A lot of test pilots hammered out combat related IC reports during the test period but this general info often doesn't seem to make it to spectrum. I figured i might as well provide 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. 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 because a fix for this is already in the works according to the notes no IC for this point. Boost is working again for all ships, but some ships line sabre, hornet, 300 series have doubled up boost accel front/back. Just according to the stats, the gladius should have better forward acceleration, but instead it's much worse. This is likely due to an unknown, hard to pin down bug. Stuttering: This was reduced in 3.1.1, specifically near-ship stuters, but stutters still occur frequently even sat in the main menu. https://ptu.cloudimperiumgames.com/community/issue-council/star-citizen-alpha-3/TACO-55682-Stutter_whenever_you_get_close_to_another_ship Camera sway and wobble is affecting reticle position and aim and 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://ptu.cloudimperiumgames.com/community/issue-council/star-citizen-alpha-3/TACO-56825-Head_Sway_Aim_Issues__3_1-733018 The UI seems to have had some negative work done on it, a fade out on the crosshair was implemented when you aim near it. it means the reticle you need to use to aim in lead pips vanishes often when you most need it for precision shots. Additionally, for the mouse users out there, you cannot gimbal lock without the pointer needed to define turn rate going away. Not having a reticle or not having a pointer depending your settings is awful. There's a workaround for the first half of the issue, toggle third person with f4 and a permanent reticle will thankfully get stuck to the center of the screen but no workaround for gimbal lock. https://ptu.cloudimperiumgames.com/community/issue-council/star-citizen-alpha-3/TACO-54663-Ship_UI_crosshair_locking_and_vanishing_issue CVI and MFD statuses especially shield status are desynchronized and neither seem to be updating properly. https://ptu.cloudimperiumgames.com/community/issue-council/star-citizen-alpha-3/TACO-56813-CVI_and_MFD_shield_status_not_updated_properly? More negative work: The new target brackets. it was often possible to try to use lag pips even through ship cockpit geometry based on the target square's consistent and clear positional indication. Now that isnt possible, the triangle things don't re-orient in a useful way and are occluded by cockpit geometry: they are a functional downgrade. 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 pilot kill bug is another thats been around literally forever but frequency seems to have increased this patch. 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://ptu.cloudimperiumgames.com/community/issue-council/star-citizen-alpha-3/TACO-57136-Pilots_get_killed_through_their_full_hp_ship_at_random https://www.youtube.com/embed/WH3GZuLn1Jo?rel=0&autoplay=1 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. 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. Invulnerability zones on ships including the sabre and superhornet: https://ptu.cloudimperiumgames.com/community/issue-council/star-citizen-alpha-3/TACO-57716-Invulnerable_regions_on_ships_Fairly 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://ptu.cloudimperiumgames.com/community/issue-council/star-citizen-alpha-3/TACO-55013-Keypresses_changing_MFD_options_out_of_interaction_mode__sometimes_turning_off_your_ship_mid-combat_ Balance oriented issues (most of these aren't strictly bugs): 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 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. it needs to be pushed back down to 2 shield modules at the very least but will likely need additional adjustments after that to balance it further. The new weapons are a bit of a mess in terms of balance. Scatters are way too strong for how tight their spread is and their low fire rate(low fire rate is an advantage for both alpha and lower time on target required), either the spread needs to increase or damage needs to be reduced or both in some balance of the two(and the s2 needs more nerfing than the s3). Tarantula s2s appear to have typod damage and are crazy OP, size 3 equivilent. Size 3 omniskys (omnisky IX) need to be reduced in fire rate, right now they have the same fire rate as the size 3 m5a but 66% more damage, completely out of line of those weapons progression. Dist scatterguns are doing a crazy amount of shield dps (7500 dps) that probably could do with a bit of a reduction. I've done tons of weapons testing during the PTU period so far and reached these conclusions with other pilots, but you can also just look at the weapon stats spreadsheet to reach similar ones. https://docs.google.com/spreadsheets/d/13vWZPX5qV1x7kONwJqmFvBTMPCZmxLylIEdNbr_OlTw/edit#gid=281898531 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. This meant that 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... why this was done instead of just curving the armor values down, i don't know, but it means that the ships which got tiny hp but armor to compensate are just awful now without it. Im sure there are several points i've missed, we should attempt to add to this list. We'll need live versions of these IC reports to upvote and repro soonish.