Hi,
Just a quick post to list some throughts I had while playing the game this week-end. (sorry to put everything in one big message instead of posting to map/weapon/objective discussion , but it’s just easier)
Gameplay:
- I would like to have more feedback on my health level. It was really hard for me to know when I was nearly dead or not. (I think I saw the classic fullscreen red FX in videos, but I never had this … and personally I would prefer to just have the health gauge more visible, perhaps a different color when hurt, perhaps slightly bigger on screen, etc…)
- The health station seems to be really strong (too much). Perhaps decrease the healing when inside the radius, and perhaps add a delay before the regen.
- Not really sure about it, but perhaps the SMG/assault weapons should have a slighly higher damage at short distance. (I had some ridiculous fights at close range that lasted too long … and although it’s logical that a shotgun is stronger at close range, the difference seems to big to me right now)
- Headshots seems to be too powerful, at least with SMG/assault weapons. (2 enemies jumping everywhere while trying to shoot at each other often ended up with the winner killing the other because of lucky headshots).
- Perhaps slightly decrease the respawn rate in 5v5, so that each kill counts a little bit more. (right now, after killing an enemy, it feels like I barely have the time to check that the aera is safe before the enemy respawned and is already fighting again)
- I like being able to wall jump, but it seems underused in maps.
UI / Menus / etc…:
- Too bad every player has to quit the server at the end of the round (with the matchmaking system). It’s annoying to go back to the menu, searching a game, waiting at the lobby, etc… instead of just waiting for the next map to start.
- Perhaps make the “Lock In” button more visible too (color / size / position ?), so that everyone sees it easily. (perhaps also change the name to something more classic like “ready”, but english is not my native language, so perhaps it’s just me)
- It would be nice to use Steam screenshot system instead of just Unreal ones (right now, F12 creates a bmp+txt)
- I would prefer to have weapon stats, instead of just names for loadout cards, so that I know what to expect before choosing the loadout.
- Perhaps increase the artillery cooldown, as it seems like a lot of games were spammed by artillery. (and/or perhaps a class limit too, so that there’s not 3 or 4 artillery guys in a team of 5 ?)
Maps:
- Underground
This one felt too “corridor” like, I’m not a big fan.
Not a big fan of the elevators too, as it sometimes lead to areas really hard to reach for the enemy team, and they don’t have any feedback to know an enemy is using the elevator.
Navigation with big green pipes leading to higher areas is cool, but it’s annoying not being able to directly jump on those cables (need to find the extremity in general).
There’s a long “stairs” area where there’s generally no fight. Either shorten this part, or update teams spawn points so that it’s more interesting for this part.
Perhaps too hard for defenders when the barriers are closed (for the last part), as there’s not a lot of possibilities in this case. - Terminal
Not a big fan of the 1st forward spawn (for both teams), as the one for attackers is in the middle of the street (spawn camping problems), and the one for defenders was too annoying for jumping towards the objective. (obviously there should be some drawbacks for losing the forward spawn as a defender, but here you’re in a strong higher position, but the path to it is just long/not very fluid)
The pump you can build as an attacker for the end objective didn’t seem like a very interesting option. (it seems like the interesting options are when reaching a higher position in the big room with containers, so just take the normal access points to this area) - Trainyard
First part of the map is interesting (It seems like there’s no strong defending position, so you need to constantly move and surprise enemies) but perhaps slightly too hard for attackers ?
Last part of the map (objects to put inside the chopper container) was kind of frustrating. (too hard to get an idea where the danger could come from and the various navigation options, also lacks some connections between high and low areas) - Chapel
Again, I like the first part of the map (EV repair/escort) but I don’t like the last part. Perhaps the defenders spawn is just too close to the objective at the end, or it lacks some more interesting navigation.
The artillery spam can sometimes be horrible on this map.
Bugs:
- being revived after being killed while using a turret didn’t work (I needed to suicide, as I was not able to play after being revived by a team mate with the defibrilator I think)
- After searching for a game using matchmaking, I often have to accept several times the server. (I don’t really see the point of this accept/decline actually, as there’s no info on the server chosen … so I don’t see why you would decline)
Just to sum up my feelings about the game, I like the basics of the game (fast / team based / objectives / classes / etc…) but in the end, it just seems like a classic S