{"data":{"id":14852,"title":"Star Citizen 1.1.5 now live!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14852-Star-Citizen-115-Now-Live","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14852","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14852","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":3788,"name":"CockpitA.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/fl8cjhjoxsl92r\/source\/CockpitA.jpg","alt":"","size":2776565,"mime_type":"image\/jpeg","last_modified":"2015-07-24T16:15:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3788","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3788\/similar"},{"id":3790,"name":"Side.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wd3tlzte6uu3wr\/source\/Side.jpg","alt":"","size":1258419,"mime_type":"image\/jpeg","last_modified":"2015-07-24T16:15:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3790","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3790\/similar"},{"id":3791,"name":"TopOpen.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xwdjmry4epi92r\/source\/TopOpen.jpg","alt":"","size":2099757,"mime_type":"image\/jpeg","last_modified":"2015-07-24T16:15:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3791","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3791\/similar"},{"id":3792,"name":"Scythe.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/dqmyekz0uqraer\/source\/Scythe.jpg","alt":"","size":91668,"mime_type":"image\/jpeg","last_modified":"2015-07-29T13:22:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3792","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3792\/similar"}],"images_count":6,"translations":{"en_EN":"Greetings Citizens,\nStar Citizen Alpha 1.1.5 is live! Today\u2019s patch updates Arena Commander with two newly flyable ships and a host of bug fixes, balance changes and \u2018under the hood\u2019 features. You can access 1.1.5 now. The complete patch notes are available here.\n\nPlayer Count\nWe\u2019re proud to announce that the Battle Royale and Squad Battle modes in Arena Commander can now support up to sixteen players! We will add this feature to additional game modes in the future. Our engineers are hard at work on increasing the overall player count, with plans to go beyond 16 in future iterations.\n\nBalance Changes\nWith 1.1.5, we\u2019ve revisited balance across the board. This patch stops just short of a number of systemic changes we\u2019ve been working on, so 1.1.5 represents some drastic shifts in preparation for that \u2013 and to get a little better perspective on the game for when those systems come online.\n\nShips are now tuned to retain momentum, meaning that combat skews a little further towards planning an attack and reacting against your opponent. This also means less blacking out from common maneuvers.\n\nTwitch actions are still very important, but are in limited supply with the new boost consumption rates.\n\nShields and hull health were increased across the board, increasing Time To Kill to the point where pilots under fire have the opportunity to react. To balance this, shields take much longer to begin recharging, so it is much less likely for combatants to find themselves in an infinite loop of regenerating shield health.\n\nMissiles have been given disruption damage in addition to their traditional attributes, and so are much more effective at bringing down shields. This, coupled with increased tracking distances, make missiles more effective on approach. Increased locking time makes them less useful while actively in the fray, so they are now better at softening up the opponent than blowing it out of the sky.\n\nThe Mustang Delta can now swap out the rocket pods for other Size 2 weapons, the Avenger can now equip Size 2 weapons on the wings, and the Aurora now has a top speed of 175.\n\nShields now only reduce ballistic damage by 30%, but armor no longer has a significant effect on energy weapons. The down side is that it now takes much longer for ballistic weapons to bring down shields.\n\nThe range and velocities of weapons have been retuned, and gatling guns now fire while spooling up.\n\nThe Joker Suckerpunch has also seen an increase in disruption power \u2013 this should help bring down those powerful shields \u2013 and the damage for weapons have been rescaled according to their size. In addition, weapon mounts have had their slew rates reduced according to their size. The choice between fixed and gimbaled loadouts is more meaningful than ever.\n\nSome of these changes affect the balance of power between controllers \u2013 mostly they don\u2019t. The real focus is on elevating the level of tactical play and decision making in everything from loadout to combat maneuvers to choice of battleground, and all the wild spaceship shenanigans in between. Overall, the broad strokes of these changes seem to have been largely successful during early testing, so while there are certainly changes left to be made, compromises to be found, and behaviors to be improved, the vision of what Star Citizen can be only grows clearer.\n\nOur design is for different types of weapons to impact shields and armor in different ways. Shields should be most effective at blocking energy weapons that have no mass, while ballistic rounds can pass through them (with some loss of kinetic energy) and then damage armor. With armor, the opposite is true: energy weapons are especially effective against armor, while it is more difficult for ballistic shots to penetrate it. Ultimately, the pilot is forced to make gameplay choices about how best to balance his defenses: more armor to protect against ballistic rounds, or better shields to counter energy weapons? Similarly, attackers must choose the type of gun they think will be most effective for a particular situation: energy weapons, balanced between their recharge ability and how well shields can block them, and ballistic weapons, which carry limited ammunition but which can hit at armor with little attenuation from shields.\n\nKruger P-52 Merlin\nOriginally designed to pair with the RSI Constellation, the P-52 Merlin is now available to all pilots! A dedicated parasite fighter, the Merlin is designed to be transported from place to place aboard a larger ship. Boasting a centerline Gatling cannon and a Lightning Power engine, the Merlin is a fast, maneuverable ship that packs a surprising punch! Ideal for racing, local reconnaissance and fast combat.\n\nBackers who own the Constellation Andromeda and the Constellation Aquila can fly their Merlins today! Additionally, pilots who have a Constellation Phoenix, 890 Jump, Idris or Carrack in their fleets will be awarded a loaner Merlin in place of their parasite ships that are still in development. Anyone else interested in trying this new fighters can pick one up in the RSI Pledge Store\n\nVanduul Scythe\nFast becoming the symbol of the Vanduul Race, the Scythe is the foot soldier in every raid and the target of every human fighter pilot. Featuring a hefty weapons payload, the Scythe\u2019s real asset is its maneuverability, found in the twin main and twelve maneuvering thrusters.\n\nThe Scythe is now flyable, which means that early backers who picked one up during the initial campaign can now access them! Additionally, Imperator Subscribers will have access to fly the Scythe in Arena Commander based on their subscription time. You can learn more about the Subscription program here.\n\nWwise\nStar Citizen Alpha 1.1.5 overhauls our audio system with the new Wwise system! We asked the audio team to put together an article on what this update means, which you can access here.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nStar Citizen Alpha 1.1.5 ist live! Der heutige Patch aktualisiert den Arena Commander mit zwei neu fliegbaren Schiffen und einer Vielzahl von Bugfixes, Balance\u00e4nderungen und Funktionen unter der Haube. Sie k\u00f6nnen jetzt auf 1.1.5 zugreifen. Die vollst\u00e4ndigen Patch-Notes finden Sie hier.\n\nAnzahl der Spieler\nWir sind stolz darauf, Ihnen mitteilen zu k\u00f6nnen, dass die Modi Battle Royale und Squad Battle in Arena Commander nun bis zu sechzehn Spieler unterst\u00fctzen k\u00f6nnen! Wir werden diese Funktion in Zukunft in weitere Spielmodi aufnehmen. Unsere Ingenieure arbeiten hart daran, die Gesamtzahl der Spieler zu erh\u00f6hen, und planen, in zuk\u00fcnftigen Iterationen \u00fcber 16 zu erreichen.\n\nSalden\u00e4nderungen\nMit 1.1.5.5 haben wir die Bilanz auf breiter Front \u00fcberarbeitet. Dieser Patch stoppt kurz vor einer Reihe von systemischen \u00c4nderungen, an denen wir gearbeitet haben, so dass 1.1.5 einige drastische Ver\u00e4nderungen in der Vorbereitung darauf darstellt - und um eine etwas bessere Perspektive auf das Spiel zu bekommen, wenn diese Systeme online gehen.\n\nDie Schiffe sind nun so eingestellt, dass sie den Schwung behalten, was bedeutet, dass die Kampfverzerrungen ein wenig weiter in Richtung Angriffsplanung und Reaktion gegen den Gegner gehen. Das bedeutet auch, dass weniger Verdunkelungen durch g\u00e4ngige Man\u00f6ver auftreten. Twitch-Aktionen sind nach wie vor sehr wichtig, werden aber mit den neuen erh\u00f6hten Verbrauchswerten nur begrenzt angeboten. Die Schilde und die Gesundheit des Rumpfes wurden auf breiter Front erh\u00f6ht, was die Zeit bis zum T\u00f6ten so weit steigerte, dass Piloten unter Beschuss die M\u00f6glichkeit haben zu reagieren. Um dies auszugleichen, brauchen Schilde viel l\u00e4nger, um mit dem Aufladen zu beginnen, so dass es viel unwahrscheinlicher ist, dass sich die K\u00e4mpfer in einer Endlosschleife regenerierender Schildgesundheit befinden. Raketen wurden zus\u00e4tzlich zu ihren traditionellen Attributen mit einem Unterbrechungsschaden belegt, so dass sie viel effektiver Schilde herunterholen k\u00f6nnen. Dies, gepaart mit erh\u00f6hten Tracking-Distanzen, macht Raketen im Anflug effektiver. Eine verl\u00e4ngerte Verriegelungszeit macht sie weniger n\u00fctzlich, w\u00e4hrend sie aktiv im Kampf sind, so dass sie jetzt besser darin sind, den Gegner aufzuweichen, als ihn vom Himmel zu blasen. Das Mustang-Delta kann nun die Raketengondeln gegen andere Waffen der Gr\u00f6\u00dfe 2 austauschen, der R\u00e4cher kann nun Waffen der Gr\u00f6\u00dfe 2 auf den Fl\u00fcgeln ausr\u00fcsten, und die Aurora hat nun eine H\u00f6chstgeschwindigkeit von 175. Schilde reduzieren nun nur noch 30% des ballistischen Schadens, aber R\u00fcstungen haben keinen signifikanten Einfluss mehr auf Energiewaffen. Der Nachteil ist, dass es jetzt viel l\u00e4nger dauert, bis ballistische Waffen Schilde herunterbringen. Die Reichweite und Geschwindigkeit der Waffen wurde neu eingestellt, und Gatling-Gesch\u00fctze feuern nun beim Aufspulen. Der Joker Suckerpunch hat auch eine Zunahme der St\u00f6rkraft erfahren - dies sollte helfen, diese m\u00e4chtigen Schilde zu zerst\u00f6ren - und der Schaden f\u00fcr Waffen wurde entsprechend ihrer Gr\u00f6\u00dfe neu skaliert. Dar\u00fcber hinaus wurden die Anstiegsraten der Waffenhalter entsprechend ihrer Gr\u00f6\u00dfe reduziert. Die Wahl zwischen festen und kardanischen Ladungen ist sinnvoller denn je. Einige dieser \u00c4nderungen beeinflussen das Kr\u00e4fteverh\u00e4ltnis zwischen den Controllern - meist nicht. Der eigentliche Fokus liegt auf der Erh\u00f6hung des Niveaus des taktischen Spiels und der Entscheidungsfindung in allem, von der Auslastung \u00fcber Kampfman\u00f6ver bis hin zur Wahl des Schlachtfeldes und all der wilden Raumschiff-Shenanigans dazwischen. Insgesamt scheinen die breiten Striche dieser \u00c4nderungen w\u00e4hrend der fr\u00fchen Tests weitgehend erfolgreich gewesen zu sein, so dass, obwohl es sicherlich noch \u00c4nderungen zu machen gibt, Kompromisse zu finden sind und das Verhalten verbessert werden muss, die Vision dessen, was Star Citizen sein kann, nur klarer wird.\n\nUnser Design ist f\u00fcr verschiedene Arten von Waffen ausgelegt, um Schilde und R\u00fcstungen auf unterschiedliche Weise zu treffen. Schilde sollten am effektivsten Energiewaffen blockieren, die keine Masse haben, w\u00e4hrend ballistische Sch\u00fcsse durch sie hindurchgehen (mit etwas Verlust an kinetischer Energie) und dann die R\u00fcstung besch\u00e4digen k\u00f6nnen. Bei R\u00fcstungen ist das Gegenteil der Fall: Energiewaffen sind besonders effektiv gegen R\u00fcstungen, w\u00e4hrend es f\u00fcr ballistische Sch\u00fcsse schwieriger ist, sie zu durchdringen. Letztendlich ist der Pilot gezwungen, Entscheidungen im Spiel zu treffen, wie er seine Verteidigung am besten ausbalancieren kann: mehr R\u00fcstung zum Schutz vor ballistischen Runden oder bessere Schilde gegen Energiewaffen? Ebenso m\u00fcssen Angreifer die Art der Waffe w\u00e4hlen, von der sie denken, dass sie f\u00fcr eine bestimmte Situation am effektivsten ist: Energiewaffen, die zwischen ihrer Wiederaufladef\u00e4higkeit und der Art, wie gut Schilde sie blockieren k\u00f6nnen, ausgewogen sind, und ballistische Waffen, die begrenzte Munition tragen, aber mit wenig Abschw\u00e4chung von Schilden in die R\u00fcstung treffen k\u00f6nnen.\n\nKr\u00fcger P-52 Merlin\nUrspr\u00fcnglich f\u00fcr die Kombination mit der RSI Constellation konzipiert, ist die P-52 Merlin jetzt f\u00fcr alle Piloten erh\u00e4ltlich! Die Merlin ist ein spezieller Parasitenj\u00e4ger und wurde entwickelt, um von Ort zu Ort an Bord eines gr\u00f6\u00dferen Schiffes transportiert zu werden. Mit einer Mittellinien-Gatling-Kanone und einem Lightning Power-Motor ist die Merlin ein schnelles, wendiges Schiff, das einen \u00fcberraschenden Schlag liefert! Ideal f\u00fcr Rennen, lokale Aufkl\u00e4rung und schnellen Kampf.\n\nUnterst\u00fctzer, die das Sternbild Andromeda und das Sternbild Aquila besitzen, k\u00f6nnen heute ihre Merlins fliegen! Zus\u00e4tzlich erhalten Piloten, die einen Constellation Phoenix, 890 Jump, Idris oder Carrack in ihren Flotten haben, anstelle ihrer noch in der Entwicklung befindlichen Parasitenschiffe einen Leih-Merlin. Jeder andere, der daran interessiert ist, diese neuen K\u00e4mpfer auszuprobieren, kann sie im RSI Pledge Store abholen.\n\nVanduul Scythe\nDie Sense, die schnell zum Symbol der Vanduul-Rasse wird, ist der Fu\u00dfsoldat bei jedem \u00dcberfall und das Ziel jedes menschlichen Kampfpiloten. Mit einer hohen Waffen-Nutzlast ist der wahre Vorteil der Scythe ihre Man\u00f6vrierf\u00e4higkeit, die in den beiden Haupt- und zw\u00f6lf Man\u00f6vriertriebwerken zu finden ist.\n\nDie Sense ist nun fliegbar, was bedeutet, dass fr\u00fche Geldgeber, die sich w\u00e4hrend der ersten Kampagne einen geholt haben, nun auf sie zugreifen k\u00f6nnen! Zus\u00e4tzlich haben Imperator-Abonnenten Zugriff darauf, den Scythe in Arena Commander basierend auf ihrer Abonnementzeit zu fliegen. Mehr \u00fcber das Abonnementprogramm erfahren Sie hier.\n\nWise\nStar Citizen Alpha 1.1.5 \u00fcberholt unser Audiosystem mit dem neuen Wwise System! Wir haben das Audio-Team gebeten, einen Artikel dar\u00fcber zusammenzustellen, was dieses Update bedeutet, auf den Sie hier zugreifen k\u00f6nnen.","zh_CN":"Greetings Citizens,\nStar Citizen Alpha 1.1.5 is live! Today\u2019s patch updates Arena Commander with two newly flyable ships and a host of bug fixes, balance changes and \u2018under the hood\u2019 features. You can access 1.1.5 now. The complete patch notes are available here.\n\nPlayer Count\nWe\u2019re proud to announce that the Battle Royale and Squad Battle modes in Arena Commander can now support up to sixteen players! We will add this feature to additional game modes in the future. Our engineers are hard at work on increasing the overall player count, with plans to go beyond 16 in future iterations.\n\nBalance Changes\nWith 1.1.5, we\u2019ve revisited balance across the board. This patch stops just short of a number of systemic changes we\u2019ve been working on, so 1.1.5 represents some drastic shifts in preparation for that \u2013 and to get a little better perspective on the game for when those systems come online.\n\nShips are now tuned to retain momentum, meaning that combat skews a little further towards planning an attack and reacting against your opponent. This also means less blacking out from common maneuvers.\n\nTwitch actions are still very important, but are in limited supply with the new boost consumption rates.\n\nShields and hull health were increased across the board, increasing Time To Kill to the point where pilots under fire have the opportunity to react. To balance this, shields take much longer to begin recharging, so it is much less likely for combatants to find themselves in an infinite loop of regenerating shield health.\n\nMissiles have been given disruption damage in addition to their traditional attributes, and so are much more effective at bringing down shields. This, coupled with increased tracking distances, make missiles more effective on approach. Increased locking time makes them less useful while actively in the fray, so they are now better at softening up the opponent than blowing it out of the sky.\n\nThe Mustang Delta can now swap out the rocket pods for other Size 2 weapons, the Avenger can now equip Size 2 weapons on the wings, and the Aurora now has a top speed of 175.\n\nShields now only reduce ballistic damage by 30%, but armor no longer has a significant effect on energy weapons. The down side is that it now takes much longer for ballistic weapons to bring down shields.\n\nThe range and velocities of weapons have been retuned, and gatling guns now fire while spooling up.\n\nThe Joker Suckerpunch has also seen an increase in disruption power \u2013 this should help bring down those powerful shields \u2013 and the damage for weapons have been rescaled according to their size. In addition, weapon mounts have had their slew rates reduced according to their size. The choice between fixed and gimbaled loadouts is more meaningful than ever.\n\nSome of these changes affect the balance of power between controllers \u2013 mostly they don\u2019t. The real focus is on elevating the level of tactical play and decision making in everything from loadout to combat maneuvers to choice of battleground, and all the wild spaceship shenanigans in between. Overall, the broad strokes of these changes seem to have been largely successful during early testing, so while there are certainly changes left to be made, compromises to be found, and behaviors to be improved, the vision of what Star Citizen can be only grows clearer.\n\nOur design is for different types of weapons to impact shields and armor in different ways. Shields should be most effective at blocking energy weapons that have no mass, while ballistic rounds can pass through them (with some loss of kinetic energy) and then damage armor. With armor, the opposite is true: energy weapons are especially effective against armor, while it is more difficult for ballistic shots to penetrate it. Ultimately, the pilot is forced to make gameplay choices about how best to balance his defenses: more armor to protect against ballistic rounds, or better shields to counter energy weapons? Similarly, attackers must choose the type of gun they think will be most effective for a particular situation: energy weapons, balanced between their recharge ability and how well shields can block them, and ballistic weapons, which carry limited ammunition but which can hit at armor with little attenuation from shields.\n\nKruger P-52 Merlin\nOriginally designed to pair with the RSI Constellation, the P-52 Merlin is now available to all pilots! A dedicated parasite fighter, the Merlin is designed to be transported from place to place aboard a larger ship. Boasting a centerline Gatling cannon and a Lightning Power engine, the Merlin is a fast, maneuverable ship that packs a surprising punch! Ideal for racing, local reconnaissance and fast combat.\n\nBackers who own the Constellation Andromeda and the Constellation Aquila can fly their Merlins today! Additionally, pilots who have a Constellation Phoenix, 890 Jump, Idris or Carrack in their fleets will be awarded a loaner Merlin in place of their parasite ships that are still in development. Anyone else interested in trying this new fighters can pick one up in the RSI Pledge Store\n\nVanduul Scythe\nFast becoming the symbol of the Vanduul Race, the Scythe is the foot soldier in every raid and the target of every human fighter pilot. Featuring a hefty weapons payload, the Scythe\u2019s real asset is its maneuverability, found in the twin main and twelve maneuvering thrusters.\n\nThe Scythe is now flyable, which means that early backers who picked one up during the initial campaign can now access them! Additionally, Imperator Subscribers will have access to fly the Scythe in Arena Commander based on their subscription time. You can learn more about the Subscription program here.\n\nWwise\nStar Citizen Alpha 1.1.5 overhauls our audio system with the new Wwise system! We asked the audio team to put together an article on what this update means, which you can access here."},"links_count":4,"comment_count":90,"created_at":"2015-07-24T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-20 11:26:20","valid_relations":["images","links"],"prev_id":14851,"next_id":14853}}