https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-97308 I was watching some citizencon footage and found something that highlights an issue not often highlighted in the current version of Star Citizen. Right now, when you kill an enemy it's very common to overshoot them - as often times they enter into an extremely prolonged and dramatic standing death animation, making it difficult to tell when to stop shooting. I've done this myself, and have seen countless bunker videos on YT where this happens too. But below is a video of a developer making the exact same mistake due to this feedback issue at citizencon this year: https://youtu.be/nJ9pc-1Aa7A?si=6pfv1MAcovjP5VXt&t=2949 (49:09 in the video) And here is another great example of this type of animation in current SC: https://www.youtube.com/watch?v=4Ao3ELSovmA This is not an issue unique to SC, but it is definitely the most aggregious example I can remember in a game from recent memory. The most puzzling aspect to this is that we actually had really good kill feedback many years ago. Below is a link to an early dev vlog which shows footage of 3 solutions to the current issue: https://youtu.be/_7GG0y8Jmcs?si=ROrH-M-CY3J4eEaW&t=1274 (21:14 for best example - but multiple in full segment of video) The 3 solutions to this problem present in this old footage are: Animation deaths are very quick, and crucially lack prolonged standing. Most deaths result in kinetic-influenced ragdolls. (think GTA 5 for example) Animation deaths are instantly switched to ragdoll when the enemy model is shot after death (so even if you do overshoot an enemy - they react accordingly). It's also interesting to note that we actually had an early version of the recently showcased 'dynamic crosshair' in this earlier version of SC too - which I completely forgot about :)) I think these would be great solutions to both improve kill feedback and also improve visual fidelity simultaneously. 20:34 in the second video also shows another benefit to using ragdolls over canned animations - in the current model that enemy would have lost all momentum and inertia from that sprinting animation and likely entered a super dramatic and stationary shakespearean death anim instead of falling properly due to munching that shotgun. What are your guys thoughts?