I love this game. Please keep this in the back of your mind while reading these feedback notes.
This is from the perspective of a level 15 gamer that plays mostly 8v8 objective mode. I tend to notice things that many players miss, and I would like to take this opportunity that my personality provides to be useful in helping the developers make a better game.
General thoughts:
The rate of credit income is perfect.
The server browser has too many Max Level 5 servers (unjoinable) cluttering up the list. It needs a filter to exclude these servers, or just simply not show them, as they cannot be joined anyway.
The game’s menu system feels a bit sluggish. Like it’s got a 100ms delay when you click most things. This is exacerbated by the short between-round menu, because you are trying to switch loadouts quickly.
Your defibrillator sometimes gets intercepted by a friendly player, and is frustrating. The defibrillator can revive dying teammates, and harm enemies, but does nothing to healthy teammates. If you are in a frantic fight with a lot of people, you want your defibrillator to do what you intend for it to do - namely revive your dying teammate. Catching a foot/leg of an enemy I can accept (It still does damage), but I can’t accept wasting a crucial defib on a teammate - One that happened to meld through your body from behind (His hitbox slightly overlapping yours, impossible to see coming), or one that briefly darted over your downed teammate at the wrong time. I just feel like it could be better. What would work would be a priority system:
Take all the targets hit by the defib (Not just the first),
If there was a dying teammate, rez him.
Else if there was an enemy, shock him.
Else if there was a teammate… tickle him I guess.
The airstrike sound plays when there is no airstrike called in (And the lines to indicate which direction the airstrike will land are needlessly there as well). If the airstrike marker turned into a dud grenade (And refunded some cooldown), it will make the sound of roaring planes still. I think it should be more obvious whether the grenade is just a grenade, or if it was in fact an airstrike that you need to get out of ASAP. I don’t think it should play the sound or make the lines coming out, unless it’s actually an airstrike. Too many times I’ve ran for cover and waited, for apparently nothing.
Fragger’s and Nader’s grenades could use more differentiation. I’ve died a few times to not knowing which grenade was lobbed. Is this pineapple I’m standing on going to kill me, or only take away half my health? Fletcher’s sticky bombs have a distinct look to them, but the other grenades get obfuscated by the red ring around them. Both have the exact same generic ‘grenade’ icon attached to them. Fragger’s grenade is more powerful, and should be reflected in the icon as well. Maybe make the red icon spiky, enough to differentiate it.
The map Terminal is a bit hard for the attackers on the first objective. After thinking about it, I think the problem lies in that the attackers get split up, and have trouble making a concerted push for the forward spawn. The long balcony (with the MG) is dangerous and you want to get through it as quick as possible. The chokepoint door (Leading to the forward spawn capture point) feels very scary and unsafe. So both these most common routes lead to uncoordinated rush tactics, and the attackers really struggle to make a needed push effort. Just looking at the map as a whole from a lot of experience, it seems to be: Take the long way and die on the balcony with very little support; or take the short way and die shortly after exiting the chokepoint door. I’m not sure what would fix this, it would be up to the map makers, but I guess I’ll mention some of the usual ways to change up a map: More Access routes, more windows, or more cover. Another point worth mentioning is that capturing the forward spawn isn’t emphasized enough over planting the C4 on the wall. I think instead of saying “Destroy the containment wall”, it should really tell players to “Capture the forward spawn.” The forward spawn itself could do with being more recognizable as an objective.
The pushback effect while your character is on the EV is ineffective. You can negate the effect by moving in the opposite direction of the push force. So you can basically dance right on top of the mg in the middle if you wanted to. I don’t think that’s intended. It seems weird to have a pushback, but yet have it not completely do the job.
The map loading screens aesthetic looks odd. I thought it was a graphical glitch at first (A friend thought the same). It just kind of looks ugly, strange, and as an initial impression I thought something was wrong with the game.
I’ve had way too many games lost due to friendly Vassilis. More than one sniper really hampers your team. It’s very frustrating playing a team based objective game when half your team doesn’t realize they’re not even helping the objective. 4 Vassilis? - That’s a guaranteed loss. I played a game where there were 3 Vassilis on both teams during the 3rd objective of Bridge. Mind bogglingly bad, the objective room felt so empty. I know it seems ranty, but it seriously deteriorates the enjoyment of the game. A class limit of one would be ideal to improve reaching the goal of the overall game design.
There needs to be party functionality. I want to play with my friends on the same team. Working together cooperatively for the feel good times. Sadly this is not possible right now, and it’s a hassle trying to maintain being on the same team every single game.
I’ve seen a colour of uniform for Aura (I think Cobalt) that looks way too similar to friendly team colours. Normally friendly Aura mercs are blue. I ran to defib revive a squirming blue medic, only to find out it was actually an enemy medic. This is confusing having friendly and enemy mercs share blue colours.
I’ve seen a number of aimbotters in the game. Unfortunately there’s no easy recourse (A right-click, report for cheating would be fantastic). The votekick system is unreliable, as some people on the aimbotter’s team are unaware of the problem occurring.
Swapping out mercs between rounds needs to be smoother. It needs to be more responsive (Find and eliminate the ~100ms delay on transitions). It should also be quicker to just swap out mercs, with no loadout fiddling. If I want to switch out a merc fast, I don’t want to have to try to remember which of the 10+ loadout cards I was last using. I don’t want to scrutinize the weapons and augments just to try and come up with the loadout I was previously using for that class.
Joining a game late and hitting deploy will add an unnecessary delay until you can start playing. It will usually be one full cycle of a spawn wave. I don’t feel you need this time to sit around and do nothing. What’s worse is that your character is actually spawned into the game world, so you can actually die before you get control of your character (If an enemy is spawn camping). This also leads to the problem of ‘AFK’ players standing in base, frustrating the other people playing. “Why do we have 2 AFK sitting in base?”. It’s odd to spawn your character, but not let you control it until another spawn wave hits.
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