#General Feedback
1553 messages · Page 2 of 2 (latest)
actually 3 of his friends . did you see they took off the reaction . they are now scared cuse i detected to them testing h acks
they are reporting honest players , and you are letting cheaters testing their all devices and exe files.
Was it just me or did the desync this test feel much worse than other tests?
i got shot around corners a lot this playtest
I noticed it alot when going against lumi
not sure if that means anything though
Then I was looking at my own clips and was like, how did I even hit that shot?
agreed
I forgot to put it in the feedback report
Have it so u only need 1 person to play custom games
Visual feedback of utility trajectory is confusing when trying to lob things on top of objects. I could render a video of me scanning upwards to see the arc prediction if necessary, but it essentially looked the same as this as I was moving my sight upwards. Considering placing a visual element, like a circle on the plane of the wall, if the projectile is expected to bounce.
this is the end result of that toss
Also, the indicator that you are throwing things over objects is currently inconsistent. In this example, there is no transparency for the trajectory indicator that I am throwing it past the object.
But in this example, there is transparency to help with that visual feedback
I think the lack of transparent lines might be a bug, could you report it? No worries if not, I'll chase that up on Monday regardless
sure thing
What do you mean by desync?
#💬|events-chat message
Perhaps he means this kinda thing
Which is expected to a degree with my 90 ping, but it did happen quite a lot even when it was lower
I think especially in this kind of test with potentially not enough people playing in your region and getting forced to nearby regions (or others getting forced to your region), that kind of thing will be more common. It can happen even if you have a low ping, if the shooter has a high ping but is still within limits. It'll happen less if everyone in the match has a reasonable ping, which is what we optimize for if there's enough people to pull from.
Would still be interested to know if @vast panther was running into that specifically or other things they consider "desyncs"
Absolutely, I don't know enough about this stuff to know if any optimizations can even be made for that on your guys part, but I will add that that problem I pointed out was a massive problem for me in Siege, but is not something that happens when I play CS at the same ping. Could be made worse by the slower movement in this game but unsure.
Yes this is what I was describing as desync
that is a desync problem right?
I think terminology here is always subjective, but that's more just a result of the various latencies involved than anything getting "out of sync". We've always got knobs we can turn though to try and reduce it, potentially at the expense of other things, but we'll keep working on it! https://media1.tenor.com/m/_XQqXXqnA1MAAAAd/doingaprojectthenightitsdue-spiritedaway.gif
also I always just refer to that as the "getting shot behind walls factor" 😄
Ok ill refer it to this, thanks for answering!
i was running into what tyrant posted insanely frequently
I’d be clear behind a non-bangable wall and just die
i also had a few instances in which people would be looking completely away from me and they would kill me
specifically i remember one on Skyway where a guy was face deep in the blue boxes on a-site and he head tapped me while staring at the box
Midas do you remember what map we were playing where someone just appeared and shot me down?
mill i think
Oh, yeah, didn't even realize that's a wooden crate you were behind, definitely possible to get shot behind that.
Heres an example that I had (ignore atrocious gameplay lmao)
ping in this lobby is 40-60
It does look like a shot though the wall
But on tyrants perspective it looks like a different situation
I mean it definitely is a wallbang, you can see it in the killfeed
from tyrants perspective it kind of looked like the shot could have only been possible if it went through the non-bangable metal crate in front of the wooden one, but from lumis it's definitely obvious that the shot just went long ways through the box
yeah I saw it was a wallbang but the angle made no sense and no bullet holes showed up so I assumed some ping issues but no lumis just absurd
But there certainly were other instances of that, even at the beginning of lumis clip where they get the first kill on me, their ass was NOT on my screen 😂
Went to prefire it and just internally combusted
i gotta cook up my clip, i had one where i was approximately 3 meters behind a concrete wall lmao
i just dont know where it is
I wasn't implying it's impossible to die behind a non-bangable wall, you can actually even see in tyrant's video the bullet hole through the crate and where they fell down are offset a little bit, so there was delay there even though it was through a bangable wall.
We should actually be warping you back to the spot you died at though, so there's maybe a bug there.
ohhhh shit I see where the bullet hole is now. it was behind the damage report. yeah that was really far off
oh yeah jeez
@lone snow what I also was curious to see is if anyone else had mentioned the issue of getting killed by someone looking in a completely separate direction
I'm not sure if that's a known bug (or if it is a bug yet or not), flick shots are a thing so they could just be turning around rapidly. Hard to say without a video though, which would help diagnose.
unfortunately I won’t be able to grab one until I make it back home but I know @vast panther was also having the same issue
i had an instance in which I was playing b-site on skyway and watched a dude shoot me while facing a box
and I think I have a clip?
I don’t remember having this issue
Maybe I can look back at the games we played together and see if it happened
I really enjoy the first-to-8. I understand legacy of first-to-13 of CSGO and Valorant, but I really feel how long matches can drag-on.
Especially when there’s a steamroll/blowout. Getting 0-13’d just sucks. And doing the 13-0 is just boring.
In the debate of overtime, whether there should be “win-by-2” tiebreakers or no overtime-match concludes in a tie, both directions are good.
Just as long victors DON’T come down to “They won because of a coin toss and got defense on the final overtime round” (I hate R6:Siege for this.)
would be nice if the game could run on linux!
yo, i think we need crosshair settings preview like valorant, so i can know what my crosshair look like when i change
Need 4:3 support, im a long time cs player and cant play shooters with normal res😂
fov slider and 4:3 support please, quick swap feature <3
More of a personal preference than a critique but I feel like the movement is too slow
I was expecting shift to sprint rather than slow down my character
le epic bug: if u have jump on ur scroll wheel and if u scroll in settings menu at the right side u will jump
I woukd like slider options for character customization i feel tbat both characters look too similar with the presets given and the lips both look too thick for me to relate with, also they both look as though they are wearing eyelines which i would change if i had the ability to.
Also, there needs to be a mount and climb ability, i should not have to throw a puck to get up on a ledge i can easily grab.
Different aspect ratio support, i can hear all my cs players sobbing
I have unplayable levels of input lag doesnt matter what settings are used or what framerate achieved. won't be able to play this until that is resolved I assume a few releases from now. A damn shame
The mic input volume is a bit loud at default, had to set it to -40.0 for normal volume to not destroy my friend's ears.
I found out what the issue has been the last couple of playtests with the stuttering,its the same issue XDEFIANT is plagued with.
When ADS'sed the problem goes away. If i try to go too quickly aka, 180s/360s/90s. it stutters, but doing the same movements while ADS'sd does not stutter. Friend with Nvdia GPU @waxen hinge 2070 super, and does not have the issue,I do with AMD gpu, 6600m
Bon theorizes its an issue with the FOV. if that means anything to the devs. as in, allowing AMD users to lower the FOV would temporarily band aid the issue until a permament fix is found.
Since ADSing shortens the FOV.
i just tried to pick up a gun mid fight and i dropped my own gun and didnt pick anything up
theres no way to even drop your gun in the game??
maybe i was to far from the gun on the ground if so i shouldnt be able to drop my gun then bc you cant drop your gun except by swapping guns
This is by design, with respect to the weapon pairs.
This way, deaths comes with greater cost on the round especially when you must kill a player twice to remove them from the round. You cut their engagement options!
If we're allowed to buy two OPs, if you kill the Spectre with the OP, it's still an uphill battle because you still gotta deal with another one.
Think about the lower weapon tiers that consist of a Scout and an SMG. If my SMG Spectre dies, i'm now restricted to long range engagements. If my Scout Spectre dies, I'm now restricted to short range!
Freedom to weapon drop fundamentally breaks this idea. Which is why we're not allow to freely drop.
Game is good pls release it fast
Ok I'm done for today, feedback:
Pros:
- Two lives is an amazing mechanic, makes a much higher ceiling for complex plays (though admittedly it's hard to do outside of premade) while lowering variance (meaning the better team should win more often)
- Map design seems solid
Cons:
- Movement is just too slow, it feels clunky to play and reduces the potential for "flashy" plays/killstreaks
- Matchmaking is not balanced. I don't know if it's just taking first 6 players cuz it's a playtest, but I have consistently gone against cracked 3 stacks with players who go quad negative and are staring at the ground on my team, don't know how to use their puck, etc etc. This is after I got ranked into Platinum too.
- The lack of notification for wallhack abilities feels pretty bad to play against.
The spectre gimmick is very cool
Buying weapons is probably the worst part of the entire experience. Not being able to buy a single weapon when you already have guns on one of your goons is really infuriating - having a 1 gun per duo restriction would fix this pretty easily. (i.e you can only have 1 awp/1 silenced AR between your loadouts)
Quick Feedback:
+++
Mechanic of using two characters creates amazing clutch moments that feel rewarding!
Gun play feels pretty rewarding in learning recoil patterns.
Unique classes/skills can create interesting team comps.
Massive outplay potential with a large skill ceiling in and out of gunplay.
Ranked matches should never end in a tie, Not sure if this is just for placement games.
Ranked MM feels very lopsided at the moment however I understand this may improve with player count. Worrying none the less though.
EXE: Solo game ended in a massive comeback but tie nonetheless. With huge momentum on our side after climbing back 4 rounds it felt shit to not be given a chance to win. We had three unranked players. Enemy team had a 2 stripe plat, a 2 stripe gold, and a 3 stripe silver. In my opinion you should only match within 1 skill tier even if I have to wait 5+ minutes for a match and always have a winner and loser.
Edit: Back to back tie games.
Game is fun but MM balance (Feels non-existent) & ELO ranking system needs lots of work.
movement feels to slow
team name "Messy Arsenal" should not be a thing
Somehow the game world feels "empty". Maybe because of missing background noises or the sound effects feeling "flat", except in a gunfight.
But even hearing gunfights from the other end of the map sound strange.
an infinite scoll like cs so I can scroll all the way through the weapons both ways would be massive to see
MAKE IT SO I CAN SEE MY LEGS AND FEET
Allow us to throw duality puck on release.
Having a bot to take control of would be better than money when there is a leaver
To add on this:
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General ground movement speed feels too slow while holding pistols and primary ARS
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Losing all momentum on the first bhop feels a little clunky. I feel like if you buff the first bhop but reduce the first jump strafe speed, it would make movement feel faster w/o imbalance
cant play the game. moving mouse at all causes huge stuttering. lowered polling to 1000 didnt help. i can strafe and move forward and its smooth as butter. but if ik move mouse its chop city. 8700k 32gb 3600mhz ram. arc 770
to add. its so bad i cant do the tutorial. it reminds me of a game that doesnt have raw input enabled, but i lowered polling to 1000 so thats not it.
Reveal walls feel too punishing for taking space as defender tbh
basically negates any aggro plays on defense
We should be able to look away from our own flashes
please make it so u can unbind " ] " as whisper x)
My opinions general feedback after my first day of playing:
- FPS is lower compared to other games (Might have something to do with animation on skin?)
- Too little crosshair customization
- Would enjoy an option where you can change enemy outlines, like in Valorant, rather than changing the entire color of the game
We'd seen this with certain 3rd party software, DisplayFusion for example. If you have anything like that running, try disabling it.
im trying to think.. i reformatted last month. no weird software. minimal install .cs2 fine valorant fine. im at a loss
fixed force closed lg onscreen software... bug
i think there should be an option to un-toggle deploy-ables but specifically the puck throw. like click and hold to equip and release to deploy
having a lot of fun with the spectre mechanic. Still new so I haven't felt out everything, but game 1 I was already making plays that simply aren't possible in other shooters. By far my biggest complaint is lack of ultrawide support. I cannot stand having giant black bars on the sides, especially on an OLED where uneven pixel wear is a serious problem if this is a game I were to play for dozens if not hundreds of hours
I'm not kidding when I say that alone might be a dealbreaker for me. It stands out so much from every other game I play, Valorant being the only previous exception, stopped playing it for a while
Animation quick-switching feels pretty slow, Id like it if you could just quickswitch no matter what
Matchmaking as a plat 1 and getting put in a game with teammates who are bronze 1 doesnt make sense especially after @somber laurel said that there is a match making system. Screenshot below. Hopefully a bug.
So after playing for a little while today, I must admit that this is one of the more interesting games I have ever played. I've played a lot of CS and Valorant, but I'm also just a huge shooter fan in general.
The Spectre system is incredibly fascinating and unique, I absolutely love it. I can already see the endless amount of plays that could be made, and I look forward to experimenting with it some more! Just the fact that you can relocate your spectre so easily also means you can do some insane things. I think the skill ceiling for this game could be really high, and I look forward to all the 4D Chess that will be going on.
There does feel like there is a lot going on in a firefight. Between your abilities and tacticals, plus managing your Spectres location, it is a huge mental load to deal with, and I think that could turn some people off from the game, but it will likely just have a larger learning curve for some, and those who can get over that curve will likely be fine in the long run.
Before I get to my final thought, I feel as though the detection system for attackers pushing into defender territory is a bit too punishing. It doesn't allow for much counter play.
Lastly, even with "twelve characters" on the map, it feels oddly empty. I feel as though there is a lot less to worry about when it comes to holding sites due to this. If I were able to change one thing about the game, I'd honestly want to at least be able to play test 8 player lobbies. I feel that might speed up the rounds just a little bit, as well as make the game feel a little bit more engaging in some areas? Because while I find it to be stressful when lead is flying, I feel as though I have a lot of down time in a round. There isn't as much to worry about. 3 actively moving hostile players doesn't add the sense of worry or alertness that 4 or 5 does.
One good player can easily deal with two players, if not even three if they get lucky shots. So it just feels less engaging in that sense?
_ _
Overall, I really enjoyed play testing today for the first time, it's an incredibly fun game, and I look forward to seeing what the future holds!
I think this game might just be a new favorite.
I have thousands of hours in CS and spent 6 hours playing this game yesterday. The Specter option is incredibly fun, it opens up many tactical possibilities and for me it is a fresh option in the tactical shooter area. However, there are some points that could be significantly improved.
-Increase movement speed slightly (the movements seem a bit too slow for me)
-Sometimes the hitreg seemed strange to me
-The spray pattern, if any, is not really understandable to me yet
-It would be great for the Crosshair if you could adjust the gap
-Sometimes I couldn't clearly assign the steps
-The maps are a bit too big for the number of players and there are too many boxes and angles
-The bombspots a little too small and unprotected, maybe put more boxes to make them safe to plant
-Sometimes I couldn't distinguish my mates from my opponents because of the colors of the outfits
-In my opinion, the buy phase takes too long, which sometimes drags the game out unnecessarily
-The buy menu is too confusing for me, I can't tell whether I should buy both weapons or just one
-It would be great if you could buy the same weapons for both characters
-Training maps to practice lineups
-Deathmatch servers
-For later game development, a "Classic" mode might be good, where you play 5 vs 5 without Spectre
-You could allow a little more bunny hopping, which makes the game more fun for me
-When you place or move the Specter, your opponent should be able to hear it
These were a few points that I noticed after this short playing time, I'm looking forward to today's session.
when the zeus is planted, we should hear the first "beep" before the annoucer says that the zeus is planted. I got faked several times thinking it was planted on the other site because the first "beep" was way to late after the annoucement.
Seconding being able to change the gap in the crosshair. Most of the crosshair settings are fun and nice but not being able to alter the gap was slightly disappointing.
Pressing F11 exits full-screen mode, not sure if that's expected/not implemented yet but could be worth overriding.
Also sorta agree with the map feeling somewhat empty despite 12 "players" being present. I'm sure as more players adapt to the spectre system and learn the maps more it'll get a bit better, but it does feel like at any moment there's a TON of empty space, and think testing 4v4 could make it slightly less so, though that obviously opens the risk of 16 characters being too much. Not sure
This is something I've noticed when there are more new players such as this test, people move slower as they don't know the maps yet and it can feel kinda slow and empty. Once people know what they're doing it shouldnt feel like that as much but if you get some more matches in and it continuously feels like that, definitely feedback they would want for future map design and whatnot
Yeah, I'm sure it'll get better as people get more comfortable with their pushes, and it's definitely just one of the quirks of a game being so new, felt worth mentioning though. It's definitely more noticable on one of the maps in particular (though I can't recall its name)
and I'm sure it'll get better alongside people getting more creative with spectre positioning, especially considering we can move them around with the map. That in particular definitely feels like it'll get way better after people get past the initial learning curve, myself included. SO much creativity in that realm is allowed
would be nice if we can play something (Practice - TDM.. etc) while in search queue (similar to Overwatch)
Have fun, folks! Gonna drop out. Would love to see them not outright blocking linux attempts in the future.
Prob just compatibility atm. iirc when I first did the install it was BattlEye which if I recall correctly does support Linux (since I believe it works on Steam Deck games), so if they do have plans to it's probably just current compatibility. Here's hoping, would be nice if they do end up supporting Linux
Yeah, I feel like this was a decision on their part that I sorta understand. The error message feels like they specifically turned off proton compatibility, likely to focus on windows issues which would be their larger playerbase. I wish they HADN'T done that, but I get it.
would love to see a setting to change what automatically equips after you use an ability or plant from your most recently equipped weapon to your strongest weapon like in val (default should still be most recent, but having the option of strongest would be great)
Not having this is really frustrating especially when scanning someone with a heartbeat sensor trying to flash who you scanned, then having to spam 1 to manually pull out my gun
real
allow custom games to start with less than 6 players so i can 1v1//2v2 friends
dk if this would be better for general or gunplay feedback so I'm gonna put it in both, but it would be great to be able to go to all sensitivities and not just increments of 0.05. Say, running 0.33 instead of 0.3 or 0.35 only
we need cute female face
Mountaintop bros, love the game but i have some remarks:
- Inconsistency while you peeking, i mean you can travel meters while peeking and make no steps, but sometime you make a step sound in less 1m
- More crosshair settings
- Different highlight colors
- I hate ADS reticle moving while consistenly crouching
Can you explain that last one?
Keybinds: I use the "]" on my mouse. This defaults to Whisper Chat. Simple fix ? Include a keybind to change whisper?
Would love a guide going through all the guns
when u starting spamming crouch, while in ads, my sight is going somewhere in the upper left
I’ll make one tomorrow
what do you wanna see?
especially while using cyclone
Just a run through of all the gun and how to use them best
I keep getting confused with the pairings
There's me trying to headshot these lot on hipfire with the ghost (not sure what's called in this game)
Just to clarify, the game is called Spectre Divide and not Spectre right?
hello i thinks is not enough visual feedback when getting a hit its my personal opinion.
PLEASE add widescreen support, had to do a bit of tinkering with the settings to figure out why i had these " micro freezes" every 3 seconds, fixed it after putting the game on windowed mode and setting it to one of the lowest resolutions.
Could be just a skill issue on my part or my pc cant handle the game very well.
Can we get rid of the play again button or put it off to the side. I've hit it too many times when I dont mean too
I dunno if this was already brought up but, Can we remain in queue after someone did not pick their sponsor resulting to game got cancelled
- It seems that the weapon cycling keybinds are unidirectional and do not loop. I thought I had encountered a bug because I typically only cycle in one direction.
- Some games allow you to map scroll up to an action like "JUMP" but sometimes it doesnt actually work... Yours does! Thank you 😄
when i play the game it seem likes it takes a lot of bandwidth none of my other devices work
Only one keybinding may be set for both crouch commands. I wish to use toggle as CTRL and hold as C, but when I apply the second keybind, it removes the other.
Noticed that / is bound to text chat, with no option to change it. I use / as the left tilt button on my mouse wheel. Pressing MMB is my ping currently, and sometimes stops me from moving because the tilt buttons are easy to fat finger xD
The maps are too big for 3v3. 1 for A site, 1 for B site and 1 for mid, that means 1v2 1v3 people per sector ? I understand you have your clone but still there is a ton of space to cover.
Velocity of movement. The speed of movement is slow, you take a lot of time to rotate from one point to other
I think the timings of the server should be 2 slots per day or atleast on weekends 2 slots like 2:00pm to 6:00pm and another which is regular 10:30pm to 2:30am , this would help or maybe other timings as per you guys this timings is based on EU region. So I would have a choice to play at any one slot
don't have your whole team put both their bodies on just 1 position, have them spread out
movement speed is too slow, make the spectre detect ennemies even if they are walking/not making noise, improve sound clues
I promise you if they made it so a spectre can detect another player with no sound cues it would ruin the game
Trust me on this one, duality is the biggest learning curve in this game and if you keep playing you will get a hold of it
imo using your spectre as a sensor to spot ennemies would be an interesting mechanic
you'd just spam the Spectre switch eternally for the improved perception
the butterfly effect would be moving in itself is less valuable because it means less time spectre toggling
game would become way more lurk centric and Metro as a map becomes basically unplayable
Frame drops when crashing with a teamate
The matchmaking system is really great, you only play at the same level.
Probably not enough players to match you with people similar to your rank
You lose 13 Elo against players of the same level and 31 against better players, which makes no sense.
100% something they should be working on
Map pinging would be nice as in when you press m and then ping, both alive and dead /:)
You gotta do something about the matchmaking, I cannot be spending 6 minutes in queue just to get matched with a dude on his first game ever against full premade plat+ opponents. Is this a playtest or VCT trials? I do not care about winning or losing, but I would rather at least be incentivized to test guns, utility, maps, etc instead of instantly playing as if the game has been out for years and I am scrimming every match. Aside from the huge rank discrepancy when matching, full stacks should never be matched against solo/duo q. This is common sense really. I am saying this just because I do not want this matchmaking to make it to release, as well as make everyone's experience during playtests better. Consider it rant or feedback, but consider it please. If you are already aware and working on it, then ignore. Thanks
I hear you, There's not yet a critical mass of players in the server, and we've approved a giant wave of players for this test. MMR is going to be skewed, the algo is looking to bell-curve everyone all at once. Lots of people will be touching the game for the first time.
We're defo working on it, we've even tuned things during this test based on feedback. But in the meantime - be gentle on the folks on the ladder 🙏
It would be really cool to be able to drop weapons. Grabbing an OP at the end of the round for a teammate would be great
You can kind of do this by just buying a different kit after picking up the OP, then your team can grab the op from buy menu
if you pick up an OP and then buy a gun yourself, you can drop it in team inventory, it's then free for your teammate
I did not know this wow, this whole time I was like how do I give them my other gun lol
Thank you
Give options to adjust the announcement volume like in siege, it would be greatly appreciated
need more options for sniper crosshairs, the big red dot in the center is really annoying for me personally
What kind of "more options"?
to make the dot smaller or get rid of it lmao
the ads dot on the snipers is huge compared to the ads dot for rifles/pistols
let him cook
I was playing yesterday and this happened too. Enemy team (attackers) were doing a FAKE at first round in A site. I was like wtf is this ? Enemy team was full premade and my team was not, also, not communicating via microphone. I thought it was a beta, not a vct, major tho
To @midnight pivot, @twin token, and others: thank you for the thoughtful/passionate feedback on the MMR/Matchmaking. We read all these comments really carefully, and review pretty much all matches from folks who bring up issues. So it’s super helpful, thank you!
lowkey with the new skins having alterations and stuff, i think we need more credits
wtf is up with this games hit reg sometimes
Team voice and Party voice should both be enabled during the game. Party for people you're queued with and team for everyone on your team.
This is more of a general observation rather than one that belongs in any one thread. After a couple games, new player experience is going to be very rough in regards to information overload. And honestly, I don't see the experience being much better for longtime players either.
Something has to "give" in terms of how complex the game can be. I like to think of competitive games as a pie chart where any one person can give 100% focus in total to various mechanics, and how that gets portioned out depends on the game. Right now, between sponsors being a pseudo-moba, duality essentially doubling how much you have to think about with how flexible your spectre can be both on attack and defense, and map design being particularly involved when it comes to cornerchecking and figuring out timings; the game is easily demanding more than 100% focus, particularly for newer players. Even something as simple as ADS in a tac-shooter requires more thought in how you approach engagements and how that plays into muscle memory.
I think it can be productive to fold a bunch of cool ideas into one game and see what works and what doesn't, but at some point a pass should be made on the game to simplify either 1 or 2 aspects, or a little bit of everything. Even just cutting down on the number of angles in any given map can free up a lot of focus to fully realize the other mechanics.
Something that will happen once the game launches is that people will smurf, and the more complicated the game is, the more hostile the game will feel in massive skill gap games as a new player
1- fix the voice
2- Please remove anything that scan and give away your spot this is a tactical shooter for a reason
i play only competitive games (FPS and fighting games) in fighting games most of them anyway you can queue and while your in a queue you can go into the lab which is training mode (the practice range of fighting games) something like that would be cool in this game considering no other tac shooter allows this
Coming away from games like csgo and the finals, the ambience during the match definitely feels a bit empty. While having 12 characters on the map, only 6 of them can move at a time, so its a 3v3 on quiet large maps; and that can make the gunfire, grenades etc to be only a small part of the round while most of the round is dead silent. Compare that to csgo and valorant where , while having tense silent moments , they have more people, smaller maps (meaning higher gun interactions), music celebrations and active voice chat (which is used less the fewer people there are on a team). I can see how some people might feel like this game is missing action and might leave it soonafter, so adding something thematic like crowds cheering and celebration music playing (since we're going with the theme of sponsors and such) or even just adding more basic filler background stuff like cars beeping / machines moving loudly would go a long way to making the match feel more lively
please no unnecessary sounds, it's a tactical shooter and not The Finals. You can get the “emptiness” under control through map design or other things. Once people understand the gameplay, the action comes naturally.
It feels very empty if you are new to the game
I felt the exact same back in March when I started playing
i dont mean overblow it with sounds. i dont want this to be the finals either - just a touch of ambient sound would do fine, but rn its dead silent most of the time. Action is there, im not saying it isnt, but a lot of players wouldnt like that
Too many gimmicks in this game to be taken seriously - It will most likely only appeal Valorant players - I don’t see a single CS player switching to this game unfortunately
yes, it appeals more to Valorant and Overwatch players, but that doesn't have to be a bad thing.
with r6 going the way it is I wouldn't be surprised if some of the player base switched over to this
I love the game in general, I was trying to find the specific place to leave the feedback I will write below but didn't really find. Basically, the option of placing your characters wherever you want (behind barriers) feels that it doesn't match the game, personally it just feels wrong that I'm able to do that, I feel like it would make more sense if you actually had to worry about going to the right place as soon as the freezetime starts, it would compensate people that actually put a little bit of thought into what they want to do during the round instead of you just staying afk deciding what you want to do and if you want, change everything with like 2 seconds left
Someone suggested I post this here too
#💬|spectre-chat message
I won't attempt to change your mind but I don't think anyone is reasonably going to make a raw CS competitor in the sense you're describing, even Crossfire has its own unique elements
New player here but I’m legit playing my FIRST match with people who say they stomp in ranked. We can’t even enjoy the game as new players bc they told us to “go to the discord and ask them to bring back ranked and we’ll stop”
The tutorial also never told me anything about pressing M to place my spectres so I’m learning as I’m playing (which isn’t bad) but this is vital info that should be given to new players. Also the guns don’t seem to really show you hit feedback that much, I often stop shooting bc I’m not sure half the time if I’m even doing damage to the other player.
Who was that against?
I’d have to look at match history I’m already back on Val 💀
Genuinely did enjoy the game for the first two minutes and I just couldn’t jive with the playing against people who were much, much more experienced. I like a challenge but I could barely even play
can we potentially get a setting to turn off auto pick-up primaries?
or is that already a thing 
Insane behavior lmao
Rs bro, if THIS is the community alr they’re cooked
People like that show up wherever, the community here has been really great over the months I've been here. Lmk if you tryna play in the second half today @bright creek
yeah there will always be some stinkers. Just ignore them and move on, they'll be weeded out eventually. and if they ever get super toxic if you middle click with the scoreboard open it'll pull up your mouse and you can report them, or take screenshots and open a ticket in #1203099005349928990
Will do Fs, appreciate you!
this was me, oops
like noway they got me playin casual against first time player, not fun for either of us
i mean i dont think this will surpass cs for me but its still a cool game in concept taht i'll keep playing for sure
they need to make sure the que system is functioning correctly
I think the range to defuse the bomb could be increased just a little bit, so theres at least a slight chance of smoking and sticking
Could the time from tapping defuse to drawing your gun out and aiming in be reduced. It feel incredibly long right now and maybe even a second earlier would make a big difference
because it takes a loooooonnnnnng time
I don't know if I'm tweaking but defusing the Zeus feels a bit finnicky.. like there's too long a delay or you have to be looking at it a certain way (even tho I tested in tutorial and that technically isn't true)
all I know is that there have been multiple times when I am on top of the Zeus trying to tap it in a 1v1 and it just not working
Could be this too
yeah it definitely feels like you gotta be DIRECTLY on top of zeus for proper defuse
whether or not that’s true is a different story
Add in an option to replay the tutorial. Doesn't really hurt anyone and in the future when the game releases, say your friend comes over. Well you can teach them how to play through that. The game is complex and articulating the game mechanics can get messy
There's a pad in the Practice Range that teleports you to the tutorial
hi, ive been participating in these playtests for the last 3ish months and so far i love this game so much, i think it has a lot of potential to be amazing but there's a few things that zap some fun/enjoyment out of the playing experience for me personally and maybe a few others
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the fact that you lose basically all momentum on your second jump is extremely annoying and makes the movement feel really clunky, now im not saying id prefer if you were able to bhop around the map gaining speed like in counterstrike or any other source game (that would be really broken.. in this game especially lol) but just being able to hop around at the same or similar speed to ur peak running speed would be way more enjoyable/fun, and i do think that the change is crucial if you want the average player to have a more enjoyable experience
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the reveal walls are a really good addition but do remove some potential depth from the game in my opinion, i don't think you should actually be fully scanned the entire time you're past the barrier, i could see something like having the player "blink" momentarily every few seconds perform way better while also allowing for more "options" in gameplay.
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i seriously dislike the fact that the flashes in this game (specifically pinnacle flashes) blind you regardless of whether you are looking at them or not, other flashes like muu's flash or umbra's flash i can understand not being able to turn from, but at the very least the pinnacle flash shouldn't affect you as much if your back is turned to it
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pull out times! faking the bomb plant, pulling out different weapons/utility it all just feels a bit slow and in my opinion should be quicker, tbh im surprised no one has really said anything about this
spitting tbh
also in re to last bullet point i spent a lot of time today harping on that in vc, i think it’s wildly frustrating playing vector and knowing there’s a chance that whenever i have nanosphere in my hand that i could just die because the time it takes to either throw the sphere or to reequip a gun will absolutely lead to me getting killed
and in re to third point, GOOD GOD YES I AGREE
visually, especially with glareburst, it makes sense (because that flash is aoe and it literally envelops you) but pinnacle flashbanging me irl even if im facing away is very annoying, i feel like it’s so much more useful than the rest of the flashes bc of that
are you guys planning on adding the option to customize your viewmodel?
To the last point - YES! I have thrown my smoke and meltdown a few times now and because it's slow the util hit the box and backfired on myself and my teammate (which was actually pretty funny 😂, I was just killing us both).
I really dislike how the spectre warning just constantly beeps at you. When in a clutch situation and the enemy is nearby, you just have constant beeping which is very distracting. Would be nice if it just beeped much less or just beeped once and kept the warning message on screen instead 👍
In my opinion the RR system needs to be looked at especially with allowing ties, the amount of RR you loose for a single match feels excessive when you see what little you gain in a match I’ve lost 30+ RR for a single match but on average only gain 17 for a win it makes it hard to justify trying to play ranked all the time when 90% of the time you don’t move the needle or when you do it can be lost plus some in a single loss.
The last two on here I agree with whole heartedly it’s almost as if you have to have 2 player alive in order to plant cause it takes to long to come off and fire if you are alone. In theory this is why you can switch and let your specter plant while you hold angles but haven’t been able to make this work yet. The flash thing is also something I noted to I have been flashed because someone threw a flash bomb behind me and it’s like wtf that wasn’t even in my field of vision.
I'm just combing all my thoughts and putting them in one message here so hopefully that's useful for the devs.
Weapons & Gunplay
The pistols and shotguns are in a good place. The SMGs are mostly solid, but the small one that looks like a suppressed MP5K feels weak even for its price. The only qualm I have with the rifles is they feel equally viable and I never developed a preference or a use case for one over the others. Maybe that would come with more than a week of play.
Art & Visuals
The characters and weapons have a fantastic art style. It's very unique. If you're keen on keeping character colors widespread for both teams, then the option for detailed player outlines for enemies and friendlies should really be implemented. Way too many identify-friend-foe problems right now.
UI/UX
The bomb icon on the minimap needs to be simpler at a glance. You should be able to click a button to pick up the bomb on the buy menu (left click one guy, right click the other). Maybe also pop up an equip option using your use key at the 8 second mark (or whatever the "don't forget the zeus" timer is currently set to).
You'll need sponsor specific binds like Valorant has for agents. If a character has a flashbang-like ability, I will want it on my flashbang key from every other game, not dictated by which of #1,#2,#3 skill it might technically be for that sponsor. This is not hugely important now but will be when more sponsors are added years in.
Sponsor
Only played Pinnacle so that's what I'll keep my opinions to. The flashbang needs to work more like a CS2 flash or a Kayo (Valorant) flash for yourself and teammates. If I underhand a flash behind me and peek a corner, it should not blind me meaningfully. The angle needs to be forgiving (ie, not just 175-185 degrees) and distance to flash shouldn't matter (ie R6 Siege) if it's behind you.
The stim is cool, and I like the spectre ability. My only complaint would be it should always default to stim + pistol. Sometimes right now it goes to stim + knife.
Grenade needs to beep more loudly or something. My enemies are not aware it's at their feet half the time. I've had it happen to me as well.
Duality
If you swap characters while crouched, you should be crouched when you swap back to that character. I understand you can mitigate this by holding crouch if you use hold, but for those of us on toggle crouch it forces you to stand up when you jump to your spectre. Not ideal.
Skyway
Might I suggest using the Counter-Strike naming scheme for bombsites (A easier to take, harder to hold post plant, B harder to take, easier to hold post plant) rather than the Valorant naming scheme (A on the left, B on the right). Just personal preference. Skyway's A approach needs... something else. CTs holding long angles from behind the cage are too safe. B site feels great.
Mill
CT spawn for mid is too far forward in my opinion. I can take so much space in the opening 5 seconds of the round with limited utility. This can definitely be countered, but in my matches so far it feels like the defense gets mid control too easily.
Metro
Metro is my favorite map of the three. Mid feels great from both sides. The A site push is really unique with the box / tram / door. If any balancing needs to be done it's on the B approach. There are a lot of angles to hold and a B rush can be devastating, but maybe that's fine.
I really enjoyed the playtest and I hope some of this is useful.
The only thing I don't like about the game is the info you get when someone is close to your spectre. I don't think it's necessary and it gives you info you are not supposed to have if enemies are flanking silent.
it only send a notification if you make a sound from movement such as running, jumping, or falling. you can shift walk past, shoot nearby, or throw abilites near a passive spectre without alerting anyone
Ok then it's not as bad
Oh really? Okay was not aware of that, thank you
Having something that tells us when we get our ability back would be nice
Also if the spectating info was above the abilities and not on the left of the screen
I only played one match, but here's my view:
the classes should have a short introduction, because its hard to remember what each does
using 5 for zoom is a weird base setting, i would rather put it on mouse 3
the basic point crosshair is very thick, i dont know if there are settings to change it
during trainging i had some bigger frame drops, but there were none in the match
otherwise it was really good, i played many games' playtest and this is the best i've ever participated in
also, the contrast/brightness settings maybe should have the "slide until you cannot see the logo on the left" thing
Nerf flash or make me be able to look away 🥲
i couldnt scroll to swap gun after i holding a melee
we would like to host individual custom game, so we can get to understand the map, because it required us to have 6 people to start custom game
- Drop weapons (popular ask, ik)
- Traps/utility that You place pre-round should be retrievable
- Gun endorsement levels should be cheaper, or You should be getting more endorsement points
- I still want a hanzo bow :c
agree with all this!
Movement speed feels incredibly clunky in this game.
Don't have an issue otherwise with the mechs/how it's played. But the character models feel almost stiff. I originally thought Val was slow coming from CS, but this feels drastically slower lol.
Pull out times as another user mentioned/faking the bomb should also be quicker.
Ways to pick up equipment after throwing them
Can we at some point address the fact that the reticle on the sniper scopes need to be customizable? It is too big imo. Also the shotguns feel weak, at a certain range I thinlk they should at least 1 or 2 shot\
Also the lmgs are way too weak
and mounting is not fluid at all when you run up to a object
please take out stopping power when getting shot. we should walk salower when getting shot the movment is already slow enough asd iuit is
anyone else think the area to interact with the bomb (pick up/defuse) is kinda small or is it just me? I've had a couple times so far where I'd walk over bomb thinking I'd pick it up but I'm just slightly off or trying to defuse and walking over and being just out of range for tap.
bump
Don't worry, we're reading and discussing everything that's said here. That doesn't always mean something will change, but we're paying close attention and always thinking of ways to improve the game while maintaining balance
Feedback time. Love the game and everything about it. Just wish guns did a little more body dmg. I want a falcon skin from Marvel so I can run around with Umbra Recon!!!
Im an Umbra Main so that’s why
If you shoot them in the head it will do more damage to their body
But in all seriousness, which guns are you using the most?
just most ars. i land 3 consecutive hits on the body, and it ends up with like 80 dmg in total
You might be getting more limb shots than you think. I think the damages for the ARs for 3 body shots are like min 93+
And that low is only for 2 of them at max range
It might just be me, but I found it a little difficult to identify a person as friendly or not. There were a few times where i turned around and shot at a teammate because i could not differentiate the footsteps from friend/enemy. Also it was odd to visually confirm the person was friendly by looking at their feet for their "orb".
Im not sure what can improve this: maybe moving the orb to above the head or give a slight outline around the character with the teammates color?
Or maybe im just bad and in the minority here 😅
nah theres times I would mag dump a teammate lmao
Have so we can customize our ads crosshair
We can
I think he means to be able to do things other than a dot
cause you are limited to a dot atm
that would make sense
Im just not so sure that would be added in this game but I would like to see it happen
why would you really want anything besides a dot in ads tho? there's no spread, it's gonna go right where the dot is
fair
I like seeing their head in my crosshair
not a dot covering a head
or I guess maybe a small cross
I think the idea that I am supposed to shoot when I can't see there head at a distance because my dot is covering it is a little funny
and I don't think entirely intentional
but having more options would be nice
thissssss
True true
I could get down with the carrot tho, I forgot that's what the acog basically uses in most games and I like acog reticles
I would love to have a carrot as a crosshair
I think that the kill confirmation is not very noticeable, it feels a little empty when killing, a more Valorant-style sound would be much better for the feeling when killing, that seems very important to me.
yes, jsut put the taco bell sound effect over each kill like the reaver vandel
Spectre gameplay is really cool for 3v3 - but you've probably heard this suggestion a lot...in 5v5 it could really work as a purchaseable upgrade (for lets say 3000 or whatever)
hey, a great and easy addition would be indiviual fraction/class keybinds aka i can put every fraction/class grenade on the same keybind, allowing to optimize utlitly use.
I would like to have a pistol instead of a knife by default when using adrenaline
I think it goes without saying but we'll 100% need a coach slot when the observer tools are released.
Biggest issue is movement, feels muddy and while adsing its awful. Also, I feel like theres WAY too many guns and buy options, i feel like it would be much much easier to pick up and learn the game for people excited to learn if there was less options of weapons to choose from and also if there was a clearer visual on how much damage things do and which guns are better than others. This was my first time playing and having to learn all the guns AND movement AND pucks/util, its just a lot to handle especially when im completely lost and unused the setting and maps
Movement feels bad, I see the menus and the base of the game as very convoluted and confusing, something simpler and easier for everything would be better, I hardly understood anything! and, a 5vs5 mode adapted seems good.
The maps aren't great, 3v3 isnt fun, the gunplay feels at odds with itself, movement feels a bit clunky. Duality is fun, the abilites add some fun mechanics just wish the characters were easier to identify, money needs to be adjusted i think. The art style is great
add:
- coach attack/defenders
- ability to start custom on your own
Would like to see:
- audio &/ visual when you are the last remaining member of your team
- a visual when you are on any site and the zeus is on your spectre
Strafing is really bad and jump physics is really weird, Needs a lot of improvement in physics part of the game
Compared to what?
The jump momentum loss isn’t great
The characters needs to be "smaller", the head is higher when you go next to friends
thats done on purpose to cut down on the strength of head glitches
feels weird ngl, we have to aim a bit higher
Is there a reason or theory behind the reveal walls? I feel like they're supposed to cut down on fast flanks but thats a risky move and should be allowed imo. With the spectre and other abilities to cover flank, I personally dont think fast flanks should be taken out the game completely
TL:DR
You can think of these reveal walls as countermeasures against spawn-rushing or spawn-peeking to Rainbow Six: Siege. Basically stop defense from rushing/silent walking and instantly killing attack’s inactive “Sleeping” Spectres (We’ll call these Sleepers 😉)
Slow-walking is extremely strong in-game and its 3v3 format means teams can’t cover every flank. and Sleepers can’t pick up on silent walking.
EXAMPLE:
An attacking strategy is to split between two sites, and stack up Spectres by main entrances of sites.
Say an attacking team has three actives attacking A-site, and just leaves Sleepers at main entrance at the other site as contingency. Without Reveal Walls, it takes just one active defender on the opposite site to silently walk up to those sleepers and slit them all in the first 20 seconds. Even creeping their way into T-spawn to kill any forgotten sleepers there, as attack is focused the A-site.
Thats a fair point and suppose it does fit the 'niche' of this game, I didn't really think of how strong it would be. I was thinking plainly in the aspect of a tac shooter, but I suppose this game does have a twist on the genre which needs some extra precautions/mechanics than usual
I’ve argued that instead of a full reveal it should ping you on an interval
allows for fun plays but doesn’t leave defense completely high and dry
Gone are the days of a full eco rush 😦
I’ll let you in on what I do about these reveal walls.
Thanks to Duality you got two lives, go ahead and silently creep up to the wall. Once you’re pressed up right to it, switch Spectres and go do something else on defense!
Attack really can’t watch EVERYTHING, and you’re still doing something productive as you’re waiting for the walls to go down.
And once the walls do go down, punishment time.
Doesn’t it alert your shadow when enemies are near it tho? Or is that if the person makes sound
Only when sound is made
only sound queues
What triggers the 'Spectre in danger' exactly? Is it when someone has LOS or does damage to it
steaze always jumps and kills them right as people switch lmao
spectre danger is sound in 0.5x footstep audio radius
LOS doesn’t do anything believe it or not
damage has its own audio cue
Idk I still don’t think I’m a fan of the detect walls tbh. There is plenty of utility to watch flanks that just doesn’t seem worth bringing atm bc I know they aren’t gonna flank
they’re absolutely needed imo but they don’t need to be constant
play a game on defense w/o walls and I guarantee you’ll change your mind
Yep! It’s why I call inactive Spectres “Sleepers”.
They’re blind, have their eyes closed, and can only listen for movement. they don’t even hear gunshots right next to them!
I do believe that the word Spectre means inactive body
I can’t 😂
In my head, the issue with the sleepers is its only really a problem if they're all right next to eachother
I’d love to try it without reveal walls and see if I’m wrong tbh
esp think like skyway
I smoke shift down mid into your spawn
gg 6k with one mag
their eyes do not close
Killing a sleeper after flanking would just be the exact same as killing the mid lurker in any other 5v5 tac shooter no? As soon as the flanker kills a sleeper, the whole attacker team will know
bc I could daisychain smokes and make it to spawn insanely fast
Then have a mid player?
I’m not sure I see your point but like I say. I’d love to test it and see whether it is a make or break idea
mid player gets dumped and your team has fewer resources to handle the incoming push
then you’re left facechecking every smoke down mid to figure out if im in there or not while my team bolts down b-main
Yeh that’s a strategy, with the detect walls you can’t have these strats
Thats just a shooter game though
yeah it’s not what exactly mean.
it was referring to the fact that LoS doesn’t trigger warnings or anything to an inactive spectre.
You lose a player, you're at a disadvantage
right but it’s not fun losing one when the other 5 are within line of sight
morrgen with no walls would be an absolute monstrosity of a class
smoke shift down mid every map ggez
Not really. You’re gonna have to leave the smoke at some point or I just wait it out
And if you’re smoke shifting mid every round it’s easy counter
Like I say, I accept this is a valid reason but after some thought I don;t fully agree with it.
The 'spawn peaks like siege' part is redundant because you still have the pre-round barriers.
And the one active defender killing 3 sleepers is only happening if all 3 sleepers are in the same spot. As soon as one sleeper dies, there are 2 others that can become active to fight the flanker
☠️
if leaving the smoke is all you’re anticipating you’re one of the players this strategy would work like a goldmine on
that sounds like aggressive verbiage
but it makes my point make sense
smoke shift isn’t about playing around the smoke it’s about the mobility
Okay
I can get behind you before you’re ready to peek mid
If omen smoke tps mid in val every round, I just wait him out. It’s really not that hard
It would be the same here
Then you’re fighting into a 1vX every round. You lose a body 10 seconds in and you’re defence is at a disadvantage
okay sweet
wait my tp mid
I kill you from your spawn because I threw my other one
this is such a stupid argument
it’s not an argument
nah not at all lmao
i 100% see where you’re coming from with walls being a bit annoying to work around because I definitely agree
So if you tp with your smoke, P1 is in smoke 1. You then tp again and P2 is in smoke 2, your first one is just a free kill no?
It’s just sat there
If there wasnt reveal walls, I could tp into your spawn every round and kill your spectres. If you wait for me in spawn or put your spectres farther forward my team can push up and kill them/take space for free
nah, morrgen smoke is a fast recall for both bodies
and you can’t tell unless you facepush the smoke because it doesn’t leave a puck trail
drys is wording my point FAR more elegantly lmao
Just don't leave all your spectres in one place and react to the first spectre taking the hit, take the fight
Idk I really don’t see the point tbh. If your plan is to just insta dive spawn every round then you’re playing at a constant disadvantage
Either we fight 1vX the guy in spawn or we just hard push a site knowing that they are always down a player
if you "react to the first spectre taking the hit" that means you are letting one of your spectres die
Yeh that’s just a trade
but even with me smoke shifting into spawn, I can still have someone on site because i have two bodies
and also if there wasnt reveal walls, I could fake the tp and throw an empty smoke into ur spawn
But you can’t be pushing behind and be playing on site at the same time
Attackers are potentially losing one body, defense is definitely losing one body
but i could fake the smoke shift and you would have no idea without reveal walls
there is no way to tell the difference between a normal smoke and a smoke shift without just checking it AFAIK
Yeh that’s a strategy. My entire point is that the reveal walls strip back those elements of mind games
That's called strategy
yeah its a strategy but, for a lack of a better term, its not very fun to play against
We don’t know that tho
the reveal walls let you focus on more fun strategy and fights for the beginning of the round
(Or at least I don’t. Idk if it was different in other play tests)
If you're picking a charcter to solely take out the attackers' spectres then your comp is suffering somewhere else
having to sit in spawn isnt fun
A good team will learn to counter that after the first round
morrgen has 3 abilities and thats basically only half of one
I can’t fight for a beginning of a round bc I’m stuck behind a reveal wall
you can fight, you can push up and take space
and hold that space
Peakers advantage, element of surprise, giving the attacker's something to think about.... This is all gone because of the walls
the attackers still have to think
But I’m limited on what space I take bc of the reveal walls
think what? 'The defenders are on the bombsites'
I get a feeling in some earlier build, there weren’t Reveal Walls.
The Devs definitely did not say “yes we need to have these walls as a feature first and foremost to be unique from everyone else.”
And some realization or event during a test, the walls became a feature.
the defenders can still push up dude
just not into your spawn
'No one is flanking' 'We don't have to watch our backs'
you still have to worry about space being taken
Not with the walls. I am stuck to the edge of site unable to take space
you dont want to give up an entire half of the map a lot of the time, that makes it so you cant safely rotate
most of the reveal walls are in the Main areas, a decent distance away from the sites
Not from my experience at least
the exception is mill really
and even then you can push up a LOT in mid
you safely rotate with utility and comms, not built in training wheels
i dont think i can make a thread in this channel
if yall actually want to keep talking about this i can make a thread in playtest chat
Sure
@snow marlin why can't we thread here?
It's a forum post - it's already a thread
ah
Can't make threads within threads, unfortunately
so no threadception?
🤯
Is there a custom pointer coming soon? My mouse gets lost when i open the map to ping 😅
I've been having a fantastic time playing the game - the only thing on my mind is this:
I personally find that clicking where I and my spectre go on the map during the setup phase to be jarring. It almost breaks my immersion out of the game. I recognize that this is a personal thing that after years of playing siege and valorant I am so used to the setup phase in those games. Don't know if anyone felt the same. That being said I appreciate the fact that it takes me 2 seconds to be setup, its just a little different to me
I haven't played the game enough to be like its a must play but audio in this game in nice. Still learning the maps and would love to see where the game goes!
Also sensitivity needs to be able to adjust more, .5 adjustments are not enough at least for me, i play on a 2k dpi and on val i have .14 but in your game its .25 because of fov
you can click the number on the left of the slider to type in sensitivity with more precision
i'll check it out when the game opens, is there a way to have an offline mode to practice weapons and sponser while waiting for the server to come online?
currently no
When placing yourself or your spectre during preround using the map, i wish you could click deadzones on the map to kind of push your clone into that direction. so if there is a corner u want them to be in, u click around the corner and then click more deeper into the corner direction on the map and itll just shove ur clone there
that way i dont have to swap to my clone and manually shove him into the corner
thats the only way i thought of it since holding rt click and moving ur mouse changes the direction ur clone looks currently
When throwing ur puck, i think it would be cool to also like hold the right click on mouse to pick the direction there r looking at. would help wit some cleaner plays vs banking on them looking the correct way when u drop them
Would also love to drop weapons after the buy wall goes down.
- for quicker gun pick up mid game
- For better saves when 1 spectre survives with a good gun and u just wanna buy a duster for ur other spectre but the duster is stuck wit ur first spectre.
- Also gun change plays with teammates when they r weak, instead of having to die, u and ur teammate can switch weapons. same as spectres
Just FYI the rule is:
- If you throw the puck and it lands on the ground, it will face the direction you faced when you threw it
- If the puck bounces off of a wall, it will face the away from the wall
ty
was gonna test this today lol
I'm not sure if this was already said, but it would be nice if there was sound building up to the round timer running out from maybe the 30 second mark because sometimes me and my teammates have trouble keeping track of the time late in the round and the round ends lots of times where the timer runs out. I'm not saying something loud that would cancel out other sounds but just something that makes it more clear that the timer is running out
Crew
- Max crews to 15-18 players and make ppl create crews so it feels more like a guild and u wanna perform
wanted to add more but we have nothing bout it XD hope to hear more soon. looks like this is gonna be the dope casual rank
can we make it where even in casual you can't tie
last game of this playtest we tie 7-7
There is a mic bug when q'd in a party. When q'ing and it fails to load we get sent back to lobby and no one is able to use voice chat or party voice chat.
add 4:3/16:10 support (no blackbars top bottom) + fov slider...?
Idk if they would add fov slider
dont know if this was mentioned or not
but we need an announcment that lets pllayers know they are the last player standing
right away not a huge fan of the footstep audio, that could be improved IMO
also the training part when we have to throw grenades doesnt make it obvious that the 4th bot is behind the fence
not a fan of how long it takes to switch sceptres or throw the thingy
love the abilities available for gameplay
the flashes are way too long
- need pause, at least one for 1 min for both teams
2 minutes is not much and sometimes you need to do sth mid-game and alsofor competitive 🙂
in a first to 8 what u need to do
they still have pauses what they need to do
val?
strategise
also the game being shorter is all the more reason for tac pauses
im not a fan
people do it for bathroom breaks in cs more than anything lol
or "they paused lets pause right after them"
would be nice to be able to go into warmup or dm while in queue
Played first time today: experience was good so far, apart from some bugs i reported on the website. I would suggest if possible some QoL updates: 1). Adjust sensitivity for the different zooms(important to have speed consistency for all the various zooms) 2). Responsiveness of the movement: movement is pretty limited which is not a problem but if feels like there is a couple of hundreds ms of delay when starting the movement. 3). More customization for crosshairs / ads crosshair feels very distracting at moments. 4). Allow to bind different actions to same buttons. I will edit the feedback/make a new one tomorrow as i'll play the game again!
Did my first two games today and tbh I really like the game so far, the artstyle is well chosen and well worked, the mechanism with the spectre is awesome, making it a way to play so differently from other games and I love the character customization. What I think would be nice it to add more crosshair customization, I was struggling to find a way to customize mine like my valorant one, so I just sticked with the default dot that is a bit too big for me, you could also add a way to try different sponsors while in the tutorial, to let the player know that there isn't only one sponsor, I was kinda lost when I instantly launched a game without really looking into the menus and I had to read the description while the timer was ticking to pick one, if that is not added into the tutorial, could be nice to just have the player go into the sponsor menu with the important things highlighted to let them know. But great job to the Devs and Artists!
You can resize the ADS dot btw
Oh I might have miss seen it
And in the practice range you can try out different sponsors
True, but like I said I instantly launched a game and I think I won't be the first nor the last one to do this
This might be a hot-take..but after almost 100 hours, I think you guys should add another player to each team.
i think a future game mode when the game is stable is to a 6v6 mode without spectres lol
i play quake, competed in cod when the cdl was the cwl, 400rr rn in valorant, was gm in ow when i played i know how to play a shooter, this game's specifically the gunplay feels bad idk if its the netcode or what but i swear some shots do not register in this game on a consistent basis
there's GOTTA be some sorta differentiation between players on the enemy team
just went against a 3 stack that were all using the exact same outfits on every body
borderline impossible to call who's hit
very frustrating to try and play against especially when one is able to heal
clips for this sort of thing are always useful. Hit reg is in good shape right now, but we're always on the lookout for potential issues
i've been trying to think of a way to handle differentiation between characters and honestly im struggling to think of anything
I think we're planning on adding per enemy outline colors
holy w
great idea
Last time I played was in the October 2023 playtest. Just wanna say: kudos to the dev team. Graphics and movement mechanics feel smoother, hit reg is much better, UI/UX feels more intuitive, the tutorial explains everything much better, and I like the buffs (I think) to hipfire accuracy. Have a couple of UI/UX items to drop in the appropriate channel but well done, gang.
let me create black crosshair #000000
I think a litte bit bigger outline for player models wuld be great.. had one or two times where I didn't see em good enough .. am I alone with this?
alwso i m just wondering will you guys add more operators like the first one beacuse i think we are lacking in operators that have graneds and flashbacks, that are my thoughts
make knifes one shot in the back/ make a right click where it does one shot in the back
they are
if you get right behind them the animation will change and it will one shot
bro what
its not perfect, but yeah you can one shot from behind
but you have to be like right up on them
Also Have Ryker be able to set his mines down during buy phase 😄
@somber laurel you wanted this clip right?
Yessir, thanks
Binded "F1" to access Buy Menu before starting tutorial. It didn't work. Binded it back to B and it worked. I've been using the F1 key to buy since the early 2000s. Haha
Thoughts on adding a 1v1 and/or retake mode into the game post launch similar to what cs servers were like?
Or providing tools for us to do community servers in the future like cs
this happens to often
can we get a career unlocked asap, for stats during playtest and then they reset during full launch
tempest needs to cost more, or less dmg
Huh?
post clips of your "no reg" moments lol
I'm not sure why you got @ in that message
Can you give a map example of where you think there's too much cover?
Maps in https://discord.com/channels/943308533439545415/1268605960914731018 if you need a reference
Because I would be curious to hear where you think cover could be removed
I don't know if its been mentioned but it would be nice to have some sort of death match or TDm similar to Apex does their 3v3 TDM. It would be a great way to warmup when entering ranked games.
Please add quick switch to the keybinds similar to val/cs
Quick switch?
You have previous weapon and next weapon but it doesn't swap back and forth. Think swapping between sniper and knife in cs to get behind cover slightly faster. Its necessary in a game like this to have a consistent weapon swap
Do you mean something like "Last Equipped Weapon"? Right now you can swap to any weapon directly (including knife) just by pressing the appropriate key
Yes you can hit the corresponding key but the point is 1 button press vs having to hit 1 and 3
Interesting, did you record it?
I'm starting to think you are in the wrong discord
please do post it
whats the name of the game you are playing?
recording? the game is not live
Perro what game are you playing right now?
servers haven't been up for a few days?
you going to tell us what game you’re playing?
bro
really
This is for spectre divide
this isn't the supervive discord
NOT supervive
Ladies and gentlemen.
We got him.
Well that happened
i just realized this all went down in feedback as well 🤦♂️
This discord should have regional roles so we can quickly see who is NA, EU, etc.
this game movement is slower than val, and val is slower than cs, like its too slow i cant enjoy the movement at all pls make it faster
just nickname 🤷♀️
this is the spectre divide discord again brother
wrong game good sir
The headache of duality mixed with the slow pace of the movement makes the game un enjoyable. The gameplay is so boring half the players leave halfway through. Remove duality and speed up movement and I think you have a fun game.