Big Ships in Star Citizen are Bad

The video argues that big ships in Star Citizen are currently ineffective in combat due to game balance issues, with fighters dominating due to their speed, agility, and better weapon systems. It calls for redesigns and adjustments to make large ships more strategically viable and balanced, enhancing overall gameplay diversity and fun.

The video discusses the appeal and current limitations of big ships in Star Citizen, highlighting the excitement around multi-crew gameplay and the immersive experience of commanding large vessels. Despite this allure, the reality of using these ships, especially in combat, falls short. The game’s design makes big ships feel underwhelming in PvP scenarios, as they are easily outmatched by smaller, more nimble fighters. The presenter emphasizes that while big ships can be fun for role-playing or cargo hauling, their effectiveness in combat is severely limited, often making them a poor strategic choice.

The core issue lies in the game’s balance mechanics, which heavily favor fighters over large ships. Even ships like the Hammerhead, marketed as dedicated combat vessels, are quickly overwhelmed by just a few fighters. The video demonstrates that a small group of skilled pilots can take down a large ship with minimal risk, rendering multi-crew ships less viable in real combat situations. The imbalance is compounded by the fact that spreading players across multiple smaller ships often results in better overall firepower, survivability, and flexibility, making the large ships less attractive or effective in engagements.

Despite numerous balance patches and updates aimed at improving big ships, the results have been underwhelming. Rebalancing efforts, such as reducing shields or adjusting turret capacities, have not significantly shifted the power dynamics. Fighters remain dominant because they can exploit blind spots, stay out of range, and deliver concentrated firepower without much risk. Changes like reducing ship speeds or altering weapon fall-off mechanics have not closed the gap, and the inherent speed and agility advantage of fighters continues to make big ships feel ineffective and vulnerable in combat.

The presenter criticizes the current design of weapon systems and turret mechanics, noting that they do not adequately support big ships in combat. Turrets often lack the accuracy, tracking, and range needed to threaten fighters effectively, especially at typical engagement distances of around 500 meters. The new cone-based accuracy model, while intended to encourage closer combat, actually disadvantages large ships further, as they struggle to land hits on fast-moving fighters. The overall balance remains skewed, with fighters able to land more hits from greater distances, making big ships feel less threatening and less fun to operate in combat scenarios.

In conclusion, the video advocates for a more balanced and dynamic gameplay environment where big ships are viable and strategically meaningful, not just role-playing or cargo vessels. The creator calls for bold, experimental changes to weapon systems, turret mechanics, and ship design to create a more engaging and fair combat experience. They emphasize that different ship sizes should have distinct strategic roles, with multi-crew ships offering meaningful advantages without always dominating or being overshadowed by fighters. Ultimately, the goal is to foster a game where various ship types can coexist as viable options, making space battles more interesting, competitive, and fun for all players.