Some changes & suggestions after long weekend test.


(Sinclair) #1

Hello everyone,

Now after 20 hours on the closed beta this weekend with my friend. I do my balance sheet. Present for the alpha, I could see the developments and changes and I hope that some ideas will please you. Happy reading.

In advance I apologize for sometimes broken English, French being, as you know we are clearly not perfect. :smile:

  • Change needed on tag clans, including separate it from the nickname by another color or hooks.
  • Perhaps it would be envisagle reserve the clan names.
  • Mines does not necessarily damage to the person who plant them.
  • Mines should be defused with a keyboard key for more discretion. Shot is not necessarily the most discreet way for sneaky players.
  • Mines should disappear after the death of the player.
  • When you shot the mines of an enemy and you kill him, shooting should we be awarded and not be considered as a suicide.
  • The healing station are too powerful and should be reduced by at least 30-40% health regeneration.
  • The healings station should not be stackable.
  • The medic pack should be slightly improved regeneration of life.
  • A bug in the menus shows us twice for the same crate, or we still shows that we have a crate when they are already open.
  • The MP400 require a slight reduction of his damage in close combat.
  • More badges for more happiness.
  • Better reward players after winning a level. It is certainly expected, but currently on beta levels have no interest.
  • Possibility to change the mercs and loadout outside a lobby.
  • Create F6 button to say that we are ready more attractive, some players do not pay attention.
  • The map would need to be expanded to at least 20 or 30%.
  • The acceptance time for a competitive match is currently far too long. Currently at 1:07 it certainly could be halved.
  • I know it is for the next beta normally, but the way we group has much missed.
  • The damage of air strikes on the tank are too much important for the moment.
  • The desert eagle recoil during alpha was huge, now it is much too low.
  • The bonus of a common proxy card is bugged. Including the “Flying Pig” bonus.
  • Some loadouts are absolutely identical but do not have the same rarity.
  • The logo of the Blishok in the kill feed is currently bugged.
  • Perhaps it would be possible to not allow the enemies to go into the spawns.
  • Some maps and some path was reduced in size from the alpha. I don’t know why.
  • The time when we scope with the sniper and switch on the secondary weapon is too long.

Thank you to everyone who took the time to read me, please tell me if you agree or disagree with some of my suggestions. I’d be happy to discuss with you.

Have a nice day / evening and I look forward to seeing you on March 6.


(Zep0u) #2

Nice topic, need those feedbacks to improve this amazing game <3


(Nail) #3

meh


(Szakalot) #4

would be nice if you gave your reasons for some of the suggestions, as many are little unclear and/or i disagree with them strongly.


(Sinclair) #5

Difficult to explain each point, some are clear to me. It would be wiser for you to tell me who bothers you, and those you do not understand. I would answer with pleasure.


(Szakalot) #6

[quote=“Sinclair;1153”]

Mines does not necessarily damage to the person who plant them.[/quote]

Are you sure? The person who plants the mine can be killed just like a person from the opposing team. Sometimes you can avoid getting hit by the mine, if you manage to put some type of wall between yourself and the mine. Sounds to me like that is what happened, otherwise Proxy should have died with the mine.

Mines should be defused with a keyboard key for more discretion. Shot is not necessarily the most discreet way for sneaky players.

In order for a mine to be defused, you would have to come close; and its when you get close the mine explodes. It would require a new mine mechanic.

Mines should disappear after the death of the player.

Why? Seems to me like all these deployables can stay until replaced/destroyed.

The healing station are too powerful and should be reduced by at least 30-40% health regeneration.

there are many many ways to balance healing stations, but all that should wait until all mercs are back in play. Many of the mercs which were not available in the last test have ways of dealing with the healing stations

The medic pack should be slightly improved regeneration of life.

are you referring to the health rate for a teammate, or for the medics themselves? I think the healthrate is in a really good spot atm. Fast enough to heal up any teammates, slow enough self-heal to prevent rambo medics.

The MP400 require a slight reduction of his damage in close combat.

which weapon is it? Vassili’s default secondary? Most machine pistols seem fine to me.

The map would need to be expanded to at least 20 or 30%.

do you mean an additional objective for each map, little bit of extra space here or there or ALL MAP ENTITIES EXPAND BY 20/30%?

The damage of air strikes on the tank are too much important for the moment.

Engineer’s repair rate is pretty nice at the moment. I would rather have an easy to destroy - easy to repair EV than hard to destroy - hard to repair. The former promotes slowly edging EV forward, rather than having few chokepoints that are easy to hold.

Perhaps it would be possible to not allow the enemies to go into the spawns.

If enemies are crawling your spawn, you are losing anyways.

The time when we scope with the sniper and switch on the secondary weapon is too long.
[/list]

I disagree, snipers can be extremely powerful, and a missed shot has to be penalized in close quarters. Otherwise you get to fight an enemy that can one-shot you, and you still have to get through them in a fair SMG fight.


(APRenpsy) #7

[quote=“Sinclair;1153”]

  • Change needed on tag clans, including separate it from the nickname by another color or hooks. Yup
  • Perhaps it would be envisagle reserve the clan names. Yup?
  • Mines does not necessarily damage to the person who plant them. Not sure what you mean here.
  • Mines should be defused with a keyboard key for more discretion. —
  • Mines should disappear after the death of the player. Yup but with a time lag
  • When you shot the mines of an enemy and you kill him, shooting should we be awarded and not be considered as a suicide. Yup
  • The healing station are too powerful and should be reduced by at least 30-40% health regeneration. Eh I think it better if you don’t heal for a set time after getting hit
  • The healings station should not be stackable. Yup
  • The medic pack should be slightly improved regeneration of life. Yup
  • A bug in the menus shows us twice for the same crate, or we still shows that we have a crate when they are already open. —
  • The MP400 require a slight reduction of his damage in close combat. —
  • More badges for more happiness. Yup
  • Better reward players after winning a level. It is certainly expected, but currently on beta levels have no interest. Yup
  • Possibility to change the mercs and loadout outside a lobby. [style color=“red”]Yup[/style]
  • Create F6 button to say that we are ready more attractive, some players do not pay attention. Yup! LOL YUP!
  • The map would need to be expanded to at least 20 or 30%. They were bigger before, who knows maybe in the future
  • The acceptance time for a competitive match is currently far too long. Currently at 1:07 it certainly could be halved. Yup?
  • I know it is for the next beta normally, but the way we group has much missed. Rewrite that?
  • The damage of air strikes on the tank are too much important for the moment. Debatable
  • The desert eagle recoil during alpha was huge, now it is much too low. Debatable
  • The bonus of a common proxy card is bugged. Including the “Flying Pig” bonus. —
  • Some loadouts are absolutely identical but do not have the same rarity. —
  • The logo of the Blishok in the kill feed is currently bugged. —
  • Perhaps it would be possible to not allow the enemies to go into the spawns. Yup
  • Some maps and some path was reduced in size from the alpha. I don’t know why. Answered above
  • The time when we scope with the sniper and switch on the secondary weapon is too long. —

Have a nice day / evening and I look forward to seeing you on March 6.[/quote]

My answers in red, normally I prefer to nerf and buff things in a indirect way instead of just direct changing a number. Anything answer in — is a no comment. Anything with ? needs a little more explanation. Yup is self-explanatory.


(APRenpsy) #8

Noticed the red didn’t work lol.


(Szakalot) #9

go bold instead of red and your post shall be read


(bubblesKeyboard) #10

I agree with Szakalot on this one besides the healing station problem