#QoL and Quirks found after around 2 days of playtime

1 messages · Page 1 of 1 (latest)

somber shuttle
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I found the game and played most tests since around early Oct 2022, in that time frame I noticed some inconveniences but had nothing game braking happen to me. To keep everything together this will be split into 5 parts, this being the 1st

1/5
Some things regardless of gamemode:

  • while fire mode is saved across shooting range and live servers, the settings of attachments (laser/light/active scope/zeroing) gets reset with every respawn
  • intuitively multi-clicking on a spawn point just de/selects it and sometimes sends me back to spawn when i remember i have to hit spacebar / press the button with the cursor
  • sometimes vehicles are so quiet that i only find them when they run me over by accident after breaking through my cover (wall/fence/etc), it seems to happen more frequently with vehicles arriving in the scene instead of vehicles circling around in the area
  • sometimes your head bugs into the ground during the death ragdoll effect and you can see/ping enemies from below the mesh, works only while you are in the downed state to my knowledge
  • when you hold an objective and outnumber the remaining enemies, why are you unable to select that objective as a respawn point? I get that spawning on points that you have not fully captured yet or that you are about to lose (50% neutralised or further in favour of the enemy) makes sense, but when all objectives are just slightly contested and you die pushing you can't respawn anywhere other then your HQ (given squad got wiped / beacon destroyed) Maybe values may differ but i would like to spawn on points my team owns even if 2-3 enemies are hiding somewhere in the attic
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2/5
My Issues with Rush:

  • as attacking side in Rush I can't seem to find a way to earn squad points unless our team destroys the squad marked objective -> there are no fortifications that you can build to get to certain spots
  • when a little further away not facing an objective you have no clue it just got armed
  • why end the game after the attack that got 1 segment further when there might be really fun parts left? I feel like you might miss out on potential feedback on sections that are played very rarely

My Issues with moving play area (mainly Frontline):
When in the middle of the frontline, on the way to the contested backline, the play area moves forward you are standing in the enemies base zone all of a sudden and are unable to fight back at all.
It has been improved a lot with a timer before receiving damage lately but i think you should be allowed to fight your way back towards the new frontline using all the means you took with you onto the battlefield.
To make it viable and to not turn it into whole squads living inside the enemy HQ I would suggest no respawns inside that zone and a timer at maybe around 2x time needed for the slowest Loadout/Character to reach the new regular playzone.
Upon entering the playzone you get the usual instant death timer when reentering the enemy HQ.

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3/5
My Issues with Cashrun (Experimental):
Without the need to physically collect any of the money there is really little incentive to move around the map. It is totally viable to dominate and secure the neutral drop of points, pushing one side all the way into their spawn and camp/farm them inside.
If you were to make the 200$ reward drop onto the ground where the player died, the incentive to collect it and move around would be there BUT it creates the problem of simply picking up the money from dying mates and winning the rounds by dying faster then the enemy.
A way around that problem could be using 2 kinds of money: type A being money only the team that killed the player can pick up and type B being money that was collected before and can now be collected by everyone

Beacause i never played it (by choice and/or chance) I cant say anything about:
TDM, Advance and Secure, Elimination, Free For All, Gungame(FFA), Suicide Rush, Catch, Infected, any Voxel (based on Server Browser Gamemode list)

The missing gamemodes from the posts above have no unique point worth talking about in my opinion
(Conquest, Domination, Inf Conquest, Gungame(Team) for sake of completing the list of 17 gamemodes)

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4/5
Aside from Gamemodes there are weapons, gadgets and vehicles left, in Order:
Weapons

  • feel really nice, there are many iconic guns with standard skins and attachments you would expect and like to have
  • are quite divers in terms of recoil, firerate while keeping the TTK and Kills per Mag reasonably balanced between them
  • are sadly a little rare in the categories LMG, LSG, Carbine, PDW but I am super confident that adding some more weapons will be happening in the future to add to the variety in possible gameplay
  • I haven't used to many different attachments after finding my playstyle just revolves around minimizing vertical recoil and playing multiple weapons left me with around 2.3k kills spread on about 10 guns
  • For the Scopes i tend to just use Reddot / Slip+Top-RDS because i like them and because they are fairly early unlocks. I don't really like that the magnification isn't written anywhere in the close and mid range scopes and that the mid and long range scopes have no markings / numbers like the PGO7 Scope, the RPG uses, has. A nice detail would be the part of some scopes that are used IRL to estimate the distance to target, but i dont know if the mentioned markings and additions could be added easily given the different muzzle velocities of the many weapons that can equip these scopes
  • I cant find any use for FLIR Scope, on long range the reticle blocks to much field of view and smokes seem to block any Heat Sources
  • order and amount of kills needed for anything weapon related is purely based on personal preferences, you tend to get a fair distribution of everything while fighting, it might just be unlucky that your favorite part is somewhere far down the line
  • reload times could be reduced somewhat and sometimes it seems like taking out any firearm takes forever when hearing the enemy nearby, that might be only imagination in the heat of the fight though