Disclaimer: This is my opinion, not an attack or discretization of anyone’s work. Before I start, I want to give some context. I am primarily interested in PvP content, it simply is way more engaging and challenging than facing off against an AI. That being said, I realize that the majority of combat interactions are and will be PvE but given that PvP is something that can happen balancing should be done for PvP first to ensure a fair environment for everyone, especially for those who are not interested in PvP. It is always easier to adapted PvP mechanics to PvE than vice versa. The reason being it is vastly harder to balance for PvP. The AI doesn’t mind if you give it shortcomings or penalties, but disadvantaging player will lead to frustrations. Last but not least I personally enjoy a slower, more tactical gameplay instead of blind run and gun. Coordination and teamwork should be an essential part of the FPS experience. Severs, Hit-Reg and desync We all know the desync is really bad and SC desperately needs Server Mashing to get server performance up. This is something that needs time and simply can not get changes right now. Time to kill (TTK)/Bullets to kill (BTK) CIG increased the TTK because they wanted to “Improve PVP by allowing people whom are being ganked have more of a chance to respond and fight back…” [1]. This logic is deeply flawed. While it is true that a higher TTK allows a player to more frequently survive the first ambush, but it heavily stacks the odds against them in the following engagement when facing multiple opponents. It simply comes down to math at that point. More people mean more bullets which means you go down quicker. You on the other and need a very long time to take one of your assailants out. So instead of giving people who are being ganked a fighting chance it gives them the illusion of it. Before the increase a single player could, when positioned right, take out 3-4 Opponents. Now, instead of rewarding players for good positioning it shifts the balance to “More People Win”. Traders, Miners and Salvagers are now at a huge disadvantage when facing pirates. Right now, FPS-Gameplay massive favors Shift+W run and gun Gameplay, especially with the introduction of the new dynamic crosshair. Due to the poor server performance there is a huge 200ms+ peeker's advantage, this is furthered with an insanely high hip fire accuracy. There is no feelable penalty when moving and hip firing right now, this needs to change. You should not be rewarded for blindly running in a room. Weapon Ranges, Recoil and Gun play Most weapons in SC currently have a ludicrous short effective range. Damage drop off is way too extreme for most weapons making them very ineffective at longer ranges. This also leads to the dominance of sniper rifles we are currently have. If you face a sniper rifle at above 100 m there is almost nothing you can do unless you have one of your own. CIG already tried to nerve Snipers by increasing ADS times and implementing Sniper Glint, but both do not solve the inherent problem. Sniper Glint can easily be content by simply playing with a 4x scope. The EE04 even has an alternative 5.5x Zoom, making it the ideal chose for engagements up to 500 m, which means we are back at square 1. Snipers are still hard to find and even if you find them you can not engage them unless you have one of your own. What I would like to see is that sniper glint gets removed and replaced with a remote controlled reconnaissance drone to make it easier to spot snipers. Furthermore, rangefinders need to be removed from all scopes, instead implement binoculars that have a range finder in them. Lastly, we need a stance penalty and suppression (Accuracy decreasing when under fire, depending on what is shooting at you) system system. All weapons should have their scope swaying with different intensity depending on weapon type, movement or player stance. Crouching, proning or bracing the weapon against cover should grant you a reduction of this sway. You should not be able to fire a sniper rifle, or LMG, with pinpoint accuracy while standing or moving. I personally would also like to see a drastic increase in recoil and weapon spray in order to reward single fire/ burst fire. Weapon Attachments, utility and tools First up, I understand that we probably won’t be getting a weapon smiting system like Tarkov, but we need one additional attachment category. Different Grips and bipods would be a great addition and would allow further customization of weapon characteristics to further tailor every weapon to your preferred play stile. I also believe that we need a rework of how the current attachments work. Right now, suppressors are useless in PvP. Giving up 8% of damage means that you are basically giving an additional armor class to your opponent (current difference between light, medium and heavy is 10% for (20%,30%,40% DMG reduction)) and the flash hider is simply outperformed by the compensator. It would be great to see if both of these attachments had a different influence on the weapon, like one helping more with vertical the other more with horizontal recoil. We also need more types of grenades like flash bangs, smokes etc. this would provide players with the ability to lay down concealment or help with taking a room. Tools like deployable shield, C4, door openers etc. would also be a great addition. Armor Right now, there is not a single reason why anyone would use anything but heavy armor. It offers the most utility slots, the most protection and the larges inventory with no down sight. This needs to change. I personally would like to see that all armor types can equip the same number of magazines, grenades and weapons. There also need to have further downsides/advantages to them. FPS Scanning aka Wallhacks Since this was announced this was a major point of concern for me. I see no way how a real time 3D-outline, that allows you to see and track players through walls can ever be balanced in a fair way. I only see two outcomes to this, option a.) it is overpowered and forces the use of specialized armor to counter it, meaning that players who can not afford to ware this armor, whether it is due to cost or the need to ware another type of armor, will be at a gargantuan disadvantage. Or b.) it is easily counter able at which point it is useless. Information is key, especially in FPS combat. Knowing where the enemy is and in what direction he is looking gives a huge advantage. What I personally would like to see is that the 3D outline idea gets drops in favor of two things. The scan is being replaced with a marker that shows the position at the time of the scan and does not track the opponent. The opponent will also receive a notification that he has been scanned. So that he can decide whether or not he wants to change position or stay where he is. The scan should be dependent on the EM emissions of your opponent. If the emission is below the environmental EM emissions, he should not be detectable. A scan should also let your own EM emission skyrocket, thus revealing your position on the mini map. The second thing is a passive detection via sound emissions, so Sprinting in heavy armor, shooting an unsuppressed weapon etc. will highlight you on the mini map unless the surrounding sound emissions are larger. Sources: [1]: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/ravager-twin-shotgun/6515256