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Dunabar

My feedback regarding the 1st Veteran Alpha Test - The things I did NOT like about it

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Posted (edited)

Hey Folks

With the initial Veteran Alpha Test over, I wanted to give my thoughts & opinions on the initial Overhaul build of the game. I know we didn't have access to everything, so it's kind of hard to say for sure if everything has been implemented as intended for final design, or if it's more or less just a placeholder / test version / bug, or whatever that is just there to give us a rough idea of what to expect in the future. I'm going to start with the things I didn't like about the Alpha test, then I will create a post about the stuff I'm feeling rather...conflicted towards with the Alpha test, and finally a post over the stuff I actually liked about the Alpha test. I'm doing it this way mainly to cut back on the length of the posts and because I want the last post to go out on a positive note. With that out of the way, lets get started on the stuff I did NOT like about the Alpha Test...

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My feedback on the 1st Veteran Alpha Test Links

N/A at this time

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#1 - The (seemingly) removal of "Friendly Fire" when getting in the way of a moving Friendly Vehicle.

Starting off simple and I will admit I'm uncertain about this one because I don't know if it's a bug or something intentional. I don't like that we can now (seemingly) just push Friendly Soldiers away with Vehicles while we're driving them. While I do NOT encourage People to recklessly Team Kill their allies, Friendly Fire is a feature of this game, and one does not simply get hit by a massive war machine and walk it off like it was just a light pillow strike. I'm hoping this is just a bug and not the start of the gradual...softening of the WW3 Gameplay. I understand some players do not like Friendly Fire in their video games, but to me it adds to the immersion of the gameplay, and for me immersion is very, very important. If softening up WW3's gameplay is in it's future, I do NOT want to be part of that softer experience, I will want to see a Hardcore/Authentic/Realistic/whatever game mode for Players like me who actually like the hardcore elements of the game.

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#2 - The Kill Cam

If I had to remove one thing from this build above all else, it would be this stupid Kill Cam. The reason for why I would remove this "feature" of the game is simply because of the core design philosophy behind WW3's gunplay (at least what I think is still the design philosophy anyways.) That the game is less about just simply outgunning the opposing player and more about superior positioning when fighting. The Kill Cam, by it's very design concept, is completely antithetical to WW3's gunplay philosophy on the basis that it DIRECTLY reveals the Player's position to the Player they killed.

So, if Player A kills Player B, then Player B can take that information to give to their Squad or Teammates in the area, or use it themselves. If Player B hasn't gotten off the Kill Cam, they seem to be able to keep watching Player A for an indefinite amount of time, and that in turn means Player B can give second by second updates to their Team as to what Player A is doing. What did Player B do to get this bountiful amount of knowledge they can use to help their Squad/Team in the area against Player A? Simple. They died to Player A...that is it. So, at the risk of sounding like an Elitist jerk, Player B is really getting information they DO NOT DESERVE.

I'm not sure what this Kill Cam is suppose to be aiming for beyond the two things I've heard - Helping new Players & Preventing Hackusations. But, if you want to help new Players Learn the game, then Tutorials & them Just playing the game in general will be a better teacher than any Kill Cam. As for Hackusations...well, that failed day 1 of the VAT as I saw multiple People accuse People of cheating.

It's a bad teacher, it's terribly unfair against players that are excelling during a match, it won't do anything to stop People from accusing other People of cheating, and if anything it's permitted cheating in of itself by revealing the Player's position, showing their movement, current health, weapon, armor, and etc etc... Keep it if you absolutely must (IE: The Company has a metaphorical gun held to it's head.) But, in this Veteran Player's opinion, it should be thrown in the trash faster than a soiled diaper.

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#3 - New Progression System

Just going to shoot straight with you all - I HATE THIS PROGRESSION SYSTEM. If my hatred for it burned any brighter, It would blind People just staring at it. Where do I even start?..

We go from a system where the process is very simple-

  1. Play the game / Complete Challenges while playing the game to earn in-game currency using a set of select arbitrary starter weapons.
  2. Buy whatever Weapons, Attachments, Vehicles, Uniforms, Upgrades and etc etc...that interest you so long as you have the in-game currency to buy it.
  3. Repeat till you have nothing left.

We unlocked stuff largely as we desired to unlock them, we forged our own path of progression, and on the whole it felt good in my opinion. I didn't feel like it was work, I didn't feel punished for getting new stuff, and I didn't feel punished for wanting to try new things. This new system however....

  1. Start playing with a set of Arbitrary Weapons (just like above)
  2. We unlock what has been arbitrarily placed on a predetermined path.
  3. Whatever starter weapons we use/level up, those attachments we unlocked for them are NOT usable automatically on the new guns we unlocked, so now we have to earn those attachments - AGAIN, for EVERY gun, across EVERY category of weapons (unless the weapon doesn't have that particular attachment for some reason).
  4. Then we have the Strikes which get the exact same treatment with some only being able to generate a limited amount of Exp at a time while others can be used so long as you keep them going during the game.

It doesn't feel like I'm earning rewards for playing the game, it feels like I'm just advancing to more, and more obstacles. Say what you want about the old progression system, at least those obstacles stopped being obstacles the moment they were out of the way. This system just looks to make me repeat the same obstacle multiple times under the guise of calling it progression. But, know what makes this even harder to deal with? I have a feeling we're absolutely stuck with this garbage system with zero chance of going back to the superior progression system....I could understand if we had a worse system in place and this was being done to make it feel less like work. But, it actually feels like someone said; You know what? Games should not be fun. They should be work - work and nothing but work till nothing is left to do but more work once it comes.

But, I don't like to complain and not offer up a solution to remedy the problem (unless it's the dumpster fire called the Kill Cam.) So, here is what I suggest doing with this "Progression System."

  1. Rather than have us rank up each individual weapon to unlock attachments. Have us rank up the Weapon category and in turn have the attachments unlock for all of the Weapons of that category. Yes it will be still be a grind, but it won't be nearly as bad as having to do it for EVERY weapon in the game.
  2. Do the same for Strikes where it makes sense as well. So instead of having to rank up every IFV to get a certain upgrade, rank up the IFV category in general to have the upgrades unlocked available for all unlocked IFVs.

Do that and the grind -might- not feel so bad.

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#4 - Weapons acting exceedingly uncharacteristically to their real life counterparts

Now I get certain things have to be done for balance and some stuff gets fudged a little bit for variety. But, there is one thing I dislike very, very much with games like WW3, and that is when Guns act exceedingly uncharacteristically of themselves. Like if someone added the AN-94 to a game, but didn't give it the 2-round hyper burst, adding the Glock 18 to the game but it doesn't have a fully automatic fire mode, making the AA-12 a burst firing Shotgun, or Shotguns having reduced damage at close range just because they have a long barrel. Whatever it may be for other games, I really, really don't like it when it happens in WW3, and that is something we could see in the VAT. The biggest offenders in my opinion were-

  1. The Ragun Pistol - A semi-automatic Pistol in real life has burst fire in WW3 and no semi-automatic fire mode.
  2. The AK Alpha Assault Rifle - A semi-Automatic & Full Auto firing Assault Rifle has 2-round Burst, Full Auto, and no Semi-Automatic.
  3. The SMGs - Neither the VITYAZ or the Sig have semi-automatic features in game, but both have it in real life. On the bright side, the VITYAZ lost it's burst fire which is not something it has in real life.
  4. The SA80 "LMG" - The Assault Rifle turned Light Support Weapon (L86 LSW) doesn't even have the one basic feature it is known for having in it's Automatic Rifle/Sharpshooter Role and that is it's Semi-Automatic fire.
  5. The Shotgun Damage nerf at close-range for using Long barrels - Not actually a new thing by any stretch, but rather a returning feature from the Live version of the game. I cannot for the life of me understand how a Longer Barrel on a Shotgun (designed to improve accuracy & reach) equates to less damage at close range...Suspension of Disbelief can only go so far...

Drawing back into focus though, I do not understand why these choices were made (except for the Long Barrel Shotgun thing. That I know has always been about "balance.") I don't know if there has been a loss in certain membership of the team that kept tabs on such things, maybe the NDA testers made a big fuss about the game being too close to realism some how, maybe there are concerns about guns acting the same generally speaking, or maybe facts be damned - video game got to video game.  Whatever the reason ultimately is in the end - this all needs to be fixed in my opinion. However, I have more suggestions to offer. But, lets start simple and work our way down to the suggestions.

Quick Fixes

  1. Give the Ragun it's semi-automatic fire mode and remove burst fire as a default fire option.
  2. Give the AK Alpha semi-automatic fire mode and remove it's 2-round burst fire as a default fire option.
  3. Give the VITYAZ & Sig both semi-automatic fire mode as part of their default fire options.
  4. Give the SA80 semi-automatic fire mode as part of it's default fire options.
  5. Remove Close-Range damage reduction on Shotguns with long barrels in exchange for Slower ADS speed and maybe a increase in Weapon sway.

Extra Customization Feature suggestions

Because there seems to be an interest in Weapon fire modes being different compared to their real life counterparts, I thought I would propose some REALISTIC options that can fulfill this interest, provide more Customization options for Players, can be balanced for gameplay reasons, and still fit the 2026 setting of the game. These suggestions are-

(Please note: I'm working within the general framing of the 1st Veteran Alpha Test)

Firing Mechanisms - Firing Mechanisms allow Players to change the firing mode of the listed Weapons below. They can convert some Weapons to fire semi-automatic & 3-round burst, some 2-round burst & fully automatic, and etc.. in one depending on their desire.

  • Assault Rifles
    • M4 MWS
      • Firing Mechanism options
        • (Default) M4 MWS Firing Mechanism - Offers semi-automatic & 3 round-burst fire.
          • M4A1 MWS Firing Mechanism - Offers semi-Automatic & fully automatic fire.
          • XM4A2 MWS Firing Mechanism - Offers semi-automatic, 3-round burst, & fully automatic fire
            • XM4A2 is technically fake. It's actually based on the M16A2 fire selector and fudged a bit to fit the WW3 M4 MWS concept (even though the M4 is a scaled down M16)
    • AK Alpha
      • Firing Mechanism options
        • (Default) Alpha s1 Firing Mechanism - Offers semi-automatic & fully automatic
          • XAs2 Firing Mechanism - Offers semi-automatic & 2-round burst
          • XAs3 Firing Mechanism - Offers 2-round burst & fully automatic fire
            • The XAs2 & 3 are fake, but based on Binary triggers and other factual trigger mechanisms
    • Beryl
      • Firing Mechanism options
        • (Default) AK Firing Mechanism - Offers semi-automatic & fully automatic fire
          • PTE-BTs1 Firing Mechanism - Offers delayed 2-round burst & fully automatic fire
            • Delayed 2-round burst as in it shoots 1 round with the first "trigger pull" and then fires 1 round after letting off the trigger (just like a Binary Trigger.)
    • G36
      • Firing Mechanism options
        • (Default) G3-s1 Firing Mechanism - Offers semi-automatic & fully automatic fire
          • G36C Firing mechanism - Offers semi-automatic, 2-round burst, & fully automatic
          • G36K Firing mechanism - Offers semi-automatic, 3-round burst, & fully automatic
    • 416
      • Firing Mechanism options
        • (Default) 416s1 Firing Mechanism - Offers semi-automatic & fully automatic fire
          • 416-DKET1 Firing Mechanism - Offers delayed 2-round burst & fully automatic fire
            • Delayed 2-round burst as in it shoots 1 round with the first "trigger pull" and then fires 1 round after letting off the trigger (just like a Binary Trigger.)
    • MSBS-B
      • Firing Mechanism options
        • (Default) MSBS-S1 Firing Mechanism - Offers semi-automatic & fully automatic fire
          • MSBS-ET1 Firing Mechanism - Offers delayed 2-round burst & fully automatic fire
            • Delayed 2-round burst as in it shoots 1 round with the first "trigger pull" and then fires 1 round after letting off the trigger (just like a Binary Trigger.) However. because the weapon is a bullpup, the delay should be much more noticeable.
  • Submachine Guns
    • VITYAZ
      • Firing Mechanism options
        • (Default) PP19 V-S1 Firing Mechanism - Offers semi-automatic & fully automatic fire
          • OTV19-BT Firing Mechanism - Offers delayed 2-round burst & fully automatic fire
            • Delayed 2-round burst as in it shoots 1 round with the first "trigger pull" and then fires 1 round after letting off the trigger (just like a Binary Trigger.)
    • SIG
      • Firing Mechanism options
        • (Default) SIG-S1 Firing Mechanism - Offers semi-automatic & fully automatic fire
          • XSIG-BT Firing Mechanism - Offers delayed 2-round burst & fully automatic fire
            • Delayed 2-round burst as in it shoots 1 round with the first "trigger pull" and then fires 1 round after letting off the trigger (just like a Binary Trigger.)
  • Pistols
    • G17
      • Firing Mechanism options
        • (Default) G-S17 Firing Mechanism - Offer Semi-automatic fire only
          • G-S18 Firing Mechanism - Offers semi-automatic & fully automatic fire
            • The G-S18 may be a made up name. But, it will allow players to choose between having a Glock 17 or a Glock 18 essentially in 1 Gun (aka the Developers won't need to make the Glock 18 a standalone weapon, they can just use the Glock 17 as the base with both semi & fully automatic capability if players choose to use the G-S18 Firing Mechanism.)
    • Ragun
      • Firing Mechanism options
        • (Default) R-S1 Firing Mechanism - Offers semi-automatic fire only
          • R-SS2 Firing Mechanism - Offers semi-automatic & 3-round burst fire
  • Light Machineguns
    • SA80
      • Firing Mechanism options
        • (Default) SA80-S1 Firing Mechanism - Offers semi automatic & fully automatic fire
          • SA80-ET1 Firing Mechanism - Offers delayed 2-round burst & fully automatic fire
            • Delayed 2-round burst as in it shoots 1 round with the first "trigger pull" and then fires 1 round after letting off the trigger (just like a Binary Trigger.) However. because the weapon is a bullpup, the delay should be much more noticeable.

 

In the end none of these would require any changes to the Weapon models themselves, so ideally it should be a (relatively speaking) quick change if implemented. As far as taking up or not taking up a customization slot goes...I would say it should, otherwise there would be no reason to not take some of these options.

And with that out of the way, lets move on to the next matter...

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#5 - The new Strike System (largely)

Alright I'm just going to shoot straight here - this new Strike System, it's almost entirely dumb. The only thing about it I'm on the fence about is Strikes being directly disconnected from the Loadouts so you can choose whatever Strike Loadout you want with whatever Weapon loadout. Outside of that though, the system is as dumb as can be. If a Player wants to run a pure Artillery loadout, they should have that choice. If a Player wants to run a Scanner Drone, Jammer Drone, & Quadrocopter, they should have that choice. If they want to run a balance of Scanner, Hellfire, and IFV, they should have that choice. By all means keep cooldowns in effect between Strikes that are similar where they make sense, but this is too much chipping at one of the key strengths of WW3 which is the Player customization aspect. If this is just temporary, fine. If this is planned to be permanent, trash a vast majority of it.

Speaking of cooldowns, the list below in my opinion, are what Strikes should share cooldowns together.

(Please note: I'm working within the general framing of the 1st Veteran Alpha Test)

  1.  Shared Vehicle Cooldown
    • Infantry Fighting Vehicles
    • Armored Fighting Vehicles
    • Tank Destroyers
    • Main Battle Tanks
  2. Shared Unmanned Drone Cooldown
    • Leviathan
    • Helicopter Drone
  3. Shared Loitering Drone Cooldown
    • Quadrocopter
    • Suicide Drone
  4. Shared Artillery Cooldown
    • High Explosive
    • Anti-Armor
    • Smoke
  5. Shared Bombing Run Cooldown
    • Napalm
    • JSOW
    • JDAM (I believe)
  6. Shared Airstrike Cooldown
    • Hellfire
    • Stormbreaker
    • Mephisto
  7. Shared Scanner UAV Cooldown
    • Flying Eye
    • Barracuda
  8. Shared Jammer UAV Cooldown
    • Reaper
    • UCAS-D

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#6 - Some of the changes to the Helicopter Drone

I'm not entirely sure what the goal is exactly with the Helicopter Drone currently. The Unmanned Drone doesn't seem fast & agile anymore, it still seems to have paper thin armor, and even so much as hitting the ground with the force of a playful slap on the shoulder seems to amount to sticking your foot in lava....To make matters worse, we now have to deal with lock-on weapons that can two shot us without giving us any warnings (seemingly) to when we're locked on to, and we have no way to counter them outside of hoping we can steer them into a building in time before they hit us - and that is if we even know they're coming in the first place! Two bits of good news though is that the 7.62 machine guns and the guided rockets actually seem to be effective enough to justify using them...even though the 12.7 Heavy Machine guns still seem practically useless for anything short of killing Quads, Buggies, Leviathans, & other Helicopter Drones. To make matters even better (sarcastically) the sky box seems to be smaller (at least on Moscow) and passing over buildings basically amounts to crossing over a out of bounds zone (again, on Moscow.) So yeah, I'm not happy with all of these changes so far to Helicopter Drone. I'm hoping some of this is just simply Alpha Testing being Alpha Testing. That said though...

If the Helicopter Drone is not going to be faster, have the same kind of agility it once had, and is going to be forced to travel closer to ground level. The Helicopter Drone is going to need to be buffed to justify the 5,000 BP cost just to field this beautiful creature. It will need-

  1. It's Armor buffed to be more resistant to incoming damage from smaller calibers than 7.62x52mm NATO (IE: Pistols, SMGs, & Assault Rifles would do notable less damage to the Helicopter Drone compared to the MGs, Battle Rifles, and other higher caliber weapons.)
  2. A warning sound effect when being targeted & fired upon by lock-on weapons like the Piorun (if it's not already planned and just not in yet.)
  3. A means of countering lock-on weapons more effectively (IE: Flares, countermeasure sweeps, or whatever.)
  4. Having it's damage taken hitting the ground at certain speeds adjusted to be a bit more forgiving

Seriously, if I'm going to pay 5,000 BP to field the Helicopter Drone. The thing should at least have a chance to survive what amounts to getting a care bear stare thrown at it.

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#7 - The Abrams Tank needs more climbing power and seems to be able to aim it's main gun too high.

While I get that the Abrams tank is suppose to be this Heavy MBT that dishes out damage & soaks damage...The vehicle seems to struggle to go up slopes slightly steeper than a wheel chair ramp. The Vehicle needs it's climbing power improved a bit. It doesn't need to climb over a hill exceptionally quickly, it just needs the ability to muscle it's way over the hill easier.

And while we're on subject of the Abrams tank. The Vehicle's main gun seems to elevate at a very unrealistic angle that would probably be impossible for it (and maybe even other MBTs) to shoot at. This could just be me of course, it could also just be the Alpha testing being the Alpha testing...there could also be a problem and it's max gun elevation needs to be looked at again by whomever manages the Vehicle strikes in the team.

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#8 - RPG Ammo variety being removed

If this has happened because stuff is still being worked on/balanced and such. Then I have no problems with it...HOWEVER, if this stuff has been completely removed from the game for good. I would really, really like to know why such an idea was deemed good or necessary? Because as far as I'm personally concerned, the more customization options WW3 has stripped from it, the less & less unique the game further becomes.

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#9 - RPG Ammo moved back to the Ammunition bag

Another case of a bad idea was to move the RPG Ammo back to the Ammunition Bag. Yes, I understand it's technically ammunition. But, the reason it was done that way was to reduce RPG spam & give Players more of a reason to use the Equipment bag over the Ammunition & Health bags. In the VAT it seemed like Players were more focused on using the Ammo & Health bags above all else. So, in my opinion, move the RPG Ammo back to the Equipment bag, and force players to make a choice - Keep their Primary Weapon topped off as much as possible, or keep the RPG/Whatever future Special Weapons we get topped off as much as possible.

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#10 - The return of those "strategically placed" resupply containers

Alright - honest question time. Is there an active element in the Development team that is trying to weaken Squad/Teamplay in this game as much as possible? I get sometimes Players cannot drop their bags to help a teammate/squadmate out either because the thing is on cooldown, maybe their really focused on a fight they're engaged in, or generally anything that distracts them from helping their Squad or Team out. But, from a Player standpoint trying to understand the intentions behind Development choices, it seems as if you're trying to discourage Squad/Teamplay, because you don't foster it by putting things into the game/keeping things in the game (like these Resupply Containers placed around the maps) that actively work against Squad/Teamplay, and continues to foster this culture of "It's my (insert type here) Bag, get your own!" in WW3. Since so many different elements from Battlefield & CoD are being thrown into WW3, how about adding the one thing that wouldn't be such a massive downgrade for the game?

Make it where if Player A needs X supplies & Player B has the bag that provides X supplies, then Player A can take those supplies from Player B's Bag directly while it's off cooldown even if Player B hasn't dropped the bag on the ground, and in turn give Player B Battlepoints for indirectly assisting his Team/Squad. Then after that is added, completely remove the "strategically placed" resupply containers from the game entirely. Is it exactly engaging Squad/Team play? No, not at all. But, it's (relatively speaking) a easy remedy for the past problems of People complaining that nobody was dropping resupply bags. With the Player whose bag is just randomly being taken from by an ally, they're at least being given Battlepoints in exchange for it, so it's not like they're getting absolutely nothing out of it happening, and the amount taken can depend upon the usual factors we see in game when taking from bags that have actually been deployed on the ground.

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#11 - High Magnification Scope Flashlights (aka Scope Glare/Glint.)

Oh boy another Battlefield feature that is done obnoxiously...While Scope Glare/Glint is a very real thing Soldiers have to deal with when using such optics, there is technology that can be used to counter Scope Glare/Glint which is anti-reflection honeycombing, and of course certain techniques can be used to counter it. Unfortunately I wasn't able to test this to any real meaningful degree, but it seemed like High Magnification scopes were glowing brighter than a Search Light at night no matter where Characters were on the map.

I'm NOT opposed to having Scope Glare/Glint in the game so much as I'm opposed to there being no way to counter it short of just never using a High Magnification sight, and so far from what I can tell there was no way to counter it. However, because I didn't get to reliably test all of it, I'm willing to entertain that maybe there is more refinement to this than first meets the eye. But, if there isn't a way to counter it to any degree and High Magnification Scopes ALWAYS give off Scope Glare/Glint no matter what you do...Then the system needs to either be improved to where Players can use/learn to use the environment to better counter Scope Glare/Glint, or just throw the Scope Glare/Glint system in the trash as Sniper Players already have a Kill Cam that will give away their position if they manage to gain a kill, they don't need even more unfair game systems levied against them. As a matter of fact, if the Kill Cam wasn't in the game, I probably would have been more indifferent towards High-Mag Scope glare, as I already said; it's a very real thing Soldiers have to deal with.

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#12 - New Squad Spawn System (Largely)

I'm going to guess there is a White Board in the WW3 Development meeting room and on it are the words "Make Squad Leaders less important." It was already a pain when whole Squads could spawn in suddenly on their Squad Leader & the Squad Leader could spawn in on anyone in the Squad to start the spawn spam at any moment. We didn't need everyone in the Squad to become a catalyst for spawn spamming. On the bright side of this however...at least Squad members cannot spawn in when their Ally is under attack or is inside of a Jammer Drone's area of influence (no sarcasm, I actually do approve of this part of the New Squad Spawn System.)

Suggestion for improvement - Keep it where the Squad Leader can have their Squad Spawn in on them. But, if the Squad Leader dies, the Squad Leader will need to hoof it back to their Squad in one form or another, thus making it very important for the Squad Leader to not be recklessly attacking/defending objectives.

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#13 - Removal of the Meta Game & War Map

Not very happy to see the Meta Game & War Map being removed. But, I can understand if they have been taken down to be redeveloped later down the road. If they have been taken down for good and there is zero plans to ever bring it back...Oh boy do I not approve of that and it will be just one more bit of WW3's unique characteristics being stripped away for the worse.

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Edited by Dunabar
Just a minor fix
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Thanks for the detailed post! As always brillant work. Well written and well structured. Would you mind if I's use the thread to add my gripes with the VAT version?

 

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This post means u r indifferent to or even do like the headglitching, Dunka Dunka?😬

 

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Posted (edited)
2 hours ago, HeiligeRobbe said:

Thanks for the detailed post! As always brillant work. Well written and well structured. Would you mind if I's use the thread to add my gripes with the VAT version?

 

Thank you!

I always try to keep my gripes focused at an opinion level while avoiding trying to speak for others. But, if People share common beliefs with my feedback, I'm happy to let them voluntarily add it to their gripes. So, feel free to do so! 😀👍

Edited by Dunabar

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1 hour ago, tynblpb said:

This post means u r indifferent to or even do like the headglitching, Dunka Dunka?😬

 

GIF3_large.gif&f=1&nofb=1

Negatory. Though I personally never (knowingly) experienced People head glitching. Not to say that people were NOT head glitching though mind you.

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Added more to the post.

#8 - RPG Ammo variety being removed

#9 - RPG Ammo moved back to the Ammunition bag

#10 - The return of those "strategically placed" resupply containers

Have to get dinner started, so will be looking to add even more to the list after cooking.

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18 часов назад, Dunabar сказал:

and in turn Player B gets battlepoints for indirectly helping their team/squad?

And in return enem... ally's med/ammo/equip pack goes on CD as it's NOT full now, so that this deaf dolt wouldn't be able to drop it for himself for a period of time.😬

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3 hours ago, tynblpb said:

And in return enem... ally's med/ammo/equip pack goes on CD as it's NOT full now, so that this deaf dolt wouldn't be able to drop it for himself for a period of time.😬

You replied to that part before I could edit it. Curse life for distracting me! *Fist shakes.*

---

Further expanded the list.

#11 - High Magnification Scope Flashlights (aka Scope Glare/Glint.)

#12 - New Squad Spawn System (Largely)

#13 - Removal of the Meta Game War Map

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07.10.2021 в 14:54, Dunabar сказал:

is inside of a Jammer Drone's area of influence (no sarcasm, I actually do approve of this part of the New Squad Spawn System.)

WDYM by New? It's an old system that simply was broken since... forever.😑

 

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Posted (edited)
1 minute ago, tynblpb said:

WDYM by New? It's an old system that simply was broken since... forever.😑

 

I'm well aware that stuff isn't new. The new is this Squad Spawn system itself in how it generally operates.

Edited by Dunabar

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07.10.2021 в 14:54, Dunabar сказал:

do...Then the system needs to either be improved to where Players can use/learn to use the environment to better counter Scope Glare/Glint, or just throw the Scope Glare/Glint system in the trash as Sniper Players already have a Kill Cam that will give away their position if they manage to gain a kill, they don't need even more unfair game systems levied against them.

Well, x6 SWAT should NOT have a scope glint because it has... tadaaaam! blenda! And u can always(in current dumb 5 slots system) add a customize slot for blenda that will remove the glint by reducing number of available performance customization slots on weapon.  EZ.😑

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Posted (edited)
5 hours ago, tynblpb said:

Well, x6 SWAT should NOT have a scope glint because it has... tadaaaam! blenda! And u can always(in current dumb 5 slots system) add a customize slot for blenda that will remove the glint by reducing number of available performance customization slots on weapon.  EZ.😑

Okay, now that I have a degree of sleep in me and have given Clusterfield 2042 a fair shake I can reply -

I personally wouldn't mind if they added some form of honeycombing, anti-reflective customization stuff to directly counter scope glare. But, I would want to see some techniques in game able to be used to counter it as well, like standing in a darken room away from the window opening, or maybe keeping the Sun to a certain direction that it causes the scope glare/glint to go away. General stuff like that. This way you have two optional paths. You can take the one that requires more skill & knowledge (counter glare/glint techniques), or you can take the path of "I simply don't want to be troubled by this at all" via customization at the cost of taking up a slot.

Edited by Dunabar

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Soooo, seeing ur second post with things u aren't sure u like/do not like, and not seeing one particular feature nor here, nor there - does that mean that absence of the Server Browser is to ur liking?😏

 

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35 minutes ago, tynblpb said:

Soooo, seeing ur second post with things u aren't sure u like/do not like, and not seeing one particular feature nor here, nor there - does that mean that absence of the Server Browser is to ur liking?😏

 

Given that the VAT was mainly focused on Server Stability than anything else, I suspect they will seek to add the server browser later, and they wanted People to play together no matter what regardless of the server ping (because lets be honest, every Player will focus in on the closest server to their home region.) So, lets see what they do with the Closed Beta Test first. If the Server Browser hasn't been added immediately or they haven't said anything about it to be added later. Then I think it would be a good time to start complaining. For now though in my opinion, lets give them some time.

Edited by Dunabar

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