Ok, this game has a LOT of potential. It really could be good with some minor additions and alterations…
As no doubt many people have said, the sound needs work. Some sounds are good, some are not good at all. While I understand that low funding probably resulted in the poor voice acting, it really has to be changed before final release. The voices disappoint to begin with then grate on your nerves thereafter.
Thw gunshot sounds need work too. They lack the crunch factor that makes a good game sound. I guess the aim was realism, but the sounds just don’t satisfy, and satisfaction means a lot in the gamers eyes. There’s no satisfaction from killing someone with a gun that sounds like it’s firing corks.
Death animations - omg, did the animator take a vacation on this one? The other animations are good, so why is this one so poor? They drop down like a ton of bricks straight back. Even when they are prone. A variety of death animations, one for each starting position (eg crouch, standing, prone etc) would work so well here.
I’m not sure if this is a bug or a ‘feature’ but a lot of the time I look at one of my teammates and his name appears but no health bar. At first I thought this was the indicator for a spy and promptly headshot one of my teammates.
The sniping REALLY needs work. As far as I can gather, the bar on the side is how much you are going to miss by when you shoot, not hoiw much the gun waves around. This is really backward, the longer the sniper lays there, the more steady the aim should be, not more accurate the weapon. Especially given the accuracly level for unscoped. For a lot of shots I use unscoped because I have a better chance of a kill.
The damage model seems to be drastically altered too. Sniping should cause a lto of damage. A headshot from a sniper should be instant death. I’ve lost count of the number of times I’ve hit someone in the head with a sniper rifle, blood flys out, the helmet goes flying, but the guy is still standing. I think the weapons all round should do more damage. It’s all too easy to end up in circle strafing firefights because the weapons are so innacurate and weak.
The covert ops class is a work of genius and easily my favourite class. However, it could do with three things:
Firstly, my teammates need a better way of identifying me. Half the time when I’m goimg undercover it’s my team that finish me off.
Secondly, I seem to lose my disgiuse a lot more than I should. I have lost my disguise when sniping froma long range at the back of someone’s head before now. I always used silenced and attack form behind, usually trying to attack people on their own, but my disguise seems to vanish the moment I fire.
Thirdly, the uniform gathering gets annoying waiting for someone to tap out. Perhaps a method wehreby when the corpse is still reviviable the uniform grabbing is at half speed. Or even better, bring back the ability to finish off wounded opponents. The fact that corpses are now bale to remain alive as long as they want to makes medics far too dangerous, especially one with high experience.
The accuracy doesn’t seem quite right. Fair enough when standing your accuracy is rubbish, but even when prone I find iyt best to use single shots because the accuracy is so poor. A three shot burst is just a waste of two bullets.
One major change I would suggest but I’m guessing it’s too late in development to implement - change the construction methods for engineers. The fact that they have to huddle around one tiny construction post means the enemy can just continually spam it with airstrikes, arty strikes and panzer shots, with sniper and mg42 backup. It should be possible to construct from any point on the bridge/item so that engineers can find safer vantage points to work from.
The ability to jump over crouching teammates. I know it sounds unrealistic and indeed is, but the number of times I have to backtrack and waste time finding another route because some idiot with an mg42 is sitting in the doorway…
I’m not sure if I agree with the command posts or not. On the one hand they come in handy if your Lts are a bunch of n00bs but on the other hand, they negate the need for Lts. Part of the beauty of Wolfenstein was the balance they found in that each class needed the others. Although people are saying ET requires more teamwork than wolf, I personally think it requires less. Sure you can’t really rambo it anymore, but at the same time the teamwork just doesn’t provide the serious returns that it does in Wolf. The fact that we start with a fair amount of ammo in ET also reduces the need for Lts.
All round a good game, but needs more work. But heym that’s why it’s a test

