I’m not going to review each of these but rather just share a few prejudices. Yes, I know lots of players use whatever they pick up. Some start a conflict with just a good knife. Kudos. However, it’s good to know the basics.
a) Weight matters. Choose the lightest loadout and weapon you can. Time To Kill (TTK) is not as important a metric in Star Citizen FPS as Time To Target (TTT) because in SC, once a target is being shot it cannot shoot back. Therefore, light weapons that point quickly matter more than killing quickly. It almost never matters if you kill in 5 or 6 shots.
b) Report matters. All weapons save knives have a 50 meter report and will aggro NPCs and players inside that range unless you reduce the range with a suppressor—highly recommended for caves. Knives have zero report. You can knife an NPC and not tip off his buddy standing right next to him, until your knife finds his heart too.
c) Broadcasting matters. NPCs don’t seem to notice laser pointers but players certainly do. There’s a reason RL armed forces don’t carry pointers. They broadcast your position. Bad idea. Some of the new compensators provide the same spread reduction as a laser without broadcasting your position.
d) Lighting matters. The lights on most helmets suck and many missions have you stumbling around in the dark. Consider a light attachment that you turn on only when you need it. Too many players miss mission objectives for lack of a simple light attachment.
e) Spotting matters. You want always to see before being seen. The new IR attachment needs your attention trial in a dark place like a cave or bunker. One click turns it on/off and swinging your gun across the room could reveal opponents, dramatically increasing your lifespan. Check it out. This is not the same as night vision. It makes opponents glow.
View: https://youtu.be/LIQgt038EN0?si=u16xn-XpEjQhJf3D
a) Weight matters. Choose the lightest loadout and weapon you can. Time To Kill (TTK) is not as important a metric in Star Citizen FPS as Time To Target (TTT) because in SC, once a target is being shot it cannot shoot back. Therefore, light weapons that point quickly matter more than killing quickly. It almost never matters if you kill in 5 or 6 shots.
b) Report matters. All weapons save knives have a 50 meter report and will aggro NPCs and players inside that range unless you reduce the range with a suppressor—highly recommended for caves. Knives have zero report. You can knife an NPC and not tip off his buddy standing right next to him, until your knife finds his heart too.
c) Broadcasting matters. NPCs don’t seem to notice laser pointers but players certainly do. There’s a reason RL armed forces don’t carry pointers. They broadcast your position. Bad idea. Some of the new compensators provide the same spread reduction as a laser without broadcasting your position.
d) Lighting matters. The lights on most helmets suck and many missions have you stumbling around in the dark. Consider a light attachment that you turn on only when you need it. Too many players miss mission objectives for lack of a simple light attachment.
e) Spotting matters. You want always to see before being seen. The new IR attachment needs your attention trial in a dark place like a cave or bunker. One click turns it on/off and swinging your gun across the room could reveal opponents, dramatically increasing your lifespan. Check it out. This is not the same as night vision. It makes opponents glow.
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