#The Feedback

1 messages · Page 1 of 1 (latest)

slender mural
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Quality of Life:

  1. Option to "Clamp" weapon switching. For example, if I press E or scroll down four times, then I should still be in my 3rd weapon slot instead of the 1st weapon slot.
  2. Option to skip holding down "Upgrade/Dismantle/sell" of the selected item in the loadout/opening strongbox screen.
  3. Compare equipped gear from the obtained gear in the opening strongbox screen.
  4. There should be drag-and-drop swapping of weapons in the loadout screen.
  5. Press "enter" to chat. Clicking the chat icon or setting a keybind for it to open the chat window, then clicking the rectangle box then enter, then not closing the window after is a rookie UI/UX mistake.
  6. Option to change crosshair color.
  7. Ability to carry and throw explosive barrels so they're somewhat useful for key positions than being useless fluff located somewhere random. Pushing them otherwise is inconvenient.
  8. Option to toggle instead of holding down button to keep firing. Holding down fire button for like 5 minutes can be tiresome sometimes.
  9. Ability to swap premium ammo to normal ammo obtained from the supply cache so some players can save the premium ammo for high-density situations. Increase reload speed by 50% when swapping ammo.

Medic:

  1. Bastion should be a self aura instead of a stationary aura because realistically nobody stays in one spot for too long. We have to kite to survive especially during boss fight. Protective Aura from its upgrade isn't enough to justify this.
  2. Increase the vulnerable duration of Coated Bullets. It's too short even for rank 3. I can see that you can maintain the uptime when using spraying weapons, but you can't maintain this at all when using precision weapons or slow rof/pump-action shotguns especially when reloading.

Enemies:

  1. Shielders shouldn't have resistance against grenades. It should be their weakness. Also slightly reduce their turning speed.
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Matchmaking:

  1. It would be nice if we can join a match mid-game, but of course it should be prevented if the last objective is to ride the ship or during boss fight.
  2. Would it be possible for a server browser too? Add the basics like server name, host name, password, ping, public/friends only/private, etc.

Skills:

  1. Hardy and Fitness should be combined. Once again, these are some of the most useless skills that nobody uses even in SAS4. Reminder that in SAS4, tanky builds always go for the three 99% resistances and 54% damage reduction from Tough Body from Heavy. Even just the three 99% resistances are enough for Assault and Medic to survive too. Assault can permanently survive off Biosynthesis from their weapon. Medic from their Medkit. Therefore, base health doesn't provide much value. And they can still be one-shotted by Dark Minion enemies even with 25 points in Toughness. Health regen on the other hand can be useful for some permanent survivability if they have some augment slots to spare for their endgame gear.

Not adding Body Armour Expert in core skills just to limit increasing our resistances through better Armor & Mods instead or making it harder to reach 99% resistances cap for endgame is a bad game design imo. If you don't want us to be "overpoweredly immortal", cap it down to 70% or something, but other active class skills that increases resistance such as Bastion ignores that cap and can go up to 99%.

slender mural
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Also it feels like rapid clicking instead of holding down fire button has slightly faster rate of fire on shotguns... Why is that??

light bison
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On your point #7, I see explosive barrels as kinda just hazards, like detonators, as opposed to something that's there to help, it's more a danger to you than the zombies. but idk, that might not be the intent of it, in which case yeah, they aren't terribly helpful, being so hard to move

glossy moat
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Explosive barrels are lifesavers

hallow glade
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Quality of Life:
The second: Option to skip holding down.
I recommend ask if weapon, armor is higher/equal rare.
What if you misclick that button and it dismantle/sell just in single of second? It's could be worst experience! 😵

cyan yoke
slender mural
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UI/UX:

  1. Add cooldown timer on skills.
  2. Would it be possible to have an alternate layout option by moving the skills, grenade/turret, and add health bar, weapon bar (with ammo count) to the center? It's easier and quicker to glance there that way. Then remove the circle outlines from the player(s).
  3. Add "Penalty" word on Movement in stats screen. It will confuse some people what Movement/Movement (Firing) actually meant.
  4. Remove "Firing Mode" in stats screen when all guns are full-auto anyway.
  5. Option to enable or disable "Quick Cast". Press and release key to trigger or press key then left click to trigger? Personal preferences.
slender mural
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Bug = If two uplink terminals are too close together then I cannot interact with either of them.
Refer to You and spoden's comment.

spark condor
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It's when you kill bloaters on the terminals

lament trout
slender mural
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Shop:

  1. Add a terminal where we can rename and change gender of our character for 1000 creds.

Others:

  1. Don't forget to add level rank names. Level 100 High Assault Commander sounds badass. Maybe this time a Level 100 Black Ops would be Level 100 High Apex Harbringer or Level 100 Squad Commander would be Level 100 Aartis Force Commander.
lament trout
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Think about charged guns, they could add some mod that allows them to charge faster but reduce their damage or vice versa for example

azure skiff
# hallow glade Quality of Life: The second: Option to skip holding down. I recommend ask if we...

Borderlands 3 has an interesting feature called "auto-selling." Players can activate auto-selling in the accessibility menu and they can even decide what rarities get sold. They can choose to sell all Purple rarity items and below, all Blues and below, etc.

ZA:R could implement a similar feature that allows players to autosell or autoscrap certain rarities of gear, or they could flag specific pieces of gear for selling (for example: all Ronson 55's get sold but everything else can stay). This would be a big time save as opening strongboxes can take a VERY long time even with the current fast forward feature.

azure skiff
slender mural
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Heavy:
They have some of the weird and useless quirks. It needs to be reworked.

  1. Still Standing suits better for Assault since it's a DPS class. This skill grants them a high-risk, high-reward that complements their skills and playstyle. But if this skill is to remain for Heavy, I suggest damage reduction instead of increased damage. Have it stack multiplicatively for Adaptive Armor. Also fully utilizing this skill aside from treating it as a clutch is going to be difficult and frustrating should you try to deliberately hurt yourself from enemies/barrels but get interrupted when your teammates kill them or suddenly a Medic heals you and can't bother to tell them of what your intentions are.
  2. Bravado is useless. Nobody is ever going to pick up increased aggro. This isn't MMO, nor does aggro priority is ever relevant in this game. Otherwise, give it more incentive as to why pick up this skill, aside from speccing to Dreadnought in the future. Give it something like increased damage and damage reduction per stack of enemies targeting you (even more damage/DR when a boss is targeting you).
  3. Give Riot Control a chance to deal bonus damage when stun/slowldown/knockback procs so CC-based weapons with poor DPS can be more useful. Even a max cored 12**** Black Shotlite Tempest/Mixmaster are trash weapons endgame past pre-400 NM lobby and 25 Concussion doesn't provide much value.
  4. Blast Back should grant non-shotguns a knockback chance to make it useful general-wise and can synergize with Riot Control with that chance bonus damage so at least Heavy can somewhat rival Assault in terms of DPS and CC.
light bison
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It works really well with things like the galvanizer or voltaic bolter because you can hit the knockback and stun at the same time, leaving them stunned and even further away, further increasing the distance gained on them

slender mural
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Bug 2 = There is a sound during the opening strongbox scene that persists throughout the game. It'll be gone during the loading screen but will return again and even be slightly louder if you're inside any of the terminal screens.

azure skiff
# slender mural Heavy: They have some of the weird and useless quirks. It needs to be reworked. ...

I think Still Standing actually fits Heavy quite well, as he is the tankiest class overall. He can afford to lose hitpoints in exchange for damage while other classes would be reluctant to lose hitpoints.

Assault already has enough damaging skills with Crit Damage, reduced Skill cooldowns, and Killing Spree existing. It's possible that Adrenaline's upgrade tree will provide us with even more damage upon full release

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Plus Assault has a "glass cannon" type of build existing in SAS4 as well which sacrifices defenses in favor of Crits.

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We'll likely end up seeing a well-rounded Assault build META this time around as well but we'll have a more niche glass cannon Assault for max damage

slender mural
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Even Assaults can in this game as their Adrenaline has an upgrade that heals per kill. That also makes Medic even more useless other than selfish wannabe tanks xd

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I've hardly seen any 100 assault prioritizing CS over BAE at all. Crit is also bugged iirc in mobile as it gives half the value than intended due to wrong formula. So at least crit Hornet in flash could rival RIA Trident/HIKS M1000 in terms of DPS and killing speed.

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Hence why I think SS suits for Assault as an option for a 'true' glass cannon. I say OPTION as it's not meant to be the meta build for everyone since it's going to be a more difficult playstyle by avoiding getting hit. Global damage is also easier to build than crits especially for weapons that aren't designed for it.

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but to each on their down. I doubt they'll change SS anyway.

lament trout
# slender mural I've hardly seen any 100 assault prioritizing CS over BAE at all. Crit is also b...

Crit is not bugged in sas 4 mobile and works as intended, it just doesn't multiply with ks/htl, it is additive. Most long event players with specialized builds do sacrifice bae for crit because armor loses value in long events thanks to armor shred.
About still standing, i think it's there to help heavy somewhat to keep up with other classes, we haven't seen the full kits yet so we can't really tell how valuable or not some skills are, even if we can already see some trends

charred anvil