Beta feedback


(Speed) #1

First of all I wanted to say that I am glad that finally comes out a game that does not die with one shot lottery as in the two other well-known productions : P But it still needs some work. After playing beta weekend i have some suggestions

  1. Healing station of Aura can not give so much heal and for all team should give a certain amount of HP , or should disappear after a short time

2.Proxy mines must be armed like in ET before they can explode. I also think that it is moving too fast which in combination with a small hitbox and shotgun gives too powerful figure in comparison to other i think he need to move slower

3.Fragger have to much HP or to strong weapons he need to get nerf for one of these things. His granades are to strong and to easy to throw and you can’t hear them. You can’t hit headshot from behaind because his backpack covers all head hitbox.

5.Artillery of Arty casting time is to long

6.Sniper Riffles are to powerfull they need to get recoil and he can’t have machine pistol in secendary weapon

7.Steps sound should be louder

8.MG shooting animation is broken you can’t see that sommeone shooting to you


(Smoshi) #2

[quote=“Speed;1152”]First of all I wanted to say that I am glad that finally comes out a game that does not die with one shot lottery as in the two other well-known productions : P But it still needs some work. After playing beta weekend i have some suggestions

  1. Healing station of Aura can not give so much heal and for all team should give a certain amount of HP , or should disappear after a short time

2.Proxy mines must be armed like in ET before they can explode. I also think that it is moving too fast which in combination with a small hitbox and shotgun gives too powerful figure in comparison to other i think he need to move slower

3.Fragger have to much HP or to strong weapons he need to get nerf for one of these things. His granades are to strong and to easy to throw and you can’t hear them. You can’t hit headshot from behaind because his backpack covers all head hitbox.

5.Artillery of Arty casting time is to long

6.Sniper Riffles are to powerfull they need to get recoil and he can’t have machine pistol in secendary weapon

7.Steps sound should be louder

8.MG shooting animation is broken you can’t see that sommeone shooting to you[/quote]

  1. I disagree with having to arm them. You have to understand, this game is set in a futuristic London. But I do think there should be a delay from the time you place it, to the time it is armed.

  2. Fragger is who I played a lot of this weekend. I said it a hundred times that he’s just too good. He does have the slowest movement, but it doesn’t matter when his gun has virtually no recoil.


(SchwaD) #3

[left]My Feedback:

Great game!! “Nearly” as good as Wolf:ET.

Like it that I dont need to use iron sights.
Like the fast gameplay (just missing a little bit the faster strafe aiming from ET).
Like the better (but still not perfect) balance of the classes (like medic is not that overpowered like in ET)
So generally the developers did a great work till now. I hope you will never forget that most of the players play your games, cause they love the different gameplay, movement and aiming to all the other games getting more and more similiar to each other. Don’t do the same mistakes.

Some little points which attracted my attention in a negative way:

  • it looks like it is not possible to color my crosshair? In white I often can’t see properly my dot :frowning:
  • our Clantag normally had 11 letters. In most games its possible to use it (like in CSGO). Why it is limited in this game to 5 or so?

About matchmaking (some points could be the way they are because it just was a test):

  • friendly fire off in matchmaking?
  • not possible to play together with friends in an easy way?
  • objective mode for matchmaking? Stopwatch is the mode which makes sense for a match to compare to the other teams in a fair way. For me objective mode is something for public use. At the moment you are losing/winning the game when its just half played :wink: The other team don’t even have the possibility to beat the time. But who knows, maybe I am the only one thinking matchmaking for stopwatch should be enough, and for objective mode its creepy… In CSGO nobody is missing a mode where you just play as Terrorist or CT and before the teams are switching the match is over. Thats called public game.

[/left]


(Nail) #4

crosshairs can be coloured to whatever you want
FF is likely to be a server option
party lobby will come later
MM was the test, not mode, unfortunate choice


(Speed) #5

Croshair color change was in the previous beta don’t know why they turned off this option


(Morty) #6

Crosshair color is in ingame options.


(Szakalot) #7

speaking on crosshairs, would be great to have a wider selection of possible crosshair types


(Rimmorn) #8

[quote=“Speed;1152”]First of all I wanted to say that I am glad that finally comes out a game that does not die with one shot lottery as in the two other well-known productions : P But it still needs some work. After playing beta weekend i have some suggestions

  1. Healing station of Aura can not give so much heal and for all team should give a certain amount of HP , or should disappear after a short time

2.Proxy mines must be armed like in ET before they can explode. I also think that it is moving too fast which in combination with a small hitbox and shotgun gives too powerful figure in comparison to other i think he need to move slower

3.Fragger have to much HP or to strong weapons he need to get nerf for one of these things. His granades are to strong and to easy to throw and you can’t hear them. You can’t hit headshot from behaind because his backpack covers all head hitbox.

8.MG shooting animation is broken you can’t see that sommeone shooting to you[/quote]

  1. Healing station can be easily cleared with AoE - Fragger, Skyhammer, Arty if not in a building, suicidal Proxy - more options will be available once they give us back the rest of mercs.

  2. Mines have around 3 sec arming time and unlike in ET you can see and hear them once they’re armed, unless you’re completely ignoring your surroundings you will know where they are. Proxy is one of the lowest hp mercs which means she dies very fast when hit and her weapons require getting very close to be effective, high speed is needed.

  3. Fragger’s role is to kill and get shot a lot so nothing wrong with HP and dmg. Frags need tweaking tho.

  4. Animation is ok but MG needs visible tracers.


(APRenpsy) #9
  1. I disagree with changing the heal amount, instead I think it would be better to tweak the heal rate to be a bit slower and add a arm timer to the station kind of like Proxy’s well proxies so you don’t start healing as soon as she places it down. Other options is to just stop healing for a set amount of time when you get hit.

  2. Proxy mines once place down already take time to arm unless you get hit by them directly when you throw them. Proxy speed is fine, one solid shotgun blast is enough to take her down.

  3. Fragger haven’t played to much of him so no comment however I believe his grenades have a red glowing indicator around them.

  4. Meh debatable

  5. Recoil on a bolt action how does that work? Kind of agree with the machine pistol though however you have to remember that is only one of his loadouts.

  6. YES!

  7. No comment.


(MissMurder) #10

Appreciate all the detailed feedback guys. Collecting it and reporting back to the devs :slight_smile: