[ul]
[li]Hitsounds
[/li]Hitsounds are sometimes hard to distinguish and certainly not as clear as in previous games where it was possible to count hits and possibly state enemy hp off it. The sounds should be more spread out on the frequency spectrum, ie very high pitch for headshot and slightly lower for bodyshot.
Hitsounds currently play for enemies, friendlies and incap players and are exactly the same. Not sure if different hitsounds for friendlies are planned, but currently I would rather see them disabled for friendlies and incapped players. This will also make it easier to know when a player was killed and not waste lots of bullets until the body has dropped, which does take considerable time.
[li]More constant spread(cone of fire)
[/li]Currently the first few shots are quite accurate so it’s possible to kill a standing player with 3 hits or even a moving player with 3-5. Usually firefights turn into duels and they last so long that the spread reaches maximum and the firefight turns into a spray and pray fest. On average you can probably get 1 kill per clip for normal duels.
I’m certain that a more fixed spread will lessen the time-to-kill without making the best case 3hit kills more common.
[li]Soldier backpack too big
[/li]As I’m tracking an enemy i will probably see only the silhouette of the model and try and keep my crosshair on it. For the soldier, however, I have noticed that a lot of shots don’t register and after careful examination it has been due to shooting at the backpack which acts as a decoy. I doubt giving the backpack hitboxes is feasible so the other option is to shrink it
[li]Team-based colors for certain pieces of clothing
[/li]Playermodels should have some bits of clothing that will have colors based on teams. Certainly it should not be limited to one bit but multiple spread across the model. Perhaps a ribbon around the arm, the medic apron(could have some pattern with the color, lining), belts or puches, etc.
[li]EMP grenade for covie
[/li]As the EV is rather hard to stop and takes nearly no time to get moving again, I suggest giving a new tool to fight it. Perhaps an EMP grenade for Covert Ops class(replacement for throwing kinves?). This grenade should deal some damage and temporarily disable the EV. For players it might disable stuff like IFF tho not sure if that’s a good idea.
[li]Objective fillbar segments based on objective time averages
[/li]I like the global objective bar for the whole match and the moving time left on it. It could have a better design, but I’m sure it will get it at some point in the future.
Currently it is divided up into segments based on obj count which isn’t that accurate as some objectives take longer than others. London Bridge doc run comes to mind. Having the bar sliced up corresponding to the avg time for each obj would be much more descriptive and will make it easy to follow if the team is on time.
Also on stopwatch mode I think it’s best if it is sliced by the other team’s times.
Here I had a quick stab at the one from London Bridge. Shortened the doc run section and added cuts for each barrier. Could possibly add class icons for objectives there.

[li]Escape key should clear text input
[/li]Quite certain most people would rather have it clear the input as I doubt anyone stops writing to do something and then continues.
[li]Longer respawn time and respawn timer on HUD
[/li]Mostly as an attacker on low player matches i have seen cases where the enemy team gets fully wiped out and this should give enough of an opening to plant a charge and set up cover. Most of the time it’s not enough. On larger playercounts the stream of players from spawn seems to come at a constant rate. I’m all for a more burst/push based gameplay where braking through a defence should buy enough time to possibly do an objective but leaving enough room for the defense to regain ground with a good push.
This will also help players to group up and play a more team-based game in my opinion.
[/ul][HR][/HR]Added: 14.01.13
[ul]
[li]Reduced zoom/variable zoom for sniper scope
[/li]Right now it’s next to impossible to track more than 1 doorway unless you are somehow on the other side of the map. A greatly reduced zoom would be helpful. Heck, as i use the sniper in close ranges quite frequently, I wouldn’t mind a 1.0x zoom as default.
[/ul][HR][/HR]Added: 15.01.13
- [li]Remove/rework sniper reload(between each shot) pausing when switching to something else and back.
[/li]Hugely annoying issue since i started focusing on sniper a few days ago. To reproduce, shoot with sniper, switch to pistol, usually i shoot with it but can switch back immediately, switch to sniper, scope, press mouse to fire, see the amazing nothingness and no sound to indicate reload. When you don’t go scope immediately, you get to see the reload animation and sound. Might be related to sounds cutting out on quick actions but certainly needs more obvious notice(can’t scope in while reload?) that it’s reloading or make it skip reload so can shoot immediately.
As most of these will be a matter of personal preference I’ll add a poll for weapon creep(the increase of spread after prolonged firing).


) though I think they should be sticky so they can be placed in harder to see areas (such as above doorways or on the ceiling).
