Get ready for a loooooooong post. I’ll try to post all bugs and glitches I’ve encountered and I’ll do my best to give possible suggestions or solutions to some problems.
Let’s start with bugs and glitches:
Arty When you die while calling down an artillery, you fall down to the ground and the arty gun’s laser becomes blue and starts spinning around. Sometimes it does that until you respawn again. Also, if you die with your primary gun out, it’s possible to shoot one more time before you click to respawn. Similar bug was reported with Sawbonez’ pads. I am unsure if you can damage or kill someone with that shot though, it seems random. It might be just a sound issue or something.
Redeye: Smoke makes you unable to defuse plants or repair the EV. You get smoke screened even after you’ve been killed and respawn again. In one instance on Trainyard, the smoke got lost in the air somewhere but I’ve been unable to redo this bug since then. It was most likely a specific spot on Trainyard.
Sound issues: People lose their sound throughout the games they play. I’ve only encountered muffled sound for now and it only gets fixed after the map is over. I have no idea what causes it though. I have ASUS XONAR DG Headphone Amp & PCI 5.1 audio card and I use Sennheiser PC 360 headset.
Map bugs/glitches:
Canary Wharf
Sometimes the map gets flooded after the new round starts and the previous round resulted in a win for the attackers. I’ve been halfway covered in water on this map but I forgot to screenshot it.
Victoria
These random airstrike markers appear on any map at any time even when there is no airstrike.
I am unsure if it’s my config or the map but I don’t think the textures of the crate/box should blend in with the wall like that.
If you stand on the ledge like in the screenshot, you will be unable to move to the right or back. Sometimes you can’t move at all and just get stuck in nothing.
Again, not sure if a map glitch or just my config.
Invisible wall where the cursor is. If you go there you will be unable to more left or right. You will be stuck in the wall unless you go backwards.
Suggestions/ Possible solutions
Shotguns: I don’t think you should be awarded hits, assists, and even kills long range with a damn shotgun. It’s not a sniper. It should only be good for close and possibly mid range. Every time I play proxy I try to snipe people from the other side of the map and it works! That’s just dumb, it’s a shotgun! I should be missing everything.
Mines: As of right now, mines are completely useless in proxy’s kit. With the speed of the game, the recharge of the mines is sooooooo slow. Plus, if you run, hit a mine, and jump forward, you can evade it by taking minimal damage. That makes mines really useless. Why is the enemy team even allowed to see them? They are mines, are they not? To improve the mines, either increase their damage, lower their cool down, or make them invisible. To counter the invisibility, you can allow another merc to spot the mines with one of his/her skills. Say, you can allow Vasilli to spot mines with his little sensor.
Vasilli’s sensor: Already mentioned above how it can be changed. At the moment, the sensor gives your whole team a wallhack. That is WAY TOO STRONG. You don’t even need communication if you have a Vasilli player that can hide the sensor well enough. Not to mention, it even spots you underground even if the sensor is somewhere above (Whitechapel tunnel on last phase). That makes no sense. If you so desire to let a team of players have free wallhacks, at least make it so the sensor only spots players it can actually see.
What else can Vasilli use the sensor if it no longer spots players (which is what I would rather see)? Well, except for spotting mines, as mentioned above, you can allow it to disable Bushwacker’s turrets, or disable healing/ammo stations for a period of time. Of course, given that the sensor is thrown near the stations.
Nader: Nader has to be the most useless class right now (besides Phantom who is currently disabled). Nader’s primary gun doesn’t seem or feel that good. The grenade gun is just too weak. I already gave my input on this when I played nader only a few months ago. The nades are just too weak and deal so little damage. This game has close to instant revives with the ability of the revived player to move and shoot right away. You have healing stations and you have 3 types of medics. You can’t expect nader’s underpowered nades to do anything. In a couple of pugs people have tried going nader only to start complaining that they hit with every single nade and nothing happened. You literally have to headshot someone or catch him standing still in order to kill him. I would suggest improving the damage of his nades so this merc can have some purpose and at least hold on to narrow hallways.
It’s also weird that you only have 1 ability with this merc while with others you have 2. It’s just not enough and for the little to no damage that you deal, you would really need another ability to make up for the other weaknesses.
Also, are scripts that change your game play allowed in this game? I’ve seen multiple people with reload scripts which is useful but I believe people should learn how to do such things by themselves rather than having scripts help them out.









