Some bugs/Suggestions


(Bloodless) #1

I’ve played a lot over the past couple of days and I find some things in the game to be quite annoying…

number 1.) Aura’s healing station is way too op, many times it is placed behind walls/objects which makes it impossible to destroy considering you have to do like 10 head shots just to kill the person. People usually drop them in mid fight which is super unfair as the station heals way too fast. Make it so that it takes at least 2 seconds before it starts to heal when placed. Also it should heal as fast as medic drops or heal in intervals of 20 instead of a constant flow. Or if someone gets shot while near the station it will stop healing that person.

number 2.) Some guns are pretty over powered, mainly the burst fire weapons… (if you have good aim) they can kill most people in 2 hits in the head. while other guns will take close to 6… so if you have equally good aim you will usually die first because of it.

number 3.) Mounted MG’s don’t play sound! usually I’ll get hit without knowing what happened until my character dies…

number 4.) When joining mid session you can’t seem to choose your class, the game will automatically pick your first character out of the 3 that you have.

grenades can be pretty hard to dodge if someone is good at cooking the nade… I personally would have the grenade thrown at a slower velocity. (although this isn’t too much of a big deal to me).

Another thing that confuses me is why medics health drops use the “Q” button yet artillery guys use “E” to drop ammo… I sometimes will throw artillery strikes by accident because I’m used to medics using Q to drop health. To me it just makes more sense to have the same button used whenever you want to drop ammo/health.

With larger groups of people playing (16 players) artillery strikes can be pretty spammy… which can be annoying especially in smaller maps where you can’t have too many options on where you can go. Making a global limit on how much it can be used could help some.

Having 16 players in a match can be too much especially with the size of the maps used.

That’s about all I can think of at the moment, thanks for readin’.


(Szakalot) #2

[quote=“Bloodless;1136”]
number 1.) Aura’s healing station is way too op, many times it is placed behind walls/objects which makes it impossible to destroy considering you have to do like 10 head shots just to kill the person. People usually drop them in mid fight which is super unfair as the station heals way too fast. Make it so that it takes at least 2 seconds before it starts to heal when placed. Also it should heal as fast as medic drops or heal in intervals of 20 instead of a constant flow. Or if someone gets shot while near the station it will stop healing that person.[/quote]

Even though many of the ways Aura’s healing station can be countered are out of the game at the moment (basically, mercs with AOE weapons), i agree with all the points & suggestions. Something has to be done, I’d prefer longer time to start the healing process, to avoid use in random firefights.

Gives aura the defensive power, but prevents abuse when ambushed.

number 2.) Some guns are pretty over powered, mainly the burst fire weapons… (if you have good aim) they can kill most people in 2 hits in the head. while other guns will take close to 6… so if you have equally good aim you will usually die first because of it.

burst guns are very dangerous long-mid range, but scale badly against experienced players up close. Also very hard to take on two players at once, compared to most other guns out there

number 4.) When joining mid session you can’t seem to choose your class, the game will automatically pick your first character out of the 3 that you have.

by default you always start with your first merc (the leftmost one in the lobby).

It would be nice if we could choose which merc we want to start with at the beginning. Just drop the limbo few seconds before actual ‘deployment’.

grenades can be pretty hard to dodge if someone is good at cooking the nade… I personally would have the grenade thrown at a slower velocity. (although this isn’t too much of a big deal to me).

It will become a bigger deal once more players learn to cook&throw. An experienced fragger’s nade is almost undodgeable. Not cool.


(Rimmorn) #3

Problem old as the feature itself. Point of cooking is to give less time to dodge the nade, if the guy was able to look at his fingers for 3 sec in peace then the nade to the face is well deserved.

Completely agree that the velocity is too high, might as well use a slingshot or even a crossbow.


(Nail) #4

you can choose your starting merc


(Bloodless) #5

I know you can choose when game first starts using F1, F2, F3 but if you join midsession through server browser it doesn’t seem to give you that option. It’ll always be the first merc you have out of the three of them.


(Jinuaja) #6

I think Aura A.O.E healing should be debuff, but just that. Aura healing should have a smaller radius so the players cant move around in it, and be almost invulnerable. It works more like a quick pick me up station that you have to stand right next to being a easy target. I mean it does heal you pretty fast.