My only input would be that when looking down a magnified scope, the area outside the scope should NOT be magnified as it is in the video. That areas should be 1:1.
Real PIP scopes, which is what you are referring to, are not yet live AFAIK. Dunno whether they'll be in the patch, but they will be ingame sooner or later
That unfortunately is a technical limitation in a lot of games, it would tank your fps to render the scene twice at 2 different zoom levels. The only games that currently do it are ones that aren't very graphically demanding... that said with the crazy upscaling tech we are getting lately who knows, maybe they will be able to do it in future.
Backpack reloading with just a longer animation is such a great idea to keep you in the moment. Condensing ammo without unnecessary busy work is also a brilliant idea. Great work!
@@zarbonthedestroyer7232 I think I would actually also prefer that. Otherwise one could have 50 mags stored in a backpack and just shoot for eternity with just reloading a little longer. Bullet sorting should be something that is post-fight. Kind of like recycling.
That's pretty much how all CIG 'laser' weapons work - they fire a projectile of some kind (not a beam of coherent light), and if that projectile has mass (which it must, given it causes impact-reactions on the target), then it will cause recoil (Newtons laws, again).
if they were light beams, they would look more like laser pointers. CIG 'lasers' are more like blaster weapons in Star Wars. (which we have yet to develop - at least that we're aware of) Totally fictitious, but much more fun to use than standing there with a solid beam of light, holding it on your target.
Light does in fact have mass and recoil. That is part of the principal behind solar sails. It just needs a heck of a lot of light to make a gun recoil. An unrealistic amount that would be impossible to generate in a hand held weapon.
@@alexanderdooley5833 Most weapons aren't named for their projectile etc anyway... they're often named either for their inventor, or for the new/innovative/unique component... having 'laser weapons' just be weapons that *use* a laser, without pointing that laser at the target (e.g. the laser excites the plasma, as per the OP) In short, this who argument is due to some people lacking imagination and just being dogmatic.
We have lore on how "laser" weapons work. They're superheating actual solids before firing it. They aren't gas or lasers at all, but actual projectiles. They just don't have the mass of bullets so all of the damage comes from energy/heat transfer. They're more like slag projectiles that are so superheated that the matter is no longer bonded, hence no penetration. Tbh I still don't understand how energy weapons on ships have unlimited shots when we've been told they're firing actual mass, but I'm not complaining. I think it probably has something to do with using fuel byproducts as we fly, but that puts us squarely in the camp of gasses again 🤔
Is the backpack reload really only for backpack or is it also for clothing and armor? Because I really would love to reload with a mag from my jacket :D
Obviously I don't KNOW, but from what they said so far I would just assume that the ammo pooling / reloading stuff refers to all mags and ammo you might carry on you.
Even tho you decided to go with recoil on the Laser weapons, i think characteristic of energy weapon in most sci fi is: Low recoil, High accuracy and Fast "projectile" speed. And if you want to have it both balanced and more "realistic" this should come at the cost of damage, as energy weapons IRL is not as powerfull as standard projectile based one.
Agreed, as well I see it as the explosion of contained energy being released and focused. I heard traditional laser weapons are coming for ships? Would be cool to have both Star Trek and Star Wars lasers at same time 😮💨
I disagree, I think this type of combat adds a sense of realism and allows for better balancing of different weapon types. High speed no recoil is what hackers use to gain an unfair advantage bro, it would be silly in a game that's taking itself half seriously.
I’d personally rather have more of a Tarkov experience where you can have to unload and load ammo into different magazines one round at a time, but this is definitely a step in the right direction. Also Tarkov’s quick reload mechanic where you just discard a mag to pull a new one would be awesome. As for backpack reloading, outstanding decision, love to see it.
nooo i don't want tarkov manual mag packing. it's so annoying and hardcore. even tarkov doesn't do it right. takes way too long and they havent even added the animations yet. quick reload would be cool
I get it that they want to improve performance by not rendering two viewports when you are looking through a scope, but it feels off that your whole vision gets zoomed in and the scope looks just like an overlay.
@@Blondesaxguy in many yes, it literaly just wasn't active when they made the ISC video. they have also said that they still plan to do the separate viewports on scopes at some point but didn't have time to complete it to make it into 3.23
It's kinda weird that the area outside of the scope is zoomed in now, rather than black. You'd perhaps expect the bit outside the scope to be regular 1x zoom, and perhaps out of focus
In my view this is immersion breaking. You shouldn’t be able to see outside the scope at the same zoom level as inside the scope. It’s just weird. Uncanny even.
picture in picture scopes are really demanding for performance as you're having to render the game twice at different zoom levels, maybe they could do it later when the game is more optimised but this works for now
@@ZentrifyThis.... very few games actually do PIP with scopes because it just wrecks performance. Then people complain about lag and stutters when scoping and missing kills.
We need to be able to interrupt reloads with a weapons change, especially sidearm draw. Drawing and firing a sidearm should be quicker than a primary reload. Attachments like a suppressor should add the the draw and fire time.
Also if the animation is interrupted after inserting the mag but before chambering a round, it should remember that and only pull the charging handle when you equip the weapon.
I've been doing the Retrieval Op missions for the last few nights and feel like I'm running into the seal team 6 at the derelict outposts. Most of my play sessions are waiting for rescue because they continue to totally surprise me.
It's gotten better, and with sever meshing testing being successful, it'll get more intense from here. But PVP is also still a thing and Jump Town still happens. I also had a pirate try to steal my ship and had a shootout on my Cat.
@@AshU-ug2fy Even when they are supposedly hard, you can still literally hold w and they can't hit you, you can run circles around them even on high fps servers, they are simply terrible. Players are equally as easy when you abuse that desync.
What's to test? Every gun now behaves basically the same. They just added random recoil rather than realistic recoil. So you wouldn't need to learn the "personality" of each gun. Just aim the reticule and pull the trigger. The shots will land somewhere around the reticule and the muzzle will stay pointed roughly where you point it without climbing or drifiting.
@@ericsortzi5669 This is not true. The LH86 and the Gallant rifle were my two main weapons for the longest until they changed them. The LH86 is now a burst fire weapon and the Gallant rifle can no longer do full auto. If a new player took what you said literally, they would expect the LH86 to be a standard firing pistol instead of an automatic weapon, and they may expect the Gallant to be full auto but now it can only do short burst. Although they changed the recoil, it would still be nice to have a gun range so new players know exactly how the gun shoots, or doing things like using a grenade launcher or learning how to lob grenades in a controlled environment. In a game like Helldivers 2 where you get respawns, you can make mistakes as a beginner and figure it out as you go, but in Star Citizen, mistakes can be costly. If you are in a combat situation and you find a grenade launcher for the first time and you've never used it before, you could 100% misjudge the way it fires and kill yourself or a team mate.
-Scopes look good, -being able to turn off the crosshair and hitmarkers is great -whoever redesigned the P4-AR should get a raise, (seriously it looks great, I was a bit worried when I red the SQ42 report but you managed to both keep at unique and bring it in line with the other behring rifles, great job)
The P4's computer/display being located right on the chamber area seems implausible unless there's some really impressive miniturization, but otherwise yeah great design!
There's no need for laser weapons to be just static on screen. Maybe the laser weapon's "recoil" could be something that feels totally different. More like a shake from whatever components are powering the weapons. So instead of having to deal with a standard vertical/backwards recoil and "camera shake" we'd have to control the shaking of the weapon the more it fires.
Agreed - I feel like current laser weapons should be relabeled as 'plasma' or something else, and there could be new laser guns that behave like Trace Rifles from Destiny. Gun could shake to reduce accuracy, or even cause HUD distortion if fired too long
Funny thing is I like to think it’s the heat system that causes the kick back, mainly if you look at the arc light it shows 2 little Sid vents that open when firing, dumping the heat from the power cell, and for plasma weapons it could be the heat or extra gas is vented as well, also would then lead to larger shoulder weapons ( if they ever were to exist ) could have heat packs or large heat vents that get rid of it faster or more stable causing it to have less or no recoil besides shooting of course
CIG you nailed eye relief on the scope lens. Any deviation, too close, too far or sliding the eye left or right out of the eye relief sweet spot on a given scope causes the black occlusion effect in a telescopic or prism optic. It would be super cool if you didn't have tritium/H3 irons on all manufacturers, say someone like Kastak would use fiber pipes possibly dual-color that only illuminate in the presence of natural or artificial lighting and a company like Gemini might opt for a futuristic electro-illuminated irons (blueish white hue illumination) With Behring sticking to the classic green tritium bubbles on their irons.
Wait. I like that you see the outside of a scope while using it but it seems like that the outside is also zoomed in. Thats kind of strange. So the outside of the scope should be the standard view and only the scope view should be zoomed in.
Would like to see the Armours have a complete mitigation based on a weapon you are hit by. Like side arms of a certain size be completely mitigated by heavy armour, for example.
Yeah, though I think there should be small parts of the heavy armor that are vulnerable and which require precise aiming. Like in the scene from Robin Hood: Prince of Thieves. Bull: They got armor. Robin Hood: They got armor, Bull? Even this boy can be taught to find the chinks in every suit of armor.
I love most of what was here. The backpack loading is great, although is it only backpacks? I would think I'd be keeping extra mags in leg compartments as well. Not sure I agree with backpacks not blocking shots though. If I have a backpack on and someone shoots me in the back, I think it's realistic to think that might block it from my torso. That's taking a step back from realism I think. How do silencers affect recoil in the new system, or muzzle brakes? Both of those would affect recoil..
@@Kingdomkey123678 I mean... I understand that method but I was wondering if there is a cropping or some other method that could be used. I'm sure there is a resource conservative method but if that's the only practical option then I'd rather have the inaccurate view of the world zooming in
@@sereusalpha2758 Games like Escape from Tarkov do it, i suppose CIG will implement it in the future when there is a better framerate, here comes DLSS tech to help
@@123reivaj I've never played EFT. I'll have to look into that. but good to know its already done elsewhere so its not a "New" tech that has to be developed. I'll 100% take this state over another delay to get SQ42 in our hands.
Any plans to implement LPVO's? variable power optics that go from 1x red dot looking sight to we have them up to 10x in the real world so whatever you want in game.
Just stop calling them LASERS! They're an energy weapon but clearly not a laser in the first place. Problem solved! Call them plasma weapons, energy weapons, directed energy weapons, etc. but they're not lasers.
hmm PiP is so hard to do, especially for a demanding game like SC, id rather not have massive stuttering when ADSing. unless they can do it perfectly i'd rather they didnt
That was an awesome update, excited to see all the crosshair and reloading stuff come through, excited for guns to have more character, excited to have options to turn things on or off to be more personalized. The one main piece of feedback I had here was that the dynamic crosshair just being thin and white on the game screen didn't quite feel like it belonged. Maybe it needs to be a slightly thicker or a different color matching the HUD
So how are these new gun sights different from old ones? I thought that we will get zoom in the sight instead of zooming entire camera but looks like that was wrong and we are still zooming the entire view no matter if its in or outside of the scope. Is it just fancy shader on them?
- Just from what was shown here I feel the backpack reload should be even a bit longer. Though that depends if whether opening the inventory UI you can do it faster, unless you accounted for that and if you use the UI f to drag a mag to your gun from the backpack it does the same longer reload animation too. Also when dragging from backpack to attach new mags to your armor slots. That should be also slower than the instantaneous movement it is now. - The Wowblast toy gun should have even less recoil or, rather than recoiling back, its kicks _forward_ as if it's similar many to real world toy blasters, as it appears here, a plunger pushes forward to push air to eject the dart. - I think the decision to keep recoil on laser/energy weapons makes sense. A true laser would be recoilless but also invisible in many situations. Not particularly exciting gameplay. I could see an implementation of recoilless, and/or invisible, laser/energy/beam weaponry working to some extent but their damage to target would be lower and their range more limited than other energy weapons and ballistics of similar size. High capacity and if you can keep on target for long enough you could down someone only somewhat slower. But I could also see medium to heavy, or certain types, of armor being more effective against them by reducing damage. - That dynamic crosshair is quite interesting. I can't think of any games I've seen a similar mechanic in, though I'm not a particularly avid FPS player either. In my experience crosshairs/reticles just stay center screen for where your weapon will fire when it returns to position.
Rather than calling them "Laser Weapons"... why not just call them "Particle Weapons" and then you have a reason for the "slow" energy bolt speed and recoil... also... "you can disable the crosshair if you don't like it" "hey kid! would you like to play a pvp game in hard mode?" its not like you guys have a weapon equipment that can show where you are aiming... except you do... its that weird... bendy light thingy you place on the underside of the gun... i mean... how hard is it to make a proper laser dot... i guess making a flashlight that project a small red dot is just too complicated....
It does not solve everything. Not having a crosshait puts you in a disadvantage, when everyone else is using it. It is fine for squadron, but in the PU you cant just throw in features and make them optional, when it comes to pvp. This is like saying if you dont like auto gimbal on all wepaons it can be turned of , so you have to aim by yourself.
@@oO0Xenos0Oo I'm not really sure I get your point. This seems like an excellent solution. Now, people who want to be "sweaty" in PvP can toggle crosshair on, while those who don't care (and prefer immersion) can toggle it off.
@@arsailor89 My point is, that a crosshair gives you an obvious advantage ober other players in pvp. This is like saying, if you dont like very fast moving characters just slow down your walking speed via the mousewheel. Yes you can do it, but it would turn you into a sitting duck while everyone else is outrunning you. Making everything a toggle to fit everyones taste is not the solution, since this is a multiplayer game.
@@oO0Xenos0Oo I still don't see what the issue is. If someone hates visible crosshairs that much, they turn it off and accept the fact they will be disadvantaged in combat. If they care enough about winning combat they turn it on and accept the decrease in immersion. It's a similar idea to your example of walking/running. They aren't going to remove walking just because running gives a clear advantage in combat.
this is the type of progress that i love to see CIG! keep up this fantastic work. i mainly fps in the game, so i am *really* looking forward to this update. a lot of really great changes and qol features coming, but CIG when can we get those npc behaviors and that smooth performance? Star Citizen definitely looks modern and even next gen, but it doesn't yet feel smooth enough to directly compare it to other fps games. i know you guys are working on it, just encouraging you guys to keep at it, because with more updates like this, you are getting ever closer to realizing that goal! 3.23 is looking like it is going to be an incredible first patch, if this is how it started, can't wait to see how it ends O7
Said no one. The game will be fully customizable to any style u like, HUD, UI... Also, the S42, so the Single-player title also will get a "little" support from modders too, I can bet on that... Then with mods and tweaks you can make more hardcore your sim/survivor gaming experience...
zooming scopes should show the zoomed view only inside the scope and not outside area also.Maybe outside view of scope can be blurred or show actual zoomed out view only as in real life. just a recommendation for realism
Design decision to not lose performance for a second renderer of the scope, which personally I disagree with. I would like to see that in regardless of performance hit.
they are actually plasma weapons. In the lore they are called laser weapons because they use a laser to create the plasma bolts that they shoot. So in the same way that firearms dont shoot fire laser weapons dont shoot lasers. there are actually weapons that shoot a laser beam but those are referred to as beam weapons not laser weapons.
definitely looking forward to the new optics, however looking through a magnified optic doesn't also magnify the image on the external picture that would be visible so maybe worth giving that a little TLC and adjusting the image outside of the sight picture but that's probably me just nitpicking, the ability to grab ammo and stuff direct from the backpack, while in combat but it take a little extra time.... I'm looking forward to that 🙂 for laser weapons though like the Arclight, Lupin V, Galant and Demeco, instead of recoil why not using a system of more likely to overheat more, I know some already have that... but recoil would be ok with the Karna and the Custodian due to the type of ammo they use... but purely laser weapons not so much
It's very difficult performance wize to make scopes that are different viewports. They are working on bluring the view around the scope so it's not as obvious
@@phxbadash like i said... "probably me just nitpicking" but it may be, but with CIG's record for actually pulling off the difficult and impossible things..... may be something they work on later down the road
I"m predominantly a FPS player, so this all makes me so happy and excited. Hats off to everyone who's been hard at work bringing the FPS gameplay to the next level.
Things don't have to be realistic, but they have to be justified and internally consistent, otherwise immersion is negatively affected. Why do energy weapons have recoil? If they function the same as ballistic weapons, why would anybody use them? What is the tradeoff that makes them worth it for someone and not for others? When immersion is such a large part of a game, you should absolutely answer these questions.
One change I hope to see someday is the way we use medpens and the way it flows with combat. It kills me every time I have to bring up my radial menu and manually select my gun again every time I use a medpen.
They should just make each slot a number. If you run pistol, rifle, heavy you're good. You have 1 2 3 for weapons c for medpen. It breaks down when you hit 4 since it's multitool and medgun. We really need to have armor slots be numbers instead. Like pistol slot 1, back right 2, back left 3, left hip 4, right thigh 5, 6 chest slot if they bring that slot back.
5:30 One should have an animation, retrieving the backpack to their front-side to access multi-tool, med pens, and throwables; ~ 2-3+ seconds duration.
As much as I dig the new recoil system and looks absolutely great the only nitpick I have is the sniper rifles and scopes. When you fire your weapon everytime and after each shot the scope will go so high you will have trouble with observing your bullet trajectory to see where your bullets land. This has been an issue in many FPS games and usually changed after some time. Maybe do it where if player is in prone position the recoil of the sniper rifle is more stable while in standing it's getting that nice tight and aggressive feeling
14:45 yea you can put it into words - increasing quality of believeability and therefore relatability and immersion. key - immersion 7:00 1. Balancing can be done by limiting each shot to a continuous laser for 3 seconds, theorising a reason for this is a cool down necessity. 2. Fun and challenging can come from diversity of having a different weapon without recoil. Its disadvantages are pauses of cooldown and needing to maintain a steady hit for 3 seconds. Creative ways to keep the fun despite realism in this case is suspiciously easy,, with many options beyond my suggestion
3.23 will be such a beefy patch oh my god.. it will be such a turning point , yes it wil lhave bugs but with time they always fix that stuff so can't waitt lmao that pulp fiction reference at the end You're a gem Jared
@@wraith511802003 Please dude the servers are lagged out constantly stop trying to white knight the fact that their servers are in a horrible state running at 7 FPS.
@@wraith511802003 3070 with intel i7 11th 24Go RAM works fine on every game but stat citizen lag for me and all of my friends that have similar specs...
That's VOLT guns, coming sometime in some future patch, what are now described as "laser guns" aren't laser guns but plasma guns, thus recoil makes sense, VOLT guns on the other hand they already showed at CItcon will not have much recoil and will overheat
if i remember right the volt guns are like the lighting guns we have in game atm not laser the guns we have now in game are laser guns which should over heat and have like very little to no recoil and talking about plasma thats the karna rifle which is the only plasma gun in the game and that thing kicks hard @@gian.4388
930 years in the future, and guns are still the same. Look, I get the arms race between weapons and armor, as one gets stronger, so must the other in order to match it. But it seems as though guns have made NO real advancements in more than 900 years! Don't make them carbon copies of what we have today! Why not make them SLIGHTLY different? Larger mags, less recoil, better sights, multiple barrels, caseless ammo, explosive ammo, holographic sights, holographic ammo count. I DO like the backpack reloading, and combining ammo from multiple mags into one, on the fly. It just goes to show, you can make interesting differences!
Rather than having laser recoil, why don’t you just modulate effective distance and heat as a stand in for their recoil; I.e. they’re more powerful at close range but have more damage drop off and overheat faster. For ballistic weapons, have them less accurate in space and make the inertial effect of recoil more substantive so there is a loss in accuracy/usability in space/low Gs. I think this would be more thematically interesting and provide a greater choice matrix for players as they think about what type of fps they’re getting into. It would probably trend to laser weapons being preferred in space/for ship boarding and ballistic weapons the norm for ground ops. I think this would be better overall design and help more with suspension of disbelief than arbitrarily giving laser weapons recoil which is quite immersion breaking. I have no idea what laser weapons will look like in the future, but I do know why recoil is generated in the way that it is from gas operated/ blow back weapon systems and could understand why a laser weapon wouldn’t have recoil in the same sense as the aforementioned platforms. Maybe food for thought for your retro and as you continue to iterate on this game system.
Than you for leaving us the choice of turning crosshairs and hitmarkers on and off. I hope you consider more of these options for us to adjust the UI to ad much or luttle as we want.
This was awesome! 2 things that I didn't like: how fast you restock your clips, and the red X indicating a confirmed kill in the PU. I think it's not punishing enough in the former and waaay too much free information in the latter.
interesting the recoil doesnt follow the lean of the player and gun. Makes sense that would be next level harder stuff. Soo looking forward to the steps forward to come. Even if some of the ui looks a bit wip. (big crime stat notification)
Finally! I got into this game for FPS > Ships so I'm excited to see how it progresses because it's felt like a C or B Tier FPS and guns just didn't feel satisfying. Looking forward getting my hands on it
A few thoughts on recoil - - weight of a silencer/suppressor (especially long cans on pistols) should reduce vertical recoil travel due to inertial boost of the unit's weight and distance from pivot (player's wrist). - character strength and experience/training/practice should reduce or increase recoil of all weapons (and weapon sway while aiming). E.g. experienced military marksmen can hold a weapon steady for longer and suffer less recoil travel (laterally, vertically or contra to projectile direction) than an inexperienced or novice shooter. - character body build (not just strength) and appropriateness of weapon size should be factored. E.g. a slim 5-foot female should not be able to accurately fire a sniper rifle such as the heavy Kastak while free-standing, where as a heavily muscled 6-foot male would be easily capable of doing so. This could play into several gameplay characteristics - smaller build characters favouring lighter energy weapons with less recoil over heavy ballistics, and the smaller character builds having smaller hit boxes.
I went into this episode thinking it was going to be boring but that frown was quickly turned upside down, nothing but a big smile. Backback reloads is an amazing idea.
Keeping recoil off laser weapons but lowering DPS would keep them balanced. Much like ship weapons. This would make zero-G combat have more decision making in the load out. Do I want a ballistic weapon that will push me around but deal some damage? Or an energy weapon that will be more controllable but deal lower damage? This would make having 2 different weapon sets relevant
Will the implementation of Pip (picture in picture) also be used later for the sights/scopes? Because a 10x scope only zooms what is in the scope and not everything!
My only concern with backpack reload is that it will be too quick. Your character is still functionally opening a backpack, rummaging around, and pulling a magazine from it. It just should still be much, much slower than suit reloads.
Personally i would ve prefered the complete disable of crosshairs while in hipfire positions and only getting aim assistants when using iron sights or attachments , like EFT.
All these new features will make the FPS combat feel way more engaging and dynamic. THANK YOU
next thing is to fix server performance, so that the AI is a real threat again
@@minecraftprovie5076 totally agree mate.. Lets see how go the SM tests
How? You literally can hold w and win 99.9% fps fights.
@@escapetarkov3838 I guess u dont do much pvp
@@escapetarkov3838not in arena Commander
My only input would be that when looking down a magnified scope, the area outside the scope should NOT be magnified as it is in the video. That areas should be 1:1.
Real PIP scopes, which is what you are referring to, are not yet live AFAIK. Dunno whether they'll be in the patch, but they will be ingame sooner or later
That unfortunately is a technical limitation in a lot of games, it would tank your fps to render the scene twice at 2 different zoom levels. The only games that currently do it are ones that aren't very graphically demanding... that said with the crazy upscaling tech we are getting lately who knows, maybe they will be able to do it in future.
They mentioned in the monthly report about adding a blur to the view outside the scope so that may somewhat solve the issue.
As nice as it would be, I feel like PiP scopes in SC would have my PC throwing out highly immersive sparks every time I picked up a rifle.
They have render to texture. They should be able to do this without a huge performance hit.
Backpack reloading with just a longer animation is such a great idea to keep you in the moment.
Condensing ammo without unnecessary busy work is also a brilliant idea. Great work!
It sure is! However I would welcome an increase of the time that it takes.
What do you think about the time?
hopefully they go feather tho and give us a nice animation especely when we get mag repacking
we defnitely need both, longer time and an animation
I love it! But spectrum hates it. So many people are calling for individual bullet loading in magazines. Masochists!
@@zarbonthedestroyer7232 I think I would actually also prefer that. Otherwise one could have 50 mags stored in a backpack and just shoot for eternity with just reloading a little longer.
Bullet sorting should be something that is post-fight. Kind of like recycling.
On time again. Who are you and what have you done with the old CIG?
Right? ISC is rocking so far in 2024.
Fired them all lol
That $500M is finally kicking in I guess
@@Triggerhappy2805 Sounds like ye are trigger happy to me LOL
@@Triggerhappy2805imagine hatewatching
Say the Laser Pistols energize heavy gasses and accelerate them. BAM. LASER RECOIL WITH LORE!
That's pretty much how all CIG 'laser' weapons work - they fire a projectile of some kind (not a beam of coherent light), and if that projectile has mass (which it must, given it causes impact-reactions on the target), then it will cause recoil (Newtons laws, again).
if they were light beams, they would look more like laser pointers. CIG 'lasers' are more like blaster weapons in Star Wars. (which we have yet to develop - at least that we're aware of) Totally fictitious, but much more fun to use than standing there with a solid beam of light, holding it on your target.
Light does in fact have mass and recoil. That is part of the principal behind solar sails.
It just needs a heck of a lot of light to make a gun recoil. An unrealistic amount that would be impossible to generate in a hand held weapon.
@@alexanderdooley5833 Most weapons aren't named for their projectile etc anyway... they're often named either for their inventor, or for the new/innovative/unique component... having 'laser weapons' just be weapons that *use* a laser, without pointing that laser at the target (e.g. the laser excites the plasma, as per the OP)
In short, this who argument is due to some people lacking imagination and just being dogmatic.
We have lore on how "laser" weapons work. They're superheating actual solids before firing it. They aren't gas or lasers at all, but actual projectiles. They just don't have the mass of bullets so all of the damage comes from energy/heat transfer. They're more like slag projectiles that are so superheated that the matter is no longer bonded, hence no penetration. Tbh I still don't understand how energy weapons on ships have unlimited shots when we've been told they're firing actual mass, but I'm not complaining. I think it probably has something to do with using fuel byproducts as we fly, but that puts us squarely in the camp of gasses again 🤔
Is the backpack reload really only for backpack or is it also for clothing and armor? Because I really would love to reload with a mag from my jacket :D
I don't see why it should be limited to backpack. I think they just use that because it's easy for people to understand the icon at a glance.
Hopefully the backpack icon just means your personal inventory in general.
Obviously I don't KNOW, but from what they said so far I would just assume that the ammo pooling / reloading stuff refers to all mags and ammo you might carry on you.
It's for both
Even tho you decided to go with recoil on the Laser weapons, i think characteristic of energy weapon in most sci fi is: Low recoil, High accuracy and Fast "projectile" speed. And if you want to have it both balanced and more "realistic" this should come at the cost of damage, as energy weapons IRL is not as powerfull as standard projectile based one.
Agreed, as well I see it as the explosion of contained energy being released and focused.
I heard traditional laser weapons are coming for ships? Would be cool to have both Star Trek and Star Wars lasers at same time 😮💨
@@Tekjive Then they should change the name of Energy Projectiles to Plasma and the Energy Beams to Lasers.
@@Tekjivelasers aren’t particularly effective on ships due to fog, air particles, ships moving, power demands etc
I can support this idea.
I disagree, I think this type of combat adds a sense of realism and allows for better balancing of different weapon types.
High speed no recoil is what hackers use to gain an unfair advantage bro, it would be silly in a game that's taking itself half seriously.
I’d personally rather have more of a Tarkov experience where you can have to unload and load ammo into different magazines one round at a time, but this is definitely a step in the right direction. Also Tarkov’s quick reload mechanic where you just discard a mag to pull a new one would be awesome. As for backpack reloading, outstanding decision, love to see it.
nooo i don't want tarkov manual mag packing. it's so annoying and hardcore. even tarkov doesn't do it right. takes way too long and they havent even added the animations yet. quick reload would be cool
We should get recoil reduction for crouching and prone imo, looks good tho
Exactly to the minute. We love how ISC is always on time last few months. Good job, guys!
pathetic job guys. Please take out FPS from a space sim.
What does the I stand for in the ISC??
@@purefoldnz3070 No
@@baldmista1907 yes exactly, just say no to this nonsense.
I get it that they want to improve performance by not rendering two viewports when you are looking through a scope, but it feels off that your whole vision gets zoomed in and the scope looks just like an overlay.
Monthly report mentions blurring the view around the scope when ads
as is done in any shooter?
@@Blondesaxguy in many yes, it literaly just wasn't active when they made the ISC video. they have also said that they still plan to do the separate viewports on scopes at some point but didn't have time to complete it to make it into 3.23
Problem is that pip is very graphically intense
modern warfare 3 does the same thing but their scopes look really good.
It's kinda weird that the area outside of the scope is zoomed in now, rather than black. You'd perhaps expect the bit outside the scope to be regular 1x zoom, and perhaps out of focus
In my view this is immersion breaking. You shouldn’t be able to see outside the scope at the same zoom level as inside the scope. It’s just weird. Uncanny even.
Don’t forget you have your helmets which offer a lot of aid. It’s not just a visor.
@@forjo PIP takes a ton of performance so i'll take it
picture in picture scopes are really demanding for performance as you're having to render the game twice at different zoom levels, maybe they could do it later when the game is more optimised but this works for now
@@ZentrifyThis.... very few games actually do PIP with scopes because it just wrecks performance. Then people complain about lag and stutters when scoping and missing kills.
We need to be able to interrupt reloads with a weapons change, especially sidearm draw.
Drawing and firing a sidearm should be quicker than a primary reload. Attachments like a suppressor should add the the draw and fire time.
They said it is something they plan to do once these changes are in.
Capt. Price strikes again 😂
Also if the animation is interrupted after inserting the mag but before chambering a round, it should remember that and only pull the charging handle when you equip the weapon.
this is great for the 1% of the time when the AI you're shooting at are the rare seal team 6 and not afk NPCs
I've been doing the Retrieval Op missions for the last few nights and feel like I'm running into the seal team 6 at the derelict outposts. Most of my play sessions are waiting for rescue because they continue to totally surprise me.
It's gotten better, and with sever meshing testing being successful, it'll get more intense from here. But PVP is also still a thing and Jump Town still happens. I also had a pirate try to steal my ship and had a shootout on my Cat.
@@AshU-ug2fy Even when they are supposedly hard, you can still literally hold w and they can't hit you, you can run circles around them even on high fps servers, they are simply terrible. Players are equally as easy when you abuse that desync.
YES Backpack reloading will make things sooo much more convenient. A much needed Feature.
they have bigger probelms they should be working on . i mean the NPCs in this game are a disaster and dont get me started on bugs
It would be nice to have a gun range so we can test out all the changes without having to buy every gun. The changes sound good though!
What's to test? Every gun now behaves basically the same. They just added random recoil rather than realistic recoil. So you wouldn't need to learn the "personality" of each gun. Just aim the reticule and pull the trigger. The shots will land somewhere around the reticule and the muzzle will stay pointed roughly where you point it without climbing or drifiting.
@@ericsortzi5669 This is not true. The LH86 and the Gallant rifle were my two main weapons for the longest until they changed them. The LH86 is now a burst fire weapon and the Gallant rifle can no longer do full auto. If a new player took what you said literally, they would expect the LH86 to be a standard firing pistol instead of an automatic weapon, and they may expect the Gallant to be full auto but now it can only do short burst. Although they changed the recoil, it would still be nice to have a gun range so new players know exactly how the gun shoots, or doing things like using a grenade launcher or learning how to lob grenades in a controlled environment.
In a game like Helldivers 2 where you get respawns, you can make mistakes as a beginner and figure it out as you go, but in Star Citizen, mistakes can be costly. If you are in a combat situation and you find a grenade launcher for the first time and you've never used it before, you could 100% misjudge the way it fires and kill yourself or a team mate.
-Scopes look good,
-being able to turn off the crosshair and hitmarkers is great
-whoever redesigned the P4-AR should get a raise, (seriously it looks great, I was a bit worried when I red the SQ42 report but you managed to both keep at unique and bring it in line with the other behring rifles, great job)
As a person with a slight vision impairment, I appreciate all the work going into the sight's & crosshairs.
The P4's computer/display being located right on the chamber area seems implausible unless there's some really impressive miniturization, but otherwise yeah great design!
@@alankhazam
Well the screen is no more.
@@EdwardDragon96 oh really? I missed that. Guess I'll have to re-watch the video again. Thanks!
I think that is not the P4-AR. It looks more like a shorter and slightly other Version of the P8-AR.
There's no need for laser weapons to be just static on screen. Maybe the laser weapon's "recoil" could be something that feels totally different. More like a shake from whatever components are powering the weapons. So instead of having to deal with a standard vertical/backwards recoil and "camera shake" we'd have to control the shaking of the weapon the more it fires.
But none of them are "lasers".
Lasers are single beams of light. These weapons shoot energy balls. Plasma shots. Plasma has mass.
@@zarbonthedestroyer7232It is also a video game... so, y'know.
Agreed - I feel like current laser weapons should be relabeled as 'plasma' or something else, and there could be new laser guns that behave like Trace Rifles from Destiny. Gun could shake to reduce accuracy, or even cause HUD distortion if fired too long
Funny thing is I like to think it’s the heat system that causes the kick back, mainly if you look at the arc light it shows 2 little Sid vents that open when firing, dumping the heat from the power cell, and for plasma weapons it could be the heat or extra gas is vented as well, also would then lead to larger shoulder weapons ( if they ever were to exist ) could have heat packs or large heat vents that get rid of it faster or more stable causing it to have less or no recoil besides shooting of course
Maybe if we ever get traditional laser beams, but for how the weapons in game work recoil is the only sane choice.
CIG you nailed eye relief on the scope lens. Any deviation, too close, too far or sliding the eye left or right out of the eye relief sweet spot on a given scope causes the black occlusion effect in a telescopic or prism optic. It would be super cool if you didn't have tritium/H3 irons on all manufacturers, say someone like Kastak would use fiber pipes possibly dual-color that only illuminate in the presence of natural or artificial lighting and a company like Gemini might opt for a futuristic electro-illuminated irons (blueish white hue illumination) With Behring sticking to the classic green tritium bubbles on their irons.
1:42 BEARD
13:44 face painting? wuuuuutt
oh, good catch about the face painting!
Yup ! That beard is glorious !
5:41 new hair and beard and colors
@@rhetor4mentor13 It's blue blush makeup not face paint lol
@@ToastedLobster I wish I knew the difference earlier. Lol
11:24 You need to tilt the recoil equal to the tilt of the gun. If I turn a pistol sideways it doesn't still recoil up.
They will probably throw that in a patch later on
@@bravosden4383 The Star Citizen mantra.
🤓
Very nice episode, can't wait for 3.23 !
Wait. I like that you see the outside of a scope while using it but it seems like that the outside is also zoomed in. Thats kind of strange.
So the outside of the scope should be the standard view and only the scope view should be zoomed in.
To do that they would have to render the game twice on your screen, which can tank performance
@@Kingdomkey123678that’s not for certain. There are ways.
@@Kingdomkey123678 there are other ways and there are also Games out there which have it like this.
@@Kingdomkey123678 most mid range PC's these days can handle PIP at that scale fine
@@auburn8833
Consider how poorly optimized SC is right now
Would like to see the Armours have a complete mitigation based on a weapon you are hit by.
Like side arms of a certain size be completely mitigated by heavy armour, for example.
Yeah, though I think there should be small parts of the heavy armor that are vulnerable and which require precise aiming. Like in the scene from Robin Hood: Prince of Thieves.
Bull:
They got armor.
Robin Hood:
They got armor, Bull? Even this boy can be taught to find the chinks in every suit of armor.
I love most of what was here. The backpack loading is great, although is it only backpacks? I would think I'd be keeping extra mags in leg compartments as well.
Not sure I agree with backpacks not blocking shots though. If I have a backpack on and someone shoots me in the back, I think it's realistic to think that might block it from my torso. That's taking a step back from realism I think.
How do silencers affect recoil in the new system, or muzzle brakes? Both of those would affect recoil..
Irl backpacks don't do anything to stop bullets lol
I think what Jared was looking to say, "More of the Pew pew, less of the QQ"
Loving the Ammo reload options.
is it possible to have the area around the scope but not in the optics not be zoomed in?
To do that they would have to render the game twice on your screen
Which would halve the performance of the game
@@Kingdomkey123678 I mean... I understand that method but I was wondering if there is a cropping or some other method that could be used. I'm sure there is a resource conservative method but if that's the only practical option then I'd rather have the inaccurate view of the world zooming in
@@sereusalpha2758 Games like Escape from Tarkov do it, i suppose CIG will implement it in the future when there is a better framerate, here comes DLSS tech to help
@@123reivaj I've never played EFT. I'll have to look into that. but good to know its already done elsewhere so its not a "New" tech that has to be developed. I'll 100% take this state over another delay to get SQ42 in our hands.
@@123reivaj they will, they already mentioned it at citizencon iirc
Any plans to implement LPVO's? variable power optics that go from 1x red dot looking sight to we have them up to 10x in the real world so whatever you want in game.
Just stop calling them LASERS! They're an energy weapon but clearly not a laser in the first place. Problem solved! Call them plasma weapons, energy weapons, directed energy weapons, etc. but they're not lasers.
We do have plasma weapons as a subset of energy weapons but yeah just call it energy
Nobody hates you Jared, you're a treasure!
hes annoying
@@Turican76 🤡🤡🤡
@@Turican76 I don't think so
@@Turican76 Mom?
@@Turican76 Jared's a good lad
I hope there is a keybind (like hold reload) for backpack reload, so you can use it between engagements and not have to use your suit ammo.
I wish ADS with a scope didn't zoom in the whole screen with it, just the scope. At least don't fully zoom in.
Its well discussed here.
It has a big performance hit on games, when its done as you requested. There is hope for something in the future though.
We love you Jared! Never change!
9:40 why are you zoomed in outside the scope? Shouldnt it be just normal outside??
good point - that kinda defeats the whole purpose of viewing down the scope. seems like a cheap way to just zoom the entire view?
Because they’d have to render the game twice if it didn’t
it's not really possible, i mean it is but it would kill your frames
Certainly seems like it's in......SCOPE.....for this game
In....scope.
Because of the scopes, you see. They...well...
Feels like you perfectly understand the SCOPE of the game.
What about picture in picture for scopes? Is thay planned? Thats so much more immersive and realistic.
hmm PiP is so hard to do, especially for a demanding game like SC, id rather not have massive stuttering when ADSing. unless they can do it perfectly i'd rather they didnt
love you Jared! hope everyone there has a great day
That was an awesome update, excited to see all the crosshair and reloading stuff come through, excited for guns to have more character, excited to have options to turn things on or off to be more personalized. The one main piece of feedback I had here was that the dynamic crosshair just being thin and white on the game screen didn't quite feel like it belonged. Maybe it needs to be a slightly thicker or a different color matching the HUD
So how are these new gun sights different from old ones?
I thought that we will get zoom in the sight instead of zooming entire camera but looks like that was wrong and we are still zooming the entire view no matter if its in or outside of the scope.
Is it just fancy shader on them?
- Just from what was shown here I feel the backpack reload should be even a bit longer. Though that depends if whether opening the inventory UI you can do it faster, unless you accounted for that and if you use the UI f to drag a mag to your gun from the backpack it does the same longer reload animation too. Also when dragging from backpack to attach new mags to your armor slots. That should be also slower than the instantaneous movement it is now.
- The Wowblast toy gun should have even less recoil or, rather than recoiling back, its kicks _forward_ as if it's similar many to real world toy blasters, as it appears here, a plunger pushes forward to push air to eject the dart.
- I think the decision to keep recoil on laser/energy weapons makes sense. A true laser would be recoilless but also invisible in many situations. Not particularly exciting gameplay. I could see an implementation of recoilless, and/or invisible, laser/energy/beam weaponry working to some extent but their damage to target would be lower and their range more limited than other energy weapons and ballistics of similar size. High capacity and if you can keep on target for long enough you could down someone only somewhat slower. But I could also see medium to heavy, or certain types, of armor being more effective against them by reducing damage.
- That dynamic crosshair is quite interesting. I can't think of any games I've seen a similar mechanic in, though I'm not a particularly avid FPS player either. In my experience crosshairs/reticles just stay center screen for where your weapon will fire when it returns to position.
Why does the peripheral vision zoom? Only the scope should zoom.
Rather than calling them "Laser Weapons"...
why not just call them "Particle Weapons" and then you have a reason for the "slow" energy bolt speed and recoil...
also... "you can disable the crosshair if you don't like it"
"hey kid! would you like to play a pvp game in hard mode?"
its not like you guys have a weapon equipment that can show where you are aiming...
except you do... its that weird... bendy light thingy you place on the underside of the gun...
i mean... how hard is it to make a proper laser dot... i guess making a flashlight that project a small red dot is just too complicated....
I love that we can decide to keep it on or not, more games should allow us to change our UI for ourself
It does not solve everything. Not having a crosshait puts you in a disadvantage, when everyone else is using it. It is fine for squadron, but in the PU you cant just throw in features and make them optional, when it comes to pvp. This is like saying if you dont like auto gimbal on all wepaons it can be turned of , so you have to aim by yourself.
@@oO0Xenos0Oo I'm not really sure I get your point. This seems like an excellent solution. Now, people who want to be "sweaty" in PvP can toggle crosshair on, while those who don't care (and prefer immersion) can toggle it off.
@@arsailor89 My point is, that a crosshair gives you an obvious advantage ober other players in pvp. This is like saying, if you dont like very fast moving characters just slow down your walking speed via the mousewheel. Yes you can do it, but it would turn you into a sitting duck while everyone else is outrunning you. Making everything a toggle to fit everyones taste is not the solution, since this is a multiplayer game.
@@oO0Xenos0Oo I still don't see what the issue is. If someone hates visible crosshairs that much, they turn it off and accept the fact they will be disadvantaged in combat. If they care enough about winning combat they turn it on and accept the decrease in immersion.
It's a similar idea to your example of walking/running. They aren't going to remove walking just because running gives a clear advantage in combat.
When zooming with a scope, the image outside the scope should stay normal at x1.
LOL The pink mustached Karen at 5:41 Epic :)
I missed that--- thank you! The thumbs up got me!!!!
🤣
this is the type of progress that i love to see CIG! keep up this fantastic work. i mainly fps in the game, so i am *really* looking forward to this update. a lot of really great changes and qol features coming, but CIG when can we get those npc behaviors and that smooth performance? Star Citizen definitely looks modern and even next gen, but it doesn't yet feel smooth enough to directly compare it to other fps games. i know you guys are working on it, just encouraging you guys to keep at it, because with more updates like this, you are getting ever closer to realizing that goal!
3.23 is looking like it is going to be an incredible first patch, if this is how it started, can't wait to see how it ends O7
Everything looks amazing, dynamic cross hair, and the new recoil adds so much life to the game.
To all those who believed in their heads that SC was going to be a PVP game to pew pew in space with your space ship.... I have very bad news for you.
I get the feeling we’re moving in the direction of a more arcaded playstyle
Said no one. The game will be fully customizable to any style u like, HUD, UI... Also, the S42, so the Single-player title also will get a "little" support from modders too, I can bet on that... Then with mods and tweaks you can make more hardcore your sim/survivor gaming experience...
zooming scopes should show the zoomed view only inside the scope and not outside area also.Maybe outside view of scope can be blurred or show actual zoomed out view only as in real life.
just a recommendation for realism
Mentioned in monthly report they are working on blurring it
🤓
Okay. You sold me. Dynamic crosshair is sick af.
ok, xou explained the crosshair, but how do you exlain the zoomin outside the ege of a scope?
Design decision because having a separate viewport for the scopes is very performance hungry.
Design decision to not lose performance for a second renderer of the scope, which personally I disagree with. I would like to see that in regardless of performance hit.
@@HeyyItsNick not a design decision, development stuff just delayed it, they already clarified that they will have PIP scopes
if the laser weapons were relabeled as plasma weapons, then that would make more sense that it has recoil.
Yes, because Plasma actually has Mass and is a state of matter and not just energy.
they are actually plasma weapons. In the lore they are called laser weapons because they use a laser to create the plasma bolts that they shoot. So in the same way that firearms dont shoot fire laser weapons dont shoot lasers. there are actually weapons that shoot a laser beam but those are referred to as beam weapons not laser weapons.
@@Valen-vl5dsI haven’t played sc in a while, do beam weapons have recoil?
definitely looking forward to the new optics, however looking through a magnified optic doesn't also magnify the image on the external picture that would be visible so maybe worth giving that a little TLC and adjusting the image outside of the sight picture
but that's probably me just nitpicking, the ability to grab ammo and stuff direct from the backpack, while in combat but it take a little extra time.... I'm looking forward to that 🙂
for laser weapons though like the Arclight, Lupin V, Galant and Demeco, instead of recoil why not using a system of more likely to overheat more, I know some already have that... but recoil would be ok with the Karna and the Custodian due to the type of ammo they use... but purely laser weapons not so much
It's very difficult performance wize to make scopes that are different viewports. They are working on bluring the view around the scope so it's not as obvious
@@phxbadash like i said... "probably me just nitpicking" but it may be, but with CIG's record for actually pulling off the difficult and impossible things..... may be something they work on later down the road
As a person with a slight vision impairment, I appreciate all the work going into the sight's & crosshairs.
Being colorblind I hope for the ability to change colors.
@@festersmith8352 Yes, I've heard something about red, green and blue.
I"m predominantly a FPS player, so this all makes me so happy and excited. Hats off to everyone who's been hard at work bringing the FPS gameplay to the next level.
first
I sure hope backpack reloading works with pockets of clothing as well...
🤓
From my understanding it's any storage.
Things don't have to be realistic, but they have to be justified and internally consistent, otherwise immersion is negatively affected. Why do energy weapons have recoil? If they function the same as ballistic weapons, why would anybody use them? What is the tradeoff that makes them worth it for someone and not for others? When immersion is such a large part of a game, you should absolutely answer these questions.
~”The recoil doesn’t make any sense, but how can we copy all the other FPS games if we don’t?”
"I thought this game happened in space?"
"Literally everything is in space, Morty."
:D
One change I hope to see someday is the way we use medpens and the way it flows with combat. It kills me every time I have to bring up my radial menu and manually select my gun again every time I use a medpen.
They should just make each slot a number. If you run pistol, rifle, heavy you're good. You have 1 2 3 for weapons c for medpen. It breaks down when you hit 4 since it's multitool and medgun. We really need to have armor slots be numbers instead. Like pistol slot 1, back right 2, back left 3, left hip 4, right thigh 5, 6 chest slot if they bring that slot back.
Can we just talk about the fact homeboy just flagged the cameraman? Bruh
More than once.
I always prepare my combat. I check the server fps, and then go naked into the bunker and come out fully kitted.
seem TTK is lowered now - great to see the guys are adding stuff like more recoil instead of targets being bullet sponges . Great stuff CIG !
This! +1
Reloading the Demeco is so satisfying!
5:30 One should have an animation, retrieving the backpack to their front-side to access multi-tool, med pens, and throwables; ~ 2-3+ seconds duration.
May we actually get to discharge/disengage throwables on other persons/npc's from a comfortable distance?🥺
As much as I dig the new recoil system and looks absolutely great the only nitpick I have is the sniper rifles and scopes. When you fire your weapon everytime and after each shot the scope will go so high you will have trouble with observing your bullet trajectory to see where your bullets land. This has been an issue in many FPS games and usually changed after some time. Maybe do it where if player is in prone position the recoil of the sniper rifle is more stable while in standing it's getting that nice tight and aggressive feeling
Snipers have spotters.
@@skewtyIn perfect scenario that makes sense but this is a video game :)
So what is the point of the laser attachment when the crosshair is added?
They said that only some (military) helmets would get the dynamic cross-hair.
@@logicalChimp yea I suppose when you don’t have a helmet, or places where you may not be able to wear one in the future but still bring a weapon
Only some helmets have the crosshair. You can assume pilot helmets won’t, so using a laser attachment would be mandatory for those
14:45
yea you can put it into words - increasing quality of believeability and therefore relatability and immersion. key - immersion
7:00
1. Balancing can be done by limiting each shot to a continuous laser for 3 seconds, theorising a reason for this is a cool down necessity.
2. Fun and challenging can come from diversity of having a different weapon without recoil. Its disadvantages are pauses of cooldown and needing to maintain a steady hit for 3 seconds.
Creative ways to keep the fun despite realism in this case is suspiciously easy,, with many options beyond my suggestion
The ammo condensing is a great feature but please increase the time and give it an animation
3.23 will be such a beefy patch oh my god..
it will be such a turning point , yes it wil lhave bugs but with time they always fix that stuff so can't waitt
lmao that pulp fiction reference at the end
You're a gem Jared
What about the audio improvements to the weapons shown at CitizenCon?
Your game is so smooth, if only our could be too !
Weird, mine is fine.. maybe problem is on your end?
@@wraith511802003 Please dude the servers are lagged out constantly stop trying to white knight the fact that their servers are in a horrible state running at 7 FPS.
@@wraith511802003 3070 with intel i7 11th 24Go RAM works fine on every game but stat citizen lag for me and all of my friends that have similar specs...
Bring fire select to the S71! The option for full auto on the side of the firearm teases me something fierce.
This length of time this has been in alpha is ridiculous. About time you bloody release the game!!!
we are so far in the future and still no nightvision or infrared :)
lasers = over heat take away recoil and add in the heat up system for the laser guns makes more since also it seems way to Arcady
Had the same idea as you; didn't see your post until later. Anywhere we can vote for this change?
That's VOLT guns, coming sometime in some future patch, what are now described as "laser guns" aren't laser guns but plasma guns, thus recoil makes sense, VOLT guns on the other hand they already showed at CItcon will not have much recoil and will overheat
if i remember right the volt guns are like the lighting guns we have in game atm not laser the guns we have now in game are laser guns which should over heat and have like very little to no recoil and talking about plasma thats the karna rifle which is the only plasma gun in the game and that thing kicks hard @@gian.4388
Great stuff. The first person is what gives the ships and their scale meaning.
Dang, that all looks really nice! Can't wait to see Jonathan Ferguson give the Star Citizen guns a look over ;)
930 years in the future, and guns are still the same. Look, I get the arms race between weapons and armor, as one gets stronger, so must the other in order to match it.
But it seems as though guns have made NO real advancements in more than 900 years! Don't make them carbon copies of what we have today!
Why not make them SLIGHTLY different? Larger mags, less recoil, better sights, multiple barrels, caseless ammo, explosive ammo, holographic sights, holographic ammo count.
I DO like the backpack reloading, and combining ammo from multiple mags into one, on the fly. It just goes to show, you can make interesting differences!
Lazers should not have fricking recoil if lazers users wanted that they'd be ballistic users
Hundred percent approve of these FPS combat improvements! I'm not a big FPS fighter but maybe this'll get me more interested in it...
Rather than having laser recoil, why don’t you just modulate effective distance and heat as a stand in for their recoil; I.e. they’re more powerful at close range but have more damage drop off and overheat faster. For ballistic weapons, have them less accurate in space and make the inertial effect of recoil more substantive so there is a loss in accuracy/usability in space/low Gs. I think this would be more thematically interesting and provide a greater choice matrix for players as they think about what type of fps they’re getting into. It would probably trend to laser weapons being preferred in space/for ship boarding and ballistic weapons the norm for ground ops. I think this would be better overall design and help more with suspension of disbelief than arbitrarily giving laser weapons recoil which is quite immersion breaking. I have no idea what laser weapons will look like in the future, but I do know why recoil is generated in the way that it is from gas operated/ blow back weapon systems and could understand why a laser weapon wouldn’t have recoil in the same sense as the aforementioned platforms. Maybe food for thought for your retro and as you continue to iterate on this game system.
That backpack reload sounds like a dope feature
Than you for leaving us the choice of turning crosshairs and hitmarkers on and off. I hope you consider more of these options for us to adjust the UI to ad much or luttle as we want.
This was awesome! 2 things that I didn't like: how fast you restock your clips, and the red X indicating a confirmed kill in the PU. I think it's not punishing enough in the former and waaay too much free information in the latter.
interesting the recoil doesnt follow the lean of the player and gun. Makes sense that would be next level harder stuff.
Soo looking forward to the steps forward to come. Even if some of the ui looks a bit wip. (big crime stat notification)
Finally! I got into this game for FPS > Ships so I'm excited to see how it progresses because it's felt like a C or B Tier FPS and guns just didn't feel satisfying. Looking forward getting my hands on it
I'm looking forward to the amazing scopes with PIP (dual-rendering optics).
A few thoughts on recoil -
- weight of a silencer/suppressor (especially long cans on pistols) should reduce vertical recoil travel due to inertial boost of the unit's weight and distance from pivot (player's wrist).
- character strength and experience/training/practice should reduce or increase recoil of all weapons (and weapon sway while aiming). E.g. experienced military marksmen can hold a weapon steady for longer and suffer less recoil travel (laterally, vertically or contra to projectile direction) than an inexperienced or novice shooter.
- character body build (not just strength) and appropriateness of weapon size should be factored. E.g. a slim 5-foot female should not be able to accurately fire a sniper rifle such as the heavy Kastak while free-standing, where as a heavily muscled 6-foot male would be easily capable of doing so. This could play into several gameplay characteristics - smaller build characters favouring lighter energy weapons with less recoil over heavy ballistics, and the smaller character builds having smaller hit boxes.
" getting Rid of recoil " Is boreing gameplay ... The devs has no idea. Thats 100% wrong in his opinion
I went into this episode thinking it was going to be boring but that frown was quickly turned upside down, nothing but a big smile. Backback reloads is an amazing idea.
14:03 - Oh look, it's the elite from the bunker missions! I almost forgot what they look like 😑
Keeping recoil off laser weapons but lowering DPS would keep them balanced. Much like ship weapons.
This would make zero-G combat have more decision making in the load out. Do I want a ballistic weapon that will push me around but deal some damage? Or an energy weapon that will be more controllable but deal lower damage? This would make having 2 different weapon sets relevant
I feel like backpack reloading should have some kind of in-progress feedback but I have no idea how that would look like
Will the implementation of Pip (picture in picture) also be used later for the sights/scopes? Because a 10x scope only zooms what is in the scope and not everything!
My only concern with backpack reload is that it will be too quick. Your character is still functionally opening a backpack, rummaging around, and pulling a magazine from it. It just should still be much, much slower than suit reloads.
I hope at some point they add clothjng over undersuit, maybe even light armour over clothing too.
Personally i would ve prefered the complete disable of crosshairs while in hipfire positions and only getting aim assistants when using iron sights or attachments , like EFT.