This is stuff I’ve been writing down for a while. Some echos feedback from others. Some if it might be repeated my posts scattered around but not much of it.
Movement:
- Strafe speed doesn’t match the forward sprint speed. Player is pretty fast going forward but slow going side to side. Much has been said on this topic already so….
-Jump height also doesn’t match sprint speed. Jumping makes me feel 40 pounds heavier. Especially when not sprinting.
-I would prefer strafe jumping again
-However, I very much prefer the movement changes made in the latest build (14502) over previous builds (no slowdown, etc.)
Gunplay
-I like the changes to the shotgun in the current build (14502). I don’t know if it’s perfect, but much better than previous.
-Reduce ROF for autos (much discussed).
UI-part 2
-Limbo menu: Should there be a button to just switch team?
-I like the teal sights
-Cannot exit the exit at the end of round screen. Have to wait until the next map loads. This interferes with RAGE QUITS!!!
-Text when people enter/leave the game is very small.
-No name of the map on the scoreboard or limbo menu.
-C4 should be bigger. It’s very hard to see on barricades even with the glow.
-Would like the ability to create a fireteam to meet up with buddies in the sea of blue icons. I don’t even need fireteam chat, just to know where my buddies are visually.
Sound (part 2)
-I don’t like the music when it’s played before the round ends. If the game is coming down to the wire I am playing hard and listening hard and don’t need the music as a distraction. I like the music, it’s just the timing is off.
-I’ve noticed on TS that sometimes people miss when objectives have been completed. What if there was a chime or squelch sound that preceded the announcement to draw attention? Something that didn’t break the “immersion.”
-No sound when picking up enemy health packs (haven’t retested in 14502).
Gameplay aka random stuff
-No name tags on enemy players when targeting them with stationary MGs (not sure if true in current build).
-The inability to shoot through but not break glass will be a big criticism with the game by players coming from other games. (I was told this would take too long to change improve but I still think it’s true).
-When you first spawn on a new map or in the game for the first time, the textures on weapons and med/ammo packs take a while to load (pop in).
-Artillery and airstrikes can be improved. Which way are they going to fall? Explosions –art and sound of explosions. WIP?
-Player skins should be more distinctive to tell friend from foe. Or just to be able to see on the maps really. A little too camouflaged. Maybe I just can’t see anymore.
-I like the new end of round shuffle. Had more close games which means more fun. Is this a permanent solution? I don’t know, but it worked better last night.
-I like that you can shoot the heartbeat sensors and destroy them.
Maps General
-Initially I thought the 3 maps looked very much the same which made them difficult to learn and distinguish from each other. Now I think it might be mainly because we had so much trouble getting the maps started initially in NA. Rogan Jo’s and the white chapel were the first things that stood out to me.
-Currently I feel the short spawn times create a trickle offense instead of the more effective waves. I know modern players hate to wait, but I just think it works better.
White Chapel
-Get the ammo from the church-The alpha of the objective markers can sometimes obscure the defense hiding in the church.
-I think you can come up with a more creative and fun reason for “repairing the 3 command posts” for the elevator stage of whitechapel. Making the elevator faster is useful, but is kind of a weird reason for the objectives. Maybe it’s just because there isn’t any story context? I like this section of the map, but elevator speed seems like a forced objective. Are they generators? Why do generators have laptops on them? Maybe once you repair the command post looking thing you get an electricity sound?
-The EV is very, very slow. Painfully slow.


