Annoying things in the game (no rants pls)


(Szakalot) #1

I wanted to compile a list of smaller and larger issues that leave me with feelings of frustration. If you’d like to vent as well, please keep the points short and to the point. rants will get disapproved :stuck_out_tongue:

I don’t like it when:

  • Proxy throws 2 mines at once
  • Votekick asks players on the opposing team to vote as well, and thus requires more people to vote F1 (never saw it pass in those cases)
  • Fletcher doesn’t throw the bomb even after animation is done
  • Kira laser becomes invisible
  • Players become invisible after revive (sparks revive in particular)
  • Phoenix defibs get stuck
  • Lobby starts the game with uneven teams (4v6, 3v7, etc.)
  • I’m stuck watching the 15sec obj video, while game is already on (and can move my character forward)
  • SW round 1 starts with very few players; new players joining screw up any original balance, whole map is useless
  • There is no shuffle+restart vote
  • Vote restart forces clients to reload the map
  • Troll shuffle votes can be cast 1min till map is over, but restart votes can’t be asked after just a few min after the map started
  • Lobby menu UI is laggy, esp. loadout switch
  • Profile page misses most of the exciting stats (W/L, K/D, etc.)
  • Any rhinos on server force me to spam ‘killallsounds’
  • Arty’s artillery (and skyhammer’s airstrike) can destroy deployables through walls (player doesn’t get hit, deployable gets smashed)

That’s it for now, I’f ill get frustrated by something else, ill add it to the list


(BioSnark) #2

[ul]
[li]Auto-join is the bad option when trying to join friends on a full server.[/li][li]Grenade cancel. I play fragger and I hate that this is a thing. Constantly use it when I want to throw and switch. Never ever intentionally use it.[/li][li]No community servers. No community. Servers empty after a map, even when after close match.[/li][li]Bringing 3 mercs in public games is lottery class balance. Random attack defense is lottery useful merc pick.[/li][li]Deployable blow up instantly or take no damage,… randomly.[/li][li]Explosives are sometimes blocked seemingly arbitrarily (by bodies? no idea.).[/li][li]At close range, shotguns only allow for input by one player… the person holding it.[/li][li]All the 1hit kill weapons and abilities.[/li][/ul]


(FireWorks) #3

when…

-you have no ammo, run the pistol, use a quickability and it brings back your empty primary. This drives me nuts especially on fragger, thunder and phoenix
-people whine about my level even if I am botton scoring after a 30hour shift and with frozen fingers.
-friendly smoke block a phoenix heal.
-I try to gain a bit of comp rank, win 4 matches and lose the whole progress in one match. 6 times now back at 40% to elite.
-kira fries people through walls, indoors like on Market
-2cm ledges stop me from doing a longjump and eat all momentum
-the game uses the Elo system (1v1 intended) instead of a modern MMR algorithm for a multiplayer game


(Runeforce) #4
  • Same problem as Proxies ‘two mines in a row’, but as a medic with the defibs; it goes off early, while I am trying to charge, then gets stuck with 'em out, without charging. Primary fire (mouse1) does nothing; have to use ability button to reactivate and reset. Behavior feels like a conspiracy :slight_smile: stop.
  • Sparks, and her super-quick shooting and headshot damage multiplier.

(Protekt1) #5

Some maps ran at 120fps, some struggled to stay at 60fps.


(DarkangelUK) #6

-I hate getting stuck to the EV as I try to run around it then end up dying.
-I hate the clipping on Proxy’s mines and how they can stick to / bounce off edges really easily


(prophett) #7
  • match imbalance
  • Skyhammer’s airstrike marker dropping from your hand when you get killed (wastes your ability)
  • jumping accuracy (redeye bouncing around in smoke with pdp)
  • mg bug
  • sparks headshot damage
  • collisions (trying to throw ammo over wall fences is blocked by invisible walls/clipping)
  • case opening looping bug

#8

Here’s the most annoying thing in the game:
Majority of the players.

FIX IT NAXXUS


(ragnak) #9
  • horrible audio (poor positional cues, poor sound mixing, poor distance depth, sound lock ups, sound cut offs)
  • Low quality servers
  • idiotic spawn swaps on some maps
  • client side hitdetection
  • sticky walls
  • bugged bullet trackers
  • bugged mg
  • arty place holder animation for his artillery ( + its bugged)
  • shyhammer place holder animation for air strike
  • invisible laser
  • inaudible footsteps most of the time
  • light mercs have smaller model and cant see above obstacles (chapel first phase side way comes to mind)
  • horrible loadout system
  • audio affecting auguments when audio itself is in bad shape
  • new guardian angel
  • new br16 sound
  • too long wait time between maps
  • no campaign style servers (so we end up playing 3 maps all the time)
  • no auto kick for high pingers
  • team balancing in lobby instead of it being done right before the game starts
  • horrible optimization
  • color palette on trainyard makes it really hard to spot enemies at times (was so much better in the past)
  • blue skins
  • objective markers obscuring view (especially on ev, where its already hard to spot if someone is mounted there from long range)
  • objective announcements being wrong/delayed
  • blood from my merc model obscuring my view for no good reason

(Kl3ppy) #10
  • the shuffle before all players have joined the lobby
  • team balance
  • map starts but only 4 out of 12 players have loaded the map
  • free rotation nader/rhino
  • server performance (actually you cant call it performance)
  • game performance itself
  • objective notifications are wrong
  • spawn switches @ underground (last stage)
  • unused space @ dome
  • skins and loadouts are not seperated
  • the feedback when getting hit is terrible (always think that I lost 90% of my hp, I get in cover and see that I still have 100hp as Skyhammer)

(Demolama) #11
  • too many vote calls for shuffle --There should be a limit to the number of times a shuffle vote is invoked, a smaller window to keep it from being called 5 minutes into or 5 minutes before a map is about to end, and there needs to be a server autoshuffle in place to help mitigate this vote abuse.
  • team balancing done in the lobby as players leave and new players come in – Instead it should be done right before the game starts
  • visible public levels – They are being used as an excuse to justify supposed “imbalance” and for bads to not try
  • servers should have a high ping limit.
  • server browser’s ping limiter option should go in increments of 50 (such as 50, 100,150; not 50, 150, 200)
  • moving spawn system. Worst one is underground imho that whole middle section feels like it needs an new objective or something.
  • no global limits to decrease the amount of spam. W:ET had global cooldowns and server limits to heavy weapons, artillery,airstrikes, and mines.
  • three merc free rotation – There is just not enough mercs in the game to justify allowing three free mercs. With the high amount of low levels in this game the servers are filled with nothing but the free mercs.
  • annoying clipping issue on maps --Terminal’s curb on the last objective annoys me the most.
  • the scoreboard system used to view a player’s steam profile, mute, call vote, and report is clunky and difficult to use. It sometimes even gets stuck on the screen as I’m trying to play.
  • Too many MGs on certain maps and/or the inability to destroy them in order to keep them from being overly used and abused.
  • not enough incentive to use crouch in this game – crouch really should be used as a means to eliminate gun spread.
  • not enough capturable forward spawn points and an almost useless one on Terminal. Terminal has a flag capture point but if the attacking team is dominant enough they are better off not capping it and just spawn camping the defenders in their first spawn area. It is much easier than trying to stop them from the one on the other side of the wall.

I got more but this is a no rant thread :slight_smile:


(KeMoN) #12
  • sparks revivr in EVERY way imaginable
    • unlimited ammo
    • proportionally high rate of fire
    • no spread
    • extraordinarily high headshot damage

(Protekt1) #13

[QUOTE=KeMoN;544783]- sparks revivr in EVERY way imaginable
• unlimited ammo
• proportionally high rate of fire
• no spread
• extraordinarily high headshot damage[/QUOTE]

Agreed, still not sure why the headshot damage is as high as it is with a gun as accurate as it is.


(Apples) #14
  • Szakalot