Tirnas
04-19-2012, 08:34 AM
So i have been playing the beta for 2 weeks now and i d like to share my thoughts and questions.
Matchmaking:
I d like to know how the matchmaking is done, although i suspect that the current player population might be too small to get a meaningful matchmaking. The recon proportion seems to be way higher than assault and specialists seems to be the less numerous, this might just be me however.
Considering that i reserve my judgement regarding matchmaking for now, but we have way too many recons at the moment and too few specialists.
Guns:
I ve mainly been playing as an assault so i m most probably biased:
Assault rifles: outside the MK16 problem (It seems to be way too precise for the level you get it, it s just too good from all range) i ve been called a cheater for using the VSS. I admit that i stick with it for a number of reasons: 1. I have high weapon profiency with it (26% crit). 2. It has very nice rof for handling targets up close real quick (although it goes through ammo very vey fast) 3. It comes with a nice scope that allow for longer ranged engagement as standard. 4. I just like the look of it :)
On a side note it really shouldnt be classified as an assault rifle however, it is a dedicated covert ops marksman rifle, the AS Val is however considered a Assault rifle so this point might be a bit moot.
Oustide this the AR seems to be useful for the situations where they are designed to operate, medium range combat and at a slight disadvantage up close against shotguns and smg and at long range against sniper rifles.
SMG: They easily outmatch everything up close except maybe shotguns, they seem to be a bit too efficient at medium range however due to their somewhat low recoil, hence they are easily controlable.
Shotguns: The infamous pentagun as given them a somewhat 'noob gun' reputation. i m fine with their damage output up close, i m not as fine with the closely grouped shots from medium range that are able to drop you very easily. Might be something to have a look at during next balancing phase.
Snipers: They are quite ok for me, maybe the SR25 being semi auto is maybe available at too low a level. I m however partial to the fact they can just pop out of cover and align a shot without delay, which can sometimes make a sniper very hard to get.
LMG: a mixed bag some seems way too precise, some not, dont have much experince with them so i wont make much comments.
Pistols: are fine but i d like to be able to customize them a bit, silencer, flashlight ... but that is not a huge requirement.
One thing however, would it be possible to know the magazine capacity of the pistols in the shop, cause it is kind of a nice information to have before deciding to buy one.
Powers/abilities:
Blitz: Seems mostly fine to me, it s however a bit too easy to shoot the feets of the guy i think.
HEAT: Although i really love it there is a few issue with it; 1. I find it a bit on the short side (using MKII with wide beam so already improved compared to base). 2. I see no reasons why i cant shoot while it s deployed, people submited to it can sometimes stand in it and just shoot you the instant it goes down. 3. I have seen people (specialy snipers) being able to quickly pop out of cover to shot the HEAT operator, intended?
Oracle: Fine as it is at least for me
Cloak: it looks fine to me (and i have been killed a lot by smg cloaker, killed a few too :) ), energy consumption seems to be quite on the high side from what i ve seen.
Blackout: mostly fine the few times i ve used it, no major complaints.
Aegis: Again this seems fine, although apparently you can down an aegis bubble by shooting enough at it but i havent been able to do it yet.
Armors:
Seems to be quite balanced already.
I d like a dev to give a proper explanation regarding armor and toughness mechanics, from what i understand armor is a percentage reduction to incoming damage and toughness is a flat rate reduction, if this is correct i d like to know in what order they are applied and how they stack (ie how does the squad support power from Assault class stack with armor, is it appliable multiple time? is it stack nerfed? does only one apply? )
Grenades:
I love my nades, i d just like a bit more variety (smoke, flashbang).
I d like to see some more options, things like claymore for example.
Various:
Could we get the option to carry more ammo? maybe taking a nade sot or something? 150 ammos is just 5 mags, which is what a normal infantryman could carry (from my experience in the army, i was normaly carrying a bit more usualy, 8 clips of 30 (FN FNC, lovely AR except the trigger is a bit on the stiff side) but that was straight infantry so....)
Inventory:
Please can we get rid of those base items?
Can grenades auto stacks? (i m a bit lazy)
so this is my 2 cents right now.
ps: please excuse me in advance if some phrases dont make sense, English aitn my native language
Matchmaking:
I d like to know how the matchmaking is done, although i suspect that the current player population might be too small to get a meaningful matchmaking. The recon proportion seems to be way higher than assault and specialists seems to be the less numerous, this might just be me however.
Considering that i reserve my judgement regarding matchmaking for now, but we have way too many recons at the moment and too few specialists.
Guns:
I ve mainly been playing as an assault so i m most probably biased:
Assault rifles: outside the MK16 problem (It seems to be way too precise for the level you get it, it s just too good from all range) i ve been called a cheater for using the VSS. I admit that i stick with it for a number of reasons: 1. I have high weapon profiency with it (26% crit). 2. It has very nice rof for handling targets up close real quick (although it goes through ammo very vey fast) 3. It comes with a nice scope that allow for longer ranged engagement as standard. 4. I just like the look of it :)
On a side note it really shouldnt be classified as an assault rifle however, it is a dedicated covert ops marksman rifle, the AS Val is however considered a Assault rifle so this point might be a bit moot.
Oustide this the AR seems to be useful for the situations where they are designed to operate, medium range combat and at a slight disadvantage up close against shotguns and smg and at long range against sniper rifles.
SMG: They easily outmatch everything up close except maybe shotguns, they seem to be a bit too efficient at medium range however due to their somewhat low recoil, hence they are easily controlable.
Shotguns: The infamous pentagun as given them a somewhat 'noob gun' reputation. i m fine with their damage output up close, i m not as fine with the closely grouped shots from medium range that are able to drop you very easily. Might be something to have a look at during next balancing phase.
Snipers: They are quite ok for me, maybe the SR25 being semi auto is maybe available at too low a level. I m however partial to the fact they can just pop out of cover and align a shot without delay, which can sometimes make a sniper very hard to get.
LMG: a mixed bag some seems way too precise, some not, dont have much experince with them so i wont make much comments.
Pistols: are fine but i d like to be able to customize them a bit, silencer, flashlight ... but that is not a huge requirement.
One thing however, would it be possible to know the magazine capacity of the pistols in the shop, cause it is kind of a nice information to have before deciding to buy one.
Powers/abilities:
Blitz: Seems mostly fine to me, it s however a bit too easy to shoot the feets of the guy i think.
HEAT: Although i really love it there is a few issue with it; 1. I find it a bit on the short side (using MKII with wide beam so already improved compared to base). 2. I see no reasons why i cant shoot while it s deployed, people submited to it can sometimes stand in it and just shoot you the instant it goes down. 3. I have seen people (specialy snipers) being able to quickly pop out of cover to shot the HEAT operator, intended?
Oracle: Fine as it is at least for me
Cloak: it looks fine to me (and i have been killed a lot by smg cloaker, killed a few too :) ), energy consumption seems to be quite on the high side from what i ve seen.
Blackout: mostly fine the few times i ve used it, no major complaints.
Aegis: Again this seems fine, although apparently you can down an aegis bubble by shooting enough at it but i havent been able to do it yet.
Armors:
Seems to be quite balanced already.
I d like a dev to give a proper explanation regarding armor and toughness mechanics, from what i understand armor is a percentage reduction to incoming damage and toughness is a flat rate reduction, if this is correct i d like to know in what order they are applied and how they stack (ie how does the squad support power from Assault class stack with armor, is it appliable multiple time? is it stack nerfed? does only one apply? )
Grenades:
I love my nades, i d just like a bit more variety (smoke, flashbang).
I d like to see some more options, things like claymore for example.
Various:
Could we get the option to carry more ammo? maybe taking a nade sot or something? 150 ammos is just 5 mags, which is what a normal infantryman could carry (from my experience in the army, i was normaly carrying a bit more usualy, 8 clips of 30 (FN FNC, lovely AR except the trigger is a bit on the stiff side) but that was straight infantry so....)
Inventory:
Please can we get rid of those base items?
Can grenades auto stacks? (i m a bit lazy)
so this is my 2 cents right now.
ps: please excuse me in advance if some phrases dont make sense, English aitn my native language