My impressions after playing this patch :
- Movement is starting to feel a bit smoother, but the straffing and the jump are still a bit clunk for me, by clunky I mean too rigid, its pretty hard for me to track while straffing because the left right movement feels like I’m a robot, and thats why I’ts impossible for me to snipe. Note that with my FPS problem (big time warping, but it went better with lower gfx), maybe all these feelings about clunkyness can be only from my end, but well, dont know about you guyz but the movement still can use some polishing.
- The jump also could gain a bit more height and momentum to avoid the “cs effect” where your character feels like it weight 400 pounds, its better than at first alpha release, but it’s still not optimal.
- I still need more immersive hitmarker, hitsounds and globaly I need to detect my foes more easily, all is a bit blend even if I start to be able to kill more and be more awere of my environment, it still lack the immersion where I feel like I’m the character killing these newb, and not like i’m controling it.
- The RoF can be diminished a tad
- Nades need a timer, I mean I can count but it ad nothing to the game, a round shaped timer ala etqw would be great, without being to obstrusive.
- Weapons need balancing (I think this phase will start later), not because I feel something is OP, but because I dont feel any uniqueness in them, except for the sight and sounds which differ, I feel like almost all smg’s are the same, and all AR are the same power wise, well its cool in a way that it encourage taking a class for its real purpose, and not for an OP weapon, but still, give everyone the same gun if all the guns feels the same
(discuss)
I think that by solving more and more my fps problem my experience and feedbacks will get better, but its allways cool to have a poor kid to test your shiny tool, I can tell some problem for low - mid end pc 
Peace
(discuss)