Some Feedbacks


(Theno) #1

Hi guys,

I wanted to share my opinions about the game as a new player. I have more than 60 hours gameplay and I am rank 9 and I think it is enough to give some opinions about the game. I played 60 hours but I don’t think to continue playing the game much for the reasons I will state below. Though knowing this I still purchased starter pack, just to help developers. Now the wrong things about the game in my opinion.

  1. First of all the merc Phantom shouldn’t be in this game. Because he has an invisibility ability and in a team oriented objective based game it is simply pointless. Especially for new comers. I can still see them and kill them, that’s ok but not everyone can do that. Also the worst part they hide in the back and kill you when you are doing an objective. It is not fun for me. It could be ok maybe if this was a TDM with no objective other than killing others. But in a game like this, that merc is a game breaker for me. Invisibility ability shouldn’t be in this game IMO. If one team consist of low rank players and other team has a phantom they usually lose that game. And if the player is a bit skilled then it is simply boring for the other team… When this happens I simply leave the room. Because being killed from the back every time doing an objective in a newbie team is not fun for me.

  2. And there is Nader’s martyrdom ability. This ability also ruins team play IMO. Instead of fighting fair, they jump inside the enemy team like a kamikaze, die and blow themselves up. Seems simply stupid to me. Good for Phantoms though. :smiley: But still both of them hurts the team play in this game.

  3. After yesterday’s update I saw Fragger’s nade decreased to one. I didn’t like it also. Though refill time cut half, it still seems pointless to me. Fletcher has many bombs. Nader has many bombs. Why Fragger has only one? It must be 2 again and with a refill time between old and new.

  4. Another thing is, this game doesn’t explain itself well enough to new comers. Tutorial is inadequate. It doesn’t simply emphasize team play. Ok give ammo and revive others. But not telling the players about doing objectives together. Supporting each other. Sticking together etc. Everyone rushes to get some kill so the team fail.

  5. Also different things in different maps aren’t clear. For example I didn’t know, to keep the barrier closed, you must protect the generator in the room in Bridge map, until level 5. It is not explained anywhere and I didn’t had a chance to play engi before. The thing game says is disable the EVE. It doesn’t say protect generator. Because even if they repair EVE they won’t be able to move further. And since the game emphasizes disabling EVE, newbies trying to do it every time instead of protecting generator. Simply camping in that room with healers as a team will do the trick. But I don’t remember how many times I lost the game because of this. And doesn’t matter how many times I warn people about it. So I don’t play Bridge anymore.

  6. Some mercs like Aura, Sparks, Proxy are too fast. When met one in close quarter they start jumping from wall to wall like a fly :smiley: I can still kill them but it is not fun. It also again breaks the team play. Because that guys simply rushes to get some kill by using those movements with a shotgun inside the buildings jumping around, instead of helping their team. So another lost for his team. And another reason to simply leave the room. They can be a bit slower.

  7. There can be different merc packs for attacker and defender teams two packs with consist of 3 mercs, 6 mercs in total. When I am on attacker team my attacker pack activates and when I am on defender team my defender pack activates.

  8. Game needs more maps also. And could be bigger. Because if the teams unbalanced powerful team starts spawn killing some time later. Maybe spawning system need some fine tune. :wink:

  9. Support actions must earn more XP points IMO. So this will encourage team game. Also K/D must be counted for combat skills. Higher the K/D, higher the points you must earn. This will reduces the ramboing in game. :slight_smile:

  10. Credits earned from game should be higher. Or loadout and Merc prices must be lower. Since I am not a no-lifer, even with booster, buying a merc and a bronze loadout will take weeks for me.

  11. The action of finishing the enemy in game must be removed IMO. If one started agonizing on the ground you shouldn’t be further finish him. He must pass away after the timer fills and can be revived at that time frame. This also encourages team play. Also makes fights more intense and fun. Instead of rushing, dying and spawning, they will want to stick with the team so they can be revived and continue to the game. This will also be a more challenging for both teams. Maybe you can give it a try to see how the community will react. :wink:

  12. Also I don’t see many high rank players in game. The servers I play has no rank restriction because sometimes one rank 18 can join - even saw a rank 40 once, the highest rank I saw ever - but rest of the team max at rank 10 with majority around rank 5. In 60 hours of gameplay I didn’t see more than 10 players over rank 10 in my room. After reaching rank 10, don’t they continue playing or are there other servers for high ranks?

  13. Also there is something weird goes on with my gameplay especially with shooters like Fragger. I gave the enemy whole clip, get hit markers, sounds and at least 3 headshots yet the guy kills me with a few shots and having half of his health. I could think of lag but I mostly play with 50 or 60 ping, same for the other guy. Does this game have a problem with hit registry?

With lack of team play and game breaking things I stated above I can be in losing team many times. And after spending one hour and losing 3 stopwatch games I simply exit the game. It is boring for me.

I am a team player. I play engi if there is no engi in team for objectives. I play medic to help the team if there are engis in team. But without support of the team one can’t do much.

For example, previous day in underground map I played engi. After struggling more than 10 mins and planting the bomb at first point 5-6 times alone we finally managed to blown first point. And when the sides changed they blew 2 points in less than 5 mins and won the game. It was simply boring and frustrating for me and a sure exit from the game.

In another game again underground map, opponent team had 5 snipers out of 6 players. :slight_smile: And ofc they failed hard. The other guy in the team tried to make them change class but they didn’t. Some class count restriction could be good. For example in a 6 player team, game should only allow 2 snipers at the same time. Also at least 2 healer maybe? If no one choose medic 2 players can randomly selected as medics.

Since I want team play, I am looking for a team oriented game. And I thought this is one them but unfortunately it is not, right now or maybe I was mistaken by thinking like that. So I don’t think I’ll continue playing it much though I liked the game and concept. Yet I still wanted to share my opinions and I hope you consider them.

Thanks…


(FireWorks) #2

I agree, that the bridge generator/barricade could use more pointers for newbies.

Players reaching level10 will be brought to their minimum level 10 servers if they choose quickplay. Lower players are usually regarded as “bad” :slight_smile:

From the majority of your thoughts, it seems to me, you are not too fond of the quake style games. Most things wont change cause they are fundamental, like fast mercs. Also Fragger got his nade reduced cause it instagibs out of nowhere. Especially crowds with “teamplay”.

Hope you get to enjoy the variety different mercs bring to game at a later point. Maybe on the higher servers, where more people know more tricks to learn.


(Jostabeere) #3

Seriously, just get out. He was nerfed more than enough. stop crying about one of the weakest mercs in the game.

Edit: Same with Nader. Like every tenth new player below level 10 is crying about Martyrdom.


#4

Hey there!

I’ll answer your feedback one by one.

  1. While I’m not a big fan of Phantom either, he’s there to punish people going alone.
    It’s his job. The reason why Phantom is used in pub, is simply because there is mostly no structure there.
    No communication, nothing.
    However, if you play with experienced players (competitive) Phantom is pretty much useless there.
    These players work as a team and they communicate.

  2. The same goes with Nader’s martyrdom ability.
    While new players will fall to it tons of times, experienced players just won’t.
    They will run away if you try to do a kamikaze action.

  3. The reason for that is because Fragger was (and probably is) the best killer in the entire game.
    He has 150 HP and access to powerful guns like the M4A
    The “nerf” wasn’t exactly a nerf, it was more a balance thing.
    He did not really suffer.

  4. Yes, the tutorial isn’t THAT helpful.
    Its rework is on the list.

  5. Well, yes. That’s not that clear either.
    However, you can also destroy it by shooting at it or by using explosions.
    Same goes with the EV, you can either use explosions or bullets.
    While bullets aren’t very effective, it’s a good choice if the EV is at very low health and you just need to finish it off.

  6. Dirty Bomb is ment to be fast-paced.
    They appear to be fast when you start to play the game.
    Once you are in it, they are quite easy to kill.
    Same again: In competitive, it’s HP over speed.
    Real competitive players do have good aim, they will hit your head, so lots of HP is needed.
    Same goes with shotguns, btw.
    Shotguns are powerful in pub, but lackluster in real competitive.
    Why? Because again, there is communication and teamwork.
    Before you can even get to them they will shoot you off in distance.
    It’s different in pub, though.
    There, you can easily flank the entire enemy team and whipe them with one go.
    Hint: I found out that jumping is quite effective against shotguns.

  7. Actually, this idea is not bad. Predefined mercs to choose from would be cool.

  8. The problem with big maps is that their creation takes a long time.
    However, there is a new map called Dome. It’ll be released quite soon.
    Also, a new game mode called Execution is in works.
    About the team balance:
    In the latest update the devs have changed the team balance in objective mode a bit.
    I personally experienced a lot of balanced ones.

  9. I’m not sure with that one.
    I feel like the xp rewards are quite good.
    They are being tweaked, though.

  10. Actually, the credits gain is pretty high.
    You have to do the missions.
    You get three missions every three hours, each of them being worth either 500, 750 or 1.000 credits.

Furthermore bonuses exist.
You get a total of 1500 credits by just playing one objective match, one stopwatch match and by getting one win.
It also gets refreshed at a certain time of day.
That means you may be lucky enough to get these bonuses two times a day resulting in a total 3k credits.
The most efficient way is to do the missions, come back three hours later, repeat.
Don’t play the game to grind, though. Play it out of fun.

Additionally there is a rotation system.
It allows you to play with three specific mercs.
This pool changes every two weeks.
Obviously Skyhammer and Aura are always free.

  1. I don’t really understand this one.
    By removing the finishing action, medics are kinda useless as they can’t revive anymore.

  2. There are three types of servers:

a) Max level 5 servers
b) Normal pub servers
c) Minimum lvl 10 servers

You are level 8, so you play in normal pub servers.
As I stated earlier, there is no real teamwork in these.
You need to start asking things like: “Who will be medic? Who will be ammo supplier?”
It’s good that you are filling in the spots that lack, now you just need to lead your team a bit.
Well, and once you are level 10 or higher you can start playing in the minimum 10 servers.
Players there are experienced but the difficulty is a lot higher, too.

  1. Hmm… the hit beeps make beep once you’ve hit the head.
    If you do not hear any beep, you have not hit it.
    Try to aim a bit higher than you usually do.

About the merc restrictions:
While a full team of Vassilis isn’t very effective (mostly) you just can’t restrict players from using him.
I know it would solve that problem, but it would be unfair.
I mean, they bought him so they should also be allowed to use him.
Try to politely ask the team or the specific person to change.
A week ago I was kicked because I practiced Vassili a bit.
I hate it when this happens, especially if you played support mercs a lot before.

I hope I could help you a bit with my answers.
Let me know what you think! :slight_smile: