Hey all,
I take it we’re encouraged to post such things this early, though given the current state of things I suspect I may be somewhat premature in some of my stances. Anyway.
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Aesthetics - visual
No real complaints here, there’s an obvious pseudo-cyberpunky scifi stylization being approached, though with a bit less of a footprint than Brink’s. I personally enjoy stylization, so I fully encourage going for more minute-into-the-future stuff. -
Aesthetics - audio
I was surprised to see the guns feeling this nice at this stage. The hit feedback is also excellent, though the mix may need to be adjusted for loudness of headshots and whatnot. This is something that I sorely miss in titles such as CS:GO, and it’s refreshing knowing exactly when I hit someone, and where. The ambient effects are very nice as well. The character voices are sparse at the moment, but I enjoy how they refract in the environment. -
Movement mechanics
I don’t want to break into yet another debate about classic movement mechanics et al, so I’d simply like to query what the general direction is. If I were in your shoes, I’d know I would want something beyond vanilla movement + sprinting, but finding a mechanic that expands on movement depth without feeling either gimmicky or elitist would be the challenge. Have you explored anything in this direction so far, or are you looking to keep movement as simple as possible? -
Classes
Nothing too remarkable here (yet), though I was somewhat surprised to see a reversion of the HE Charge to the Engie. I initially supported the diversification of task completion for the classes in ETQW, so this seems like a bit of a step back. However, it’s obviously a conscious step, so I’d like to hear more about what brought you to that conclusion. -
Lethality
This is easily the most lethal ET-like game yet. In the past, firefights would turn into rather long strafe-jukes with half a dozen headshot pings on either side. Sorry ET dudes, but I always found this somewhat silly. However, a higher lethality also means that the survivor of a firefight will, unless aided, be at a severe disadvantage for the next one. The presence of Medics should mitigate this, especially when compared to other titles with similar balance and no recovery mechanics. Hopefully, this will mean a game with more corner-math and care for positioning. -
Teamsize
Has the general teamsize target been stated anywhere?