Star Citizen Live Q&A: FPS in Alpha 3.23

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  • Опубликовано: 8 сен 2024
  • Join us today as we answer your questions about the upcoming changes to FPS in Alpha 3.23, following the First-Person Assertion episode of Inside Star Citizen.
    ------------------------------------------
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Комментарии • 633

  • @wickedwookie
    @wickedwookie 5 месяцев назад +166

    So about that night vision lol

  • @gotphill
    @gotphill 5 месяцев назад +71

    Can we get binoculars that don't have glint for seeing farther without the glint for a more stealth recon situations since its not attached to a weapon

    • @greenblazes
      @greenblazes 5 месяцев назад +9

      Yes please

    • @rooster1012
      @rooster1012 5 месяцев назад +5

      Binoculars have even more glint in real life than a scope does.

    • @gotphill
      @gotphill 5 месяцев назад +9

      ya but they said in the video its for balance in a video game.

    • @4hire565
      @4hire565 5 месяцев назад

      That idea. I really like

    • @Birbucifer
      @Birbucifer 5 месяцев назад +6

      @@rooster1012 Yea but they even said that the glint mechanic is for gameplay balance reasons, which makes sense. If they're going to go that route then I think binocs or something would be nice for scouting.

  • @CrueOndanet
    @CrueOndanet 5 месяцев назад +298

    Night vision when?😂😂

    • @rhwlol
      @rhwlol 5 месяцев назад +5

      yesterday

    • @ccatlett1984
      @ccatlett1984 5 месяцев назад +22

      How about FLIR (thermal vision)?

    • @yous2244
      @yous2244 5 месяцев назад +4

      Don't want night vision

    • @pebegou
      @pebegou 5 месяцев назад +5

      But again, we need a helmet or visor piece with this technology. Not like that combat crosshair wich is turned off in the settings...

    • @jello_cudgel9213
      @jello_cudgel9213 5 месяцев назад +6

      Soon ™

  • @ThorbjrnPrytz
    @ThorbjrnPrytz 5 месяцев назад +15

    Increase the difficulty of sniping.
    Long range shooting is a precision task. To hit you need to know all about the ballistics of the bullet, weather, atmospheric and gravity conditions on site, and shooting position.
    Then you need to settle into position, relax, and time your shot to your heartbeat to avoid the pulse beats in your hands affect your aim.
    Remember that your movements are amplified by the range, at 100m moving the rifle 1cm will result in a 1m change of impact.
    Each shot takes time to aim, so you could simulate this by several means. a 2 sec "settle" timer for 80% accuracy, and then a "hold aim" function mini-game that could affect the aim by having to time your pulse to the trigger pull to gain the last 20%...

    • @ausecurity1
      @ausecurity1 5 месяцев назад

      unless youre firing a laser

    • @Pneuma777
      @Pneuma777 5 месяцев назад

      Could you imagine the charts that people would have for each planet, atmospheric conditions and coriolis effects being so different lmao would be cool

    • @TheNorthHawk
      @TheNorthHawk 5 месяцев назад

      I do think that this has to be heavily dependent on range. Any semi trained individual should be able to manage a good grouping at 100m. Anyone familiar with shooting and with good vision can do that easily at up to 300m. I'd rather not juggle a million inputs unless I'm trying to land a shot at more than 500m. Let's handle this like ARMA.

    • @ThorbjrnPrytz
      @ThorbjrnPrytz 5 месяцев назад

      @@TheNorthHawk The options when shooting are Fast or Accurate. You can't have both. With training you can improve a little, but accuracy will still take some time to settle and aim.
      Shooting sub MOA grouping will take you more than 1 second to aim each shot.
      But shooting fast and hitting within the 1'x1' upper torso /CM at 100m is not hard.
      My long range reference was to more then 200m range.

  • @joellouisfire
    @joellouisfire 5 месяцев назад +74

    An emp grenade would be pretty cool to turn off enemy HUDS and electronic assists.

    • @DawnstealerGaming
      @DawnstealerGaming 5 месяцев назад +4

      .....and titan suits. One day.

    • @vorpalrobot
      @vorpalrobot 5 месяцев назад +5

      And night vision

    • @jbirdmax
      @jbirdmax 5 месяцев назад +1

      Even affecting the digital ammo counters on weapons. And maybe laser weapons too?
      I’m thinking laser based weapons in Star Citizen might need some physicalized ammunition lore though.
      You know, with their recoil and all.

  • @Ultrajamz
    @Ultrajamz 5 месяцев назад +27

    Sniper glint is a shortcut… real answer is give us ways to scan or look for snipers, and if we don’t take the precaution then we deserve to get owned.

    • @MersageSW
      @MersageSW 5 месяцев назад +5

      It really is the lazy way to solve the sniper balancing, especially for a half a billion dollar game.

    • @DiscoBiki
      @DiscoBiki 5 месяцев назад +5

      It's SUPER lazy and they have missed some super fun opportunities to do something cool instead of some COD style glint. Makes me SICK!

    • @ReaperS2109
      @ReaperS2109 5 месяцев назад +5

      glint should only happen in relation to light sources so positioning becomes important

    • @AshU-ug2fy
      @AshU-ug2fy 5 месяцев назад +1

      I don't feel like it's lazy though.... I've never come across a sniper in the game. I am a sniper, I have never come across a fellow sniper. Even when being a criminal, Over the several years I've been playing, I've never seen an enemy sniper. I feel like players are making a bigger deal about it then it is. Unless theaters of war is coming where it's pure PVP, the chance of finding a random Sand Person sniper in the mountains just terrorizing people seems like a one off chance.

  • @supposedlyiamaphilosopher587
    @supposedlyiamaphilosopher587 5 месяцев назад +141

    Nightvision?

    • @jello_cudgel9213
      @jello_cudgel9213 5 месяцев назад +2

      Eurovision!

    • @Bastienreturn
      @Bastienreturn 5 месяцев назад +2

      no it's op

    • @explorer47422
      @explorer47422 5 месяцев назад +1

      You have a HUD ping in combat helmets that illuminates people's bodies right through to their bones and lights them, and things around you like vehicles, up like a Christmas tree, which they've demonstrated a few times. This is your night vision - combat ping. You also have a torch.

    • @futbolita89742
      @futbolita89742 5 месяцев назад +1

      Dobly Vision

    • @LIMERAGE
      @LIMERAGE 5 месяцев назад

      @@Bastienreturn No it's not, being able to see at night isn't OP. Also, ReShade isn't banned bt CIG

  • @FNLastname
    @FNLastname 5 месяцев назад +23

    all i have to say, is add the same things that SCUM does for snipers. require adjustments for Range, Coriolis, Windage, Humidity, Bullet shape, and Gravity to snipers. with these changes, make glint based only on if they are in line of sight of a light source. this will allow for powerful shots, but require sniper's have actual knowledge and skill to get long range kills. sniping should be the slow paced, planned shots. not the COD one-shot super rifles that somehow you can run around with even though your carrying 100's of lbs of kit. as for post shot identifier, you have sound options, muzzle blowback (kicks up dust). or laser fade away effects for EM weapons.
    Just a few ideas that I've seen other games do that work.

    • @vorpalrobot
      @vorpalrobot 5 месяцев назад

      SCUM also has that nutrition simulation system where you kinda need to eat varied foods to avoid debuffs?
      I don't think star citizen is going for that type of gameplay/realism.

    • @StarFireG3
      @StarFireG3 5 месяцев назад

      @@vorpalrobot Only the gun stuff. SC is future. A bottle of Cruz should contain all you need

    • @Apocalomega
      @Apocalomega 5 месяцев назад

      If they do that, and add recoil in space where I shoot a sniper and I start flying backwards, I would be ecstatic lol.

    • @FNLastname
      @FNLastname 5 месяцев назад

      @@Apocalomega would be interesting to have different ammo types too, since most projectile ammos using gunpowder, wont work in space, unless its made to self oxidize.

    • @Apocalomega
      @Apocalomega 5 месяцев назад

      ​@@FNLastname I would have assumed that we would have to use laser weapons in space.

  • @TheBod76
    @TheBod76 5 месяцев назад +14

    So what about the invisible 3rd person camera drone? Will this stay or will it at least get physicalized`?

  • @0nlyRenzo
    @0nlyRenzo 5 месяцев назад +33

    The batteries of energy weapons will autocharge ? That's a shame. I liked the "recharge them at your ship" idea

    • @4hire565
      @4hire565 5 месяцев назад +6

      That should be the way to be honest

    • @davidlondon9242
      @davidlondon9242 5 месяцев назад +2

      This is the way.

    • @vorpalrobot
      @vorpalrobot 5 месяцев назад +3

      They've mentioned both before. The suit charge would be more passive I think, but they'll balance it for gameplay I'm sure.

    • @4hire565
      @4hire565 5 месяцев назад

      @@vorpalrobot copy that

    • @enricod.7198
      @enricod.7198 5 месяцев назад

      Just slower charge rate. I think it would be cool to have the magazines in the suit to recharge walking and moving but that is at slower rate. Otherwise there would be no point in energy weapons vs ballistic.

  • @Scr33d
    @Scr33d 5 месяцев назад +29

    So instead of adding a arcade gameplay night glint, maybe:
    1. Make it harder to hit targets at longer ranges by having that weather tech affect bullet trajectory? Long range sniping isn't easy in real life so make it hard ingame so people look for a easier playstyle.
    2. Have military helmets alert the wearer of high speed bullets flying by, make it a gameplay feature just like hud cross hairs. Make the helmet amplify the sound and give a visual warning when someone is shooting at you. If a military helmet can scan a room and have a cross hair hud they can have a system to detect bullets.

    • @PterAntlo
      @PterAntlo 5 месяцев назад

      Who says that it isn't your helmet registering the scope and adding a marker if they look at you and you at them? I don't see how your suggesting differs materially from what they've implemented. Just note that the important part is you need information *before* the shot, because snipers will often be one-hit-kill weapons. Not much use in a helmet telling you "oh, by the way, a sniper has shot at you, in case you didn't notice it by the big hole in your head" when you're already bleeding out on the ground.

    • @Scr33d
      @Scr33d 5 месяцев назад +1

      ​@@PterAntloYou are assuming that every sniper always hits and there are no recourse for finding them. Yes it is very hard since we do not have a way to find electormagnetic fields yet which the armor, sights and some weapons will give off. But punishing a sniper regardless of skill by letting a potential target know you are there as soon as you aim is not a solution, it's squashing a type of gameplay.
      But i do recognise those that camp JT just to snipe to be a nuisance, but JT really is not a 2-3 person group event. You need security both on the ground and in the air. It's simply not for everyone.
      My opinion is that it's way to easy to land shot today, they need to make it harder by implementing more effects on bullet trajectory so those more skilled can enjoy the gameplay and be rewarded for their skill while those who suck and are looking for easy kills might need to do it some other way.
      I suggest they get a move on to implement some sort of backpack EM radar. It's needs to be bulky so not everyone runs around with a radar all the time but be a tool to find people based on EM signatures, useful for the ones scouting and big groups that are defending.
      Regarding my suggestion about a helmet system, you are arguing in bad faith with snyde comments. My suggestion is simply to have the helmet amplify sound from bullets whizzing by your head and have the helmets sensors registering that the player is being shot at so they can take cover and react. The "glint" just feels like a arcade way of giving the player a way to find people that are far away before a action has been made. And how would the "glint" be described ingame? The helmet is so good it can find a scope from 2000 meters out and pinpoint for you? Just sound like a bad solution to a problem that needs to be solved by promised game mechanics.
      Instead they are removing features and adding a bad solution.
      So to reiterate, my suggestion is.
      1. Make landing shots harder, have the promised weather tech and physics make it hard hit long range shots.
      2. Add a ingame mechanic to find people based on their EM signature as already mentioned, but it must be bulky so not everyone runs around and sees every player within 5 kilometers.
      3. Instead add a helmet feature that amplifies sound of bullets whizzing by your head (just like cockpits simulate space combat), a varning message that your helmet has registered shots close to you. (within 2 meters).
      4. If there is to be a glint, make it belivable. Not this works at night bs. That is just lazy.

    • @Pneuma777
      @Pneuma777 5 месяцев назад

      @@Scr33dCompletely agree with your points here, great suggestions.
      1. Weather and Planetary Body Effects (Individual to each planet/moon) on bullet trajectory/laser weapon effectiveness to increase the skill ceiling and add immersion/depth to that gameplay style.
      2. I think the EM idea would be really cool, maybe the less tech the sniper is wearing, the closer they could get without being detected, weather could also effect this.
      3. Modern military systems already have this (At least for rockets, not sure about small arms fire) so I don't see why it wouldn't be smaller/more widely available in the future.
      4. Lazy solutions = Future problems for someone else.
      My idea to add to this is to perhaps make all long range scopes (above 4x maybe?) have a range-finder built in, and project a laser to do so. Tie this with the new helmet system to inform people when an unfamiliar laser is picked up, tie that in with existing weapon lasers. Have weather effect this as well.

    • @Scr33d
      @Scr33d 5 месяцев назад +1

      @@Pneuma777I think your suggestion with lasers incorporated into long range scopes sounds great. It would give off a higher EM signature when the player uses it (player optional). The lasers could be explained as rangefinders which would be completely reasonal since the weapon systems are supposed to work on completely different settings and planets.

  • @Khinouille
    @Khinouille 5 месяцев назад +12

    A sniper should be deadly.
    A sniper which you don't know where he is depending on the situation might indicate that the said sniper has been here for a while so you wasn't here when he landed, which means that the sniper have been waiting patiently which should be rewarded, and not punished by a big flashlight indicating the position.
    The Sniper should not generate any reflect flashlight scope if it's nightime or the sun is behind the said sniper which prevent light from direct bounce on the scope
    just my take
    if the sniper is facing the sun, 100% it should reflect light and reveal position for sure.

    • @kookiespace
      @kookiespace 3 месяца назад

      you know just because there's glint it doesn't mean everyone is gonna notice it, right? It should be a HINT to quickly take cover, it's not a hard counter

  • @ICLASHERI
    @ICLASHERI 5 месяцев назад +15

    Sniper glint makes me want to vomit lol. I really hope for systems where it’s like hardcore survival mode. Realistic, 1st person and no sniper glints! 😂

    • @BreadTheLoaf
      @BreadTheLoaf 5 месяцев назад +2

      Yas please

    • @TheBod76
      @TheBod76 5 месяцев назад +4

      Realistic as in actually having to account for wind, coriolis effect and bullet drop when sniping?
      Oh wait it doesn't take any skill to snipe in the GAME other then aim and shoot and I don't see you complaining about that. I guess you simply want the sniper to be easy to use and allmost impossible to counter!

    • @aedus2814
      @aedus2814 5 месяцев назад +2

      Having played games with those features I would take that over the idiotic scope glint any day.@@TheBod76

    • @lazycrate71
      @lazycrate71 5 месяцев назад +1

      the arma way is perfect. afaik in arma even earth rotation gets accounted.
      but people grief way too much already...

    • @ICLASHERI
      @ICLASHERI 5 месяцев назад

      lol i wouldnt say no to that !@@TheBod76

  • @Tainted-Soul
    @Tainted-Soul 5 месяцев назад +22

    you dont have to add a slug shotgun just the ammo change eg. bird , buck , and slug.

    • @mabs9503
      @mabs9503 5 месяцев назад +2

      They probably do, actually. Either they don't have the skill to code it this way or maybe there's an engine limitation preventing it.

    • @RyoninShonin
      @RyoninShonin 5 месяцев назад +4

      A shotgun to me is a very difficult to balance weapon. It has more ammo types available IRL than any other firearm. A slug from a rifled shotgun is devastating to anything it hits and has incredible accuracy. 00buck shot is like shooting a handfull of .45acp rounds at the same time with a wider hit pattern( only need to get hit by one to kill you). Lots of less lethal options, and many more lethal ones. If i had to pick from a lineup or IRL firearms , i would pick a shotgun every time. The sound they make when fired is terrifying to anyone who recognizes it. They are overpowered up to 100yds.

    • @MWTGoldenGun
      @MWTGoldenGun 5 месяцев назад +2

      ​@@mabs9503you could change ammo types on weapons in Crysis which uses the same game engine

    • @rivit7615
      @rivit7615 5 месяцев назад +1

      Actually a slug gun needs a different barrel. True slug guns have rifling to keep that chunk of lead spinning accurately at range.

    • @Tainted-Soul
      @Tainted-Soul 5 месяцев назад +2

      @@rivit7615 no true shotgun is smooth bore and the slugs have rifling on them to help keep them on target I have shot 100's of slugs from 25mtrs to 100mtrs and have quite a bit use of firearms for more than 40 years in target shooting in the UK

  • @tomsbasement4884
    @tomsbasement4884 5 месяцев назад +5

    All I know is that special smile I get after squeezing off the last round in my P6-LR mag and hearing that oh-so-satisfying ping that reminds me of the Garand when the en-bloc clip gets ejected. Whoever made that call I owe you a coffee. My bunker setup for the P6 is a suppressor, a Behring 4x scope, and an E250 underbarrel laser pointer.

  • @AeternumPhoenix
    @AeternumPhoenix 5 месяцев назад +18

    Give helmets SUB MODULE SLOTS. The mods will install in the helmet and allow the player helmet visor to have, let's say, an awareness feature that would give them a "sniper glint" feature. A general ping direction or ping area on the HUD. This would simulate realism and fun better. Those who what it can have it and those who what a challenge can go without this "sniper glint" MODULE (official name pending). These modules would also be able to facilitate the combat crosshair as another example. Furthermore, modules could have types of general mods that are compatible with all helmets and specific or specialist modules that only install with specific helmets for specific game loops.

    • @davidlondon9242
      @davidlondon9242 5 месяцев назад +1

      I had a similar idea that they add technology in game like the Shotspotter and Boomerang systems that are available today. That these types of modules or gadgets could be used to triangulate small arms fire. The draw back is that they are less useful in low or no atmosphere conditions.
      I think there should be some glint, but not to the level of a beacon broadcasting a sniper's location.

    • @davescott7680
      @davescott7680 5 месяцев назад

      The benefit of this is that can have much more flexibility to balance.
      Currently they're limited to what can do within a bell curve of realism.
      But with modules/snsors/SciFi magic. If they so want to, they could have a high accuracy sensor that paints on the HUD a huge marker 'sniper over here', if they want to.

    • @davescott7680
      @davescott7680 5 месяцев назад

      Another option might be UAV that scans for threats. Sniper has option to shoot it down, but it'll highlight last place where they were.
      Can make the UAV small and sit high, so only sniper really has option to shoot it down

    • @Pneuma777
      @Pneuma777 5 месяцев назад

      Great idea, maybe they can add onto the upcoming helmet system. I know they've said they want to tie the crosshair to "combat helmets" and have other helmets give other types of information based on their role (mining, engineering maybe?, etc). Don't see why they can't just add a notification system to that tied to sniper scopes and laser pointers

    • @DoriYano-ve2ub
      @DoriYano-ve2ub 5 месяцев назад

      Stupid idea. I'm glad CIG is making the game and not you.

  • @shaneedwards596
    @shaneedwards596 5 месяцев назад +6

    problem is Sniper's while versatile and powerful and very mobile, are very susceptible to armour (vehicles, ships etc.)
    and the vision of what a sniper can see at night, is extremely diminished in low light/dark conditions and even in poor weather... plus once a sniper has fired, or been spotted you must move....
    the issue is... if done, right it could be ok... but the thing is "scope glint" can be an extremely bad disadvantage to the Sniper's, and it's the target's job to adapt... but also the sniper having to set up for range, drop etc... glint can just add more issues which can be more detrimental to the sniper's out there...
    though that being said I will test it, and see what i think personally and see from both sides of the barrel

  • @robwoodring9437
    @robwoodring9437 5 месяцев назад +26

    I started using LMGs only because y'all made my fav (the Karna) take a whole mag to kill one guy.

    • @chawkes70
      @chawkes70 5 месяцев назад

      Its why I started using the P6.

    • @zackn8745
      @zackn8745 5 месяцев назад +5

      Agreed, they made some of the guns almost unusable. The longer time to kill also makes long range combat way less viable, and dramatically reduces the rewards for tactical gameplay. If I take the time to get a good position and put the first shots on target, it's kinda garbage that if I miss just a couple rounds the guy whose just going full Leroy Jenkins can medpen and essentially reset the whole fight.

  • @emptysplit
    @emptysplit 5 месяцев назад +34

    Night vision and team bed logging!

    • @bob-rg7vo
      @bob-rg7vo 5 месяцев назад +5

      Yes to team bed logging

  • @vladimirtarasenko3433
    @vladimirtarasenko3433 5 месяцев назад +5

    The sniper scope glint is not an FPS experience improvement, it's a step back. It looks arcade, please get rid of that idea. We need lore based countermeasures, don't break the immersion.

  • @Zeoran
    @Zeoran 5 месяцев назад +23

    The stupid scope glint (solving a problem that did NOT exist) is going to get retracted when the MASSIVE backlash finally hits. Glad to know CIG completely ignores the players when they feel they're in the right. Spectrum has already made it VERY clear that the players do NOT want scope glint. Especially at night, its VERY stupid.

    • @MattA-fi5qe
      @MattA-fi5qe 5 месяцев назад +2

      I'm guessing you like to snipe? The game spaces are so massive, being able to have a sniper barely peaking above a rock with nothing to give you a heads up is just bound for infuriating point of interest camping by snipers.

    • @yushaneliou6308
      @yushaneliou6308 5 месяцев назад +5

      Spectrum does not represent the majority of players (they’re a loud minority). And players aren’t seeing the gameplay implications of snipers being able to do whatever they want with 0 risk cause no one can see them

    • @Excalabur50
      @Excalabur50 5 месяцев назад +2

      @@yushaneliou6308Where does it stop though, rocket launchers, grenade launchers C4 the list goes on if someone wants to troll they can use anything ans there's more to SC than just Jumptown and Ghost Hollow!

    • @DiscoBiki
      @DiscoBiki 5 месяцев назад +2

      ​@@yushaneliou6308get good at finding them, like you do in other games that don't have scope glint.

  • @thekaxmax
    @thekaxmax 5 месяцев назад +8

    I'm assuming you can't get scope hoods like you can get now, then, to eliminate glint

  • @previzslagaming
    @previzslagaming 5 месяцев назад +40

    Gee Jared why would someone want to see in the dark? it's not like it's 50% of your time in the game or anything... oh wait!

    • @ReaperS2109
      @ReaperS2109 5 месяцев назад +5

      50% ? feels more like 90%

  • @Silv3rShadow1
    @Silv3rShadow1 5 месяцев назад +5

    27:00 Gun ammo recharging terminal within armouries

  • @Apocalomega
    @Apocalomega 5 месяцев назад +3

    Now fix the armor clipping when you look at mobiglass and can't see the bottom left buttons.

  • @LarsHoppa
    @LarsHoppa 5 месяцев назад +37

    Does night vision really not exist?

    • @TheBod76
      @TheBod76 5 месяцев назад +7

      Nope unless you use a 3rd party software which is downright silly.

    • @explorer47422
      @explorer47422 5 месяцев назад +1

      You have a HUD ping in combat helmets that illuminates people's bodies right through to their bones and lights them, and things around you like vehicles, up like a Christmas tree, which they've demonstrated a few times. This is your night vision - combat ping. You also have a torch.

    • @StarFireG3
      @StarFireG3 5 месяцев назад

      CIG has approved the use of 3rd party tools like re-shade. Better than nothing. Without I could not play the game (eye issues).

    • @Stellar-Nucleosynthesis
      @Stellar-Nucleosynthesis 5 месяцев назад

      ​@@explorer47422No it isn't, stop gaslighting yourself simp. 😂

  • @MrFoxxRaven
    @MrFoxxRaven 5 месяцев назад +33

    But seriously, nightvision is pretty important.

  • @SurrealNirvana
    @SurrealNirvana 5 месяцев назад +5

    Can we have a lore reason for why there is no night vision please?

    • @StarFireG3
      @StarFireG3 5 месяцев назад

      I don't want lore, I want night vision and thermal.

  • @aequilibrium89
    @aequilibrium89 5 месяцев назад +24

    oh man... some of the best sniper experiences i had in my time as a gamer was arma 2. i'm sure CIG thought about simply making operating a sniper more challenging? requires a spotter to be effective, zeroing, influence of wind and planet curve, difference bullet speeds that needs to go into the calculation... and so on. if it's hard to master a powerfull weapon, the random wannabe-360 noscope kids are not a real danger and they are mostlikely giving away their positions after the first fail-shot... but if you are dedicated and have a good spotter and equipment, you can still be a very dangerous sniper... idk, glint is so incredibly arcady...

    • @mabs9503
      @mabs9503 5 месяцев назад +4

      They thought about what would be the least effort for them and called it a day.

    • @rooster1012
      @rooster1012 5 месяцев назад +3

      Dude Arma is a milsim and not a MMO that people jump into to have fun.

    • @zaebyj
      @zaebyj 5 месяцев назад +1

      brink all of the FPS gamplay of arma (with ace) in SC will be a games changer for me !!

    • @mabs9503
      @mabs9503 5 месяцев назад

      @@zaebyjI agree. I've never expected it to go that far, but after 10 years I never expected it to suddenly U-Turn either.

    • @mabs9503
      @mabs9503 5 месяцев назад +3

      @@rooster1012 So after a certain number of players join a server suddenly we gotta switch over to idiotic gameplay decisions? Oops the server just ticked over to 101 from 100 we gotta slow everyone down to a crawl and give them Halo shields and World of Warcraft Hearthstones for some reason. Not only does that not make sense it goes against the whole intent and pitch behind SC to begin with. CR specifically criticized dumb mass-market gaming and promised a more grounded and well crafted game.

  • @itsbadlols
    @itsbadlols 5 месяцев назад +15

    Don't nerf ground combat! Ppl in massive ships behind shields, cannons, & bombs, don't need to be able to scan for infantry who only have a gun and cruz lux....

    • @zackn8745
      @zackn8745 5 месяцев назад

      They gotta do something, because right now a couple guys with railguns are a menace. Even just making that shot easier to see and trace would help solve the problem, but RN you might not even see that you are taking damage until you go down.
      In general though, the strength of ground combat is it's low detection range, without that it's almost worthless so yeah I'd prefer it still retain some kinda edge there.

  • @RicOfTheWest
    @RicOfTheWest 5 месяцев назад +3

    Great, overpowered glint snipers like COD or Battlefield. Because you want high lethality but won't compromise their mobility. We only need to see 1 second. We have done this before. Endless hours of FPS games. I am going to slap an x4 scope with no glint and rofl stomp people with my shotgun better than a Shotgun.
    So you wont beable to use magnified optics for recon. You will have full ads mobility resulting in irritating duck and jive duels between snipers.
    SLOW DOWN THE SNIPER. Force them to go static in order to effectively shoot. That makes them extremely vulnerable. Any helmet should prevent a OHK.
    Light helmet leaves you with a T1 head injury. Medium leaves you with a T3 injury. Heavy should require two shots to break. First shot no injury, second shot leaves a t2 injury.
    You can either accept that a snipers advantage is the first strike on a target, or you must make bolt action rifles that can win gunfights with machine guns.
    You have two choices. Those are it. People do not want OHK snipers in this game.
    Stop it.
    This is coming from a regular Squad player, COD junky and Battlefield war criminal.
    Fix the concept, because if you give people like me these weapons we will force you to nerf them by abusing other players. Do you understand?

  • @jodomarj9063
    @jodomarj9063 5 месяцев назад +15

    I am not for sniper glints, give direction of where you are being shot from instead. Than you can allow for Combat Armor or Scout armor to give you the direction of where shots are coming from, thus giving people an additional reason to use different armor sets.

    • @greenblazes
      @greenblazes 5 месяцев назад +5

      That still doesn't help the pre-fire scenario. Snipers can down you in 1 shot. It's not super helpful info to know where you got shot from after you are dead 😂

    • @SuperlunarNim
      @SuperlunarNim 5 месяцев назад +2

      @@greenblazes People act like snipers land all their shots 100% of the time or something. Sniping is skill based, that's the whole point, they should lean into making it more challenging to hit long distance shots than making you visible ton everyone you aim at.
      People act like snipers aren't entitled to balance as well when what they're doing is already difficult.

    • @HeWhoProclaims
      @HeWhoProclaims 5 месяцев назад +2

      ​@greenblazes Exactly. Like, how can you counter a sniper realistically if they're landing all head shots? I'm a primary sniper player but ik that it'd be unfair if no one can counter me as long as as I land my headshots.

    • @DawnstealerGaming
      @DawnstealerGaming 5 месяцев назад

      what the peeps above said, but also I'd say they could tame down the glint if they made a "true headshot" a smaller hitbox inside the head (so baseball or softball sized) - otherwise, it's not one shot/one kill

    • @rooster1012
      @rooster1012 5 месяцев назад +1

      @@SuperlunarNim Sniping is not difficult which is why noobs in fps games all sit back and snipe, it is the assault classes that die the most in fps games. SC already has laser range finders on their scopes that make sniping so easy and is why you see many videos of people sniping at Jump Town and killing 50 people and never running out of ammo because nobody knows where they are shooting from, glint is a real thing and should be added to the game.

  • @redsamurai6586
    @redsamurai6586 5 месяцев назад +7

    With the sniper at Jumptown, that could be the least of my worries what are you gonna do about the A2?…..😅

    • @mabs9503
      @mabs9503 5 месяцев назад +5

      They're gonna add glint to the A2 as well.
      Nah, jk, they're not gonna do anything. A ship killing you from 2km away with absolutely no warning is fine by them but a sniper popping your head at 200m is unacceptable.

  • @eigos
    @eigos 5 месяцев назад +37

    Night. VISION.... when?

  • @DeadWayfes
    @DeadWayfes 5 месяцев назад +36

    Night glint!! Wow

    • @StarWreckSalvageCo.
      @StarWreckSalvageCo. 5 месяцев назад +5

      Its called moonlight reflection, its a real thing

    • @zarbonthedestroyer7232
      @zarbonthedestroyer7232 5 месяцев назад

      So if I'm a werewolf hiding under cover and I catch the moonlight glint, will I transform?

    • @DeadWayfes
      @DeadWayfes 5 месяцев назад +5

      @@StarWreckSalvageCo. and you do know today scopes have anti glint and you can just wrap a piece of camo net on one end of the scope and you dont have reflections...

    • @enginerd22
      @enginerd22 5 месяцев назад +5

      @@DeadWayfes…and I’d hope we’d have an even better anti-reflective solution far into the future 😂

    • @boukm3n
      @boukm3n 5 месяцев назад +6

      Glint is lame, considering modern day active duty snipers specifically have anti glint attachments on their scopes.

  • @sly567
    @sly567 5 месяцев назад +2

    With regards to charging batteries for laser weapons. Why not have the battery, clip back into a dedicated spot in the ammo belt for rapid charging (say 1 minute) which has a stored amount of power for charging like 30 batteries and an additional 30 batteries which drains your amour suit. I understand in law our amour suits are powered and could have the ability to do this. Then you could limit the amount of charges ammo has for balancing. Also, if you run out of power in your suit this can be part of medical game play, instead of meds you use battery packs to repower the suit back up.

  • @sored8705
    @sored8705 5 месяцев назад +1

    The point in my opinion is not to trying to make every one happy, but to make a good gameplay for people who wan't to play it as their main. Like, I'm not a pilot so it's not really important to me if the new fly model is good or not. If pilots people like him and not me that's good for me. Because this is a gameplay made for us, so I have to adapt and that's all.
    The bad point with the FPS here it's that all people I know who are FPS players and do that as their main gameplay in SC don't like this arcade way.

  • @fillianplays
    @fillianplays 5 месяцев назад +22

    Yeah, sniper glint is very very silly even from a gameplay perspective. It’s very easy to counteract irl. Having it at night is frankly just dumb. What would make more sense, would be a distance and direction detector. Something that exists in real life and gives feedback as to the direction of the shot based on the supersonic crack of the bullet traveling through the air. IRL sophisticated variance can even tell you the caliber of the round. For a futuristic game, this would be a really easy thing to implement into the HUD.

    • @kbomb1235
      @kbomb1235 5 месяцев назад +6

      How does that work AFTER YOU ARE DEAD?

    • @xenon1416
      @xenon1416 5 месяцев назад

      Do you think all of the people who died from getting shot with snipers in wars past are complaining?@@kbomb1235

    • @DeadWayfes
      @DeadWayfes 5 месяцев назад +2

      ​@@kbomb1235 heavy helmets are a 2 shot kill. Dont stay still, and move in terrain with more cover...

    • @kbomb1235
      @kbomb1235 5 месяцев назад +1

      @@DeadWayfes and if you’re NOT wearing a heavy helmet and if you’re picking up a box or inspecting an item, or any other number of things. Then what. You can’t be in cover and running and ducking and juking all the time. It’s not sensible.

    • @Bgen_dark
      @Bgen_dark 5 месяцев назад +1

      plus a sniper is not just .
      war is not =
      find the right place to snipe is not easy but vhen you find it the number grow fast...

  • @tyller77189
    @tyller77189 5 месяцев назад +5

    I posted questions and time stamps 20 min after this video was up but the comment isn't showing up for some reason???

  • @THEDARKILLERS46
    @THEDARKILLERS46 5 месяцев назад +4

    Make sniper gameplay good, give us alternative vision types, and stop trying to sell cheap band aids as clever solutions for the love of Christ Roberts

  • @BarManFesteiro
    @BarManFesteiro 5 месяцев назад +8

    Can the community just get one thing for all the support we give you guys? Nightvision maybe?

    • @Sentrme
      @Sentrme 5 месяцев назад

      We get things all the time. The game to play and be part of dev.

    • @BarManFesteiro
      @BarManFesteiro 5 месяцев назад

      @@Sentrme Thanks CIG for allowing us to play the game we paid for. Now please give nightvision

    • @hawkzulu5671
      @hawkzulu5671 5 месяцев назад

      @@BarManFesteiro Night vision is likely to happen - but it Wont happen before all the rendering, lighting and graphical tech thats coming gets here. I want it now too ..but we wont hear teams assigned to it like this coming thursday morning. Vulcan, DLSS, Raytracing - and all that is coming and when they have the new renderer - its That renderer that will get the things like vision types..etc - not this renderer/ graphical system that is being phased out of existence.

  • @valorunkommon799
    @valorunkommon799 5 месяцев назад

    Don't know why so many gripe about glint. BF3 and BF4 had sniper glint and people still couldn't react or return fire accurately enough to stop the sniper. Most just hopped in a jeep and drove out for revenge afterwards.
    What they need is
    1) a suppression effect like BF does so that IF people can put effective fire on a sniper, you can mitigate his accuracy
    2) bring a tank or APC. Snipers seemed to be weak to 20mm or 120mm rounds for some reason...
    3) ballistic drop. People want to play snipers all the time but most can't calculate drop and miss most of their shots. Bullet drop requires skill to place shots on targets. Particularly moving ones
    4) Give us ways to obscure visibility. E.g. smoke grenades

  • @ShadowGirl-
    @ShadowGirl- 5 месяцев назад

    I for one welcome the addition of sniper glint, precisely because of how powerful they are and how damaging death of a spaceman eventually will be. This is exactly the kind of logic we need to ensure good gameplay.

  • @Cr4y7-AegisInquisitor
    @Cr4y7-AegisInquisitor 5 месяцев назад +4

    Can you not use the planetary fog or cloud system to make smoke grenades (and bomb fallout!) last longer than a few seconds without sacrificing too much performance?

  • @latjolajban81
    @latjolajban81 5 месяцев назад +12

    Remove scope glint...

  • @raging_casual
    @raging_casual 5 месяцев назад

    well, some of CIG's ideas I really like and some I roll my eyes at...but I do appreciate that the devs are listening and constantly thinking of ways to improve all aspects of the game and make gameplay more engaging.👍

  • @Creepy-Girl
    @Creepy-Girl 5 месяцев назад +5

    I don't like the crosshair implementation :/ But I'm open to try it in 3.23.

  • @TheMNWolf
    @TheMNWolf 5 месяцев назад +5

    LIDAR vision? FLIR vision? Ultrasonic ranging vision? Automatic dimming visors? Binoculars? Spotting scopes?
    💜 you Jared

    • @uberfu
      @uberfu 5 месяцев назад

      Frakkin Sunglasses !!

  • @filipepinho3319
    @filipepinho3319 5 месяцев назад

    The ability to log out inside a friend ship would be a really nice feature! I'f I'm with a friend in a party and we decide to call it the day right now we can't share the same ship, it would be nice that we can log of and when returning back be inside the same ship, even if for example my friend manages to fly it to another planet and then I log in I should also be there... The only thing I see that can be an issue that prevents this from happening is if I can't connect to the same server as my friend, and in that case I should get to the closest position of where that ship is.
    One thing I saw, if I'm copilot a ship and I request to dock in a station, my friend will not see the marker of the docking spot and I need to guide him verbally, I can't also use sonar ping, it triggers the sonar but I don't get any feedback.
    Inventory items should stack, if I pick ammo for a weapon and I already have some in my inventory it would be nice for it to automatically stack instead of having to do it manually every time, the same goes for every other item.
    I don't really understand the local storage, I guess it makes it easy to transfer items to my ship if I go looting and so on, but it cuts on the immersive side of the game, either the player have a way to manually take them to the ship or he don't, I can understand when you land in a port to have a way to dispatch all to your local storage, but not outside in the wild...
    Why if I steal a ship without the owner being present will trigger a bounty over my head? it's not my fault if other player leave the ship wide open unattended. But that's my opinion

  • @cmdr.sypher1820
    @cmdr.sypher1820 5 месяцев назад +7

    Why cant we get a shooting range that scores for practice. We see the Devs have one? I guess it could have a night time version for the new night vision scopes

    • @uberfu
      @uberfu 5 месяцев назад

      Used to have one until they removed it.

    • @StarFireG3
      @StarFireG3 5 месяцев назад

      Take a crate of Shmolz bottles and your rifle, drive into the environment with your URSA, put up the bottles for target practise like the rednecks do it 😁

    • @StarFireG3
      @StarFireG3 5 месяцев назад +3

      Take a crate with bottles of Cruz, your favourite rifle. Get into your Ursa, drive into environment, set up your targets and practise 😁

  • @Ultrajamz
    @Ultrajamz 5 месяцев назад +7

    Nothing on excessive TTK.

  • @Funkm4ster96
    @Funkm4ster96 5 месяцев назад +21

    Just make Night Vision!!

  • @Gwydion_Wolf
    @Gwydion_Wolf 5 месяцев назад +8

    50:08 "we want players to be able to have weapons while wearing clothes, but we are trying to figure out how to go about it".
    Here's an idea, though not sure how easy it would be to implement.
    At CitCon, you already showed off wearable 'storage' that would be able to be attached while wearing normal clothes without a flight-suit. Couldnt you simply create 'holsters' (for pistols for example" that the guns would then attach to as if it were attaching to an armor location that it already does (could even re-use the same code potentially). For 'rifles' (if you choose to allow it) could go the rout of a 'magnetic sling', something that is 'fixed in place' visually on our characters like a 'todays world' sling wrapped around our bodies at an angle that has a magnetic plate on the back, which allows 1 single 'rifle' / 'shotgun' class FPS weapon to be equipped. Since its fixed in place and is purely a 'magnet' to hold the gun in place on our back, you'd have 0 need of any complicated "sling mechanics/physics". It would work just as the backpack/flight-suit hook-slots would (and again, likely could re-use the same code).

  • @CBadger
    @CBadger 5 месяцев назад +3

    So basically, you're making Battlefield in space..? Mmm'kay then.
    Glint should only be visible when aiming towards a light source (or sun). Have ballistics with bullet trajectory, drop, time to target, all being affected differently by each planet and moon's gravity. Long range sniping is an insanely difficult skill, those who master it should be rewarded for careful planning, measuring, adjusting and finally getting that kill by not having a flashlight on their face. Having glint at all times is vanilla FPS game, it's Battlefield. It's a huge contrast to the 'sim' that Star Citizen wants to be. A real identity crisis. On one hand it wants to be realistic, have consequences for death, but on the other sniper scopes have glint at night. There are better ways in a game that aims to be what Star Citizen wants to be, but this feels like Battlefield in space to me... I know there has to be compromises for gameplay, but still.

  • @ArterialCanine
    @ArterialCanine 5 месяцев назад +1

    Never mind ADS clipping, fix terrain clipping inside bunkers etc its terrible atm.

  • @CodeR3d911
    @CodeR3d911 5 месяцев назад

    Ya'll should allow C8 and smaller size ships to land ontop if the Carrack. Those doors are there for a reason, and the only reason i can think of is if someone lands on the Carrack and walks into the ship. Plus, it was nice being able to carry both the C8x and C8r on the same ship, easier for us to mount a rescue if our team mates go down.

  • @asog88
    @asog88 5 месяцев назад +5

    As to glare, make it seen through helmets ( all helmets) so it makes sense. Then it makes sense to even see it at night

    • @Gia010611
      @Gia010611 5 месяцев назад +2

      That's a solid idea, it could be an IR filter or something like cameras have so basically only your visor would highlight this effect, thus no visor no glint.

    • @davidlondon9242
      @davidlondon9242 5 месяцев назад

      I'd like to see them add gadgets or helmet modules that add shot triangulation tech like Boomerang or Shotspotters systems that are available today. The drawback being that they are less effective in low to no atmosphere environments. You could also add inferred scanners as another detection method. I don't want to see glint removed but I don't want it ti be akin to a sniper marker either.

  • @wag0NE
    @wag0NE 5 месяцев назад

    They could bring so much interesting gameplay by expanding the mechanics of the different armour types, similar to ships archetypes. Maybe you can slide in light armour but not in heavy, you make less noise moving and detection is harder but in heavy you have like better recoil control or something, this could make gameplay so much more diverse and engaging really making the player think what he needs for the best of a situation.

  • @EdmundRobinson
    @EdmundRobinson 5 месяцев назад +1

    Shotguns are the industrial player's friend. You don't have to be too good at FPS to get some hits in.

  • @AshU-ug2fy
    @AshU-ug2fy 5 месяцев назад

    Why were these introductions so chaotic?!?! I love it XD

  • @jc2k153
    @jc2k153 5 месяцев назад +6

    I still want a crossbow / silent weapons

  • @AccidentalFriendlyFire
    @AccidentalFriendlyFire 5 месяцев назад

    If the problem is snipers at Jumptown, fix Jumptown. Reduce or remove long sight lines. Done.
    You already removed the auto zeroing and made damage falloff "strong". We're there tests to see how much tougher that made it to snipe before the decision was made to put glint in?
    Possible solution: meke combat armor able to detect scopes based on if a piece is in view. Maybe purely optical scopes don't get detected but it's easier with more powerful scope assists (active vs passive detection). More pieces might be able to detect this more quickly, and may even be able to detect sniper location. Or some other type of armor, like an exploration variant because it detects all sorts of radiation.
    One of the reasons people are upset about the idea of glint at night is how unrealistic it is when we already can't even SEE at night. Is there nobody on the team who has lived in the country, by which I mean living at least a solid 15-20 mile (24-32km, I think) drive away from major population centers? Add in another five miles (8km?) for every 50k people in the cities nearby to properly escape the light pollution. Even on a moonless night, without clouds the sky can give enough light to see by; with a full moon you can actually drive without headlights and still see the road perfectly well (don't try that, though, because other cars won't see you and you won't see wildlife). Currently, it is pitch black on the dark side of moons and planets, without any clouds to block the light (and even with clouds, unless they're thunderstorms, you can usually still see SOMETHING walking around at night). I'm hoping this will get fixed with global illumination, but I'm not going to hold my breath.

  • @llamaboypeez
    @llamaboypeez 5 месяцев назад +12

    I don't like the idea that the glint nerfs snipers even when you're not actually firing. Maybe we're using our scope for scouting a target, maybe taking our time to line up a shot, and this makes it so you don't want to use your scope at all unless you're going to be shooting right away. I think snipers should have the first shot without danger of being detected by a glint, especially if you make it more difficult to line up a shot, which it sounds like you are doing with removing auto zeroing. I'm all for a nerf after that, for example certain combat helmets that would put a marker in the direction of where distant shots came from. But I think the glint directly goes against the fantasy of working hard and taking your time to get that one shot. I don't mind nerfs that make getting a shot harder and slower and maybe only reliable from prone, and I don't mind nerfs after the first shot is taken.

    • @rooster1012
      @rooster1012 5 месяцев назад +4

      Not gonna happen since snipers one shot other players so what use is glint after you just killed someone. Glint is a real world thing and should be added for balance, anyone that has any skill playing a sniper won't have a problem with this as many games already use this and players simply compensate by moving positions.

    • @mobiusr5251
      @mobiusr5251 5 месяцев назад +1

      ​@rooster1012 while it might be a real world issue to some degree snipers utilize things like honeycomb filters, and some scopes have coatings to low or prevent this issue.
      The biggest give away for modern-day snipers are inadequate camouflage, excessive movement, sound & light disciple, poorly placed shots, or just bad positioning. Scope glinting with no anti/glare/glint devices to combat it is just a silly arcady mechanic.

    • @amigo3284
      @amigo3284 5 месяцев назад +2

      Glint will be good for the game. The game has a lot to add and a lot to tweak. Stop freaking out, it’s a sifi game for people to have fun. Most people are not hard core.

    • @SaahDude
      @SaahDude 5 месяцев назад +2

      that's realism though. being able to casually sit on your hill and look directly at your target undetected for as long as you want is pretty overpowered. There is a reason most triple A shooters implement sniper glint.
      I think this brings healthy balance into the game since it gives a cautious and observant player at least a split second opportunity to save himself from instant death. I think some sort of spotter gear (ie. sci-fi binoculars) that dont have glint would bring this balance full circle. It would give snipers there ability to scout undetected but also keep the pressure on the sniper to line up his shot quickly before he is noticed. Interested to see how this evolves.

    • @thetheory291
      @thetheory291 5 месяцев назад

      they should think about nerfing F4 view. Right now it’s safer and easier to find targets with the F4 views…

  • @spacep0d
    @spacep0d 5 месяцев назад

    Looking very much forward to 3.23. Dear CIG, can we PLEASE have footstep audio control (including "off")? Those hard-soled Floresheim shoe sounds drive me up a wall...or across a marble floor. Need to control that audio like we can in other space games. Thanks!

  • @infamoussquire2955
    @infamoussquire2955 5 месяцев назад

    (7:00) I believe sniper glint should be based on realistic factors, such as other factors in the game. The glint should be based on a light source shining onto the scope reflecting light towards the sniper's targets position, which would be then visible to them ONLY when they were looking at each other. I believe that source could be amplified for balancing reasons, but it should not be akin to COD or Battlefield, but more noticeable if you were paying attention keeping an eye out. This can be visible at night due to moonlight! can be different based on moon phases and which planet and atmosphere and dust and whatnot, but it would be less bright as at dark its much more noticeable but you want the player to have to pay attention!
    (17:18) Personally, if a flash goes off next to you, could a blending affect be used to only affect the half of the screen where the flash went off? it might add a disorientating affect as you'd see straight on one half but phasing vision on the other half, based on angle from where it went off. Duration and noise might have to do with what is between you and it, if its a wooden vs brick or stone wall? but definitely distance would change the duration and severity of the effect. Noise should always be an effect based on distance or if its around a corner or something. Even if it is behind you. (17:43) if you base smoke off of volumetric you wont have to worry about duration or visibility balancing
    (27:03) You might think of adding a kit you can purchase somewhere that had 'converter cables' to take charge off of other batteries and store it in your own to charge your current battery? Additionally you could have a battery based backpack or buying powerbanks to put into your backback to charge your weapons off of and then use the 'converter cables' to plug into that powerbank to take charge off other batteries to charge it. Otherwise it would work the same as ballistic as each weapon battery is shaped different or is simply made just for its own weapon
    (35:30) LOVE the idea of specialists kits! that would add alot of gameplay dynamics and change how we load out for each task or maybe several future tasks! we might consider taking multiple suits and or helmets on our ships with several weapon loadouts incase we needed them. I like the idea of having to pack a ship up before a long trip and planning what you might need.
    (57:40) I don't much take it you guys are going for a 'FPS' game as much as a realistic and immersive space exploration experience. I love the idea of having outposts for organizations to produce goods and manufacture and also space trucking. Combat is great and when you get it right it adds to immersion, but I truly hope your team continues to add additional avenues of gameplay where we might work together for larger scale projects or manufacturing or whatever YOU hope to see! Your world is so alive, i'd hate to see people talk you guys into being combat orientated on such a wonderful game that's so alive in so many other ways already.
    Great Q&A! I have great hopes for you guys and this game. I love to see you guys getting together enjoying answering questions and engaging with the community
    edit: I don't have a programming degree quite yet but I love brainstorming ideas and creative design, I hope this comment finds you guys and helps spark some great ideas!
    *psst looking for a job in my field nudge nudge* haha

  • @Accuracy158
    @Accuracy158 5 месяцев назад +2

    Interesting enough I suppose. At the movement I'm going to need much more compelling reasons to ever get out of my ships that probably aren't UGFs but maybe once we have base building or some kind of surface exploration FPS stuff will mean more to me. It's all out exciting compared to the character creator. :P

  • @Wolfineer_
    @Wolfineer_ 5 месяцев назад +1

    Many a year ago it was requested and denied but we did it citizens, finally confirmed Ballistic Shields are coming. Let's gooo breach and board action!

  • @AdhdGamerDadPro
    @AdhdGamerDadPro 5 месяцев назад

    Mid playthrough character customization when? At hospital you can get surgery? Or seprate store for face/body sugery and hair salon? Ex: fallout 4.

  • @exercitatus
    @exercitatus 5 месяцев назад +1

    Just give weapons of size

  • @Howler-Legion
    @Howler-Legion 5 месяцев назад

    One thing I would love to see added would be something like a Razor from the Red Rising series.

  • @cryingsurrogate
    @cryingsurrogate 5 месяцев назад +1

    Curious that people ask about civilian clothes and weapons - pistols and multi-tools can be used with clothing right now in PU

  • @Citizen_Slambo
    @Citizen_Slambo 5 месяцев назад

    The comments on lmgs were heartening and I already lub shottys so interested to see the changes to those. Ty for the show

  • @aguspuig6615
    @aguspuig6615 5 месяцев назад +1

    Honestly maybe they could replace glint for other disadvantages that are more suited to that ''sniper fantasy''.
    Id much rather have to deal with crazy bullet drops, wind, coriolis effect, and whatever other scfi problem they can envision, like a planets magnetic field affecting the bullet or something. Rather than having the glint wich just means i cant stealth as a sniper.
    I understand that a sniper just laying down looks like someone whos not engaging with the game, but that doesnt have to be the case. Id much rather have the advantage of stealth but have to deal with alot of factors to hit my shot.
    Plus it does preserve realism, or at least that ''fantasy'' of realism way better. A glint at night looks stupid. Having to take wind into account for a good long range shot sounds cool. But both nerf snipers

  • @DiscoBiki
    @DiscoBiki 5 месяцев назад +2

    If anti glare coatings are commonplace in todays optics i can only imagine anti glare coatings are even more commonplace and a lot more advanced 900 years in the future. Glint is not a good idea. Too gamified IMO. Definitely doesnt scream "simulation" but more "call of duty"

  • @Winterx69
    @Winterx69 5 месяцев назад +12

    Maybe already asking for people's thoughts before blessing everyone with things like sniper glint out of the blue and only then asking for feedback, could be of use regarding an efficient use of resources and to taking more of a focus on what folks actually want out of the game. That way nightly sniper glint (sorry, but I couldn't have made that up by myself and if I tried) wouldn't be in and night vision might instead just have been a thing for the coming patch. Alas...

    • @mabs9503
      @mabs9503 5 месяцев назад +3

      You forgot the part where they ask for feed back but only "constructive" feedback which only includes feedback that agrees with them. If you don't like sniper glint you're not being "constructive" so they dismiss you altogether. It's the same thing they're doing with Master Modes. If you don't like it you're ignored. When you ignore all negative feedback you can lie and say "feedback is very positive."

    • @redrosecounty
      @redrosecounty 5 месяцев назад

      What people want and what they need are rarely the same thing. Balance changes are never popular and so if they asked they'd never get any balancing done, you think, implement and then wait for feedback.
      Not saying that glint is the way to go but it cannot continue the way it is if death of a spaceman is going to be a thing. Everyone will just get sniped all day long whenever they land at a POI and spend hours getting back to their corpse/ship never mind what happens when the character actually expires due to death of a spaceman.
      Can't imagine glint took much development and it attempts to address the above problem, it gives people a chance to survive a sniper ambush. It's still heavily stacked in favour of the sniper.
      If it doesn't work they'll tweak it or try something else.
      But hey, if people really hate it maybe we'll just get thermal goggles/binoculars and can pick people out whether they use their scope or not. Imagine that will be really popular.

    • @mabs9503
      @mabs9503 5 месяцев назад +2

      @@redrosecountyLots of things about the game don't work and they continue to ignore feed back. The glaring issue here is they're taking a big turn away from the realism they've been pitching for a decade.

    • @Zacho5
      @Zacho5 5 месяцев назад

      @@redrosecounty Just make long range shots harder to do, the already got wind and ranging. FPS feels dumbed down compared to ship gameplay.

  • @JasumZ
    @JasumZ 5 месяцев назад +7

    Even with your justification, I really hate scope glint. It’s completely unrealistic even in today’s context let alone future anti-glare. Why not have awareness of snipers be a visor feature or something?

    • @mabs9503
      @mabs9503 5 месяцев назад +3

      Realism has been thrown out of the window and a bunch of players will jump down your throat for it. CR's old pitch and design documents are apparently too old to be relevant now and since realism "isn't fun" of course it must be changed.

    • @JasumZ
      @JasumZ 5 месяцев назад +1

      Fair point, and perhaps realism is the wrong angle. I don’t think scope glint is fun either.

    • @mabs9503
      @mabs9503 5 месяцев назад

      @@JasumZ The issue is CR specifically pitched realism, wrote about it a lot over the years, and the last 10 years of the PU has been heavily leaning realism. For them to suddenly make this big of a shift in the other direction after so many promises and taking so much money from people is not a good thing.

    • @redrosecounty
      @redrosecounty 5 месяцев назад

      @@mabs9503Whilst they pitched realism over and over they also went to great lengths to stress that fun is paramount. Remember the sounds in space debates? It was simply too boring and not fun to play in silence. They have always been about realism but never at the total expense of fun. If they want to make us respawn with full kit nearby in 30 seconds, sure. Let snipers stay hidden and rule the roost with one shot kills undetected from complete cover. As it is, if it continues the way it has been going with the size of the universe and time it takes to recover from a death (potentially hours) people just won't want to play the game if they get their head blown off with no chance to avoid it at every single POI they land at. I still maintain that the odds are still heavily stacked in favour of the sniper even with glint, it's an ambush and if it isn't Jumptown then likely they won't be expecting you, just time when you raise your scope.

    • @mabs9503
      @mabs9503 5 месяцев назад

      @@redrosecountyRealism is fun! 😃

  • @shadownomad_
    @shadownomad_ 5 месяцев назад +1

    With the Sniper glint, you just punished players that have a high level of patience and dedication to move 10s of kilometers through terrain on foot avoiding detection from patrolling ships to then spent hours scouting and providing intel for their friends inside of AO and waiting for opportunity to execute their shot. For my group during JumpTown Sniper is someone who is far away from JT roughly 800-1500m (depending on the terrain around JT) sitting on a scope and feeding intel to the team inside and in the air and at those distances the shot is difficult as is because the auto zeroing is broken past 800m and DMG is so low that even 4 headshots will not kill. You hear concerns about slide mechanics can be too arcady and than you slap the most arcady think on a snipers. I'm fine with making the sniping harder but glint without direct light source is just trash arcade COD type of band aid that doesn't fit in.

  • @ilift13
    @ilift13 2 месяца назад

    What if armor had a durability rating, that required repair like ships, that required material/money to repair. So that at a certain point the armor breaks and is not useful, like a heavy helmet can take one sniper shot but after that anything after that will be a kill? Or if the helmet has taken damage, like from a fall, a sniper hit can knock out or kill depending on the remaining durability of the helmet?

  • @axelmousti5812
    @axelmousti5812 5 месяцев назад

    i usualy play on sound to evade, it's often a lot more reliable than what happend on the screen. However there is no evade in SC so idk. Maybe a war helmet in 2900 have the ability to give a sound alert when you're aimed. There should be helmets that are resistant to snipers, there may be multiple options depending on the helmet that would bring meaning into chosing your helmet. We have materials that harden the harder they're hit nowaday so something that very resistant against hard hiters doesn't sound that impossible I think it's called non newtonian fluids and it's already begin to be used into armors/clothing tech.

  • @churchiee-gaming
    @churchiee-gaming 5 месяцев назад +1

    As a “degenerate” sniper I will find ways around sniper glint.

  • @woodenstorm
    @woodenstorm 5 месяцев назад

    Hi! Energy weapons should be replenished from hitting shields if the enemy also uses energy weapons too!

  • @kevinstout1927
    @kevinstout1927 5 месяцев назад +1

    I always stop what I'm doing on whatever planet I'm on when the Sun goes down and go to space or something so night vision would be nice

  • @Citizen-Nurseman
    @Citizen-Nurseman 5 месяцев назад +2

    I really like what u said on reviving gameplay, there's alot of great things in this SCL, many thanks guys,

  • @cat_citizen
    @cat_citizen 5 месяцев назад +3

    Won't thermal night vision reveal a sniper? 🤔

  • @mikes.9091
    @mikes.9091 5 месяцев назад +8

    I'm surprised Kill-Markers didn't come up. I saw a lot of feedback regarding them on Spectrum.

    • @Memeguppy
      @Memeguppy 5 месяцев назад +1

      Not their department, death markers is for a question for the actor status team

    • @mikes.9091
      @mikes.9091 5 месяцев назад +1

      They (these same devs and designers) talked about kill-markers in their last ISC or SCL though - thats what caused a lot of the comments on Spectrum.@@Memeguppy

  • @Citizen-Nurseman
    @Citizen-Nurseman 5 месяцев назад +9

    dump the glint, focus on the interaction of FPS scanning
    make the powerful sniper rifles unsilencable, like silencing a 50cal is a bit silly
    e.g. perhaps using narrow cone scanning you might be able to find snipers if they are in the cone, and use terrain occlusion and special armours to defend against it

    • @mabs9503
      @mabs9503 5 месяцев назад +1

      The problem is "silencing" guns in the first place. That's basically impossible outside of a few niche cases. However, this is space, so hearing a distant gunshot on a airless moon should be impossible anyway so they wont like that either. Personally stuff like that just makes it more fun for me, a breathable place like Hurston/Microtech can be the "easy" zone, a place with atmosphere but no oxygen like Daymar can be the "middle" zone where you can still hear gunshots and bullets snapping but everything is a little more difficult all around. Then of course airless is basically completely quiet aside from what can physically transfer sound into your suit being a "hard" zone where everything overall is challenging. Space should be scary, but CIG seems to want everything to be an amusement park lately.

    • @Citizen-Nurseman
      @Citizen-Nurseman 5 месяцев назад

      @@mabs9503 yeah I'd prefer true realistic audio simulation, and although they plan to give us that option, turning it on will leave us at a tactical disadvantage which sucks.
      So when I say unsilencable, its within the parameters of the audio simulation.

    • @mabs9503
      @mabs9503 5 месяцев назад

      @@Citizen-Nurseman Tactical disadvantages can be _fun._ I have over 3,000 hours in Arma. It takes weeks/months to convince someone new that joins in that _not_ having access to literally every asset in the game makes the combat much more challenging and fun. Having some kind of rock paper scissor sure fire can't fail counter to every thing you could possibly come across would be boring.

    • @Citizen-Nurseman
      @Citizen-Nurseman 5 месяцев назад

      @@mabs9503I'm all for asymmetrical combat in terms of assets like weapons, vehicles, armours and locations
      But things like hearing should probably be as equal as possible

    • @mabs9503
      @mabs9503 5 месяцев назад

      @@Citizen-Nurseman If you're fighting in space everyone's going to be basically deaf. How is that not equal?

  • @Drivertilldeath
    @Drivertilldeath 5 месяцев назад +4

    You all CIG really pushing the Dynamic Cross Hair. It is not a good idea. In the video you all contradicted yourselves about how it decreases accuracey by jumping+floating around but some how more accurate. Glad that can be turned off. Bullet/lazer gose where the barrel is pointed, simple.

  • @MrChaosi
    @MrChaosi 5 месяцев назад +5

    oh god arcade COD here we come

  • @madphantompixels6478
    @madphantompixels6478 5 месяцев назад +4

    Jetpack when.

  • @beepbeepbeepgo2122
    @beepbeepbeepgo2122 5 месяцев назад +1

    When I don’t have to install a third party program for night vision when is night vision again?

  • @jadensilveira2188
    @jadensilveira2188 5 месяцев назад

    I love you guys and the work you do I’ve been wanting to play this game for 7 years and now I think I can I just recently upgraded to a gtx 1060 so maybe

  • @Gazetto38
    @Gazetto38 5 месяцев назад +3

    Hello ! remove sniper glint. just have good audio spatialization and maybe the bullet leaves a brief trail to giveaway the average angle the sniper is shooting from. So snipers can actually act as recon and giveaway their position only when they actually take a shot.

  • @delta1200
    @delta1200 5 месяцев назад

    Instead of sight glare, can you make a sensor tool to scan the ground to give an overall situation on the battleground? That way, like in Ukraine, we see what to expect

  • @nathanielescudero5379
    @nathanielescudero5379 5 месяцев назад +1

    Could energy mags be recharged at terminals in most FPS locations? Perhaps certain backpacks?
    How does sniper glint work when you have the sun behind the sniper? Also so ironic that the gameplay programmer Pascal shares the same name as a programming language.

  • @gregdavyd4488
    @gregdavyd4488 5 месяцев назад

    stamina needs to play a huge rolel in weapon sway. Id love a system like tarkov. where the less you die, the better your recoil management, stamina, strength, sniper glint detection gets. stealth etc.

  • @galathirgames7873
    @galathirgames7873 5 месяцев назад +1

    Inre Repooling Ammo... this makes it sound like we will not be able to repool ammo in Armistice Zones... since we have to have the weapon in hand to do so (which seems like a very odd choices, I might add).

    • @mabs9503
      @mabs9503 5 месяцев назад

      Yea you might be right. Another tone deaf, brain dead decision from CIG if true. As if we're going to want to repool all of our ammo in the middle of a gunfight in a bunker. That's the kind of stuff you do after you're done and gone. Guess we'll just have to add another task to the list of things you have to awkwardly cancel a QT jump halfway between two places to do.

  • @randlebrowne2048
    @randlebrowne2048 5 месяцев назад +1

    Since so many helmets cover the character's face, I wish they'd actually allow us to see character names for people we aren't grouped up with. It would make socializing with new people much easier.

  • @ronstahl5783
    @ronstahl5783 5 месяцев назад +1

    Why are you focused on minor issues like glint and dynamic crosshairs, and balancing issues like recoil, when we are years behind on major play dynamics like personal radar, personal shields, stealth play and plasma lances that will inevitably force future balancing?

  • @breezie336
    @breezie336 5 месяцев назад +1

    I think that question was can you shoot a grenade on someone's armor and it explodes?

  • @Koloarie
    @Koloarie 5 месяцев назад

    As someone who actually likes to be that degenerate sniper (though I rarely do it, I might add!!), I think this change is fine. The way they describe it it is also not the ridiculous glint you have in Battlefield, but more of a progressive glint that first is rather small and takes the target to actually more or less look at the sniper for it to become bigger. I think that's fair, because to be honest, if you and your team are around Jumptown with ARs, then even if you can see where the sniper is firing from, then good luck returning effective fire. They'll still be able to take continuous shots at you, but you just have a better chance at perhaps dodging the shots and that's okay.