BuzzCutPsycho
The Vanguard Review: Which Variant Is Best? | Star Citizen
updated
I spoke out against one shot kills for any weapon years ago when CIG was first trying to decide what to do, and up until now it seemed like they were going to go the way of common sense. Instead (probably because of bad community feedback, see my previous video) they've decided to once again relegate the infantry/FPS player to that of one-shot cannon fodder, forced to either hide inside vehicles or play a "realistic" game where they're constantly forced to rapid strafe to stay alive. Death is already incredibly annoying in Star Citizen, but the one shot kill negates the use of heavy armor (or armor classes in general) and once again creates the decidedly unfun, tedious scenario of being killed out of nowhere with zero opportunity to defend yourself, for another EXCITING AND IMMERSIVE 45 minute setup to try and push whatever activity you were working on.
Let me know what you think in the comments.
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00:41 Lack of Flight Model
01:31 Community Feedback & Testing
06:37 Latest Leaks and Changes
10:32 Closing Thoughts on Leaks and Feedback
In this video, I talk about how CIG's over-reliance on community feedback is now actively harming Star Citizen's development. CIG places way too much emphasis on community "feedback" and immersing themselves in the player community, without seeming to realize that the feedback they are receiving is biased, self-interested, and is informing changes to the game that is actively making the game worse for the majority of people who don't have interest in playing a (currently) broken product.
On top of that, CIG developers then are somehow surprised when these incredibly self-interested players then leak potential changes they don't like or otherwise toss aside the entire purpose of the feedback process to cause controversy or make CIG's lives harder. And CIG falls for this, over and over.
Let me know what you think in the comments.
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Why? Probably to give the Apollo a reason to exist, since the Apollo now has the only Tier 1 medical bed in the game. But this is giving a lot of credit to CIG: namely CIG understanding how their game actually functions from a gameplay perspective... but why does the current medical system even exist?
I guess in John's defense, Star Citizen's medical bed tier system DOES follow the real-world trauma rating system for hospital trauma capability, but that doesn't make the system any less confusing for purposes of playing Star Citizen.
I'd go as far as to say the current medical system doesn't work AT ALL, but hey, that's just one guy's opinion. Let me know what you think in the comments.
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Here, I break down my conversation with Matt Higby regarding Reaper Actual, and provide some analysis regarding proposed game systems and provide my own feedback as to where I want to see the game go in terms of systems and mechanics.
I also explore potential challenges — from balancing PvP to ensuring meaningful player progression — and how these could be addressed to create a living, breathing warfront that rewards teamwork and long-term investment.
While Reaper Actual already shows some promise, in MY opinion its greatest opportunity lies in fully embracing the MMOFPS identity — with persistent territory control, deep faction economies, and player-driven objectives that matter beyond a single battle. If the developers commit to that vision, this could be the next benchmark for large-scale online warfare.
If not, we could see a just another footnote in the dying quasi-hero shooter genre.
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00:50 - Star Citizen is an MMOFPS
03:25 - Reviving in the Current System
05:55 - The Simple Solution to Medical Gameplay
07:40 - You're not a Doctor, You're an Uber Driver
10:00 - Conclusion
The current medical system in Star Citizen in 2025 is still terribly designed; a mix between ancient promises and mechanics that are counter to human instinct and what players actually end up wanting to do.
There isn't a practical reason for medical gameplay to exist as it currently does, because it doesn't cater to any current audience and the revive system (and beacons) are so narrow in scope. Instead of facilitating FPS combat or making getting back into the action easier, the current medical system in Star System is wholly dependent on the fantasy that players *want* to spent half an hour waiting for another player to fly across the galaxy and revive them (instead of just robbing them or griefing them) and in the majority of scenarios currently present in the game, players die when their ship explodes or vehicle explodes, so there is no opportunity to revive someone anyway.
The current medical system doesn't work AT ALL, but hey, that's just one guy's opinion. Let me know what you think in the comments.
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00:38 - Medical Bed Costs
02:53 - Loading MedGel & “The Goo Boy”
05:06 - Injuries and Costs
06:58 - Imprinting & Regeneration
07:30 - Multiple Imprints
08:19 - MedBed Conditions
08:36 - Respawning & Problem Players
09:44 - My Spectrum Post
13:03 - Zerging & Attrition
16:50 - Respawning Vehicles & Gear
17:53 - Death of a Spaceman
20:00 - Conclusion
My Spectrum Post:
robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/4-3-1-ptu-feedback-medgel-medical-respawn-resource/8250739
MedGel is one of the most important new resources in Star Citizen patch 4.3.1, powering respawns in medical beds across the Persistent Universe. The concept is strong and adds real weight to the medical and respawn system — but the way it’s being implemented right now leaves a lot to be desired. In this video, I break down why MedGel is a good idea, where CIG is going wrong, and what needs to change for it to truly improve the player experience.
What do you think about the new MedGel system, and how do you think it's going to play out in PVP and respawning? As always, let me know in the comments - you know I read them!
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Is the Idris ruining multicrew gameplay in Star Citizen? In this video, we break down how solo players are exploiting the Idris capital ship — and what it reveals about deeper issues in game balance, PvP design, and multicrew systems.
I wanted to discuss some of the driving factors making the Idris a symbol of contention but want to make sure everyone understands it's a symptom of a larger problem. These problems are being driven by CIG's failure to make multicrew play fun, rewarding, or even efficient - and they continue to reinforce this failure with many more design decisions. I also want to present some solutions, and how I think it's not too late to correct these issues.
As always, let me know what you think in the comments. You know I read them!
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Timestamps:
00:00 – Intro
00:47 – Buying Star Citizen Accounts
02:13 – PvE Isn’t Safe
03:01 – PvE Cheating in Action
04:27 – PvP Cheating in Action
05:56 – Veteran Players Who Cheat
08:01 – CIG’s Slow Ban Process
09:03 – Final Thoughts
Cheating in Star Citizen has been a growing problem—but how do cheaters actually pull it off? In this video, we break down the most common Star Citizen cheats, hacks, and exploits that give players unfair advantages in both PvP and PvE. From abusing in-game mechanics to using third-party tools, some cheaters make it feel like they can “do anything” in the verse.
We’ll also compare this to cheating in other games like Battlefield 6 (BF6) and past Battlefield titles, where anti-cheat struggles have frustrated players for years. Just like in Battlefield, CIG’s anti-cheat systems face serious challenges in keeping determined cheaters out of the game.
To that end:
🔹 Have you personally run into cheaters in Star Citizen?
🔹 Do you think exploits are as damaging as full-on hacks?
🔹 What solution (if any) could stop cheating in Star Citizen—or even in Battlefield 6?
Let’s talk about it.
#StarCitizen #StarCitizenCheating #StarCitizenGameplay #StarCitizenExploits #StarCitizenNews #Squadron42 #Battlefield6 #BF6 #Battlefield #MMORPG
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Timestamps:
0:00 – Intro
0:33 – Cheaters are Back!
02:10 – Why Cheating Persists
05:00 – Anti-Cheat Methods Are Not Foolproof
06:29 – The Only Feasible Solution to Cheating
07:23 – Closing Thoughts
Cheating in Star Citizen has been around for awhile now. This video serves as a follow-up to my last video on cheating published about a month ago where I explain why cheaters are attracted to Star Citizen.
I wanted to dive deeper into the reasons why cheating will persist in Star Citizen, why it's so difficult for CIG to fight, and why the only real solution (active customer service moderation) is never going to be a solution CIG will consider.
To that end:
🔹 How you personally witnessed anyone cheating in Star Citizen?
🔹 What do you think the best solution is to the cheating problem?
🔹 Do you think CIG is willing or capable of tackling the cheater problem in Star Citizen?
Let’s talk about it.
#StarCitizen #Squadron42 #Cheating #StarCitizenNews #StarCitizenGameplay
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The new cargo event in Star Citizen 4.2.1 has all the makings of good content—but instead, it’s a griefer’s dream. CIG continues to ignore the impact of bad design decisions that punish organized and casual players alike, while enabling the worst behavior in the game. Let’s talk about what went wrong (again) and why this keeps happening.
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Star Citizen’s 4.2.1 patch was supposed to fix things—make group play meaningful, introduce real group content, and bring a PvE-focused event with Race for Stanton. Instead, we got another swing-and-a-miss. Group coordination is punished, orgs are sidelined, and the event mechanics continue to reward solo hero play over teamwork.
In this video, I break down why Race for Stanton sucks, why 4.2.1 fails to deliver for group-focused players, and what CIG needs to change if they want Star Citizen to actually support large-scale PvP, PVE, faction warfare, or group-based gameplay.
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Over 13 years into development, Star Citizen still can’t seem to get multicrew right. In this video, I break down the recent turret HP nerfs to the Idris, compare them to other large ships, and explain why these changes continue to make multicrew gameplay feel like an afterthought in PvP.
We’ll take a close look at turret health values across multiple capital ships, compare them to fighters like the Gladius, Hornet, and Ares, and ask the real question:
Why are players still expected to sit in these fragile, underperforming seats?
And more importantly—what would actually fix this mess?
Whether you're a multicrew loyalist, a turret gunner suffering in silence, or just someone trying to understand why Star Citizen PvP is so light-fighter dominated—this one’s for you.
⏱️ Chapters:
00:00 – Intro
00:56 – The Changes
01:36 – Testing the Changes
02:30 – Are These Good Changes?
05:23 – NPC Crew
07:52 – Conclusion
Drop a comment if you’ve ever been stuck in a multicrew turret wondering why you even bothered.
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Chapters:
00:00 – Intro
00:21 – The Nerfs
02:00 – Corsair vs. Constellation
03:43 – Are the Nerfs Justified?
04:50 – Is Multicrew to Blame?
05:37 – Final Thoughts
The Corsair and Constellation — two of Star Citizen’s most iconic gunships — are once again on the chopping block. In this video, we break down the latest nerfs coming in the next patch, focusing on maneuverability, responsiveness, and the overall impact on day-to-day gameplay.
Are these changes part of a larger balancing effort — or are gunships being unfairly targeted?
Join me as we dive into the patch notes, examine the impact on solo vs. multicrew gameplay, and explore whether this marks a shift in CIG’s design philosophy.
⚠️ Do you fly the Corsair or Constellation regularly?
Drop a comment below and let me know how these nerfs are affecting your loadout or playstyle.
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Timestamps:
0:00 – Intro
0:53 – Cheaters Are Here
2:50 – Star Citizen Is Perfect for Cheaters
6:17 – Don’t Worry About the Obvious Ones
8:52 – What Can Be Done?
12:45 – Conclusion
Cheating in Star Citizen is already here — and it’s only going to get worse. As the game gains popularity and attention, the incentive to cheat grows. From subtle aim assists to blatant hacks, the warning signs are already visible.
In this video, we break down how cheaters are getting through, why this is just the beginning, and what it could mean for the future of Star Citizen’s multiplayer experience.
🔹 Noticing suspicious behavior in-game?
🔹 Is CIG ready for what’s coming?
🔹 What can be done before it spirals out of control?
Let’s talk about it.
#StarCitizen #Squadron42 #Cheating #StarCitizenNews #StarCitizenGameplay
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The divide between PvP and PvE players in Star Citizen keeps growing. Has the time finally come to split the experience in order to preserve the game for both sides?
Timestamps:
00:00 – Intro
01:29 – Factions & Structure
03:46 – Examples from Other MMOs
05:55 – My Solo Experience at PAF
07:15 – CIG Removes Consequences
08:07 – Players and AI Need to Be Distinguishable
09:58 – Dark Age of Camelot & Warhammer Online
10:55 – EVE Online
12:11 – You Can’t Force PvP
14:38 – PvP Is Imbalanced
15:32 – Low-Trust Gameplay
16:18 – PvE Bears All the Risk
17:54 – PvP in SC Sucks
20:03 – PvP Requires Peripherals
22:43 – Reputation
25:02 – NPC Security
27:12 – PvE Servers
29:31 – PvE-Only System: Terra
30:07 – PvA System: Stanton
31:00 – PvP System: Pyro
32:43 – PvP Players Are Bored
34:05 – Theaters of War
35:28 – Conclusion
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RESPAWN VIDEO: youtu.be/xd5-RD8n4Ig?t=794
FACTION VIDEO: youtu.be/NBePIxkXfDE
LOW TRUST SOCIETY VIDEO: youtube.com/watch?v=Oieq3qNhfCE
00:00 - 01:07 - INTRO
01:07 - 05:16 - THERE IS NO REASON TO WORK TOGETHER
05:16 - 07:43 - JOIN AN ORGANIZATION OR DIE
07:43 - 15:14 - SPAWN MECHANICS
15:14 - 17:30 - CONCLUSION
In this video, we dive into the Valakkar Siege event in Star Citizen 4.2—a major PvE-focused mission that's quickly become a hotspot for PvP campers and griefers. What was meant to be an exciting cooperative challenge has turned into a frustrating experience for many players. Why is it happening? What is CIG doing (or not doing) about it? And how can it be fixed?
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00:00 - 00:54 – Intro
00:54 - 06:57 – What *Is* Combined Arms Gameplay?
06:57 - 11:26 – Why Combined Arms Is Rare: Time and Effort
11:26 - 13:45 – The Problem with Ground Vehicles
13:45 - 20:34 – Why Drop Ships Feel Useless
20:34 - 27:45 – Anti-Air Is Too Weak
27:45 - 31:06 – Should Anti-Air Be Overpowered?
31:06 - 37:30 – The Missing Element: Sustainment for Ground & Air
37:30 - 41:17 – Ground-Only Objectives: A Crucial Fix
41:17 - 44:48 – Final Thoughts and Wrap-Up
CIG still talks a big game about “combined arms” gameplay in Star Citizen — infantry, vehicles, ships, all working together on a battlefield. But after all these years, it’s clear they still don’t understand what makes it actually work.
In this video, we break down the core issues:
Why combined arms isn’t just about having different assets on the field
How poor design choices ruin coordination and flow
What successful combined arms gameplay actually looks like (and where Star Citizen could learn from)
From disconnected roles to broken balance, we’ll explore why Star Citizen’s dream of large-scale warfare still feels like a tech demo instead of a cohesive experience — and what needs to change before it’s too late.
If you’re a fan of tactical gameplay, milsim coordination, or just want Star Citizen to finally get it right, this one’s for you.
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00:28 Game Settings
01:34 FPS Settings
02:00 Flight / IFCS Settings
02:21 Automatic Slowdown
02:49 Coupled vs. Decoupled Mode
04:23 Enhanced Stick Precision (ESP)
05:14 Gravity Compensation
05:56 G-Safe
07:16 Space Brake
07:48 Speed Limiter
08:21 Proximity Assist
08:56 Advanced HUD
09:37 ESP Strength & Dampening Curvature
10:40 VJoy Range (Pitch/Yaw)
11:09 Mouse Deadzone
11:54 Velocity Indicator
12:37 Driver & Turret Settings
13:01 Mining & Salvage Settings
13:07 Gunnery & PIP Settings
13:11 PIP Magnification
14:08 Precision Lines
14:32 Stagger Fire
14:41 Lag PIPs
15:28 Individual PIPs
15:50 Fading PIPs
16:19 Stuff I Don’t Touch
16:23 Auto Zoom
17:07 Pilot Look-Ahead
17:44 Target Padlock
18:59 Camera Shake & Cinematic Effects (CRAP)
19:30 Social Settings
19:37 Graphics Settings
19:58 Audio Settings
20:12 Mouse Settings
22:00 Keybinds & Advanced Controls
22:11 Open/Close Doors
22:50 Relative Mode
24:28 Toggle Lead/Lag PIPs
28:54 Power Settings
29:32 Outro
Ready to take full control of your ship and character in Star Citizen 4.1.1? Whether you're diving into intense PVP dogfights or clearing out bunkers in PvE missions, this guide gives you the best settings and keybinds to gain the edge.
In this 2025 optimization guide, we’ll cover:
⚙️ Best in-game settings for performance and responsiveness
🖱️ Ideal keybinds for flight, FPS, and multi-role gameplay
🎯 ESP tuning, decoupled flight, weapon groups, and more
💡 Pro tips to adapt keybinds to your playstyle
No fluff. Just a clean, efficient setup that puts you in control—whether you're flying solo, running bounties, or fighting for your org.
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01:06 - 03:20 - EXPECTATION & REALITY
03:21 - 05:26 - MULTICREW PLAYERS ARE CONTENT
05:27 - 11:06 - 1+1 = 3
11:07 - 17:23 - TURRETS SUCK
17:24 - 21:07 - SHIELDS SUCK
21:08 - 22:35 - CONCLUSION
Star Citizen's new update is coming, and the Polaris finally got its long-awaited buff — but multicrew gameplay is still a mess. In this video, I break down why the latest improvements don't fix the core problems with multicrew, from broken roles to poor balance. Is it ever going to work right, or is CIG missing the point? Let’s dive in.
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01:00 – 02:50 – Why Light Fighter Players Hate PDCs
02:51 – 04:13 – Why Multicrew Players Hate Light Fighters
04:14 – 04:50 – Are PDCs Really That Effective?
04:51 – 05:08 – Aegis Firebird Test
05:09 – 05:53 – Aegis Gladius Test
05:54 – 06:36 – Anvil Hornet F7A Mk II Test
06:37 – 07:27 – Ares Ion Test
07:28 – 07:36 – Drake Corsair Test
07:37 – 08:02 – What Can We Learn from These Tests?
08:03 – 09:03 – PDC Balance Solutions
09:04 – 09:25 – Multicrew Should Be the Way of the Future
09:26 – 10:06 – Conclusion
Light Fighter Pilots Are Mad About PDCs – But Why?
In this video, we break down the growing complaints from light fighter players about Point Defense Cannons (PDCs) in Star Citizen. According to them, PDCs are "too strong" and "ruin dogfights"—but is that really the issue?
The reality is simple: PDCs are doing their job—protecting large ships from constant harassment and griefing. For too long, solo light fighters have been able to harass multicrew ships with near impunity. Now that those big ships can finally shoot back, suddenly it’s a problem?
We’ll dive into why this backlash is happening, how PDCs are changing the meta, and why this shift is actually a good thing for multicrew gameplay and the future of Star Citizen.
As always, let me know what you think in the comments!
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01:48 - 03:56 - T0 Has Brought Life To The Game
03:57 - 06:34 - Loot Sucks
06:35 - 13:13 - Mobile Spawns Promote Zerging
13:14 - 17:07 - How To Make Spawns Work In Star Citizen
17:09 - 17:59 - Conclusion
In this video, we talk about the fantastic loot changes made by CIG to Star Citizen in the 4.1 patch. Tier 0 loot (as it is called) means when you die, you only lose what is in your back/inventory, but you do NOT drop your weapons or armor. This is a HUGE quality of life change in the game that has lead to a lot more activity and allowed people to better express themselves in their gear choices.
However, as usual, there is an insane fringe (this time by the PVP side of the horseshoe extreme) that is determined to ruin these great changes to Star Citizen for everyone.
As always, let me know what you think in the comments!
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2:15 - 3:17 - Gameplay
3:18 - 7:08 - Polaris & Multicrew STILL Suck
7:09 - 9:16 - T0 Concerns & Final Thoughts
The RSI Polaris has been one of the most hyped ships in Star Citizen, but let’s be real—it’s not the game-changer people expected. In this video, we break down why the Polaris is underwhelming, what players keep whining about, and why you should stop expecting it to be something it's not.
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John Smedley? Matt Higby? Tramell Isaac?!
Could this be the true successor to PlanetSide 2? With massive battles, deep faction mechanics, and a persistent warfront, this game might be the next evolution of large-scale online warfare. In this video, we break down the teaser, explore its potential as the heir to the PlanetSide legacy, and discuss whether it can fill the void left by the franchise. As more details emerge, we’ll be diving into its features, gameplay, and what it could mean for fans of epic faction-based warfare. Stay tuned!
#distinctpossibility
As always, let me know what you think in the comments.
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As you will see in this video, you do not spawn with ammo of refilled consumables, you only spawn with what is physically equipped on your character. Nothing in your backpack or inventory, and the items you consumed before dying are not replenished. It's time to expose the player groups trying to sabotage this excellent loot change for what they are.
As always, let me know what you think in the comments.
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After reading many of your comments on that video and some very good threads on the issue, I wanted to take the proper time to analyze the issues and provide more meaningful feedback and context on the changes and what they mean for the PU and Star Citizen more broadly.
To be clear, I still support this change, but I wanted to engage with your comments on the topic directly and hopefully get more people to understand my perspective, since many other videos on the topic seem to miss the point entirely.
#starcitizen
#starcitizen
00:57 - 02:02 - Current State
02:03 - 04:05 - Faction Imbalance
04:07 - 06:36 - Respawn Systems
06:37 - 09:07 - Everyone Has To Care
09:08 - Conclusion
In this video, I go over the mechanics of the new faction system CIG has begun to implement in Star Citizen 4.0 and how this impacts the game. I have long been a proponent of faction systems as they go a long way to create investment in a game and encourage player choice, and we are finally seeing evidence that CIG understands this as well.
See my previous videos on the importance of factions in Star Citizen:
The Importance of Factions in Star Citizen: youtu.be/Ms1PjvqkEZ8
Org Control in Star Citizen: youtu.be/ZzWK3anC7ao
Multicrew, Orgs, and Solo Play in Star Citizen: youtu.be/H_8osHGppAg
As always, let me know what you think in the comments.
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01:12 - The Bug
03:09 - Multi-Crew Sucks
06:04 - Reward Optimization
07:34 - Conclusion
In this video, we talk about how group play worked when Star Citizen 4.0 launched, and how it was actually in a better state! Players were rewarded for grouping up, but then CIG announced the way group mechanics worked was actually a bug, and then "fixed" it, making group play, once again, not worth the time or effort (ignoring the times server crashes/instability ruined it anyway).
Today, we talk about what happened, how group play is broken in Star Citizen 4.0, and how we might fix it.
As always, let me know what you think in the comments.
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00:37 - Why? The Insurance System
03:13 - Full Loot Games & Cheaters
04:29 - Gear Fear
07:07 - Quality Of Life & Conclusion
In this video, we talk about UEC/item duping in Star Citizen, because with the drop of Star Citizen 4.0, so came new dupes. Many of the old duping methods were patched, and new ones have cropped up to take their place. Patching the methods of duping is treating the symptom, but not the core problem. The core problem are boring timesinks to generate money, boring time investments to do things like re-assemble gear, and the nature of full loot PVP. Full loot PVP makes many players risk averse, so duping is one way they mitigate that risk. I do not support duping, but I understand why people do it.
As always, let me know what you think in the comments.
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01:08 - PvA Horseshoe
02:47 - The Average Player
05:41 - Time And Gear Investment
06:55 - Balance
08:13 - "Hire An Escort"
15:01 - Contested Zones
16:25 - PvE / PvP Servers
21:43 - Ignore Carebears
24:04 - Ignore Sweaties
25:41 - Cater To The Average
27:24 - Conclusion
With the launch of Pyro following the drop of Star Citizen 4.0, I revisit the eternal PVP vs PVE debate and talk about how that dynamic does not work well in Star Citizen's current iteration, but I also talk about the no-compromise extremists in both camps, why their ideas are all terrible, and why they NEED to be universally written off for the health of the game.
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00:47 - Medical & Respawns
04:21 - Master Modes
07:57 - Personal Hangers & QoL
14:44 - FPS Changes & TTK
18:47 - Scale & Meshing
20:17 - Negatives Intro
20:33 - Factionless PvP
34:19 - Death Of A Spaceman
37:46 - Combined Arms
41:41 - Multicrew
45:22 - Discord
Join me as I reflect on my Star Citizen journey in 2024! In this end-of-year roundup, I dive into the highlights, the exciting moments, and the features I loved the most. But it's not all praise — I also discuss the biggest disappointments and things I wish had been different. Whether you're a seasoned player or new to the universe, this video covers it all, offering insights into the highs and lows of the year. Don't miss out on my personal take on the state of Star Citizen in 2024!
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00:13 - Vjoy Range
00:50 - Turret Centering
01:15 - Relative Mode
01:47 - Gyro
2:06 - Gimbal Modes
03:14 - Auto Gimbal Example
03:25 - Fixed Gimbal Example
03:44 - Precision Mode
04:21 - Outro
Discover everything you need to know about turrets in Star Citizen 4.0! In this guide, we break down the new turret mechanics, including the revamped gimbal system that changes how you aim and fire compared to previous versions. Whether you're defending your ship or unleashing firepower in combat, this guide will help you master the latest turret updates and make the most out of your firepower in the 'verse. Don’t miss it!
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00:15 - FPS Settings
00:29 - IFCS (Flight Settings)
03:08 - VJoy & Ship Controls
04:17 - Gunnery UI
04:50 - Camera Issues & Zoom
05:28 - Graphics & FOV Adjustments
05:53 - Audio Settings & Camera Shake
06:05 - Controls & Sensitivity
06:44 - Keybindings
08:53 - Power Management
10:19 - Outro
In this video, I’ll show you how to optimize your Star Citizen experience for version 4.0, starting with a completely fresh install. I’ll walk you through the best settings and configurations to ensure smooth gameplay and maximum performance.
Note: These settings are especially helpful for keyboard and mouse players.
Whether you're new to Star Citizen or returning for the exciting 4.0 update with the Pyro system, I’ll explain how to set up your game for the best PVP and PVE performance. You’ll learn what each setting does, and I’ll break down the more confusing options in detail. Even if you're unfamiliar with configuring Star Citizen, just follow along and you’ll be ready to jump into the action in no time!
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In this video, we cover the changes to ship weapons in Star Citizen 4.0 and spoiler alert: they are all much more expensive.
The strange side effect of these changes is that the already unpopular and underperforming ballistic weapons are now even more undesirable because you have to pay to reload them, on top of already increased prices.
We cover the price changes coming with Star Citizen 4.0 for ballistic weapons, disruptors, cannons, and the only category that really matters - lasers.
The tl;dr? Your wallet is about to get a *lot* lighter.
As always, let me know what you think in the comments!
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Join us as we break down the numbers, analyze community reactions, and discuss what might be next for one of the most ambitious space sims ever created. Don’t forget to like, subscribe, and hit the notification bell for more Star Citizen news and updates!
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With the introduction of Pyro in Star Citizen and all the PVP that goes with that, players with backpacks full of ammunition are going to be having to think whether they want to be carrying tens of thousands credits worth of ammo as it will be costing them, at times, hundreds of credits a second to even pull the trigger. With the most powerful alpha damage weapons, it could be hundreds of credits per shot!
As always, let me know what you think in the comments!
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#StarCitizen #SCSettings #StarCitizenGuide #StarCitizenOptimization
I share my concerns about how Cloud Imperium Games is balancing these systems and discuss the importance of ensuring both casual solo players and dedicated multi-crew teams feel rewarded. Can Star Citizen successfully cater to all player types without sacrificing immersion or fairness? Let's explore the potential impact of AI blades, solo players running capital ships, and how CIG could strike the right balance in this ambitious space sim.
If you're interested in multi-crew operations, AI-driven ship automation, or the future of Star Citizen's gameplay mechanics, this discussion is for you!
Drop your thoughts in the comments below!
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#StarCitizen #SCSettings #StarCitizenGuide #StarCitizenOptimization
00:30 - Game Settings
13:26 - Graphics
13:47 - Audio
14:41 - Keybinds
Check out the ultimate guide to optimizing your Star Citizen experience in 2024! In this video, I'll cover the best settings for version 3.24.2 and share insights on what might work for the highly anticipated 4.0 release. Whether you want to maximize performance, improve FPS, or fine-tune your graphics for a smoother, more immersive game, I've got you covered. With these settings, you'll be ready for everything the 'verse has in store.
Drop your thoughts in the comments below!
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#StarCitizen #SCSettings #StarCitizenGuide #StarCitizenOptimization
Let me know what you think in the comments!
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The Redeemer was filled with a lot of stupid design decisions inside and out (thanks Star Citizen community), but CIG has finally given it a balanced role within the context of other ships in the 'verse.
All changes aside, the Redeemer ultimately STILL fails because turrets are worthless, but I'm not sure anyone wants to have that conversation yet!
Let me know what you think in the comments!
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I want to set the record straight, and demonstrably prove these people wrong. They are not to be trusted. They are looking out for their own interests first and only. Star Citizen is a means for them to try and get SICK FRAGS for content and to monetize the player base before moving on, nothing more. It's time for some REAL TALK.
Let me know what you think in the comments!
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CIG has been clear Master Modes is not going anywhere, and lately I've noticed a concerted effort to try and get them removed anyway, or at least watered down as much as possible.
Star Citizen needs master modes, and the funding tables and player accessibility speaks for itself. But once again, here I am, explaining master modes to the LiGhT fIgHtEr elites who are angry they can't win fights 7v1 thanks to trichording anymore.
Let me know what you think in the comments!
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Essentially, factions create buy-in. Star Citizen can only benefit from their inclusion. Without factions, players will metagame and make their own "factions" and this will cause the game to suffer.
Let me know what you think in the comments!
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Let me know what you think in the comments, I can't wait!
Link To Original Audio: youtu.be/SwSoJnjQ25o
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#starcitizen #ashesofcreationmmorpg
00:00 Introduction
04:28 Ashes of Creation
05:30 Buzzcutpsycho vs Steven
09:45 Games Are Not Cheap
12:14 Which Is Better?
14:09 Conclusion
In this momentous meeting, we shall dissect the very essence of what makes an MMO thrive or falter, laying bare the truths that the developers dare not acknowledge. What compels a warlord such as Buzzcutpsycho to guide his forces into the vast expanse of Star Citizen? What does he see in this universe—a beacon of potential or a realm beset by challenges too great to overcome?
We shall speak of Star Citizen’s virtues and vices, its soaring successes and its cavernous pitfalls. No stone will be left unturned, no secret left unspoken. This is not merely a dialogue but a prophecy, a foretelling of what may come to pass in the ever-evolving saga of Star Citizen.
Join us in this divine discourse, for the wisdom imparted here is not for the faint of heart. It is a vision that could change the course of galaxies, reshape the very fabric of reality.
Subscribe, mortals, and prepare yourselves, for in the words of gods and warlords, the future of Star Citizen shall be revealed.
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Right now, multicrew ships are not a force multiplier, they're a drag on players and resources, and we need to see that turned on its head if we're going to get the big ship gameplay in Star Citizen we really want.
Let me know what you think in the comments, I can't wait!
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