A lot of test pilots hammer out combat related IC reports but this general info often doesn't seem to make it to spectrum. This is an ordered by severity list of combat related issue council reports, your own priorities may vary depending on your experiences. The purpose here is to use this listing and information so that, when the next PTU rolls around, there's already a group of bugs to push for fixes for during that period. I ask everyone to go through and spend the time to reproduce all listed ICs. Bugs and oversights in order of severity: As of the currently released public build the most critical combat issue is the IFCS issues which includes sloppy rotations, unstable translations with high peak accels paired with low jerk values, and velocity dependent accelerations leading to strafe motivated aim being near impossible. These issues also contribute to broken flight strategy, with reverse accel being stronger in some situations closing distance is impossible if someone wants to pull range. Also there are seemingly random directional differences between the coupled and decoupled accelerations(sometimes higher sometimes lower) and ab2 functionality. See the "IFCS fixes are still pending" that kept appearing in the patch notes, this has not yet been addressed but a fix for this is already in the works. CVI and MFD statuses especially shield status are desynchronized and neither seem to be updating properly. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58480-Sheild_CVI_and_MFD_do_not_display_shield_status_correctly Gimbal locking removes the mouse pointer. The mouse pointer is an important UI element for turning your ship. This is compounded by the weird tiny gimbal radius on the flashfire, meaning mouse pilots cant use fixed hornets while accurately turning their ship. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58423-Mouse_pointer_locked_center_during_gimbal_lock https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-53964-Gimbal_Lock_no_longer_shows_cursor Camera sway and wobble is affecting reticle position in fixed and gimbal pointer and lag pip, and aim in general. even your mfd control when you use interaction mode to look at them, your cursor will wobble allover the place while trying to click options. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-57983-Camera__head__movements_in_cockpit_affects_the_lag_pip Stuttering: This was reduced in 3.1.1, specifically near-ship stuters, but stutters still occur frequently even sat in the main menu. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-55699-Graphical_Stuttering There are a number of issues that have been around near forever, but because we've experienced such significant regressions in playability since 2.6 these issues have been masked. These things include the usual netcode problems like significant movement delay/offset and likely the shield bug. Additionally, in the PU there is massive hit desync (and has been for a long time) where you must shoot ahead extra in the direction of the target's motion even if they aren't accelerating at all. And this also happens in AC sometimes: https://www.youtube.com/watch?v=rpW9rHl1JTg The new target brackets are a problem it was often possible to try to use lag pips based on the target square's consistent and clear positional indication. Now that is significantly less viable the triangle things don't re-orient in a useful way when the old brackets clearly showed you your target's rotation without having to look at the MFD. Target brackets (but not pips) also vanish for periods of time. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58662-target_indicator_vanishing_and_reappearing Target brackets are occluded by some ship cockpits. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58647-Target_brackets_occluded_by_some_ships_cockpit_geometry_including_gladius__sabre The pilot kill bug is one long standing issue. When you instantly get a "kill" but the enemy ship is fine, its because your bullet glitched through the ship and hit the pilot. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58420-Cockpit_shot__character_killed_in_dogfight_inside_ship? One sided collisions/desynced collisions: Often ships crash and only one ship feels the collision, or only one ship explodes. Kinda lame when you're nowhere near an enemy ship and you suddenly explode because he crashed into you on his screen and he didnt take any damage from it. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58429-Ships_instantly_exploding_due_to_desynched_crashes Invulnerability zones on ships including the sabre and SH: https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58427-Invincible_zones_on_ships_including_sabre_and_superhornet Missing shield coverage on some ships: https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-57205-Glaive_shield_are_not_protecting_the_ship_properly No mouse sensitivity slider, recently we finally got a console variable to change FPS camera look for star marine but for flight we still have zero useful mouse sensitivity options. I think someone at cig mistakenly thinks the curve and accel options for joystick they put into the mouse menu count as mouse sensitivity or are useful somehow, but they aren't, the last thing you want on a mouse is acceleration or a curve. There are myriad control option problems with stick and mouse. Inputs can randomly affect the MFD, often turning your ship off in combat if you didn't activate the workaround. The workaround is to mouse over an item you dont mind being randomly activated like the menu button before disabling interaction mode and flying normally. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58430-MFD_functions_including_turning_off_your_ship_triggered_by_unrelated_inputs A fade out on the crosshair was implemented when you aim near it. Workaround: press f4 twice to toggle in and out of third person, and a permenant reticle will stay there. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58424-Fixed_Aim_reticle_vanishes_with_nearby_ponter Sometimes when you lose a wing you get double pips and ESP follows the wrong one. https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-58428-Double_pips_appear_after_taking_wing_damage Balance oriented issues (most of these aren't strictly bugs): Boost is working again for all ships, but this means ships are having a hard time hitting eachother again thanks to the ifcs issue. Some ships including sabre, hornet, 300 series have doubled up boost accel multipliers front/back. Just according to the stats, the gladius should have better forward acceleration, but instead it's almost half when tested experimentally. This is likely due to an unknown, hard to pin down, bug but could also be a tuning issue from a stat nobody can find. Every ship's yaw is equivalent to it's pitch rate as of 2.6.1 (it had 10% differences before), I don't want big differences but 10% adds a lot of depth to combat for zero extra complexity for newbies. See this thread: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/recent-versions-removed-yaw-pitch-differences-from Rots have also increased a bit too much from 2.6, 70 deg/s to 90 deg/s, this has hurt range gameplay. No lateral gforce limit: this has broken gforce play and now we're out two of three reasons to use roll (one was pitch/yaw differences). There's a lot of rejoicing network dependent gforces and random feeling goat faints are gone, but we'd like to see lateral limits and clear indication for those limits. For more information and discussion see this thread:https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/blackout-mechanics-from-the-point-of-view-of-a-com/ Singa also went into some detail on a few of these issues in his thread: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/3-1-boost-g-forces-target-brackets The sabre has 3 power plants and 4 shield modules. Other fighters like the hornet have 2 shield modules and 1 power plant. No other fighter has as many shields or plants as the sabre, meanwhile the sabre is an extremely evasive ship that can evade fire very consistently, needs balancing. Since most of the new weapons are unrentable, in terms of weapon balance we're just left with s2 tarantulas, pyrobursts and omnisky 9s as obviously overpowered. ALl the previous threads points about scatterguns and their distortion variants still hold, as no changes have been made to weapon stats. Its good that missile and repair drops are gone from AC, i also don't mind ammo drops. Without fuel drops we just need to self destruct after ~4 fights though, and if we didnt take damage then we incur a 60 second respawn penalty for self destructing when our ship was already dead in the water. In 3.0 ships got unique armor values at the same time their hp was modified, ships like the buccaneer with their absolutely tiny HP values were still playable because they were given significant armor to offset. In 3.0.1, in the rush to lower time to kill all ships were just set to the same armor value... we need properly balanced values. Cockpit positions in many ships are downright awful, with the reticle being almost completely behind MFDs. Obviously, combat is difficult in ships that do this, especially with the mentioned target box occlusion. Version listing: 3.1.0 https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ordered-summary-of-most-severe-ship-combat-bugs-an