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 🤔
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 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
-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!
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'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.
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.
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
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.
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.
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.
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
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.
Been patiently waiting for this game since 2019, I love how much attention to detail the team is putting into this to make it perfect. Can’t wait for the finished product, keep up the good work guys.
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..
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.
For laser lore, maybe describe them in a technical sense as something like “plasma projectile weapons” and have the internal design require shifting a large hammer or mass to generate the beam. That would account for the recoil in a lore friendly way. Like an active compensator in reverse.
@@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.
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.
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.
Thanks for making the crosshair/hit markers a menu option. I'll still use them, but it shows you're paying attention to what some people in the community are saying.
It won't be an option if they implement crosshair and hit markers. It's such an advantage you have to use it because everyone else will. It's like implementing auto aim and saying it's optional.
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.
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
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?
I do hope with the reloading, you'll have the option to quick reload from magazines on you or to use backpack reloads, so if you have a longer pause between areas you can opt for a backpack reload while if you're in the middle of a firefight you can use the quick reload if you still have some equipped to your suit. Have a keybind to quick reload but hold the same key to backpack reload
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.
6:50 - They are called "laser weapons" or "energy weapons", but they aren't. They are plasma blasters sending melted metals or highly heated up gas at high velocity. :D
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...
I wish scopes were actual Picture in Picture, tv screens with refresh rate and different modes, I like what they did with 1x scopes they showed during citcon.
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
AWESOME! Hipfiring angles are great, so are handguns. But looking down the scope where transition seems like you put the whole gun to the centre of your chest in 1st person, everything else is bloody great!
I really wasn't sold at Citcon but I gotta admit the gunplay looks really nice here. Nice that the dynamic crosshairs are just an option and not equipment specific as previously suggested
But they are equipment specific, it will ONLY apply to combat helmets... and then you have the option to toggle it on and off (when using them). If you dont have one, you wont have the crosshair
Im worried about dynamic recoil robbing the player of control. If we cannot recieve a predictable bounce around the target, preventing reliable compensation in favor of randomness. See escape from tarkov old and current recoil. Other than this, lookimg forward to everything.
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.
Ok, please never stop never stopping. These bits at the end of the videos are hilarious. Jared, you're like our fun, nutty Uncle, that may be a little corny, but we love every minute of it lol
I think this is going in the right direction for sure and I'm excited to try out the new features. One thing I did notice though - the new render for scopes appears to zoom in the background around the scope as well as the target area within the scope. Obviously that wouldn't actually happen. Hopefully that's resolved in a future patch.
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.
I cant understand how im able to pull the right magazine out of my backpack, without looking into it, while somebody is shooting at me. Or how even reach them while the backpack is on my back. And how do bullets move from one half filled magazine into another? Magic? A minigame for unloading and refilling the magazine would be nice. I love the game, please keep the realism. And for the recoil. Lasers without recoil dont need to be a problem if you trade the stability for range or smaller magazines or some other effects
Some time ago I was wondering about the idea of personal energy shield. Just as ships, players would have it and for the balance purposes, it would go in backpack slot. So you have to decide, if you want more inventory, or sacrifice it for more defense and survivability. This shield devices would be carried on the back, they'd be visible on the back and would be in a shape of a backpack, ofc with their own models/design and quirks. Ofc shield capacity would be limited, depending on it's power supply and specs... You could choose between more sturdy shield with more capacity but less regeneration... or light shield with faster regeneration - these attributes would determine what's inside the backpack shield unit (for example a small shield generator with big regeneration unit or vice versa, a big shield generator with small regeneration unit)... It's just a basic idea which would have to be taken further but with proper development and a group of smart minds - new cool feature for FPS part of the game?
@@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...
Wait, did you add SCOPE MOUNTED FORCE LAMP to rifle scopes? 13:41 looks like a sign which says "HELLO, Here I am. This light will help you kill me allot easier"
The new recoil looks great. Some feedback: Bullet impacts from high caliber sniper rifles could be a lot more "impactful". I'd prefer more blood mist effects too.
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
We want to be able to land on a planet and find ourself fight aliens, bugs, monsters similar to HELLDIVERS 2. And have missions that require us to complete missions as such.
Honestly, some military headsets should have spread circles on top of the dynamic crosshair. They can be as expensive as needed, but that's QOL you'd realistically expect the UEE military or the military contractors to have developed long ago. Even just increasing the crosshair size when the spread is higher would be insanely useful.
If you Rly can't think of making a simple fun shooter where laser guns have no recoil , and state it as a fact (a pillar of development) Then you should think over on changing jobs asap.
I live and breathe FPS updates. Everything shown is so good. Main thing I was worried about SC was if the FPS gameplay would eventually meet today's standards of FPS games but since last Citizen con and up today I don't have to worry.
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.
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 🤔
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
@@minecraftprovie 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
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.
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
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.
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
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.
-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.
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
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.
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.
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.
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.
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
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.
Very nice episode, can't wait for 3.23 !
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
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.
🤓
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.
love you Jared! hope everyone there has a great day
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
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.
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.
LOL The pink mustached Karen at 5:41 Epic :)
I missed that--- thank you! The thumbs up got me!!!!
🤣
We should get recoil reduction for crouching and prone imo, looks good tho
Been patiently waiting for this game since 2019, I love how much attention to detail the team is putting into this to make it perfect. Can’t wait for the finished product, keep up the good work guys.
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 really like that you bring the relevant information to the corners of the screen. With that perspective it looks very well integrated and congruent.
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.
For laser lore, maybe describe them in a technical sense as something like “plasma projectile weapons” and have the internal design require shifting a large hammer or mass to generate the beam. That would account for the recoil in a lore friendly way. Like an active compensator in reverse.
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
I sure hope backpack reloading works with pockets of clothing as well...
🤓
From my understanding it's any storage.
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
in the previous ''inside star citizen'' i saw a clip off gun racks and the UI on those racks whas amazing, quickly access, realy amazing. good work
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.
Thanks for making the crosshair/hit markers a menu option. I'll still use them, but it shows you're paying attention to what some people in the community are saying.
It won't be an option if they implement crosshair and hit markers. It's such an advantage you have to use it because everyone else will. It's like implementing auto aim and saying it's optional.
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.
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.
Everything looks amazing, dynamic cross hair, and the new recoil adds so much life to the game.
So excited for the suite of updates I'm 3.23, y'all are doing awesome!
Okay. You sold me. Dynamic crosshair is sick af.
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
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
I always prepare my combat. I check the server fps, and then go naked into the bunker and come out fully kitted.
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?
I do hope with the reloading, you'll have the option to quick reload from magazines on you or to use backpack reloads, so if you have a longer pause between areas you can opt for a backpack reload while if you're in the middle of a firefight you can use the quick reload if you still have some equipped to your suit. Have a keybind to quick reload but hold the same key to backpack reload
Why does the peripheral vision zoom? Only the scope should zoom.
I think what Jared was looking to say, "More of the Pew pew, less of the QQ"
Loving the Ammo reload options.
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?
6:50 - They are called "laser weapons" or "energy weapons", but they aren't. They are plasma blasters sending melted metals or highly heated up gas at high velocity. :D
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
Thanks for adding the option to disable the crosshair stuff! 👍🏻
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.
Fantastic update. Jared I Loved the Pulp Fiction Reference at the end
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...
I wish scopes were actual Picture in Picture, tv screens with refresh rate and different modes, I like what they did with 1x scopes they showed during citcon.
They'd need another 2 years for that
first
Awesome episode !
Wow massive changes! Take a moment to appreciate how the game looks and feel rn because it's all going to change ❤
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
That update to FPS looks sick man!
You guys really hit it out of the park, it looks so good
holy! alone that new hud bringst the game to a whole another lvl! Cannot wait!
Kudos to NPC animation team , the transition is so smooth now ! well done o7
AWESOME! Hipfiring angles are great, so are handguns. But looking down the scope where transition seems like you put the whole gun to the centre of your chest in 1st person, everything else is bloody great!
In the end, the backpack ammo is like a women's handbag. You'll never find what you're looking for so quickly.
I really wasn't sold at Citcon but I gotta admit the gunplay looks really nice here. Nice that the dynamic crosshairs are just an option and not equipment specific as previously suggested
But they are equipment specific, it will ONLY apply to combat helmets... and then you have the option to toggle it on and off (when using them). If you dont have one, you wont have the crosshair
Feels like we're leaving the tech demo phase and entering the game phase. Love it!
Glad to hear ISC will be leaving it's combat era soon. Any plans for SC to ever leave it's combat era?
THANK YOU 🙏 For giving the player the option of seeing hit/target markers
Im worried about dynamic recoil robbing the player of control. If we cannot recieve a predictable bounce around the target, preventing reliable compensation in favor of randomness. See escape from tarkov old and current recoil.
Other than this, lookimg forward to everything.
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
Ok, please never stop never stopping. These bits at the end of the videos are hilarious. Jared, you're like our fun, nutty Uncle, that may be a little corny, but we love every minute of it lol
The ammo condensing is a great feature but please increase the time and give it an animation
I hope at some point they add clothjng over undersuit, maybe even light armour over clothing too.
GOD, the scopes looks so dang good!
I think this is going in the right direction for sure and I'm excited to try out the new features. One thing I did notice though - the new render for scopes appears to zoom in the background around the scope as well as the target area within the scope. Obviously that wouldn't actually happen. Hopefully that's resolved in a future patch.
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.
I watched it! But! Just I can think about is the Evocati team going from Stanton to Pyro via the jump point on Friday... It will be a historic day!
We love you Jared! Never change!
As somebody who loves doing fps content in SC, I am SO excited for this.
I cant understand how im able to pull the right magazine out of my backpack, without looking into it, while somebody is shooting at me. Or how even reach them while the backpack is on my back.
And how do bullets move from one half filled magazine into another? Magic? A minigame for unloading and refilling the magazine would be nice.
I love the game, please keep the realism.
And for the recoil. Lasers without recoil dont need to be a problem if you trade the stability for range or smaller magazines or some other effects
🤓
Remove hit marker and kill alert from crosshair.
Remove scope glint.
Magazine pooling should take LOOONG. Not something you do in combat.
Some time ago I was wondering about the idea of personal energy shield. Just as ships, players would have it and for the balance purposes, it would go in backpack slot. So you have to decide, if you want more inventory, or sacrifice it for more defense and survivability. This shield devices would be carried on the back, they'd be visible on the back and would be in a shape of a backpack, ofc with their own models/design and quirks. Ofc shield capacity would be limited, depending on it's power supply and specs... You could choose between more sturdy shield with more capacity but less regeneration... or light shield with faster regeneration - these attributes would determine what's inside the backpack shield unit (for example a small shield generator with big regeneration unit or vice versa, a big shield generator with small regeneration unit)... It's just a basic idea which would have to be taken further but with proper development and a group of smart minds - new cool feature for FPS part of the game?
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...
we are so far in the future and still no nightvision or infrared :)
Love that Last Starfighter t-shirt, Jared!
Wait, did you add SCOPE MOUNTED FORCE LAMP to rifle scopes?
13:41 looks like a sign which says "HELLO, Here I am. This light will help you kill me allot easier"
as every game with normally barely visible snipers should
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
The new recoil looks great. Some feedback: Bullet impacts from high caliber sniper rifles could be a lot more "impactful". I'd prefer more blood mist effects too.
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
That’s a badass helmet collection Jared. 👍
We want to be able to land on a planet and find ourself fight aliens, bugs, monsters similar to HELLDIVERS 2.
And have missions that require us to complete missions as such.
Honestly, some military headsets should have spread circles on top of the dynamic crosshair. They can be as expensive as needed, but that's QOL you'd realistically expect the UEE military or the military contractors to have developed long ago. Even just increasing the crosshair size when the spread is higher would be insanely useful.
Thanks for hosting these videos for us every week Jarod. Its nice to see your face at least once a week. O7
If you Rly can't think of making a simple fun shooter where laser guns have no recoil , and state it as a fact (a pillar of development)
Then you should think over on changing jobs asap.
I live and breathe FPS updates. Everything shown is so good. Main thing I was worried about SC was if the FPS gameplay would eventually meet today's standards of FPS games but since last Citizen con and up today I don't have to worry.
I think there should be a detail that when you are aiming with scope it blurs everything else on the screen
I think its in the monthly report as a WIP