So I am ~21 hours into the game now, and I thought I’ll give my initial feedback.
The Gameplay
Mobility is king. With the damage of any weapon except for Arty’s Dreiss AR, bonus health will not really help you. Mobility on the other hand will. Playing as a mobile class you just hop around all day as there is no downside to jumping around while shooting. [On a sidenote I would like to see someone shoot a shotgun while jumping IRL]
That sort of gameplay does not fit the hitscan, rapid fire nature of the game. If I wanted that kind of gameplay, I will play Tribes or Unreal Tournament as those games are designed with lots of jumping involved. How?
They have weapons that have traveltime on their shots. You will have to lead a target, and a jump is, while a fast action in those games also an action that makes the next few hundred milliseconds extremly predictable allowing to lead a shot on a position your target will probably be in.
Oneshot kills are boring. Being oneshot when playing Fragger is just hilarious.
Objectives themself don’t give that many points, so those that just look for a highscore generally rather go kill someone than doing the objective. I have to say, this is less of a problem when defending as there is the rather good Long Defense Bonus, and players tend to run towards you anyway.
Also why does planting C4, which consists of pressing buttons on a brick of C4, needs to be done while standing still, but repairing a vehicle or generator can be done while sprinting around it?
It just doesn’t make alot of sense.
The Classes
I am sorry, but what was the thought process when designing Proxy?
- Let’s give her the highest movementspeed
- Let’s also not make her the most squishest of all characters
- Let’s also give her the best weapons for mobility character
- Let her throw mines instantly like grenades instead of setup time which requires you to stand still for 1-2s
- Let her repair the EV faster than any other class
- Let her plant C4 faster than any other class
- Let her defuse C4 faster than any other class
Not only is she one of the best offensive character, she also takes every spot for “being better at doing that objective”.
Some of that stuff should be on other classes. The Soldier classes like Arty and Skyhammer might be better at planting C4. Fragger and/or Vassili could be better at defusing them. And Proxy keeps her bonus of being better at repairing.
And as mentioned, she needs a setup animation for mines. Throwing them is just a bad game mechanic. Seeing how Proxy stands ontop of the small building in Underground throwing mines in the room beneath her isn’t how mines should work. That is Fraggers job. Mines, as they are right now, are a massive area denial tool. You can just rush into a well defending room and throw a mine down. Sure it doesn’t explode immediatly, but it still will explode or deny that spot for a while.
Also on the spot of weird characters. Arty. He is just plain worse than Skyhammer. His standard rifle is a straight downgrade compared to any other weapon. It is so bad, I would trade it for Vassilis sidearm.
That he has no non-class specific ability indoors is weird. Maybe exchange the Q for an underbarrel grenade launcher indoors. And fix the target designator requiring poiting on the same spot for like half a second. If someone shoots at you, aimpunch will simply interrupt it until you are dead. Maybe it would be enough if the timer would not reset instantly but decay if aimed too fast at different points.
The Maps
The current set of maps all play the same. The amount of different objectives is rather small. Nothing to hack. Repairing is mainly done for sideways and the amount of goals per map is rather small. This also becomes problematic in stopwatch. Delivering EMP charges or drug samples requires 2 of them. Delivering one does not count as a fullfilled goal in stopwatch as it seems. So delivering 0 or 1 does not make alot of difference.
The map design itself has too many corridors. More open spaces like the second part of Terminal would be good.
The artstyle on the maps is quite good though.
The progression system
Unlocking anything takes alot of time. Like ALOT of time. Even after todays patch, it feels like a massive grind to gain a new mercenary and while grinding credits for mercenaries you are left with crates that come as a match reward. Which are nowhere near enough to actually get the loadout you may want.
Besides that, you don’t even know what loadouts for each character exists. Like which weapon with which perks combined.
You may want to increase the credit gain, while also increasing the price of crates. That way the crates per match would stay similar to now, while increasing the speed of gaining new mercenaries.
