immediately spring to mind as a cool combination.
The hotdrop functionality (unintended I wonder?) makes for a nice size JT infil tool, although there are already a few of them huh. I didnt even realize this was a thing until seeing your video so cool review and that bit about manufactured inconvenience makes alot of sense sadly!
I'm thinking this is a good store credit purchase, to be melted when they make it available ingame. Unless you're after an LTI token, obviously. Edit: You basically summed up all the thoughts I have on the ATLS: -handheld tractor beams for precision work (or maybe to get the cargo from the elevator to the back of the cargo bay, where the ship tractor beam can take over) -this mode should be implemented for all tractor beams -what you nicely phrased as "manufactured inconvenience"
Yeah for sure, if you have store cred gathering dust this would be a pretty good addition until it's in game (I'd imagine it'll be cheap as chips for UEC when it comes).
So I do wonder if we might see a cutting tool when salvage gets a bit more advanced / the maelstrom system comes on line. Would be cool to use as a salvage assist to cut your way into ships and tractor out components & cargo.
I would have paid 25$ for this. No way im paying 35$ for a ticket on the cig stockholm train. They create the problem with handling all these containers, "adjust" our current tools to make the atls desirable, then offer the overpriced atls with no ccu to ensure new money.
I personally see not much of a benefit in the ATLAS. I personally would prefer a function to consolidate lots of small boxes into larger containers for a Fee at the cargo terminal.
I do think you should be able to select box sizes for the cargo rather than just how it comes. Like if it's a 100 SCU run I should be able to specify based on my ship that I'd like it in xyz boxes.
Yeah that's pretty common for ground vehicles but the mech chassis makes it a bit easier to walk out of multiple ships. Will be cool to see a JT mech invasion!
So, the ENTIRE purpose of exo-suits (to augment the users' muscles) is NOT in play here? It's basically a slow walking mount for a hand-held tractor beam. What a useless piece of cr*p! Wearers should be able to lift and carry cargo crates with it. Otherwise, there is nothing it can do that anyone with a multi-tool can't do. The new tractor beam control functionality will no doubt be extended to other types of tractor beams, in the near future. The ONLY way I see this being useful AT ALL is if CIG takes away some of the capacity of multi-tool tractor beam attachments, and REQUIRES you to have an ATLS to lift larger crates. Even so, the larger hand-held tractor beam (which uses a back weapons slot to carry) has enough power to move ships, so people will just use them instead of the ATLS.
I don't disagree, to my mind it should be quicker than running not slower! That would give it other applications as a ground explorer if nothing else. I would fully expect even the dual handed maxlift to take a nerf in the future - probably to my mind we'll see it cap out at 16 SCU or so?
@@LoudGuns - You may have missed it. The Maxlift took a huge nerf which is already implemented in LIVE. It drags items at about 1/10th the speed it used to. I could see a size/weight cap coming in too sometime, but its already a horrible way to move anything compared to a vehicle tractor beam.
The animations of this thing are smooth af
last night we used these mechs as ODST drop pods lol, obviously not intended but pretty fun to say the least
If anyone would like their C2 throwing through a wall, get in touch.
I'd be curious what techniques cooperative players come up with to optimize their efficiency. Assuming something like a C2 or Starfarer, my guess is 3-4 player loading crews are ideal, roughly positioned at 1) cargo elevator with tractor tool, 2) bottom of ramp with ATLS, 3) top of ramp with ATLS, and 4) in the ship hold with a tractor tool. Loading places the greatest constraints. 1 is responsible for prioritizing the loading order (by default, large boxes first). 2 is responsible for arranging boxes so 3 can get them. 3 is responsible for giving 4 whatever they call for.
Ultimately, 4 is in charge , because they have the clearest perspective on the workflow, and may be thinking ahead to unloading strategy. Both 3 and 1 should directly takes orders from 4. 1 is next in rank, because they have the clearest view of the big picture and what remains to load. 2 and 3 are also skilled jobs but 3 is the senior of the two. 2 is the ideal role for noobs, as they can't do much damage, though experience will perform the role better.
Once it gets down to 1-2 SCU containers, the complexity diminishes, but there's still a need for cooperative safety. The crew may switch to all handheld tractors, and ship crew may switch tasks to prepping for takeoff while the last of the cargo is used to fill the remaining space.
Yep definitely looking forward to trialling some multi-crew cargo techniques using a variety of systems - atlas', handhelds and the MPUV immediately spring to mind as a cool combination.
if u came for this.. its here! 8:00
The hotdrop functionality (unintended I wonder?) makes for a nice size JT infil tool, although there are already a few of them huh. I didnt even realize this was a thing until seeing your video so cool review and that bit about manufactured inconvenience makes alot of sense sadly!
JT mech invasion! If only they had guns..... :D
They should have added a light as well
I'm thinking this is a good store credit purchase, to be melted when they make it available ingame.
Unless you're after an LTI token, obviously.
Edit: You basically summed up all the thoughts I have on the ATLS:
-handheld tractor beams for precision work (or maybe to get the cargo from the elevator to the back of the cargo bay, where the ship tractor beam can take over)
-this mode should be implemented for all tractor beams
-what you nicely phrased as "manufactured inconvenience"
Yeah for sure, if you have store cred gathering dust this would be a pretty good addition until it's in game (I'd imagine it'll be cheap as chips for UEC when it comes).
I'm using VoiceAttack for auto scrolling. Not as fast as the Atlas but saves my finger.
Haha that's a creative workaround!
Thx for good review! 😊
It is 10 dollars to expensive though, which is sad.
What do you think the unused arm should do?
So I do wonder if we might see a cutting tool when salvage gets a bit more advanced / the maelstrom system comes on line. Would be cool to use as a salvage assist to cut your way into ships and tractor out components & cargo.
@LoudGuns Hadn't thought of that! Good insight! I was thinking a magnetic clamp for zero-g work. Potential uses might make for a good video topic.
On another youtuber's video the "Idea" that either we all get 1 for free with our main hanger or get one as a rep reward has been mention!?
I would be incredibly pleasantly surprised, and it could be a thing for the future perhaps. But 99% they're gonna sell it for $$$ first! :D
$35 LTI
@@RicoZaid_ confirmed?
@@LoudGuns no a guess based on the ATLS claim time.
@@RicoZaid_ I wouldn’t be surprised at all, it just feels a little high to me. I’m pretty sure the STV and Hoverquad were a wee bit cheaper.
@@LoudGuns I think $35 ATLS LTI Warbond sets the stage for very expensive power armor Titan suits
@@RicoZaid_ LTI is nice, can you upgrade it to a normal ship?
ATLS, I feel that the mechanism is not perfect yet. The best way is... it should be separated from the landing pads of other spacecrafts.
I would have paid 25$ for this. No way im paying 35$ for a ticket on the cig stockholm train. They create the problem with handling all these containers, "adjust" our current tools to make the atls desirable, then offer the overpriced atls with no ccu to ensure new money.
I personally see not much of a benefit in the ATLAS. I personally would prefer a function to consolidate lots of small boxes into larger containers for a Fee at the cargo terminal.
I do think you should be able to select box sizes for the cargo rather than just how it comes. Like if it's a 100 SCU run I should be able to specify based on my ship that I'd like it in xyz boxes.
Wait what no fall damage? Definitely no fall damage aye? Must get as many together as possible and all jump out
Yeah that's pretty common for ground vehicles but the mech chassis makes it a bit easier to walk out of multiple ships. Will be cool to see a JT mech invasion!
I love the useless left arm..
Dont want to be *that guy*, but this isnt a mech suit, its an exo suit.
@@Tactical-Ferret I stand corrected!
Be honest though - you want to be “that guy” just a little bit. 😂
£40 not for me
So, the ENTIRE purpose of exo-suits (to augment the users' muscles) is NOT in play here? It's basically a slow walking mount for a hand-held tractor beam. What a useless piece of cr*p! Wearers should be able to lift and carry cargo crates with it. Otherwise, there is nothing it can do that anyone with a multi-tool can't do. The new tractor beam control functionality will no doubt be extended to other types of tractor beams, in the near future. The ONLY way I see this being useful AT ALL is if CIG takes away some of the capacity of multi-tool tractor beam attachments, and REQUIRES you to have an ATLS to lift larger crates. Even so, the larger hand-held tractor beam (which uses a back weapons slot to carry) has enough power to move ships, so people will just use them instead of the ATLS.
I don't disagree, to my mind it should be quicker than running not slower! That would give it other applications as a ground explorer if nothing else.
I would fully expect even the dual handed maxlift to take a nerf in the future - probably to my mind we'll see it cap out at 16 SCU or so?
@@LoudGuns - You may have missed it. The Maxlift took a huge nerf which is already implemented in LIVE. It drags items at about 1/10th the speed it used to. I could see a size/weight cap coming in too sometime, but its already a horrible way to move anything compared to a vehicle tractor beam.