MINES
the actual mines are fine as mines but not that they are self arming - as it basically makes them persistent sticky nades in combat (as well as mines). To stop them being used as nades just make them have to be armed after deployment - so drop mine, stop and arm mine for say 2 secs then on your way. You couldnt do this while actually in combat which is the point! This will stop them being used as a nade
HEALTH STATION - aura
the health station is OP esp with that 30% boost perk. So I shall also +1 the previous suggestion to implement changes like:
-Decreasing Healing Station’s health maybe by 25%-50%
-Making the healing aura on the floor be red for an enemy Aura station, to match the glowing center bits.
HEART BEAT sensor
Never liked it. feels like “wallhack” cheat. Maybe its ok if it was just for the sniper to use and see but when its gives wall hack to the whole friendly team? thats just dumbing down the game - why develop situational awareness and good reflexes when ur enemy can be seen thru walls?
SHOTGUNS - inc spread at range atm they seem like sniper rifles. maybe thats just some of the shotguns?
MOVEMENT of actual model corresponding to player model sense.
MOST IMPORTANT!!! Why is it that i duck and jump and move but when killed it seems to me my model was a sec behind me? So to me it seems I’ve sprinted, jumped then crouched behind cover only to then be told im dead a sec later and when i look at the death cam it shows i was shot and killed in mid air?? No to me i was already behind cover!
Its not latency or lag because yes it happens on 100+ ping OS servers but also on under 50 ping local servers.
All i can come up with is you guys need to tighten up how we see the game and how our player model is actually in the game. Never ever had this issue in QW (quake war) that game was tight as and if u got hit u knew it was your own fault not that my model was a “loose goose” all over the shop. Please tighten up this
thanks for reading this far 