We have restarted taking in your questions/comment and forwarding them to the developers. They will periodically be taking in a few questions at a time from the stock which we see on the forums and elaborating on each point.
Floor Diving does not promote fair gameplay. My opponent can easily prone when attacking without experiencing any drawback while it takes time for me to focus my aim at him. Will there be improvements on this?
We have highly taken this into account and we have a working solution already. In our next CB phase, you should be able to see improvements that would give disadvantage to people who prone during direct encounters. On our next release, players will experience a “weapon ready” delay when they go to the Prone position.
Nickole Li: Floor diving or “dolphin diving” as noted on the forums does negatively impact gameplay. In the next Closed Beta phase, you can expect to see camera shake when diving to the ground and a weapon ready time delay. Dolphin divers will now take some time to bring their weapon to bear. Additionally, prone speed has been reduced especially when in iron sight, firing and reloading. This mitigates the annoying Ghost strafing and firing while prone.
I want to benefit from ammo regeneration ability starting from level 1. Unfortunately, it's not available until level 9. Can we have this at lower levels?
You can already recover ammunition from dead bodies starting from level 1. We expect this to be a principle mechanic for maintaining your ammo supply.
Nickole Li: Players are already allowed to loot ammo off dead bodies, which should help mitigate running out of ammo till ammo regen is available. Ammo regen is a team device that is made available at the same time as all the other team devices, so it would be unfair to the other classes to have it earlier for the Specialists.
Will we be able to get rewards for team accomplishments like capturing with allies, shared kill, or skill benefits like ammo regeneration? Currently, this feature is not available in GRO.
In-game scoring is affected by individual actions such as kills, assists, headshots, captures, and capture assists. We will continue to add different scoring events that reflect team-oriented and tactical gameplay.
Jesse Knapp: One of the most exciting things about working on online games like GRO is the ability to constantly add to and improve the game. We have recently for example added Capture Assists to help reward players who are a key part of a point capture but aren’t on the point at the moment it is captured. This is currently the second most rewarding action in terms of score, second only to actually capturing the point. Situational kills(offensive and defensive) around capture points as well as assists are also currently rewarded. We’ve got a few more situational/teamplay score rewards coming soon(tm) but I won’t spoil the surprise just yet.
Joe McGinn: We do need to keep the classes balanced. For example, it's difficult to equivalently quantify the contribution of using Oracle vs. using Blitz. So some of these class-specific accomplishments are rewarded via achievements and daily missions instead, since these are custom to each class and not directly compared like your score at the end of a match.