- Game Modes – Introducing Duos
Currently, the trio format presents a unique challenge. Solo queuing, even for experienced players, often leads to frustrating matchups against coordinated teams of three. However, due to player base limitations, separating solos and trios into distinct queues may not be feasible yet.
A possible solution is to implement a duos mode in place of both. Duos offer a better balance: they allow friends to play together, reduce the power imbalance for solo players, and create more dynamic engagements where even strong duos can be caught off-guard. It’s a compromise that supports both social and solo playstyles without fracturing the queue system.
- Deployable EMP Limb Concept
I suggest adding a deployable EMP limb that takes ~5 seconds to activate. Once deployed, it would emit a low-range constant EMP field that disables all players’ limbs within its radius including self and friendlies. This would:
- Temporarily force gunplay by nullifying ability-based combat,
- Slow the pace of engagements strategically,
- Create moments of tension and variation by requiring players to adapt.
- Could be the foundation of a search and destroy mode,
The EMP could last for a set duration or until destroyed, encouraging tactical use and counterplay.
- Base Movement Adjustments
Consider slightly increasing base movement speed and potentially adding a dodge/roll mechanic (e.g. crouch while strafing). This would:
- Make non-augmented combat feel more fluid,
- Add another skill-based movement option,
- Improve the feel of traversal and moment-to-moment engagements.
- Input Parity – Aim Assist Tuning
Currently, aim assist is set to 50% for PC controller users and 60% for console players. Since both use identical input devices, the discrepancy feels unnecessary. Standardizing aim assist across all platforms would create a more consistent and fair experience for all controller users, this is not a plea for a buff nor a nerf, just fairness .
- Immersion and Worldbuilding
While the map is graphically beautiful, it currently lacks a sense of life. The only movement players notice is from other players, which can feel unnatural and disconnected from the world being portrayed.
Adding non-combatant NPCs, environmental movement, and interactive elements could help bring the world to life. Features like dynamic weather systems, fog, storms, static storms that affect limb use, and a changing time of day would add variety and atmosphere, making each match feel more immersive and rewarding. Right now, gameplay can feel like it's happening on top of a static, two-dimensional plane. Introducing these elements would make the world feel inhabited, lived-in, and reactive to players.
- Meaningful Content – Beyond Skins
Content is the backbone of any live service game. While cosmetics are appreciated, they are not meaningful content in themselves. To improve engagement:
- Introduce lore elements that expand the world and give players a reason to care about the setting,
- Unlock additional areas of the map to explore,
- If map size is a concern, adjust early circle timings to maintain tension and player density.
- Reward Loyalty and Long-Term Progression
Many long-time players feel progression has stagnated. Personally, I’ve been level 1000 for over six months, with no further unlocks or recognition of continued play. To retain your most dedicated fans:
- Introduce a prestige system,
- Provide cosmetic rewards, hexes, or gun variants for milestones beyond the current level cap,
- Recognize loyalty and time investment in meaningful ways.
- Separate Leaderboards by Mode
Merging Deathmatch and Trios on the same leaderboard leads to skewed data and unfair comparisons. These modes require different strategies and skill sets, so their stats should be tracked separately to maintain competitive integrity and give players a clearer understanding of their performance in each mode.


when you want the dead honest truth, lemme know. til then best I keep my mouth zipped at least 50%
