what's

your

42
maplealvonVice Admiral•

FPS finally persuaded my brother to pledge.
I personally can't wait for it either... now to choose between my Retaliator or melting that for the Redeemer.

21
acconartist•

Stick with Tali friend. Unless you specifically want to be a dropship pilot, the Retaliator has loads more possibilities. Plus, we need more attendees at the Tali conventions.

19
Liudeius•

Well they did reverse the Redeemer from slow and lumbering to fast and agile, so the ship's role has significantly changed (It makes sense, no way would that thing be a gunship with so few guns).
I would pick the Redeemer as a strike craft, to hit hard and fast, but if you want a flying fortress, the Retaliator had an absurd armament last we knew. (I'm sure it will be significantly rebalanced though.)

Though the Retaliator requires more crew (5 vs 8).

Come to think of it, with how tiny all the new ship armaments are, what will happen to the Hornet? With 8 s2-s4 guns, it's stronger than a lot of the mid, and even large size ships.

7
frostwyrmer•

I personally hope that they nerf the Hornet a bit due to those many guns. I mean that thing is extremely OP, there is about no other ship with such a good moveability and that many weapons on top of it.

3
maplealvonVice Admiral•

Its designation is a fighter after all.
It's built for the purpose of killing. Not for anything else.

12
zaptrem•

In the PU, if they want to keep those specs, make sure it has VERY low fuel capacity and VERY low storage.

4
decoyninjaVice Admiral•

Well the game is about ships designed for roles. If you are going into a dogfight, you pick the craft designed to dogfight. The other small crafts have it as kind of a secondary purpose rather than a main role. We know they are focusing more on purpose variety before side grade options.

That said, there are other options, especially if you want maneuverabiliy. I've seen M50s zip around Hornets to get hits and avoid fire.

3
dragsawSecurity•

I am just going to hijack this. Should i get a Hornet or a Gladius.

2
maplealvonVice Admiral•

Hornet. It's tougher and has more firepower but less agile.

2
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1
Zimyver•

Get the one that you like best. The Hornet will be one of the strongest fighters in terms of firepower, but the Gladius will likely be more agile. Both are very specific in their field. And both will be very capable dogfighters, but probably used in different ways.

In the end don't listen to what anyone else wants, get the one that would suit the way you want to play, or the one that you think looks best, or the most affordable.

Personally I don't like the looks of the Hornet nor the Gladius.

2
dragsawSecurity•

Yeah i ended up getting a hornet a while back and mostly love it, it is kinda of an ugly ship but still.

2
benbeeOPConstellation •

The only negative thing I thought about the FPS Demo has to be how intrusive the (Marine?)'s Helmet was in their UI other than that it seemed like a good skirmish time.

13
maplealvonVice Admiral•

Helmets are a pain IRL, but they save lives.
I reckon you should be able to go in without a helmet for better vis but you lose the HUD and protection.

32
LastImmortalMan•

Yeah I'm excited about this, just because you have strong gear doesn't mean it's God mode, id love to see a smuggler class or something with minimal armor for the module!

12
adamjm•

I was there and chatting to the Illfonic guys last night and what they're doing seems pretty cool. You might not have noticed in the video but what happens when you look to the extremes of either up / down / left or right is you get to a point where you stop turning your head and then your eyes move inside the helmet. For example as you look up you stop moving your head at the top most point then you see just a little bit more of inside of your helmet.

I thought it looked well done and pretty cool but only playing it will tell how practical it is for gameplay. But I agree I think you should feel a little restricted in it, that's how armor is.

15
SasoDuckBounty Hunter•

Yeah, I wore a medieval suit of armour in 6th grade and my god that was cumbersome. I could hardly move! Obviously future armour would be more streamlined, but it's still not going to be like you're wearing a silk jumper.

0
AtomichawkTrader/Miner•

There's seven levels of armor ranging from plastic bag to walking tank. It's all going to be in it eventually

7
maplealvonVice Admiral•

I'll be wearing the 0th level of armour.
Fighting in the nude like a Celt.

12
deargodwhatamidoing•

Don't forget, there are options to drop the life support, likely the lights, as well as the gravity and the atmosphere (open airlocks) so I think I'd rather a clunky helmet. It would be nice if there was an awesome way to keep the helmet on and pair the visor back. While talking about helmets, I've remembered reading that cockpit and craft window glass may be made out of engineered crystal of some sort to be super strong. Strong sapphire helmet glass? It would be a crazy animation: a headshot would snap off the helmet glass, weaken it towards the next shot, and display a cracking glass effect. This would mean crazy things if there is no atmosphere. Run to a dead enemy and steal his helmet before your oxygen runs out!

5
maplealvonVice Admiral•

The more I think about the possibilities, the less studying I do.
Cracked visors would be awesome!!

5
moronotronTowel•

The cracked visors reminds me of that ending level in Halo Reach. No level but that one had cracks in the visor. It was pretty unique. Really took me off guard.

3
JancariusSeiryujinnHigh Admiral•

Didn't Chris specifically mention that as an option? When he was walking around the Redeemer in the hangar, I recall him saying that if he took his helmet off, he'd have better visibility.

3
danivus•

Yeah he did. I personally hope some of the heavier armour types have more of an Iron Man style visor, with even more limited vision as a trade off for increased protection (and badassery).

3
Liudeius•

Helmets are a nice balance / immersion mechanic. Maybe in a c4 pilot suit, you'll have an all glass mask, while a c7 power armor suit will only have tiny eye slits.

It creates disadvantages to the heavier suits in addition to the advantages, so that it's an actual choice.

8
SurvivorHarrington•

Personally this was one of my favorite little touches, really adds a lot to the level of immersion. Also particularly pleased that they have opted to keep combat to first person only.

3
samuraipumpkinCivilian•

I once tried an app with my oculus rift where you could see the rims of your space suit helmet in front of you. It made it feel so real, as if you could reach out and feel the outside of your helmet.

The helmet had specs of dust that you could see too. I think that Star Citizen will be doing that here too. You can already see that with their ships.

3
Nasdasd•

Something I could take away from it is that maybe (hopefully!) different brands of helmet/hud makers have different look and feels

Maybe a more expensive or high quality hud maker has a minimalist slimmed down feel

EDIT: But yea, I agree, this HUD in the demo is quite intrusive

3
LastImmortalMan•

I'd have to play it a bit and maybe because they were all wearing combat gear but the time to kill seems a bit long.

Looks fantastic though, exceeds expectations.

Edit: after a second watch the ttk looks OK actually, high energy!

11
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20
Two-Tone-Towel•

Hmm, I wonder how hard or easy it will be to ruin a limb.

"if a limb is ruined you cant fight".

4
moronotronTowel•

Yeah, I'm really curious how they'll implement it. Will it be a "if you get hit x amount of times it's ruined" or will they model (or somehow emulate) arteries, bone breaks, muscle tears, etc? Maybe a "if it hit's this little hitbox, it's ruined. If it hits outside of it, it's not."

I'm also wondering how the med kits will work. Will it be like Halo where you're insta-healed when you pick it up? Or will it be like L4D where there's a generic bandaging thing? Or will it be somewhat in depth with the player applying tourniquets to affected limbs and packing wounds?

3
Two-Tone-Towel•

What ever it is I hope it's an interruptible sequence. It annoys me to no end that things like opening doors, sitting down, and other stuff starts a small, uninterruptible animation. That's a big no no in gaming 101. Never steal control away from the player unless it's in a planned cutscene where no gameplay takes place.

If I start climbing into a hornet and my friend starts getting attacked by muggers I shouldn't have to wait for the animation to complete (climb the ladder, get in the cockpit, and then close the cockpit) then restart it in reverse just to get out. Those are each 20s animations, a total of 40s where you can't do anything. I should be able to just stop as soon as shit hits the fan.

All they need to do is make it so that pressing forward causes whatever animation to play forward and pressing back is reverse.

16
NotScrollsApparentlyBounty Hunter•

On the other hand, I'm worried if that would even matter. From what I've seen in the fps footage, most guns had high RoF and bad accuracy, most people did the "spray and pray", missing even at very low distances. Not to mention their accuracy in the 0G situation.

In DayZ separate limb damage is functional because most people have low-tech weapons, like rifles or pistols. You have few bullets and if you hit someone in the leg, he will be crippled and bleed out.

In SC you have practically infinite ammo (why wouldn't a marine prepared for boarding operation have it?), grenades, fully automatic machine guns. If you fill a person with 20 bullets he won't really care if you shot his kidney or his lungs, or if he could bleed to death... Even if he survives it's not like he has anywhere to go, since he'll get spaced (you're taking his ship).

3
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1
Giant_bag_of_dicks•

Someone's been watching too many movies. Anything but a graze/minor flesh wound is incapacitating in tactical combat context. You are right about death, it takes a while without a crit, but none of this is remotely realistic, but more realistic perhaps. Like a coca leaf is more like cocaine than a piece of tree bark. Neither is anything actually close to cocaine.

-18
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29
Giant_bag_of_dicks•

Really good points. Nothing is ever so black and white

9
SasoDuckBounty Hunter•

So as an IRL combat medic, what's your general combat experience like? In games, I see medics focus on mainly shooting and reviving/healing when they can, as well as doing nothing BUT running into oncoming gunfire to (sometimes) heroically revive teammates. What's your actual day-to-day combat like?

2
BrassyJack•

This is simply not true. There are numerous real life examples of people being shot multiple times and continuing to be a threat, including getting shot in major organs. The only generalization you can accurately make is that the immediate effect of shooting a person is rather random.

8
LastImmortalMan•

Yeah exactly what I was thinking, and the whole to hurt fit combat thing is covered beautifully by death of a spaceman anyways!

-1
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2
shammikazeConstellation•

I think the TTK is fine, it's just that the people playing either weren't good or weren't trying.

3
John_Branon•

I strongly disagree! Too short TTK was my largest concern for FPS before the demo.

1
MageoftheyearFreelancer•

Anyone else reminded of Republic Commando?

9
jrondon•

heavy breathing intensifies

5
AwareTheLegendVice Admiral•
3
WhitePawn00TestBot•

Can we make one post per video? That way discussion would be more relevant and focused I think.

6
Eponym•

Did they give info on when we can play the fps module?

5
adamjm•

Yeah early next year.

9
TroubledVikingFreelancer•

I'm wondering, after the FPS reveal, do we think that Star Citizen will have a place for FPS players who are uninterested in the space combat? The FPS module looks incredibly well built and refined (at this stage) and it might be interesting enough to create a sort of elite marine type org or squads that act purely in the FPS sense.

5
griggsy92Mercenary•

Oh man. Yes please.

Raises hand eagerly

3
teaminus•

Military missions will continue in the PU but I haven't read anything about a strictly FPS experience. It seems like it would be possible to avoid ship combat though and just seek out FPS gameplay.

2
BunnyJacket•

Who knows, perhaps there'll be an ''apply for mercenary job'' option where FPS aficionados can be hired by ship-owners as security or an attack force, the coin they earn can be used to purchase weapon/armor upgrades and so on.

1
teaminus•

Perhaps but like others have said, what will FPS-only people do in between combat? It won't be like CoD where you just jump from fight to fight. It will involve traveling and there won't be respawns (at the battle at least.)

1
BunnyJacket•

Personally I just find it to be a much more immersive and realistic fps experience, I like the idea of packing up and returning to the ship post-combat, engaging in shit-talk with your teammates in the 'crew-holding bay' while the ship returns to port, and then returning to base to resupply and purchase ammo etc. just sounds awesome to me.

On the other hand if the only shooter experience you crave is constant action where the only downtime is in the 'finding servers' menu this probably isn't the game for you. It can't appeal to everyone .

1
CyclingZap•

didn't they want to do something similar to Arena Commander for the FPS portion of the game too? I remember them talking about fleshing out game modes and scenarios for the FPS module.

They could (and possibly will) even hold in fiction tournaments of these virtual reality FPS fights.

1
Ninj4sCommander•

With FPS such a big piece of the puzzle that is Star Citizen, i'm very sure someone is going to start in-game tournaments and stuff for FPS play. Especially with the support for mods on private servers.

1
Liudeius•

Waking up 10 minutes late but still at an absurd hour only to have it crash, then waiting the rest of the day for the official stream to be posted.

2
cookieman_lol•

Piloting a ship with my friends in a Constellation while one of them says something that makes me want to punch in them in real life so hard, and then I can get up and actually do it in game! Ma immersion

2
WillMountainPathfinder•

This may have come up earlier, but I personally may have squealed at the end when CR showed the launch timeline for 2015. It's crazy to see the amount of investment actually accelerating the timeline for release a little bit. Persistent alpha by end of 2015? Awesome. 15-20 hours of Squadron 42 by the middle of the year? Awesome.

hnnnnnng

2
AwareTheLegendVice Admiral•

Did anyone get the screen shot of the 2015 timeline? I can't seem to find it and I can't watch the videos at the moment.

1
Nodrokov•

Zero motherfucking g combat

1
DanmigCommander•

With no recoil from the weapons being fired? I really hope that is just not implemented yet.

1
Nodrokov•

I was under the impression that the recoil was there but being accounted for by the jetpacks.

1
DanmigCommander•

That was posited as the reason, however I can only hope that was a fan excuse, and not a gameplay explanation. There should be initial acceleration away from the projectiles, which can be compensated over a few seconds to return the shooter back to their original position. But to claim it is instant and perfect, is just handwavium. If those systems existed they would be used on the ships to prevent (or severely limit) impact damage, and you would be able to fly around like superman when the gravity was off (perfect vectored control).

1
tehosiris•

My favourite information is that a non-existant software backed by multiple millions of dollars of people can get a stickied post with grave grammatical errors in it.

0
PsV1710•

I posted this on another thread but ill repost it here

I liked it, it has a lot of promise, however I think some things were not well presented and they didnt showcased what supposedly makes this unique, like limb damage, enviromental tactical destruction (most likely because they have not done those parts yet). My main things that need to be changed are:

-Bloody screen: Total Inmersion breaker, needs to go

-HUD: I would prefer no HUD whatsoever, or have the HUD in the gun itself like Dead Space, its kind of a inmersion breaker and makes it look like a carbon copy of all FPS games out there.

-Guns: again, looked generic and boring, also assuming they did not finish any guns aside from those they showed.

-Animation: Thankfully this is temporary, since the mo-cap is going to be done next year.

-Radar: In a tactical shooter, really?

Overall it looks very promising, specially the Zero G stuff, but it needs a lot of work to become epic

-5
LastImmortalMan•

Bloody screen: Total Inmersion breaker, needs to go

Agreed, unless it is lore specific like actually getting shot in the head and having blood in your helmet, not just the get shot and watch blood fade away.

HUD: I would prefer no HUD whatsoever, or have the HUD in the gun itself like Dead Space, its kind of a inmersion breaker and makes it look like a carbon copy of all FPS games out there.

Don't wear combat specific armor then, the HUDS will be very customization. Are you a smuggler with a pistol and a t-shirt on? Yea no HUD for you!

-Guns: again, looked generic and boring, also assuming they did not finish any guns aside from those they showed.

You can find the pictures of the guns on the sub or in one of the jump points. Yeah they are not crazy unique or anything but they are functional, I'm happy with just standard guns here. Also we have 3 other races of aliens in the game and I am sure we will see some cool tech down the road in that regard.

Radar: In a tactical shooter, really?

This one is questionable, it is 900 years in the future... It might also be part of the combat armor systems and will likely face problems with spoofing and EMPs and other devices available to the players. I'd like to see it go too if it is a general HUD that everyone gets regardless of gear (although it has been stated multiple times this is not the case).

Can't wait to get our hands on it so we can actually get a feel for it, all of the points you make are valid though. If you check out the early DFM stuff you can see how well it has progressed in regards to UX, the FPS module will follow that path too.

20
PsV1710•

Radar: If its gear specific then that is good, it adds variety, but if it is default then it makes it a little contradictory to a tactical shooter

HUD: Personally, if the HUD is customizable, then i have no issues ,but if its going to be like on the presentation by default and unchangeable, then thats a bummer

3
JancariusSeiryujinnHigh Admiral•

I'll agree with that. The suits that are more for pilots (IE, G-resistant, lighter so they don't restrict movement while piloting etc) shouldn't have them, but dedicated combat armor should have some kind of motion/sig tracker built in.

1
AtomichawkTrader/Miner•

The huds are helmet based and not all helmets are equal so no worries there. We also know they'll be customizable because the outlaws HUDS were different from the marines in design slightly.

The radar is either a part of the helmet or the suit. If they want it in its their business they write the lore.

I do agree with him that guns need to change though. While they may not be unique or overly cool they don't make any sense design wise. One is blatantly a G36 with useless extras on top of it.

3
h2grow•

Didn't notice the bloody screen. I also hope that doesn't make it past alpha.

3
Jespy•

Why do people get so upset about radar? I know it is a tactical shooter, but dude it's the future. Don't you think if we had a form of Radar like they do in games we wouldn't use it?

Radar can be tactical. Maybe they can implement modules in gear that will prevent you from showing up in Radar but to completely want to get rid of it seems silly, especially if it is set in the future. This can also be applied to the HUD. If you don't like it then yeah, maybe go in without a helmet but be more prone to die instantly from a headshot.

1
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-10
SteveThaCat•

Get your spam outta here.

3