![star citizen ship weapons star citizen ship weapons](https://massivelyop.com/wp-content/uploads/2021/02/star-citizen-the-crossbow-formerly-known-as-sota-scaled.jpg)
This change moves us closer to the intended experience now that inventory storage (and thus easier access to food and drink) is available.Second life fantasy sims. also have a slightly increased effect on hunger & thirst. Actions such as sprinting, jumping, punching, etc. Hunger and thirst rates are now slightly more aggressive, taking a little less time to progress towards starvation and dehydration.
#STAR CITIZEN SHIP WEAPONS UPDATE#
Bleed functionality will likely change again at a later date to be affected by injuries but, for now, this change better represents the intended experience.īalance Update for Hunger and Thirst rates Based on feedback that this was too severe, the Bleed state now prevents stacking and its damage rate has been reduced. Previously, each body part would bleed individually and stack accumulative damage.
![star citizen ship weapons star citizen ship weapons](https://static.wikia.nocookie.net/starcitizen/images/b/ba/Attrition-6_Repeater.png)
The Bleed Actor state has been updated to be less severe. This is assessed each time the body part receives additional wear and has a short cooldown between triggers to prevent it from occurring too frequently. There is now a scaling percent chance of triggering early injuries when taking damage to a body part. We have overhauled the injury system to increase the likelihood of injuries occurring during repeated combat encounters and decrease the chance of instant death. In the Flight – Movement tab, you’ll find Request Landing. To assign a keybinding please launch the game, click Options, Keybindings, and then on Advanced Controls Customization at the bottom left. We’ve added a keybind option to request ATC landing (unbound by default). Compared to Alpha 3.16, you should feel as though the facing direction and position of other players’ ships are much more accurate.
![star citizen ship weapons star citizen ship weapons](https://media.robertsspaceindustries.com/bpynr3c9u6yfr/store_slideshow_large.jpg)
We found that ships were desynchronizing, so we made changes to reduce the networking time delay so that ships are synced closer to the correct moment in time, which should reduce a lot of visible desync issues.
![star citizen ship weapons star citizen ship weapons](https://starcitizenbase.de/wp-content/uploads/2019/10/SCL041020197-3592.png)
In Alpha 3.17, we added a networking update to reduce ship-to-ship desync. We’ve introduced more realistic acceleration to turret movement turrets now don’t instantly reach max speed based on the current input deflection but accelerate towards it. For example, the Gallant rifle is now a deadly three-round-burst rifle with an optional five-round burst (with longer shot downtime). So, you can expect some of the guns to feel a lot heavier and punchier, while some will behave entirely differently than before. Now, your character will move their hands and weapons in a more aesthetically pleasing way, providing some of the weight and movement you expect from Star Citizen’s weaponry.Īlongside this, we also updated some weapon recoil and behaviors. For Alpha 3.17, we adjusted the weapon sway and recoil values across a wide range of rifles, SMGs, shotguns, and sniper rifles. This is part of the ongoing refactor to make procedural animations appear more natural when holding weapons in FPS view. So, as we approach release day, spend some time with us and dive deeper into these upcoming features.
#STAR CITIZEN SHIP WEAPONS PATCH#
As with previous Patch Watches, we’re spotlighting some of the lesser-known features and improvements coming in Alpha 3.17 that will greatly impact the ‘verse.