{"id":6319,"date":"2022-12-14T19:25:37","date_gmt":"2022-12-15T01:25:37","guid":{"rendered":"https:\/\/ghostgamer.news\/?p=6319"},"modified":"2022-12-15T06:56:48","modified_gmt":"2022-12-15T12:56:48","slug":"the-state-of-star-citizens-ground-combat","status":"publish","type":"post","link":"https:\/\/ghostgamer.news\/the-state-of-star-citizens-ground-combat\/","title":{"rendered":"The state of Star Citizen’s ground combat"},"content":{"rendered":"\n
Star Citizen is an ambitious game, hence the extremely long development time. It’s as if DCS World and Arma had a giant space baby (pick and choose your reference with that one, but I’m going Sea Lab; Captain Murphy 4 Ever).<\/p>\n\n\n\n
The space combat is in an extremely polished state, relatively speaking, and it keeps growing. The ground combat, on the otherhand, is.. Well, a little rough around most of the edges.<\/p>\n\n\n\n
Let’s rip this band-aid off quick: The worst parts of ground combat are server lag and the AI.<\/p>\n\n\n\n
Server lag is relatively understandable; they haven’t fully optimized everything still on the netcode side of things, and odds are it’ll be rough for a while.<\/p>\n\n\n\n
The AI, however, is just.. Wow.<\/p>\n\n\n\n