Star Citizen FPS Combat Guide — Ground Tactics (4.5)
Star Citizen FPS combat guide: gunplay, cover, gear, and winning ground engagements on foot (Alpha 4.5).
Visual Walkthrough
FPS Combat: Armor Classifications
• Flight: 10% Damage Reduction, 2 MedPen slots, 0 Primary Weapons. • Light: 20% Damage Reduction, 1 Primary Weapon, 4 Magazines, 2 Grenades. • Medium: 30% Damage Reduction, 1 Primary Weapon, 4-6 Magazines, 2 Grenades. • Heavy: 40% Damage Reduction, 2 Primary Weapons, 8 Magazines, 4 Grenades.
Movement & Weight Mechanics
• Movement speed is determined by total carried weight, not armor class. • Speed Buff: Equipping medium-class arms/legs provides a mobility boost. • Stowage: Items in backpacks contribute less to encumbrance than items on external armor racks. • Ammo Variance: Magazines for different weapons (e.g., Gallant vs. Demeco) have unique weights despite similar size.
Environmental Protection
• Armor must be selected based on local planetary or station conditions. • Key metrics include Temperature Ratings and Radiation Levels. • Continuous monitoring of life support HUD is required for operational efficiency.
Primary Weaponry Comparison
• Gallant: Laser Energy, 1200 m/s Velocity, 285 DPS, 2400m Effective Range. • Karna: Plasma Energy, 600 m/s Velocity, 175 DPS, 30m Effective Range. • Custodian: Laser Energy, 600 m/s Velocity, 166.5 DPS, 1200m Effective Range. • P4-AR: Ballistic, 550 m/s Velocity, 162 DPS, 40m Effective Range.
Explosives and Tactical Utility
• Grenades [G]: Primary fire initiates trajectory and cooking timer. • Trip-Laser Mines: Detonated by fire or moving physical objects (including corpses via Multi-Tool) through the laser. • QuikFlares: Provide local illumination; activated via radial menu.
Tactical Positioning & SOPs
• Fatal Funnel: Clear doorway entry points immediately to avoid choke point ambushes. • Verticality: Always check elevated platforms for ambushers. • Slicing the Pie: Maintain one side against a wall and clear corners incrementally before entry.
Medical Devices & Administration
• ParaMed MedGun: Fast-draw via [V] if on right thigh. Use [B] for self-healing. Features basic and advanced dosing modes. • Multi-Tool LifeGuard: Basic Hemozal delivery only; no diagnostic capabilities. • MedPens: Fast consumables. Left-click for self, right-click for others.
Injury Tiers & Severity
• Tier 3 (Minor): Reduced health and minor aim impairment. • Tier 2 (Moderate): Limping and significant sensory reduction. • Tier 1 (Severe): Incapacitation risk; prevents flying or shooting. • Unconscious: Requires external aid. Use 3rd-person camera for awareness; move patients via tractor beam.
Pharmacology: MedPen Types
• MedPen (Hemozal): Basic healing, bleeding cessation, revival. • AdrenaPen (Demexatrine): Reduces concussion effects; normalizes speed. • CorticoPen (Sterogen): Normalizes stamina; reduces vision/hearing symptoms. • DetoxPen (Resurgera): Revives overdosed players; increases drug decay. • OpioPen (Roxaphen): Pain reduction; normalizes movement.
Blood Drug Level (BDL) Effects
• High BDL causes movement speed reduction. • Vision becomes blurred or obscured. • Weapon sway increases significantly. • Vehicle piloting controls become unresponsive or delayed.
Advanced Control Schema
• [B]: Cycle Fire Mode | [T]: Flashlight. • [U]: Under-barrel attachment | [Left Alt + 1]: Merge partially used magazines. • [Left Alt + H]: Toggle helmet to hip | [Left Alt + X]: Wipe visor. • [Shift + S]: Slide down ladders | [Mouse Scroll]: Adjust walk speed.
Nutrition: Combat Status Effects
• Positive: Hypertrophic (Stamina cost reduction), Energizing (Stamina regen), Cognitive Boosting (Reduced sway), Hydrating/Hypometabolic (Reduced decay). • Negative: Atrophic (Increased stamina cost), Hypermetabolic (Increased hunger), Dehydrating (Increased thirst).
Basic Combat Load
• Primary & Secondary weapons and ammo. • Medgun • Medpens • Multi-tool with attachments • CRUZ Lux + Synergy drink.
Quick Reference
Armor Classifications & Loadouts
• Flight: 10% Reduction | 0 Primary Weapons | 2 MedPens • Light: 20% Reduction | 1 Primary Weapon | 3 MedPens • Medium: 30% Reduction | 1 Primary Weapon | 4 MedPens • Heavy: 40% Reduction | 2 Primary Weapons | 4 MedPens • Weight Mechanics: Movement speed is determined by total weight of equipped weapons and ammo, not the armor class itself.
Primary Weaponry & Explosives
• Gallant (Energy): 2400m range, 285 DPS. Great damage output if accurate. • Custodian (Energy): 1200m range, 166.5 DPS. High capacity (60). • P4-AR (Ballistic): 40m range, 162 DPS. Standard versatile rifle. • Karna (Plasma): 30m range, 175 DPS. High impact for close quarters. • Grenades [G]: Left-click to cook timer. Laser Mines: Detonate via fire or physical obstruction.
Tactical Positioning & Room Clearing
• The Fatal Funnel: Rapidly clear doorway entry points to avoid being caught in a choke point. • Pieing the Corner: Maintain wall contact and clear angles incrementally before entering a room. • Verticality: Always check elevated platforms and rafters for ambushers. • Doors & Corners: Move through entries quickly and minimize exposure time in open spaces.
Medical Systems & Injury Tiers
• MedGun [V]: Fast-draw from right thigh; use [B] for self-healing. Lower BDL accumulation than pens. • Injury Tiers: Tier 3 (Minor/Impairment), Tier 2 (Moderate/Limping), Tier 1 (Severe/Incapacitation). • Blood Drug Level (BDL): High levels cause blurred vision, weapon sway, and unresponsive piloting. • Multi-Tool: Use the LifeGuard attachment for basic Hemozal administration only.
Pharmacology Quick Reference
• MedPen (Hemozal): Restores health, stops bleeding, revives. • AdrenaPen (Demexatrine): Reduces concussion; normalizes handling. • CorticoPen (Sterogen): Normalizes stamina; reduces vision symptoms. • OpioPen (Roxaphen): Reduces pain; normalizes movement. • DetoxPen (Resurgera): Revives from overdose; increases BDL decay rate.
Critical Controls
• Combat Keybinds: Cycle Fire [B], Ammo Consolidate [Alt+1], Visor Wipe [Alt+X], Under-barrel [U]. • Speed Control: Use Mouse Scroll to adjust movement pace.