Crows Phase 3 Closed Beta Feedback
First off I would Like to thank all of the people involved in making GRO the game it is, I am thankful for being apart of the beta and I can't express enough how much I love this game and want it to be the success I know it will.
Most of you know me, as for those that don’t I have a Lvl 26 Assault, Lvl 26 Specialist and a Lvl 30 Recon. Additionally on a separate account I have LvL 5 characters across the board. The reason why I tested characters on a separate account was twofold:
One: Since I was Phase 2 I didn’t have the option of getting both GI weapons, so I wanted to test those out so I good give accurate feedback.
Two: So I could test how competitive newer players could be going against some of the higher level players with all the tricks and equipment. I got to tell you its a little bit frustrating playing as a low level as equipment makes the difference by a long shot. I’m not the best player in the world but I can generally achieve MVP every few matches. During my stay as a low level character I only achieved it twice and I attribute that to rage quitters due to matchmaking.
So on to the good stuff.
This feedback will be presented in categories having a suggested change and followed up by a Justification and reason why I am asking for these changes. Additionally you will find me list a Wish list under the category which just represents something I would like to see in the future but it is not critical.
Aside from pushing Sprint Key to cancel reload or to dislodge from cover the only real major issue with the mechanics of the game is the Cover Bug.
Suggested Change: Fix the 45 Degree interruption when aiming out of cover shown here: http://www.youtube.com/watch?v=QS83a...ature=youtu.be
Justification: The video above is of me continuously firing while sweeping in cover, but when I hit the 45 degree angle it prevents me from firing and re-adjusts my character then continues to fire again. This bug has gotten me killed more times than I can count.
Suggested Change: Make cloak completely invisible but leave foot prints when they walk or standardize the ability to visually detect cloaked individuals.
Justification: Whether it be my eyes or my computer settings (I have tried everything from 1600 x 1200 to 1200x1024 – High, Med, Low settings and everything in between) but, simply put. I can’t see cloak.
Once I cloak I can’t even see myself running until I pop back out again.
It’s frustrating that some people can see cloak and some people can’t. Now I’m not disputing that there are exceptionally rare times when I did see a cloaked individual, but those are few and far between and typically occur when the blue moon rises.
Some people claim that if you stand still you can see them better but that is a urban legend as far as my system is concerned, I just can’t see them no matter what I do.
What is the most frustrating is that I can’t see cloaked players and I have to use the tools we have to pick them up (oracle, vector detector, my ears listening for the sound and common sense to spray everything with bullets and anything I can get my hands on to track them down but I can step out of a Dark hallway fully cloaked and get nailed instantly by someone on the other side of the map who’s eye / graphics card / computer system DOES allow them to see cloaked.
I would just like it to be standardized so everyone is on the same playing field.
Suggested Change: ???
Justification: There is an odd bug introduced in phase 3 that would occasionally throw your character a large distance up in the air or sideways, not sure what the trigger but I’m pretty sure it revolves around odd cover spots and adjusting your character. Anyways you can end up in some weird spots.
The other maps are ok with lots of ways to exit one’s spawn and clear the choke points, however this map is not ok and has the absolute worst choke points in the game.
Suggested Change: Open up a third drop down point for attacking team. I would recommend opening up a drop down point on the bridge itself between Point A and B and put a panel in the middle so people cannot snipe from bridge to bridge.
Justification: The Fact that there are only 2 points where we can drop down with lots of cover make this map one of the easiest spawn traps in the world and nearly impossible for the attacking team to clear their starting area if pushed back. Also put up some more construction panels to prevent sniping into our spawn zone before attackers are able to jump down. There isn’t a place on this map that you can jump down that the defenders don’t have LOS to from across the MAP.
Suggested Change: Change the color of the pants to a lighter green as using that Dark Dark green on the pants looks absolutely horrible
Justification: Funk factor x10 as seen in below picture, also shows the SVDS Grip bug reported below.
Wish List: Allow a player to purchase camo to be equipped. Once you buy a camouflage you unlock it permanently for that particular armor which allows you to change camo if you feel so inclined. However the camo is bound to that particular piece of armor so if you have a MK3 armor camo purchased if you upgraded to a MK4 Armor you would have to re-buy the camouflage.
Sorta Like this:
Suggested Change: Remove the Speed penalty to Titan Armor keeping your speed at a Flat: 50 for all versions or give a +10% armor increase across the board to all Titan Armor pieces for all classes but keep the speed penalty.
Justification: I wouldn’t say the Titan Armor is useless as it is worse than useless; it’s downright detrimental to your play regardless of class. The Armor bonus of Titan Armor over Hermes armor is so minor that it’s rare that you need anything more than one extra bullet in the most extreme cases like the Assault Armor.
Hermes Armor is so vastly superior to Titan that it’s not even funny how difficult gameplay becomes while wearing Titan armor. This is because in GRO speed trumps all.
Speed increase’s all of your abilities effectiveness:
Cloak: you cover more ground the faster you move
Aegis: you cover more ground while Aegis is up
Blitz: you can move faster while in Blitz
Blackout: You can close faster to use Blackout
The ability to move in this game and move quickly is King. This game has a lot of mechanics based around cover and the ability to move between cover is critical the longer you take the more exposure you have to enemy fire. The ability to soak the occasional extra bullet you soak doesn’t mean much when you got shot twice as much trying to push from cover to cover. Simply put Titan armor isn’t worth it, and it should be.
Wish List: Eventually I would like to see something along the lines of advanced armor that includes whole new armor “look”
I would dub these Atlas armor and Valkyrie armor.
The Atlas and Valkyrie armor would essentially have the same stats as the Titan and Hermes armor but have an upgrade slot much like the MK2 devices. These upgrade slots you could customize your armor to have a special ability attached to them, something along the lines of:
- Hardened: + 4 toughness
-Flak Armor: Gain 50 Toughness versus Grenades
-Double Kevlar: Reduce the effects of Flinch from bullet impacts.
-Light Weight Composite: Climb and move over Obstacles faster
-Easy Access Mags: Reduce Reload by .5 sec
- Combat Sling: Reduce time to switch weapons
Suggested Change: Remove them from the game
Justification: Honestly impact grenades create more problems than they solve and truly are not worth the hassle. The ability to one shot kill someone behind cover with zero chance for them to try and save their own life is just flat out cheesy no matter how you try to spin it. Just remove them. Regular grenades get the job done just fine with a third the cheesy-ness.
Suggested Change: Get rid of Scope sway shown here: http://www.youtube.com/watch?v=4FOSH...ature=youtu.be
And shown here
Justification: Having the scope detach from the gun itself is very annoying and very distracting which makes little to no sense. We have stability indicators to show us how accurate our shots are going to be, having the scope float around is entirely redundant.
Handling and Stability
Suggested Change: Fix handling so it reflects the innate stability of the weapon itself and is a direct representation of how well the gun handles while on the move as opposed to just being how fast the weapon is ready from a dead sprint.
Justification: It’s no secret I like to run my snipers with Red-Dot’s on them. This is because realistically the ranges we are fighting at there isn’t much justification for using anything other than a Reflex sight to be effective. If we had the option to use Iron sights with snipers I would be using those. The fact that handling only reflects how “Fast” the weapon is ready from a dead sprint is frustrating considering I spend on my RP/GC on getting as much handling as possible.
And as seen here:
And lastly here:
The only time this gun really gains effectiveness is when I am in cover and gain stability which is completely contrary to me putting a Grip and a red-dot on it. So many times I am right on with the red-dot when I pull the trigger and completely miss. Later in the film I do a little better but most of the time I have to over aim as somehow the barrel of my gun is trailing behind my sight which makes hitting anyone accurately while on the move very frustrating.
This issue isn’t STRICTLY limited to Snipers either, I see it a lot with LMG’s as well, but in the case of the LMG you can compensate with automatic fire where precision fails.
What I mean by Stability is how much sway the sight suffers and how responsive the weapon is, for instance if I swing my weapon around and point at something, I expect it to shoot at what I am pointing at (within reason, I don’t expect to make any long trick shots but I do expect to hit a man shaped target 20 feet away).
That is what I mean by Stability as opposed to being fully “STABALIZED” which means you have your maximum critical chance and accuracy.
Suggested Change: Bi-Pod should increase recoil, stability and suffer penalties to Handling (my version of handling which includes stability) outside of Cover but gain massive bonuses to reduce recoil, increase handling (my version again) while in cover.
Justification: The penalties for Bi-Pod are not severe enough. Nothing makes me rage more than paying the RP/GC to get as much handling as possible and still watching people with Bi-Pod’s being able to Run and Gun more effectively. If handling works the way I am requesting it works this would be less of a problem but considering the way it works now a person with a Bi-POD gets massive discounts to recoil (out of cover and even more massive one’s inside of cover) that the really only downside is that it takes you .02 more seconds to ready your weapon from a dead sprint.
The ranges on Handling are simply two mellow. The difference between the same gun with a Bi-Pod versus a Grip needs to be the difference between 50-60 handling.
Suggested Change: Increase the amount of Stability and Handling (My version once again) as well as a slight bonus to recoil reduction.
Justification: The pros and cons of the BI-POD / Grip need to be a lot more pronounced. As I mentioned above: The ranges on Handling are simply two mellow. The difference between the same guns with a Bi-Pod versus a Grip needs to be the difference between 50-60 handling.
Suggested Change: Increase the damage by 2 points
Justification: The P-45 (If I have my stats correct) has a 15 Round magazine (3 more rounds than the PX4) deals the same amount of damage, has a faster ROF and costs less. At least give the PX4 something more iconic to be remembered by than simply being the biggest waste of money on the market. 2 Damage seems reasonable.
Wish List: I like everyone else would like to see extended Mags and Suppressors for the pistols and in the case of the Redhawk the ability to equip a 1.5x, 3.5x or 4x scope on it.
Suggested Change: Change the BI-POD on the Sentinel-1 to be less obtrusive or raise the scopes so they are not impacted.
Justification: The PSO-1, Phantom1x-4x, and most of the Reflex sights are unusable with this gun while it has a Bi-Pod equipped.
I hate to ruin a nice looking Bi-Pod but, when looks get in the way of functionality they simply need to go. Trade this out for a lesser unobtrusive BI-Pod or simply raise the optical views so the Bi-Pod isn’t in the way.
Wish List: I would like to lower the damage of the SR-25 and SVD weapons while increasing the ROF up to the 240 ranges and double the ammo pool.
So Basically Crow you are asking us to take some automatic snipers and essentially turn them into Semi-auto Assault Rifles with scopes?
Yes because that is essentially what they are with a wee bit more damage and a wee bit more accuracy. As it stands using all of the Sniper Rifles before the SR-25 are garbage. (say what? )
Now hear me out.
The reason why is simply all the Snipers starting at Lvl 15 have the Best ROF while not having to pull back to cycle the bolt, or the ability to 1-shot kill’s with a body shot.
Lowering the damage of the Auto-Sniper’s down to the 55 (and in the case of the SVD 60’s) range’s put more emphasis on the bolt action snipers ability to deal damage and get kills with headshots. The auto-sniper role would be taken into more of a suppression / counter sniper allowing them to lay down lots of accurate fire but would take 3-5 shots to bring down targets unless they get a critical headshot.
The auto-snipers are so vastly superior to any of the Bolt actions it’s not even funny, so I would essentially like to re-tool them to a more appropriate role that doesn’t put half the sniper rifles in the game to shame.
Suggested Change: Move the Grip back so it lines up with the avatars hand
Justification: The Grip on the SVD (and all versions that can have it) is too far forward and as such your players avatar is simply holding a fist full of air. Looks…awkward.
Suggested Change: Change the extended mag's to at least bring the Rounds in the magazine up to 7.
Justification: Paying 900 RP to bring the magazine capacity up from 5 to a whopping 6 is more than amusing. That's like saying "Hey I've got extended mags because loaded one in the chamber."
PP2000 – PP-19
Suggested Change: Increase the damage of the PP2000 and PP-19 by 1 point across all versions while reducing recoil.
Justification: The PP2000 much like the PP-19 (you’ll see the same argument below) has a much slower ROF while still maintaining pretty heavy recoil. It doesn’t make sense because other guns with much higher ROF actually have less recoil. When it comes to SMG’s the truth of the matter is: ROF is king.
Damage is good sure but ROF is what wins you fights up close and personal. So rather than try and make the PP2000 and the PP-19 compete with the much faster ROF weapons, lets re-tool these guns to have a different role than up-close and personal apocalyptic destruction like all the other SMGs
Instead let’s turn the PP2000 and PP-19 into the Medium range Submachine guns able to put accurate sustained fire in the medium ranges. They may not have the up-close point blank kill power as all the other SMG’s but at least they have a Role outside of being a Waste of Cash. So what I am aiming for is a Medium Range SMG that has both low recoil (Around 30-40 Recoil) and the ability to make sustained bursts while still being accurate at medium range, all the other SMG's can kill you faster sure, but these gun's role is to be the 'Long-Range" sub machine guns.
Suggested Change: Decrease the ROF of the MP7 to 850
Justification: As it stands there is no reason to EVER (AND I MEAN EVER) buy the MP7 -C. It costs more, deals less damage and has more recoil. Let the MP7-C be the fastest firing version of the SMG. Let it have that Apocalyptic kill potential up close and personal as it pays for it with its Higher Recoil. Bring the regular MP7 down to the MP7 SD. It just makes sense.
Suggested Change: Increase the ROF of the PP-19 SD’s ROF to 750
Justification: As it stands there is no reason to take the PP-19 SD over the SP. Both guns have the same ROF but the SD has a build in Suppressor and no Stock which just gives you tons more recoil. There is no benefit. At least increase the Rate of Fire to fulfill the CQC role of being HIGH ROF, HIGH RECOIL CQC variant.
Suggested Change: Decrease the ROF of the MP9 to 850
Justification: Just like the Mp7 there is zero reason to take the MP9-C over the regular MP9. This needs to be corrected. Drop the ROF of the Regular MP9 down to 850 to give justification to wanting to use the MP9-C, otherwise it’s just a waste of space and a waste of effort.
Suggested Change: Reduce the ROF of the P90 to 750
Justification: Are we sensing a pattern yet? The P90 does the absolute highest damage of any SMG has a Long barrel and has a ROF of 900. Absurdity! I can’t think of a single reason why you would ever consider taking any of the other two versions. There needs to be one. Hence reduce the ROF of the P90 to 750 ROF as it’s the biggest hitter, the P90 SD has 800 ROF with a Suppressor and the P90-C has the 900 ROF to fulfill its role of being the CQC variant.
Suggested Change: Remove the Bi-Pod from the MK5 GI weapon
Justification: Aside from the fact that the MK5 LMG is an absolutely horrible gun and should be avoided at all costs, any newer players trying to use the MK5 GI will find nothing but tears and frustration as the Bi-Pod is completely unnecessary and makes quite potentially the worst handling in the game. I can understand if a person wish’s to put a Bi-POD on the weapon because that’s just the way they roll, but forcing newer players to use this gun with a Bi-pod locked in is pure torture.
Suggested Change: Lower the ROF of the M249 to 950 ROF
Justification: The M249 Para is the up-close and personal gun, let’s keep it that way. It is actually pretty stupid to take the M249 as without the grip you suffer higher recoil and more handling time and it costs exactly the same as the MK 46 mod 0. The MK46 is clearly better bang for the buck over the regular M249 so let’s at least get some variety.
Suggested Change: Reduce the Reload time down to 3 seconds and give the option to purchase Extended Mags. Extended Mags should give you a 100 rounds and a 6 Second Reload.
Justification: This gun is the bastard of the LMG’s. Every person who has purchased this weapon has regretted it. The 50 round magazine and the 6 second reload simply breaks what would otherwise be considered a decent gun. Lowering the Reload time down to 3 seconds would fix the big problem, but additionally offer the option to purchase a 100 round extended magazine which will bring it back up to par with all the other LMG’s.
Wish list: I would easily pay the3-4k RP for the option to add a 50 Round Drum or a C-Mag to the M27 C. Now that would be some fun.
Suggested Change: Lower the ROF of the VSS down to 750-800 range and drop the recoil significantly.
Justification: This gun is a travesty. High ROF, Low damage, 20 round magazine (30 with extended) and locked into a 4x scope. It has Fail written all over it in large letters. The high ROF and recoil keep this gun from taking advantage of using the 4x scope. It simply cannot be done outside of using Semi-Auto (you can’t even burst it without the recoil reaching for the sky) and using the gun on Semi-Auto is pointless as the damage is so low you are only sniping people for 10-19 damage at long range which blows my mind.
Wish List: The AS-Val is probably hands down my favorite Assault Rifle, even with the train wreck of the VSS I still like it. I would totally pay 3-4k RP to have the option to buy a 40 round extended magazine as the 30 round versions isn’t enough. I want more!
Suggested Change: Have the MK16 and the ACR switch places on the Tier levels
Justification: The MK16 is arguably one of the best assault rifles in the game, the ACR is a pitiful excuse for a lvl20 gun. Rarely does a game go by where someone (myself included at least once a game) complains about the MK16’s power. I have pictures of the **** gun 1-shoting both my recon and my specialist with crit headshots. It is exceptionally frustrating.
Rather than Nerf this gun for being as powerful as it is at such a low level simply have it change places with the ACR which does less damage has less ROF (except for the C version) and is by far a more reasonable weapon for the Lvl10 Range.
At least now if I get killed by a MK16 I’ll take solace in knowing they had to pay the RP/GC to get it.
Suggested Change: Increase the ROF of the SAR-21 from 450 to 600
Justification: No brainier, what In the world were people thinking and what informed person would ever buy an assault rifle with this low of ROF. *shakes head*
That’s it’s for now Gents!
Take care and feedback is welcome but not necessary =)