So at the CitizenCon we were shown crosshairs that will be added via some helmets: 32:36: Like many others, I also think it's not very consistent with the overall SC approach to tactility/fidelity that people will now have the option to accurately hip-fire while running around, with no need for considerations like planning movements in a way that ensure transition into ADS for accurate fire, etc. But I guess that battle is lost for those of us in this boat, given that CIG has formally announced the arrival of crosshairs. From the in-universe PoV, I do see the argument that the tech in 2954 would enable projection of crosshairs, and it was also mentioned in the presentation that this will be optional - those who don't want to use it can use a different helmet. But, the demonstration made not a single mention of balance considerations. Obviously it was not a panel discussion - just a single short segment on this - but it could have been mentioned in one sentence that there will be drawbacks to using those helmets/crosshairs, because otherwise I don't see how this does not invalidate ADS in combat, especially in close quarters. ADS takes time and also obscures view if you want to be ready by moving around while in ADS mode. Crosshairs just remove both of those complications. And this concern - along with things like crosshairs invalidating laser pointers, etc - was mentioned by others, e.g.: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/crosshair-will-nullify-tactical-gameplay-in-multip/386370 , but I have not seen any dev response to this. Can we have reassurance that there will be tradeoff mechanics that take something in return for simplifying aiming through the use of crosshairs, so that ADS remains a competitive option?