The best thing they could do to stop the respawn cheese is to make the tier injuries that are higher than the bed your imprint is saved at persist. A Nursa is a tier 3 bed. If you get a tier 2 and backspace that tier 2 carries over until you get to a facility that can heal it. Then, to make medical gameplay viable again, make a gadget that you can use with like a specialized backpack that can heal tier 2 and 3 injuries in the field. Have it take time to initialize and heal the subject but make it so that it can’t be used on yourself because it requires an operator. I know that involves things that they haven’t really talked about but it seems fairly straight forward and makes medical a standout role. Tier 1 injuries would then still require a trip to hospital to sort out.
A backpack used for Medical injuries in the field would be awesome, I really hope they add another layer to the Medical loop, because I really enjoy that RP and experience, maybe even adding in equipment or tools for conditions like broken bones, or internal bleeding.
people overcomplicate things and freak out about nothing yet again anyway since everyone seems to forget that death of a spaceman, as annoying and stupid as that is, is going to be a thing so backspacing is going to be a very bad idea. Anything else they do outside of balancing medbeds properly is time wasted on a temporary bandaid to calm down overly dramatic people on spectrum. Even in the shortterm medbed respawning barely affects the barely existent medical gameplay since people rather backspace than waite for 20+ minutes for someone to respond to their rescue beacon.
That feels like a very gamey solution, that won't fit in lore all that well. I'd say maybe a time factor. Like have the lower tiers be a lot slower to heal "over-tier" injuries, but still able.
I 100% agree with this. Im the medic of the group so I want to feel validated. even tho in the group we play using the backspace as little as possible, to get used to when dead of the spaceman comes around. It does feel OP but what you said I think it could work fairly well
That enemy AI has definitely improved by a fold (or two). That snipper and enemies engaging from such far distances and also trying to doge your bullets is a good proof of how much the enemy responsiveness has improved. Loved the idea of bringing the N'Ursa in the middle of the combat zone and also engaging with its on-board guns, while you are safely tucked in the comfort and protection of the vehicle shields. I had tried the respawn on N'Ursa and the Cutty Red yesterday. An interesting thing that happened though was when an enemy gunship took my Cutty Red down while I was in it. My respawn was set on the ship itself and I woke up straight in Orison, where my first spawn location was set.
The new distribution cenres are SO cool! They're so big and have so much to see and explore. The NPCs are A LOT better and will engage you at longer ranges - the NPC snipers are pretty deadly! Apart from the range, the added verticality of parts of these areas also makes them feel fresh, with having to check more angles for hostiles. By the way, when you couldn't climb the ladder to get to your Avenger, there are boxes you can get up on that roof by climbing them. The ledge grabbing is really good at these locations and also seems much improved.
While I did like the idea of the previous respawn system being reserved for larger ships (Even if I don't own any), this change doesn't feel all that bad to me as it helps with the flow of gameplay quite a lot. It does seem a bit odd that a tier 3 bed can print out a full human but not heal the more severe injuries, but I hope they'll come up with an explanation for that in the future. Backspacing to heal seems like the wrong way to do it
Bugs.. last night no matter what I did even logging off and reopening the game. I was unable to eat or drink. So I did a short mission ran back to everus station and backspaced to heal. I think this ship is a decent way to address bugs.
I like that they are clearly prioritizing in the alpha. They sort of "allow" for certain loops to be circumvented (e.g. waiting or finding a tier 1 bed for medical treatment), to help focus on things that really need their attention, like the FPS AI. Your videos are always excellent at showcasing the progress of the game, in addition to being (IMO) the most enjoyable SC content on yt
I think short term the med bed changes are over blown. There is some use testing to learn about how it will work with ships and bases and it is useful for events as it is still so buggy at times. I think long term healing and reviving(in whatever beds can do it) should cost resources and be limited by that.
@@Citizen_Kate For the medbed changes? Changing the tiers of the beds to a distance thing rather than a respawn thing makes sense, and since they said this was ALWAYS the plan, it suggests that an actual medical player or medical staff to be there during the process will help with the DNA degradation or more permanent injury effects from regen. that's my guess anyways. But for right now? Yeah, it's going to suck for the med players.
I like the distribution centres! .... Well excluding the fact playing for 3 hours and failing to get in even once. Sincere advice, DO NOT use the bikes no matter how tempting the idea is.
I loved your honest take on the medical controversy. As a non medic myself, I really didn't understand what the fuss was all about. I appreciate you addressing it head on. Thanks.
This was a blast to watch. Enjoyed seeing ground combat. I don't take part in that, but I am the taxi and medic for my friends and I am looking forward to getting a nursa to use to move us to and from their combat zones.
You all continue to delight and entertain. Bought my “Nursa” the day it was announced with LTI and can’t wait to check it out when I get home. I’m a solo player(for now) so trying to pair up the right combo of vehicles for missions is very challenging but fun! Keep up the great work y’all!
As a solo player I like the changes. The nursa is also handy to heal and continue the mission. I keep an extra set of armor and weapons in it in case I die.
Iam super new to Star Citizen, maybe 1 week in so far and i can say without a doubt this makes the "mass effect fan kid" in me happier then any other scifi game! Community so far is nice towards new players and have had nothing but good interactions! Sure the bugs and glitches can get on your nerves sometimes but then you see the vistas...or fly a cool ship and forget all about that! I got to drive around in the NURSA the other day and it looks amazing! I can see this becoming a vital part when running Bunkers or other Ground-FPS missions both to heal back up and food and water :)
As someone who's wanting to play as a medic, I'm always happy to see new medical-oriented additions being put into the game. That said, while the respawn changes seem a bit much at first, I'm sure additional modifications and tweaks will continue to be made along the way! As always, awesome video, Kate- love getting to see your content!
Honestly, having the ability to respawn in a C8R, Nursa or Cutty Red has been quite useful, being able to wake up right outside a bunker or Distribution Centre instead of having to run around a station or worse, having to QT back incase you forget to set spawn to the station above, saves alot of time for people like me who only have a limited amount of time per week to play. The ability to also wipe imprints as the ship owner is also great, making sure no unwanted persons get to respawn in larger ships with medbeds like a 890J/ Only irk is that the Nursa doesnt have weewoo lights yet. New AI feels great too, they actively move for cover and engage at longer distances. They also tend to like to throw grenades if they have them on their body. Went to Sakura Sun Goldenrod a lot recently (they also pay quite generously per contract too) and the new enemy faction and the guards love to toss them around, making decisions like staying in cover for an extended period of time or firing on the move instead a good decision in such firefights.
I have been doing the two Sakura Son missions. Doing one would take long enough for the other to restock. This was how i have been grinding rep for 3.23
We had a really great time with a rented Nursa at the distribution centers too. We used it to recover our stuff, which we had lost after exploding with the Mirai Pulse (it loves clipping into the scenery there). Good fun and it fits so well into the Corsair along with some of the Pulse bikes, it's perfect.
I can see why most of the player base would not be a fan of the new med bed changes, it does reduce the risk and the effort you need to put in the say alive. But I can also see why they would add though I think it should have been reserved for large ships and capitals with a med bay as you don't want a ship with a crew of around 10 or more needing to go to port to pick up one or two people may die often as doing so effect everybody's experience. The new combat AI is snappy and responsive and all around a good change. I have yet to got to a distribution center but after watching you fight in one I think I'm got the grab the boys and go check it out.
Med bed tech aside, I'm so happy to see the changes to the S-71. Based on your weapon testing video's from last year, the S-71 proved to be very underwhelming as a DMR. For the first couple of years the S-71 was my primary, until your group of videos. Now it looks as if CIG got the message and has corrected it. Looks like I may start running the S-71 again!
Great gameplay footage, as usual! I agree with some of the other comments that I have seen re: medical gameplay. For now, the simple would be to keep the higher tier injuries on respawn, so at the very least you can't cheese your way out of injuries. That said, perhaps more changes could be made regarding the range of the med beds too; 20km is pretty generous for a tier 3 bed, so perhaps a shorter range would balance it better. Especially when working the merc missions on hostile controlled territory, where you are forced to park your ship further away to avoid turrets. It won't change much for the Nursa, but the Pisces would at least be less effective that way on the riskier missions. Another option could also be a stacking time penalty each time you respawn at the tier 3 beds; First time is about normal, but each time after that (within a short-ish period of time) it could take longer and longer. That way, at a certain point, it is actually worth waiting for external rescue, but there is still some level of forgiveness for honest deaths/mistakes.
In the all ships Q&A from Friday they mentioned that having tier 3 beds usable as a respawn point was always what they wanted. It just wasn't implemented because the lead responsible was moved to SQ42, and now that they are back working on the PU it was a key thing they wanted added in. Not as a temporary mechanic or a last minute change of mind but a gameplay feature that was always the plan.
Though I understand the worry about the changes to the medbed derailing the medical gameplay, it also opens up other possibilities. Think of a limitation on the number of patterns that can be stored or imprints linked to a bed to match the tier (tier 3 only a handfull, tier 2 more and tier 1 pretty large numbers), the use of medical supplies to either treat or revive patients but also the introduction of a field tag system where the medic can tag a player with a medgun to attach their imprint to a nearby medical vehicle (an invite to transfer imprint) so when you go incapped and put out a beacon the medic responding helps you up but can also add you to the vehicle remotely so should you then die in the same mission you now have the revive nearby. For orgs a limit of imprints per bed would also be fun for the gameplay as you would need to bring multiple vehicles of potentially different types for large scale engagements. Say a tier 3 bed can store 4 patterns, a tier 2 bed 10 and a tier 1 50 (to keep stations relevant they have unlimited revival capacity). Have a few Nursa's up front for the front line troops, a Cutty red further back for people less likely to die (like medics) and an Apollo in the back for the command and armoured elements. Add a cost for treatments (e.g. 0.03 units for a tier 3 injury, 0.06 for a tier 2, 0.09 for tier 1 and 0.7 for a revive with the Nursa holding 4 units in those storage spaces under the screen) and suddenly when to treat and when to revive becomes a lot more strategic because in general it would be more adventageous to get treatment. The C8R lacking storage would also be limited but a Red with 12 scu of storage would be able to bring a lot more to the table between the two beds and the extra supplies. Similarly, as already suggested by others, maybe respawning should treat only those injuries the bed is capable of treating so you could revive on a tier 3 bed but would maintain the tier 2 injury (though it would be stabilised as if you had used a medgun so for a while you would be able to operate without the negative effects). Again this means the quick response vehicles have a good place but there is an upside to better tier beds.
Great video! As far as medical beds go, I have the feeling it isn't finalized. CIG has made changes before only to reverse or modify as they moved along, so the best we can do is provide feedback and hope for the best. Since it's an Alpha still, we can expect lots of changes as we move forward. Some good and some not so good. Just provide friendly feedback and I'm sure CIG will take it into consideration. You catch more flies with honey than you do with vinegar.
Absolutely love the new distribution centres and all the new missions that take place at them. Also very refreshing to see how well performance holds up when you visit them. My hopes weren’t high after the way fps would tank at the those large derelict outposts they introduced on Hurston and Microtech a while back, but the DCs perform spot on. As far as being able to respawn in any medical bed I don’t think CIG did themselves any favours by introducing such a big gameplay change with just a few lines of explanation in a PTU patch notes. Maybe some more detail as to how the system will eventually work would’ve gone some way to calm the fears of medics that their gameplay was dead in the water. That Nursa trailer definitely did not help matters even if it was tongue in cheek! If being able to respawn in any tier of med bed was always the long term plan you wonder why they got rid of it in the first place. They could’ve sold a lot more C8Rs and Cutty Reds if they hadn’t.
I like the changes as a solo player, it means that in the unfortunate scenario of being shot through a wall due to a server issue I can jump right back down and recollect my gear thanks to the Nursa. Or if I happen to take some damage, I can heal up a bit instead of having to make a small pitstop at a Station or City.
Found your channel through your Pulse video, and I gotta say, loving the content sofar. Done a few mission in the distro centres and they're real cool. Nursa too
Having the Nursa for exactly what you all did in that last mission was looks like its going to be a staple of FPS interaction going forward, if they keep the respawn ability. It's going to be interesting to see how the materials for 3d printing a new body will be implemented and I definitely could see them implementing a restriction on higher tier wounds transferring over to a new body if you spawn in a tier 3 bed. I do wonder if this opens up a new mechanic for the medical game loop where a dedicated medic could patch up higher tier wounds that last longer than just using a med gun (that can last the whole mission) but still need to return to an appropriate med bed to permanently heal.
Finally found some time last weekend to try out 3.23. Getting used to the new controls will still take some time for me. I am mostly a solo player currently, so I like the med bed changes, as it makes it so much easier to get back to the Mission and recover lost gear. But on the other hand, just being able to “heal” a T1 injury by respawning at the Mission location seems to hurt the medical gameplay a bit. Once again, great video! Really enjoyed watching.
As someone who got into medical only in 3.22.1 just before 3.23's release to live it was already rare and sparse you could be sat waiting 20 minutes or waiting hrs... more often than not those we end up choosing to save are those who are new and inexperienced or prone to accident, or heavy into pvp or unassuming delivery or cargo players attacked by pirate players or npc's & underequpped to deal with the situation, something I learned a medic has to be in this game is equipped as my first encounter being at a bunker was quite rough, I head a cutlass red at the time but when the medivac came I realised it had become really sparse for a while with the influx of new players on invictus there was plenty to make up for it but post invictus has been rough! I decided to put away the pisces rescue and cutlass red for now in the hopes that it will have some sort of counterbalance so that medical ships aren't rendered useless along with beacons they still happen every 20-30 when i'm on but it doesn't feel as often though that could be me focusing on the times it's not, I may decide to a data study in various regions to see what the current beacon number is but the problem is theres so many factors it will likely get skewed! another factor to note is pay, I heard about players getting payed 150K on a med beacon pre 3.23 but due to the aUEC wipe that's all but gone your lucky to get any more than 10k which seems to be the going rate atm which is sad cause it feels like theres little respect for the time and resources that those dedicated medics out there put into it, that's why I saw some medics pulling multiple rescues to try and make up for the lower pay by picking up each rescuee in succession they could net multiples of 10's ok k's but it's not enough for there being multiple medics I went on think I could be a medic that day but after seeing their experience and number of saves in the day i figured what would be the point they're already out there they'll get there before I will it was at arc corp area when I was at tress! we need a system to help support multiple medics I think the best thing for that would be a medical mission line to get medics started and so they can get some pay in between the infrequent medical beacons. For me personally I don't have enough confidence yet I've only had 1 successful save and then the failure at the bunker I mentioned before where I got gunned down by 30 npc's and the base kept spawning more, it didn't help my ship was far away I was lucky the server fps dropped again so I could get my equipment back but the npc's were intermittently responsive so I still got shot a couple times... it was dangerous cause I didn't have any ammo and had resorted to picking up their guns but there was never enough time to grab their ammo before another would come to kill me, had the server not been intermittent and fully working I guarantee I wouldn't of survived or gone back to get my gear! my medical gear wasn't cheap either medgels cost money, I'm gonna have to watch a video on how the drugs in the medgun work too as all I know currently is how to revive someone but it's hardly ideal for medical staff to not have experience in using drugs so i gotta get on that but tbh at this current juncture I don't see the point if I never get any action, it always feels like when I'm geared up for a package mission it's medical beacons galore but when I'm sat outside Tress in my Cutty Red or Pisces C8R theres not a single damn beacon in sight I give up after half an hr switch ships & gear then all of a sudden med beacons start popping off! I'm beginning to think theres particular times of day when potential rescues come online and my timing is just off, I need to figure out those peak times for rescues! I suppose alternatively what I could do for now is work as a temp privatised medic, for those who want to hire me I get a cut of the pay of whatever dangerous mission they're doing and I be a battle medic and supply the group with my nursa or pisces or heck even the carrack i have, and carry a bunch of med gels on me as I have before equipped for medical treatment and taking a few hostiles that try to get in my way (and quite a few ammo i've purchased I always keep a custodian on hand & an arclight, in fact it was Kate that inspired me to use the arclight pistol more when I saw her with nothing but an arclight on her she was like a jane wick or something, I've found I prefer it over the s-38)!
Especially for newer or less FPS-heavy people, but also to prevent stupid deaths due to game bugs, the respawn changes are awesome. The fact that now a medical ground vehicle is available for pledge is very 'convienently placed', but still.
I've never really tried to do fps stuff, but the way the medbeds are working, it'll give me a bit of confidence to at least try it out while i get more familiar with all the mechanics. Love the vid, Keep up the good work. :)
I can see the nursa rover being a really useful bit of kit for doing the larger bunkers, especially as they start to get more underground floors online and new types of caves and maybe other underground facilities. The little cargo transport is good for shifting cargo between capital ships and docks or dropping gear for missions / raids I guess? 🤔
Distribution centers are actually great, loved the mission where you needed to retrieve some explosives there, I took a cyclone to make my way deep into the center, worked as a charm !
Love the videos, I will note that this change may only really affect some dedicated orgs like Medrunners for effectively how many "customers" they get. Though of course making death a lot less of an important thing. That recent SCL did say that "death of a space man" is closer than we'd think but idk exactly what that entails. So in the meantime it seems we just have this relatively quick and easy way back into combat.
I think a good way of solving medical gameplay would be making respawns cost some sort of limited resource that needs to be restocked. After respawning once in the Nursa (excellent nickname by the community) you would need to take it to a pad and restock the supplies, and bigger ships/higher teir beds would have more stock.
I don't think the medical gameplay will be removed, if anything they mentioned the death of the spaceman is coming sooner than ever which means medical gameplay will be boosted, but for now the fact we can respawn infinitely and safely in medical ships it's only the groundwork of what they got planed for the future. Either way great video, loved seeing the new missions and i can't wait to test them out myself too.
I like the medbed changes as eventually we will travel out of Stanton and it will be much harder to get back, it also helps group play for larger missions enabling people to team play a little easier. All the while not waiting ages for them to come back, should someone not make it along the way. Hopefully we shall see some sort of mechanic for these medbeds similar to the refuelling, to quell the arguments about it. Great video again, thanks! and looking forward to the next o7
I think it makes sense to open up respawn on all beds for ease of play and testing. But I hope they will return to a more limited respawn later when bugs and testing is less of a issue. I wouldnt be against all tiers of beds letting you respawn in the future too, but have it so you need to stock up on "printing" material at a hospital to be able to use it multiple times.
Like I suggested in another comment reply, I'd let all the beds heal all injuries but have the lesser tier beds hel "over-tier" injuries a lot slower. So that you _could_ do it, but it might well pay to haul ass to the nearest high tier bed and get healed there. With that, maybe have the resurrection take longer or have a significant cooldown.
I like the closer respawn ability but the bed probably should use some resource to print more people. It was mentioned in one of the old design posts so there's a fair chance of it getting eventually introduced. Though even if respawn went away for whatever reason, a med bed is still nice to have nearby for those odd tier 3s.
Best way to mitigate the respawn cheese is to make an effort to reduce the constant bug deaths and do fixes to issues that have been around for years. Plus this is a boon to medical rescue players as they are costantly going in to hostile locations where they could and do go down, they have the med ship and spawn right back outside so the beacon maker does not have to wait for them to come across the system again. Not everyone is going to rum a medical bed vehical, and it adds an incentive to make credits for another ship.
I feel like this is the correct step from a gameplay perspective once the "clone juice" or respawn resource is added. I do wonder if they will have higher tiered beds hold more "clone juice" than lower tiers in order to make them more desirable.
I think the respawning is more based around stepping stones in the right direction for a death of a space man and preping us towards the road map for that, but I can defiantly understand how this will impact particular game play for some loops and individuals
I think the new medical spawns can work, as long as CIG can create what they've been talking about: meaningful choices. So they need to figure out how not to cheese the respawn/injury wipe with limits on how much/how often the medbeds can respawn. I'm hoping that medical rescue missions will be a part of that consideration, so they'll get more opportunities for good gameplay.
I, like you, am loving the new FPS and the backpack reloading is pretty cool as well. I am on the fence with the new Medical, respawns since I do like to go and rescue other players but in most instances when I call for help my beacons are never taken so the new respawn option will come in handy when it is needed. I think I will still put out a beacon and if not taken then go with the respawn to my C8R bought in game. Thanks for all the great content by the way, I am always learning something from you and the team.
The main issue with the beds is not the respawning, it's the fact that you HAVE to respawn to fully heal yourself if you don't have a T1 bed. They need to make it so you can fully heal any injury in ANY medbed, but it simply takes much longer, depending on the tier of the medbed. Or maybe make it so you need actual medical knowledge in order to heal higher-tier injuries in medbeds that aren't super expensive and foolproof (higher-tier). I think we should be able to do the same (or almost the same) with a dedicated 2-handed Medgun, but only by using it on another person, and while having to have the required know-how to actually perform such a feat. This way we could truly start having an education-based "class" system for players willing to dedicate themselves to specific roles.
A 'Medical Operator' (someone in your team or someone responding to a medical beacon) to initiate the respawn at the med bed would be interesting. Every ship/vehicle has a seat for them.
The ursa medivac is a gamechanger! Last night I loaded the C2 with noxes (16 so that the c2 not explode) and the ursa and went "hunting" Moe Thermus. the ability to respawn is priceless.
I do as much as medical gameplay as I can, run around in a Cutlass Red while doing bunkers just in case a beacon pops up. With that said, I love and support the new medbed respawn system. People who get upset "for me" (someone who does that loop) when I actually like it, really confuses me.
Thank you for the introduction of the new patch! I think the tractor will be a neat loading ship within the persistant hangar in the cargo update. Respawn definitely needs a commodity for balancing but the Nursa is great.
I think the Nursa gives great gameplay to people who.. erm.. like me.. don't have friends to play with. Now I have something to save for to bring with me so FPS combat isn't so overwhelming to a solo player! Thanks for the gameplay and for concreting my fear of ladders.
Great Vid, thank you so much! Myself, I’m disappointed with the respawn for T3 . The vehicles clearly do not have a body regenerator that can create a body. It feels quite hokey. Plus as you did in the video, people no longer worry about tier 3, because they can just respond when they’re done.
GoodNESS. Aside from the lack of DMP, the ACOG looks clean as whistle! It' gonna be lovely having a mobile med-unit while switching between mining & poaching, on-the-fly.
The distro centers make for such cool FPS settings, they’ve been one of my favorite additions so far. Even better because of the possibility to bring vehicles in them.
I haven’t tried it yet but I was intrigued by the whole being a medic responding to beacons etc as a profession. I hope things will be balanced as time goes on to still keep it viable. I would like to get into that loop. That said, being a new solo player and still learning the ropes, being able to respawn close to a mission would be super helpful too, as I know I’ll die a lot.
I like the medbed changes. A balance of carrying over higher tier injuries would make sense to me, but to actually preserve medical beacon gameplay as much as possible we would need more accessible Tier 2 beds. An 890 or a Carrack are just too big a jump from a Cutty Red, there needs to be some middle ground.
I think when the optimal thing to do is something silly (backspace respawn cheese to eliminate injuries) it's a game design problem. They could fix it with any number of changes to make it somewhat consistent at least and it's frustrating that they didn't. Even making all beds Tier 1 beds would make sense as at least you could actually use the bed rather than backspacing.
I played around a bit with the Argo Tractor. It was interesting, but currently, I think that the fastest way to move boxes around is still with a multitool or that twohanded tractor beam thingamajig. The point of view is just better for me, somehow. Vehicle mounted tractor beams always seem to screw up my perspective when whatever you're tractoring is right beside the tractor beam emitter. Edit: Damn, that S71 sure sounds sweet. Too bad I always use it with a suppressor.
If you only had large scale missions with many players to consider, one option would maybe be to make the medbed need a player operating the table for it to work. Although that would probably just end up with someone sitting around waiting for people to die, not doing anything. Maybe needing to bring back bodies to the medbay to respawn them?
I really like not having to spend 30 minutes to get back to my stuff when dying due to a bug or whatever. Though I can't wait for the regen to cost quite some materials or to only allow for 1-2 regens before needing to 'fill it up' at a station. For now it seems like a good alternative to cause less frustration in the verse!
I feel like the medical changes are moving away from 'death of a spaceman' or at least the original vision of it. But I'm not so sure that's a bad thing. As awesome a concept as 'death of a spaceman' is, it's definitely something I could see limiting the games wider appeal. I feel like these medical changes are maybe testing the waters a little for an updated plan for 'death of a spaceman'? Regardless I'm exited to see where this goes! Great vid as always Katie, keep em coming!
I think limping would be from the pain of the arm... severe injuries can cause some reactions... @14:50 I think what they should do is limit the healing to only injuries that the particular bed can heal. Like for example Level 3 can only heal level 3 injuries and so on...
The additional locations for FPS sure make it a lot more dynamic. The bunkers were really just a small arena map with so many limitations. As an aspiring cargo hauler, though, it does make me a bit anxious to see so much gunfire around an industrial area- I don't really want to have to wear armor "just in case" the AI wanders over when I'm loading cargo. The medical changes definitely feel pretty cheesy. On the one hand it's great to get back into action again, but on the other it deprives medics of any work and it turns medical ships into the absolute meta for FPS gameplay. Plus it feels like we're nowhere near figuring out any meaningful difference between the tiers of medical beds. I don't know, maybe add a significant respawn timer to different bed tiers? Like a tier 3 may be able to construct a new body for you, but being a small unit it's going to struggle and take time to complete such a difficult task, sort of like one of the smaller hobby 3D printers.
once you need to buy resources for the beds to operate , your respawns and healing will cost different amounts. If the resource costs 20k per respawn it quickly becomes better to get healed then die. Death of a spaceman might also incur negatives or not allow you to respawn at a certain point.
I generally don't mind the respawn changes because I am an industrial player. That being said, it seems like it could be cheesable by flying a ship with the Ursa Medvac or the Picese close to the engagement point for quick respawning troops. This becomes more valuable with more players because you could almost respawn in place, particularly if you had a pilot and a person pulling the bodies into the ship to grab the gear. But I suppose that isn't that much different than actual medical gameplay?
I love Star Citizen, I find your videos so immersive and I always can't wait for a new one. So, thank you so much for your top quality contents, absolutely my favorite ones🙂
I really like the NURSA, it fills an empty spot where a ground vehicle is actually more than just transport and combat, glad we can park it in most medium ships like the Spirit and MSR
I think the med bed changes are more a response to the testing environment and the need for working play loops to continue testing and not punishing testers too much. I have a feeling that as we progress further into the testing cycle and into 4.0 things will revert.
I like the option for more spawn beds/ locations. Once the game is stable if it stays the cost of respawning needs to be much higher than medical treatment to incentivise the latter
I've been trying to keep a pulse on the situation by asking medical players about the change and most tell me that they are not happy about it. Now DCs on the other hand are great fun and a solid source of loot because of the local inventories. You can basically stay there forever if you have a medical bed on standby.
Love the designs and concepts they make when brainstorming these ship ideas. Looking forward for more! I think there should be limitations on the med bays. Like (reluctantly) allowed but with a penalty waiting period for forced respawns.
im okay with the Nursa its like the first step towards vehicle having actual game loop, even if they took away the respond having the ability to keep injuries from piling up is very nice.
Going off your comments about the spawning and medbed discussion currently. I would love to see a video where you and the crew try out some medical gameplay to get a feel for it. I find your "living out of..." videos very interesting. Watching you all take on some unfamiliar gameplay could also be very interesting.
Replace sniper glint with combat helmet sound triangulation to a general direction. More shots allow the helmet to give a better location. Replace laser spread with fluctuations in shot power due to the regulator chip over heating. Gives a similar effect to recoil as not all shot cause damage.
The best thing they could do to stop the respawn cheese is to make the tier injuries that are higher than the bed your imprint is saved at persist. A Nursa is a tier 3 bed. If you get a tier 2 and backspace that tier 2 carries over until you get to a facility that can heal it. Then, to make medical gameplay viable again, make a gadget that you can use with like a specialized backpack that can heal tier 2 and 3 injuries in the field. Have it take time to initialize and heal the subject but make it so that it can’t be used on yourself because it requires an operator. I know that involves things that they haven’t really talked about but it seems fairly straight forward and makes medical a standout role. Tier 1 injuries would then still require a trip to hospital to sort out.
A backpack used for Medical injuries in the field would be awesome, I really hope they add another layer to the Medical loop, because I really enjoy that RP and experience, maybe even adding in equipment or tools for conditions like broken bones, or internal bleeding.
That's all implied by what they actually have talked about. I think most people just never read CIG's communication about these things.
people overcomplicate things and freak out about nothing yet again anyway since everyone seems to forget that death of a spaceman, as annoying and stupid as that is, is going to be a thing so backspacing is going to be a very bad idea. Anything else they do outside of balancing medbeds properly is time wasted on a temporary bandaid to calm down overly dramatic people on spectrum. Even in the shortterm medbed respawning barely affects the barely existent medical gameplay since people rather backspace than waite for 20+ minutes for someone to respond to their rescue beacon.
That feels like a very gamey solution, that won't fit in lore all that well. I'd say maybe a time factor. Like have the lower tiers be a lot slower to heal "over-tier" injuries, but still able.
I 100% agree with this. Im the medic of the group so I want to feel validated. even tho in the group we play using the backspace as little as possible, to get used to when dead of the spaceman comes around. It does feel OP but what you said I think it could work fairly well
That enemy AI has definitely improved by a fold (or two). That snipper and enemies engaging from such far distances and also trying to doge your bullets is a good proof of how much the enemy responsiveness has improved. Loved the idea of bringing the N'Ursa in the middle of the combat zone and also engaging with its on-board guns, while you are safely tucked in the comfort and protection of the vehicle shields. I had tried the respawn on N'Ursa and the Cutty Red yesterday. An interesting thing that happened though was when an enemy gunship took my Cutty Red down while I was in it. My respawn was set on the ship itself and I woke up straight in Orison, where my first spawn location was set.
The new distribution cenres are SO cool! They're so big and have so much to see and explore. The NPCs are A LOT better and will engage you at longer ranges - the NPC snipers are pretty deadly!
Apart from the range, the added verticality of parts of these areas also makes them feel fresh, with having to check more angles for hostiles.
By the way, when you couldn't climb the ladder to get to your Avenger, there are boxes you can get up on that roof by climbing them. The ledge grabbing is really good at these locations and also seems much improved.
While I did like the idea of the previous respawn system being reserved for larger ships (Even if I don't own any), this change doesn't feel all that bad to me as it helps with the flow of gameplay quite a lot. It does seem a bit odd that a tier 3 bed can print out a full human but not heal the more severe injuries, but I hope they'll come up with an explanation for that in the future. Backspacing to heal seems like the wrong way to do it
Bugs.. last night no matter what I did even logging off and reopening the game. I was unable to eat or drink. So I did a short mission ran back to everus station and backspaced to heal. I think this ship is a decent way to address bugs.
I like that they are clearly prioritizing in the alpha. They sort of "allow" for certain loops to be circumvented (e.g. waiting or finding a tier 1 bed for medical treatment), to help focus on things that really need their attention, like the FPS AI. Your videos are always excellent at showcasing the progress of the game, in addition to being (IMO) the most enjoyable SC content on yt
I think short term the med bed changes are over blown. There is some use testing to learn about how it will work with ships and bases and it is useful for events as it is still so buggy at times.
I think long term healing and reviving(in whatever beds can do it) should cost resources and be limited by that.
Once the resource network comes online later this year we should see things like medbed respawns costing something you have to either buy or craft.
Oh, man - I guess that ladder at the distribution center...............................let you down.
I...I'll see myself out
haha i see what you did there! :D
@@Citizen_Kate For the medbed changes? Changing the tiers of the beds to a distance thing rather than a respawn thing makes sense, and since they said this was ALWAYS the plan, it suggests that an actual medical player or medical staff to be there during the process will help with the DNA degradation or more permanent injury effects from regen.
that's my guess anyways. But for right now? Yeah, it's going to suck for the med players.
I like the distribution centres! .... Well excluding the fact playing for 3 hours and failing to get in even once. Sincere advice, DO NOT use the bikes no matter how tempting the idea is.
I loved your honest take on the medical controversy. As a non medic myself, I really didn't understand what the fuss was all about. I appreciate you addressing it head on. Thanks.
The FPS gameplay of Star Citizen is really coming along nicely, and you always do a great job of highlighting it, Kate.
This was a blast to watch. Enjoyed seeing ground combat. I don't take part in that, but I am the taxi and medic for my friends and I am looking forward to getting a nursa to use to move us to and from their combat zones.
You all continue to delight and entertain. Bought my “Nursa” the day it was announced with LTI and can’t wait to check it out when I get home. I’m a solo player(for now) so trying to pair up the right combo of vehicles for missions is very challenging but fun! Keep up the great work y’all!
Thank you for the giveaway opportunity!!!
I think as long as they create and enhance medical gameloops having respawn closer so you can get back into the action faster is great!
As a solo player I like the changes. The nursa is also handy to heal and continue the mission. I keep an extra set of armor and weapons in it in case I die.
Iam super new to Star Citizen, maybe 1 week in so far and i can say without a doubt this makes the "mass effect fan kid" in me happier then any other scifi game! Community so far is nice towards new players and have had nothing but good interactions! Sure the bugs and glitches can get on your nerves sometimes but then you see the vistas...or fly a cool ship and forget all about that!
I got to drive around in the NURSA the other day and it looks amazing! I can see this becoming a vital part when running Bunkers or other Ground-FPS missions both to heal back up and food and water :)
As someone who's wanting to play as a medic, I'm always happy to see new medical-oriented additions being put into the game. That said, while the respawn changes seem a bit much at first, I'm sure additional modifications and tweaks will continue to be made along the way! As always, awesome video, Kate- love getting to see your content!
Death of a spaceman will bring back some medical gameplay when people don't want their character to permadeath and go on to the next one.
I have never imagine 3.23 will be so playable is like a real videogame :D
Honestly, having the ability to respawn in a C8R, Nursa or Cutty Red has been quite useful, being able to wake up right outside a bunker or Distribution Centre instead of having to run around a station or worse, having to QT back incase you forget to set spawn to the station above, saves alot of time for people like me who only have a limited amount of time per week to play. The ability to also wipe imprints as the ship owner is also great, making sure no unwanted persons get to respawn in larger ships with medbeds like a 890J/ Only irk is that the Nursa doesnt have weewoo lights yet.
New AI feels great too, they actively move for cover and engage at longer distances. They also tend to like to throw grenades if they have them on their body. Went to Sakura Sun Goldenrod a lot recently (they also pay quite generously per contract too) and the new enemy faction and the guards love to toss them around, making decisions like staying in cover for an extended period of time or firing on the move instead a good decision in such firefights.
I have been doing the two Sakura Son missions. Doing one would take long enough for the other to restock. This was how i have been grinding rep for 3.23
Yep. This is how I've been doing it too. And now I have a Nursa parked in the back of my Corsair which makes server desync or mishaps more tolerable.
We had a really great time with a rented Nursa at the distribution centers too. We used it to recover our stuff, which we had lost after exploding with the Mirai Pulse (it loves clipping into the scenery there). Good fun and it fits so well into the Corsair along with some of the Pulse bikes, it's perfect.
The gameplay is getting so much better! The gunplay gets more and more fun to watch.
I can see why most of the player base would not be a fan of the new med bed changes, it does reduce the risk and the effort you need to put in the say alive. But I can also see why they would add though I think it should have been reserved for large ships and capitals with a med bay as you don't want a ship with a crew of around 10 or more needing to go to port to pick up one or two people may die often as doing so effect everybody's experience. The new combat AI is snappy and responsive and all around a good change. I have yet to got to a distribution center but after watching you fight in one I think I'm got the grab the boys and go check it out.
Med bed tech aside, I'm so happy to see the changes to the S-71. Based on your weapon testing video's from last year, the S-71 proved to be very underwhelming as a DMR. For the first couple of years the S-71 was my primary, until your group of videos. Now it looks as if CIG got the message and has corrected it. Looks like I may start running the S-71 again!
Great gameplay footage, as usual! I agree with some of the other comments that I have seen re: medical gameplay. For now, the simple would be to keep the higher tier injuries on respawn, so at the very least you can't cheese your way out of injuries. That said, perhaps more changes could be made regarding the range of the med beds too; 20km is pretty generous for a tier 3 bed, so perhaps a shorter range would balance it better. Especially when working the merc missions on hostile controlled territory, where you are forced to park your ship further away to avoid turrets. It won't change much for the Nursa, but the Pisces would at least be less effective that way on the riskier missions.
Another option could also be a stacking time penalty each time you respawn at the tier 3 beds; First time is about normal, but each time after that (within a short-ish period of time) it could take longer and longer. That way, at a certain point, it is actually worth waiting for external rescue, but there is still some level of forgiveness for honest deaths/mistakes.
In the all ships Q&A from Friday they mentioned that having tier 3 beds usable as a respawn point was always what they wanted. It just wasn't implemented because the lead responsible was moved to SQ42, and now that they are back working on the PU it was a key thing they wanted added in. Not as a temporary mechanic or a last minute change of mind but a gameplay feature that was always the plan.
Though I understand the worry about the changes to the medbed derailing the medical gameplay, it also opens up other possibilities. Think of a limitation on the number of patterns that can be stored or imprints linked to a bed to match the tier (tier 3 only a handfull, tier 2 more and tier 1 pretty large numbers), the use of medical supplies to either treat or revive patients but also the introduction of a field tag system where the medic can tag a player with a medgun to attach their imprint to a nearby medical vehicle (an invite to transfer imprint) so when you go incapped and put out a beacon the medic responding helps you up but can also add you to the vehicle remotely so should you then die in the same mission you now have the revive nearby.
For orgs a limit of imprints per bed would also be fun for the gameplay as you would need to bring multiple vehicles of potentially different types for large scale engagements. Say a tier 3 bed can store 4 patterns, a tier 2 bed 10 and a tier 1 50 (to keep stations relevant they have unlimited revival capacity). Have a few Nursa's up front for the front line troops, a Cutty red further back for people less likely to die (like medics) and an Apollo in the back for the command and armoured elements. Add a cost for treatments (e.g. 0.03 units for a tier 3 injury, 0.06 for a tier 2, 0.09 for tier 1 and 0.7 for a revive with the Nursa holding 4 units in those storage spaces under the screen) and suddenly when to treat and when to revive becomes a lot more strategic because in general it would be more adventageous to get treatment. The C8R lacking storage would also be limited but a Red with 12 scu of storage would be able to bring a lot more to the table between the two beds and the extra supplies.
Similarly, as already suggested by others, maybe respawning should treat only those injuries the bed is capable of treating so you could revive on a tier 3 bed but would maintain the tier 2 injury (though it would be stabilised as if you had used a medgun so for a while you would be able to operate without the negative effects). Again this means the quick response vehicles have a good place but there is an upside to better tier beds.
The Nursa is such a neat little vehicle
Great video! As far as medical beds go, I have the feeling it isn't finalized.
CIG has made changes before only to reverse or modify as they moved along, so the best we can do is provide feedback and hope for the best.
Since it's an Alpha still, we can expect lots of changes as we move forward. Some good and some not so good. Just provide friendly feedback and I'm sure CIG will take it into consideration.
You catch more flies with honey than you do with vinegar.
Absolutely love the new distribution centres and all the new missions that take place at them. Also very refreshing to see how well performance holds up when you visit them. My hopes weren’t high after the way fps would tank at the those large derelict outposts they introduced on Hurston and Microtech a while back, but the DCs perform spot on. As far as being able to respawn in any medical bed I don’t think CIG did themselves any favours by introducing such a big gameplay change with just a few lines of explanation in a PTU patch notes. Maybe some more detail as to how the system will eventually work would’ve gone some way to calm the fears of medics that their gameplay was dead in the water. That Nursa trailer definitely did not help matters even if it was tongue in cheek! If being able to respawn in any tier of med bed was always the long term plan you wonder why they got rid of it in the first place. They could’ve sold a lot more C8Rs and Cutty Reds if they hadn’t.
I like the changes as a solo player, it means that in the unfortunate scenario of being shot through a wall due to a server issue I can jump right back down and recollect my gear thanks to the Nursa. Or if I happen to take some damage, I can heal up a bit instead of having to make a small pitstop at a Station or City.
Found your channel through your Pulse video, and I gotta say, loving the content sofar. Done a few mission in the distro centres and they're real cool. Nursa too
These Distribution centers seem to be a really exciting setting for the FPS gameplay. The AI improvements are impressive. Thanks for the showcase!
Having the Nursa for exactly what you all did in that last mission was looks like its going to be a staple of FPS interaction going forward, if they keep the respawn ability. It's going to be interesting to see how the materials for 3d printing a new body will be implemented and I definitely could see them implementing a restriction on higher tier wounds transferring over to a new body if you spawn in a tier 3 bed.
I do wonder if this opens up a new mechanic for the medical game loop where a dedicated medic could patch up higher tier wounds that last longer than just using a med gun (that can last the whole mission) but still need to return to an appropriate med bed to permanently heal.
Finally found some time last weekend to try out 3.23. Getting used to the new controls will still take some time for me.
I am mostly a solo player currently, so I like the med bed changes, as it makes it so much easier to get back to the Mission and recover lost gear. But on the other hand, just being able to “heal” a T1 injury by respawning at the Mission location seems to hurt the medical gameplay a bit.
Once again, great video! Really enjoyed watching.
Can't wait for IAE - the release of Polaris :D and 4.0...will be awesome !!
As someone who got into medical only in 3.22.1 just before 3.23's release to live it was already rare and sparse you could be sat waiting 20 minutes or waiting hrs... more often than not those we end up choosing to save are those who are new and inexperienced or prone to accident, or heavy into pvp or unassuming delivery or cargo players attacked by pirate players or npc's & underequpped to deal with the situation, something I learned a medic has to be in this game is equipped as my first encounter being at a bunker was quite rough, I head a cutlass red at the time but when the medivac came I realised it had become really sparse for a while with the influx of new players on invictus there was plenty to make up for it but post invictus has been rough!
I decided to put away the pisces rescue and cutlass red for now in the hopes that it will have some sort of counterbalance so that medical ships aren't rendered useless along with beacons they still happen every 20-30 when i'm on but it doesn't feel as often though that could be me focusing on the times it's not, I may decide to a data study in various regions to see what the current beacon number is but the problem is theres so many factors it will likely get skewed!
another factor to note is pay, I heard about players getting payed 150K on a med beacon pre 3.23 but due to the aUEC wipe that's all but gone your lucky to get any more than 10k which seems to be the going rate atm which is sad cause it feels like theres little respect for the time and resources that those dedicated medics out there put into it, that's why I saw some medics pulling multiple rescues to try and make up for the lower pay by picking up each rescuee in succession they could net multiples of 10's ok k's but it's not enough for there being multiple medics I went on think I could be a medic that day but after seeing their experience and number of saves in the day i figured what would be the point they're already out there they'll get there before I will it was at arc corp area when I was at tress!
we need a system to help support multiple medics I think the best thing for that would be a medical mission line to get medics started and so they can get some pay in between the infrequent medical beacons.
For me personally I don't have enough confidence yet I've only had 1 successful save and then the failure at the bunker I mentioned before where I got gunned down by 30 npc's and the base kept spawning more, it didn't help my ship was far away I was lucky the server fps dropped again so I could get my equipment back but the npc's were intermittently responsive so I still got shot a couple times... it was dangerous cause I didn't have any ammo and had resorted to picking up their guns but there was never enough time to grab their ammo before another would come to kill me, had the server not been intermittent and fully working I guarantee I wouldn't of survived or gone back to get my gear!
my medical gear wasn't cheap either medgels cost money, I'm gonna have to watch a video on how the drugs in the medgun work too as all I know currently is how to revive someone but it's hardly ideal for medical staff to not have experience in using drugs so i gotta get on that but tbh at this current juncture I don't see the point if I never get any action, it always feels like when I'm geared up for a package mission it's medical beacons galore but when I'm sat outside Tress in my Cutty Red or Pisces C8R theres not a single damn beacon in sight I give up after half an hr switch ships & gear then all of a sudden med beacons start popping off!
I'm beginning to think theres particular times of day when potential rescues come online and my timing is just off, I need to figure out those peak times for rescues!
I suppose alternatively what I could do for now is work as a temp privatised medic, for those who want to hire me I get a cut of the pay of whatever dangerous mission they're doing and I be a battle medic and supply the group with my nursa or pisces or heck even the carrack i have, and carry a bunch of med gels on me as I have before equipped for medical treatment and taking a few hostiles that try to get in my way (and quite a few ammo i've purchased I always keep a custodian on hand & an arclight, in fact it was Kate that inspired me to use the arclight pistol more when I saw her with nothing but an arclight on her she was like a jane wick or something, I've found I prefer it over the s-38)!
Especially for newer or less FPS-heavy people, but also to prevent stupid deaths due to game bugs, the respawn changes are awesome.
The fact that now a medical ground vehicle is available for pledge is very 'convienently placed', but still.
I've never really tried to do fps stuff, but the way the medbeds are working, it'll give me a bit of confidence to at least try it out while i get more familiar with all the mechanics. Love the vid, Keep up the good work. :)
Great content as always, this patch cycle has had some of the best quality of live updates we've seen so far and I'm here for it.
Med beds in a ursa are awesome, so good that you can have so many more respawns in all sorts of ships!
I can see the nursa rover being a really useful bit of kit for doing the larger bunkers, especially as they start to get more underground floors online and new types of caves and maybe other underground facilities. The little cargo transport is good for shifting cargo between capital ships and docks or dropping gear for missions / raids I guess? 🤔
Distribution centers are actually great, loved the mission where you needed to retrieve some explosives there, I took a cyclone to make my way deep into the center, worked as a charm !
Love the videos, I will note that this change may only really affect some dedicated orgs like Medrunners for effectively how many "customers" they get. Though of course making death a lot less of an important thing. That recent SCL did say that "death of a space man" is closer than we'd think but idk exactly what that entails. So in the meantime it seems we just have this relatively quick and easy way back into combat.
I think a good way of solving medical gameplay would be making respawns cost some sort of limited resource that needs to be restocked. After respawning once in the Nursa (excellent nickname by the community) you would need to take it to a pad and restock the supplies, and bigger ships/higher teir beds would have more stock.
I don't think the medical gameplay will be removed, if anything they mentioned the death of the spaceman is coming sooner than ever which means medical gameplay will be boosted, but for now the fact we can respawn infinitely and safely in medical ships it's only the groundwork of what they got planed for the future. Either way great video, loved seeing the new missions and i can't wait to test them out myself too.
I like the medbed changes as eventually we will travel out of Stanton and it will be much harder to get back, it also helps group play for larger missions enabling people to team play a little easier.
All the while not waiting ages for them to come back, should someone not make it along the way.
Hopefully we shall see some sort of mechanic for these medbeds similar to the refuelling, to quell the arguments about it.
Great video again, thanks! and looking forward to the next o7
Awesome to see the Ursa driving into the DC. I fell through the floor during my Nursa's first outing and haven't taken one inside since.
Already loving my time in Star Citizen hope we get more content soon.
I think it makes sense to open up respawn on all beds for ease of play and testing. But I hope they will return to a more limited respawn later when bugs and testing is less of a issue. I wouldnt be against all tiers of beds letting you respawn in the future too, but have it so you need to stock up on "printing" material at a hospital to be able to use it multiple times.
Like I suggested in another comment reply, I'd let all the beds heal all injuries but have the lesser tier beds hel "over-tier" injuries a lot slower. So that you _could_ do it, but it might well pay to haul ass to the nearest high tier bed and get healed there. With that, maybe have the resurrection take longer or have a significant cooldown.
I like the closer respawn ability but the bed probably should use some resource to print more people. It was mentioned in one of the old design posts so there's a fair chance of it getting eventually introduced. Though even if respawn went away for whatever reason, a med bed is still nice to have nearby for those odd tier 3s.
Best way to mitigate the respawn cheese is to make an effort to reduce the constant bug deaths and do fixes to issues that have been around for years.
Plus this is a boon to medical rescue players as they are costantly going in to hostile locations where they could and do go down, they have the med ship and spawn right back outside so the beacon maker does not have to wait for them to come across the system again. Not everyone is going to rum a medical bed vehical, and it adds an incentive to make credits for another ship.
I feel like this is the correct step from a gameplay perspective once the "clone juice" or respawn resource is added. I do wonder if they will have higher tiered beds hold more "clone juice" than lower tiers in order to make them more desirable.
Very cool. Also joined your Discord, now that my PC can stomach SC. :)
I think the respawning is more based around stepping stones in the right direction for a death of a space man and preping us towards the road map for that, but I can defiantly understand how this will impact particular game play for some loops and individuals
I think the new medical spawns can work, as long as CIG can create what they've been talking about: meaningful choices. So they need to figure out how not to cheese the respawn/injury wipe with limits on how much/how often the medbeds can respawn.
I'm hoping that medical rescue missions will be a part of that consideration, so they'll get more opportunities for good gameplay.
I, like you, am loving the new FPS and the backpack reloading is pretty cool as well. I am on the fence with the new Medical, respawns since I do like to go and rescue other players but in most instances when I call for help my beacons are never taken so the new respawn option will come in handy when it is needed. I think I will still put out a beacon and if not taken then go with the respawn to my C8R bought in game.
Thanks for all the great content by the way, I am always learning something from you and the team.
The main issue with the beds is not the respawning, it's the fact that you HAVE to respawn to fully heal yourself if you don't have a T1 bed.
They need to make it so you can fully heal any injury in ANY medbed, but it simply takes much longer, depending on the tier of the medbed.
Or maybe make it so you need actual medical knowledge in order to heal higher-tier injuries in medbeds that aren't super expensive and foolproof (higher-tier).
I think we should be able to do the same (or almost the same) with a dedicated 2-handed Medgun, but only by using it on another person, and while having to have the required know-how to actually perform such a feat. This way we could truly start having an education-based "class" system for players willing to dedicate themselves to specific roles.
Love using the nursa at these big facilities! Got to rent it and it made a huge difference!! Great vid!
A 'Medical Operator' (someone in your team or someone responding to a medical beacon) to initiate the respawn at the med bed would be interesting. Every ship/vehicle has a seat for them.
Love the gameplay on this channel,detailed but edited down enough to flow well. Keep up the great work
The ursa medivac is a gamechanger! Last night I loaded the C2 with noxes (16 so that the c2 not explode) and the ursa and went "hunting" Moe Thermus. the ability to respawn is priceless.
I do as much as medical gameplay as I can, run around in a Cutlass Red while doing bunkers just in case a beacon pops up. With that said, I love and support the new medbed respawn system. People who get upset "for me" (someone who does that loop) when I actually like it, really confuses me.
Thank you for the introduction of the new patch!
I think the tractor will be a neat loading ship within the persistant hangar in the cargo update. Respawn definitely needs a commodity for balancing but the Nursa is great.
I found your channel during my first free play week, now im hooked and am a new Citizen of the verse. Cant wait to see your next living aboard series.
I think the Nursa gives great gameplay to people who.. erm.. like me.. don't have friends to play with. Now I have something to save for to bring with me so FPS combat isn't so overwhelming to a solo player! Thanks for the gameplay and for concreting my fear of ladders.
Great Vid, thank you so much! Myself, I’m disappointed with the respawn for T3 . The vehicles clearly do not have a body regenerator that can create a body. It feels quite hokey. Plus as you did in the video, people no longer worry about tier 3, because they can just respond when they’re done.
GoodNESS. Aside from the lack of DMP, the ACOG looks clean as whistle!
It' gonna be lovely having a mobile med-unit while switching between mining & poaching, on-the-fly.
The distro centers make for such cool FPS settings, they’ve been one of my favorite additions so far. Even better because of the possibility to bring vehicles in them.
I haven’t tried it yet but I was intrigued by the whole being a medic responding to beacons etc as a profession. I hope things will be balanced as time goes on to still keep it viable. I would like to get into that loop. That said, being a new solo player and still learning the ropes, being able to respawn close to a mission would be super helpful too, as I know I’ll die a lot.
First time playing SC and the seamless planet to planet traveling is mind blowing, now I can't wait for another star system to explore.
I like the medbed changes. A balance of carrying over higher tier injuries would make sense to me, but to actually preserve medical beacon gameplay as much as possible we would need more accessible Tier 2 beds. An 890 or a Carrack are just too big a jump from a Cutty Red, there needs to be some middle ground.
I think when the optimal thing to do is something silly (backspace respawn cheese to eliminate injuries) it's a game design problem. They could fix it with any number of changes to make it somewhat consistent at least and it's frustrating that they didn't. Even making all beds Tier 1 beds would make sense as at least you could actually use the bed rather than backspacing.
I played around a bit with the Argo Tractor. It was interesting, but currently, I think that the fastest way to move boxes around is still with a multitool or that twohanded tractor beam thingamajig. The point of view is just better for me, somehow. Vehicle mounted tractor beams always seem to screw up my perspective when whatever you're tractoring is right beside the tractor beam emitter.
Edit: Damn, that S71 sure sounds sweet. Too bad I always use it with a suppressor.
If you only had large scale missions with many players to consider, one option would maybe be to make the medbed need a player operating the table for it to work. Although that would probably just end up with someone sitting around waiting for people to die, not doing anything. Maybe needing to bring back bodies to the medbay to respawn them?
Med beds in a ursa are awesome, Thank you for the giveaway opportunity!
I really like not having to spend 30 minutes to get back to my stuff when dying due to a bug or whatever. Though I can't wait for the regen to cost quite some materials or to only allow for 1-2 regens before needing to 'fill it up' at a station. For now it seems like a good alternative to cause less frustration in the verse!
I feel like the medical changes are moving away from 'death of a spaceman' or at least the original vision of it. But I'm not so sure that's a bad thing. As awesome a concept as 'death of a spaceman' is, it's definitely something I could see limiting the games wider appeal. I feel like these medical changes are maybe testing the waters a little for an updated plan for 'death of a spaceman'? Regardless I'm exited to see where this goes!
Great vid as always Katie, keep em coming!
The new facilities are great and I think we were on that same centre running another mission as we saw you leaving under fire.
I think limping would be from the pain of the arm... severe injuries can cause some reactions...
@14:50 I think what they should do is limit the healing to only injuries that the particular bed can heal. Like for example Level 3 can only heal level 3 injuries and so on...
The additional locations for FPS sure make it a lot more dynamic. The bunkers were really just a small arena map with so many limitations. As an aspiring cargo hauler, though, it does make me a bit anxious to see so much gunfire around an industrial area- I don't really want to have to wear armor "just in case" the AI wanders over when I'm loading cargo.
The medical changes definitely feel pretty cheesy. On the one hand it's great to get back into action again, but on the other it deprives medics of any work and it turns medical ships into the absolute meta for FPS gameplay. Plus it feels like we're nowhere near figuring out any meaningful difference between the tiers of medical beds.
I don't know, maybe add a significant respawn timer to different bed tiers? Like a tier 3 may be able to construct a new body for you, but being a small unit it's going to struggle and take time to complete such a difficult task, sort of like one of the smaller hobby 3D printers.
I havent had the chance to go on a FPS Mission in a Distribution Center but it Looks like fun. Great Video as always. Thanks for the entertainment.
once you need to buy resources for the beds to operate , your respawns and healing will cost different amounts. If the resource costs 20k per respawn it quickly becomes better to get healed then die. Death of a spaceman might also incur negatives or not allow you to respawn at a certain point.
These combat missions feel so much better after 3.23! Really excited to see the rest of the game loops come together similarly!
I generally don't mind the respawn changes because I am an industrial player. That being said, it seems like it could be cheesable by flying a ship with the Ursa Medvac or the Picese close to the engagement point for quick respawning troops. This becomes more valuable with more players because you could almost respawn in place, particularly if you had a pilot and a person pulling the bodies into the ship to grab the gear. But I suppose that isn't that much different than actual medical gameplay?
I love Star Citizen, I find your videos so immersive and I always can't wait for a new one.
So, thank you so much for your top quality contents, absolutely my favorite ones🙂
I really like the NURSA, it fills an empty spot where a ground vehicle is actually more than just transport and combat, glad we can park it in most medium ships like the Spirit and MSR
I think the med bed changes are more a response to the testing environment and the need for working play loops to continue testing and not punishing testers too much. I have a feeling that as we progress further into the testing cycle and into 4.0 things will revert.
I like the option for more spawn beds/ locations. Once the game is stable if it stays the cost of respawning needs to be much higher than medical treatment to incentivise the latter
I've been trying to keep a pulse on the situation by asking medical players about the change and most tell me that they are not happy about it.
Now DCs on the other hand are great fun and a solid source of loot because of the local inventories. You can basically stay there forever if you have a medical bed on standby.
Love the designs and concepts they make when brainstorming these ship ideas. Looking forward for more! I think there should be limitations on the med bays. Like (reluctantly) allowed but with a penalty waiting period for forced respawns.
Thanks for showing us the new game mechanics and features!
im okay with the Nursa its like the first step towards vehicle having actual game loop, even if they took away the respond having the ability to keep injuries from piling up is very nice.
I'm just happy we got another medical vehicle, hope we get to see more medical vehicles/ships released soon!
This game is coming alive. After so much time, it's incredible. Can't wait for 4.0 in September. The soon(tm) might be nearly over :D
Loving the massive FPS improvements they've given us. Really amped to see what other unannouned features they'll bring into 4.0
Going off your comments about the spawning and medbed discussion currently.
I would love to see a video where you and the crew try out some medical gameplay to get a feel for it. I find your "living out of..." videos very interesting. Watching you all take on some unfamiliar gameplay could also be very interesting.
Replace sniper glint with combat helmet sound triangulation to a general direction. More shots allow the helmet to give a better location.
Replace laser spread with fluctuations in shot power due to the regulator chip over heating. Gives a similar effect to recoil as not all shot cause damage.
I can never seem to find combat missions for the DCs... You make them look so fun 😊