Dear CIG and Citizens,
As many of you now know Star Citizen v2.6 has been pushed to live bringing with a lot of great things, but also a lot of bad and ugly changes. That being said, feedback is an integral part of testing this ALPHA game.
The good:
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Cruise is finally dead. Hallelujah! Cruise was so broken in combat that it resulted in tedious jousting back and forth. Worse, it guaranteed no chance to ever having a dogfight. Now Afterburner acts like Cruise used to, but is tied to fuel as a resource. Thank you John_P!
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Weapon, shield, and countermeasure balance improved drastically. Chaff FINALLY spoofs Cross-section missiles!
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Front and Ship Customization UI is absolutely glorious! Matt Lightfoot and his team did an incredible job. Well done sir, well done.
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REC Store improved quite a bit as well so almost all the weapons can be REC'd by themselves instead of RECing the entire ship. Also the new missiles naming convention is fantastic.
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Star Marine is a blast. Really like the feel of combat and FPS is butter smooth for the most part.
The bad:
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Missiles are still incredibly powerful relative to the amount of skill required. This is exaggerated with missile drops as the missile spammer can spam over and over. Hopefully CIG develops a skillful way of developing missiles further.
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Alien ship loadouts are still very bad. The Khartu-al really lacks firepower for having such a huge front section that's easier to hit. Also the Glaive and Scythe's size 1s have good velocity, but horrible damage per shot. The size 5 plasma has horrendous velocity and inadequate damage at 495 damage per shot, but at such a low RoF and number of shots you can't hit the same spot on the enemy ship consecutively so you can't get to hull. Add in the fast recharge of shields and missing with these weapons are incredibly unforgiving. Lastly, there's a 700+ m/s velocity gap between the size 1 & 5s, which destroys any competitive chance these ships have.
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AC point system is still pretty aweful. Right now kills still give a ridiculous amount of bonus points. The kill points should be based on remaining hitpoints of the component that lead to the kill. Right now pilot A can do 1000 points of damage, but if pilot B hits the target for 25 damage they get over 1000+ points....that's just silly! Also some missiles can do like 3 to 4000 points of damage
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Lag spikes in Star Marine. Right now this is causing some people to teleport. First official build, so not really worried.
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Grenades currently have quite a few issues. First, you're throwing grenades from the crotch. Balls of Fury is now what peeps are calling them. Lol. That being said, it also would probably be better if cooking grenades resulted more or less on throwing power, not time to detonation. Right now the time to detonation is a bit high in my opinion if the current system stays. Also a UI signal that a grenade has been thrown near you would be nice.
The ugly:
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Probably the ugliest thing that came out of Star Citizen v2.6 is the last minute idea of adding asymmetric vCap (velocity cap) to afterburner. Essentially, you cannot strafe up/down/left/right at the same velocity as forward or backwards. This single change COMPLETELY undermines all the other balancing changes that CIG made throughout Star Citizen v2.6. This pretty much puts Cruise mode back into the game. This change has created an incredible imbalance between gimbaled mouse vs joystick or fixed mouse, especially when there is a low number of opponents. Essentially the gimbaled mouse can almost always keep there opponents in front of them. If on the off chance a joystick pilot finally gets behind the gimbaled mouse pilot, the gimbaled mouse pilot can simply hit AB, do a 180 and start annihilating the joystick or fixed mouse pilot. Due to this ridiculous amount of time on target the weapon size scaling differential would have to drastically increase, making larger weapons more powerful. CIG would then need to equally increase hitpoints on all ships otherwise time to kill would be so short. This asymmetric afterburner vCap needs to die as soon as possible.
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Base SCM is painfully and I mean painfully slow. This is somewhat relieved with the silly boost / AB fuel pickups in Arena Commander, but it is of serious concern in the Persistent Universe where there is no pickups. If there was no pickups in AC, the forums, discord, and Reddit would be on fire!
Now a lot of this may seem negative, but what's important is that it's a healthy dose of reality. CIG needs more honest feedback more than ever if they want to build the BDSG.
With that said, what's your good, bad and ugly?
Submitted December 24, 2016 at 06:17PM by Goloith http://ift.tt/2iehLKj
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