Non lethal bean bag ammo kills heavies on headshot
If you uncap a heavy and then head shot them with a bean bag ammo, they die. The “tie up” option still pops up when approaching the body.

the1and0n1y1 1 day ago
Feedback
Non lethal bean bag ammo kills heavies on headshot
If you uncap a heavy and then head shot them with a bean bag ammo, they die. The “tie up” option still pops up when approaching the body.

the1and0n1y1 1 day ago
Feedback
Hardcore Campaign Mode/Custom hardcore options
Some of these can be folded into custom campaign as necessary under hardcore options. As the title implies a campaign mode for those looking for a challenge and more weighty decisions. For a hardcore mode I’m thinking no permanent character upgrades, limited/restricted weapon attachments and reworked economy to make lower and middle tier weapons more attractive as well as dead drops. Naturally this could be iterated on with further rebalancing or mechanical changes as deemed necessary.

Jen3r1k 2 days ago
Feature Request
Hardcore Campaign Mode/Custom hardcore options
Some of these can be folded into custom campaign as necessary under hardcore options. As the title implies a campaign mode for those looking for a challenge and more weighty decisions. For a hardcore mode I’m thinking no permanent character upgrades, limited/restricted weapon attachments and reworked economy to make lower and middle tier weapons more attractive as well as dead drops. Naturally this could be iterated on with further rebalancing or mechanical changes as deemed necessary.

Jen3r1k 2 days ago
Feature Request
Holes Created by Battering Ram continue to stop bullets
The holes stop bullets when you create a hole in the doorhandles with a battering ram. I think the battering ram in general should create holes in doors - and you should be able to shoot them wherever the holes are placed. On that note, I think a high priority for bugfixes should be focused on invisible walls, there are way too many of them in objects such as the forklift, which make it impossible to shoot through.

Nugget Coffee 2 days ago
Bugs
Holes Created by Battering Ram continue to stop bullets
The holes stop bullets when you create a hole in the doorhandles with a battering ram. I think the battering ram in general should create holes in doors - and you should be able to shoot them wherever the holes are placed. On that note, I think a high priority for bugfixes should be focused on invisible walls, there are way too many of them in objects such as the forklift, which make it impossible to shoot through.

Nugget Coffee 2 days ago
Bugs
Potential of Melee weapons
New features can take a lot of work. I say this as a “it would be cool, but it is not required for the game to be fun”. The introduction of melee skills are welcome. However, it makes me long for a couple melee options. With the permanent progression, my wallet is bigger than ever. Having something like melee weapons could be nice and give options. Maybe they dont need to be full “weapons” but instead replace the melee bash. Bound to the same button as to not make it confusing while adding functionality. My initial thoughts are something along the line of a taser to stun/be non-lethal, a knife, and maybe machete for reach? It is possible you already considered it and either cut it or are actively making it and in that case, I am expressing interest. Thank you for everything youve already done <3</p>

maz7712 4 days ago
Feature Request
Potential of Melee weapons
New features can take a lot of work. I say this as a “it would be cool, but it is not required for the game to be fun”. The introduction of melee skills are welcome. However, it makes me long for a couple melee options. With the permanent progression, my wallet is bigger than ever. Having something like melee weapons could be nice and give options. Maybe they dont need to be full “weapons” but instead replace the melee bash. Bound to the same button as to not make it confusing while adding functionality. My initial thoughts are something along the line of a taser to stun/be non-lethal, a knife, and maybe machete for reach? It is possible you already considered it and either cut it or are actively making it and in that case, I am expressing interest. Thank you for everything youve already done <3</p>

maz7712 4 days ago
Feature Request
XP Account Levels/Ranks
Admittedly a low priority request that I’ve seen mentioned a fair bit, but would still love to see some sort of level/rank/prestige system in the game as something to just grind/chase for fun or to see how high you can get. I do really like the permanent passive upgrades you can buy now with Major Update 2, but what I’m suggesting would likely be just purely cosmetic in nature. You could tie it to total money earned like Halo: Reach did. Or even Rainbow Six: Vegas 2’s rank system where it displayed your character rank as a patch on your character’s shoulder. Similarly you could also do patches that upgrade on successful campaign competitions, or other clothing pieces or camos that are tied to completions or overall total levels. Thanks for the consideration, keep up the good work guys, still really enjoying the game.

odinbeardmcsparkles 5 days ago
Feedback
XP Account Levels/Ranks
Admittedly a low priority request that I’ve seen mentioned a fair bit, but would still love to see some sort of level/rank/prestige system in the game as something to just grind/chase for fun or to see how high you can get. I do really like the permanent passive upgrades you can buy now with Major Update 2, but what I’m suggesting would likely be just purely cosmetic in nature. You could tie it to total money earned like Halo: Reach did. Or even Rainbow Six: Vegas 2’s rank system where it displayed your character rank as a patch on your character’s shoulder. Similarly you could also do patches that upgrade on successful campaign competitions, or other clothing pieces or camos that are tied to completions or overall total levels. Thanks for the consideration, keep up the good work guys, still really enjoying the game.

odinbeardmcsparkles 5 days ago
Feedback
Weapon switch speed & fire readiness feedback
Having played a good bunch with all weapons on offer I started to notice a rather significant switch speed differences between them that greatly affect their usability and how they play. This variable doesn’t seem to stem from balancing perspective because it is applied very inconsistently of how the gun preforms. I’d like to suggest standardizing it for all guns to be more reliable. A static switch speed/fire readiness of 0.1/0.2s sounds reasonable given current averages. I have recorded a preview of what the current system looks in game. The most notable example is the abysmally slow deagle compared to near-instant mp5sd.

elire01 5 days ago
Feedback
Weapon switch speed & fire readiness feedback
Having played a good bunch with all weapons on offer I started to notice a rather significant switch speed differences between them that greatly affect their usability and how they play. This variable doesn’t seem to stem from balancing perspective because it is applied very inconsistently of how the gun preforms. I’d like to suggest standardizing it for all guns to be more reliable. A static switch speed/fire readiness of 0.1/0.2s sounds reasonable given current averages. I have recorded a preview of what the current system looks in game. The most notable example is the abysmally slow deagle compared to near-instant mp5sd.

elire01 5 days ago
Feedback
The State of Healing (We're back in the early days again)
When I first hopped into my first playtest, one of the things I noticed early on in interacting with the various systems is that health was more than abundant. It was plentiful, you would never need to worry about getting mulched around the corner because around that corner would also be a medical station for you to patch yourself up with. And then most of those stations were removed. Presumably because we were swimming in said overabundance. But we’re now we are somehow back to the same state of healing that led those healing stations to be removed. We have way too much, and healing kits aren’t even the most problematic aspect of that anymore. Part of the problem seems to stem from the fact that there are frankly very few defensive tools to support players if they either choose to play solo, or play away from the rest of their team. The somewhat fairly recent Tear Gas Grenades and Proximity Mines are a good step in the right direction, but they are still consumables that get overshadowed by either their cheaper siblings like smoke grenades or the various frag grenades, or the centerpiece of this discussion, Health on Kill/Armor on Kill. Every other means of “healing” in this game requires you to interact with something in the game that takes your focus away from actually engaging with the enemy, which allows them to be more engaging. It also forces you to play from safe positions, be cognizant of your surroundings, covering your teammates so that they don’t take any unnecessary incoming damage. Health and Armor on Kill just requires you to… kill enemies. (With headshots for the former.) When you’re negating damage, you’re negating incoming consequences, and you’re forgoing all risk for only reward, which leads to some pretty predictable and boring gameplay after some hours. “I don’t believe that regaining health instantly during combat should be an option at all as it largely removes the stakes from encounters leading to boring shootouts where the outcome is largely predictable.” -elire01 This is a philosophy I largely believe in, as many other shooters, especially those that present themselves as tactical, do not feature any healing in active combat mechanics; shooters that do have drastically different systems that allow in-combat healing to be more nuanced; i.e. vertical progression RPGs/games with gear ratings, crit stats, etc. Although I believe elire01’s suggestions are solid, I would go as far as to say that Health on Kill and any form of “kill for hp regain” should be axed completely, making medkits are the only way to “permanently heal”, and that there should be more interactable healing items in the game that award “temporary health” instead, a la Left 4 Dead/2. Interactables such as pills that restore a potent amount of temporary health, adrenaline shots that increase the movement speed of the player with a minor temporary health boost, and medkits that remove temporary health while restoring most of the player’s missing health. These are all descriptions of L4D’s items, and they could fit here very well. Revived players could also start with a small amount of health, while most of their missing health is filled with temporary health, prompting them to find a medic or a medkit immediately. Being that explosives can be exceptionally (and at times unnecessarily) punishing to the player, we could look at the damage received via explosions to also replace health with temporary health without just removing a massive chunk of it. Damage that penetrates armor (i.e. AP rounds, fall damage) but does not break the armor plate could also be converted to temporary health. If we wanted to be a bit more creative, we could also look at other implementations of healing, like a ranged heal similar to a stim pistol, or deployable heal like a fixed healing aura. As an addendum, Armor on Kill should only repair the “plate” that you’re currently on. If your third plate is lightly damaged, you’d be able to fully repair it in theory. If you’re on your last plate, that should be the only plate you’re allowed to repair. So you cannot regain your second and third plates if they are completely broken. Armor plate scavenging could also be a fun and interactable mechanic. Loot dead, heavily armored enemies for a single plate that may be damaged, so long as you did not break it.

Toofy 5 days ago
Feedback
The State of Healing (We're back in the early days again)
When I first hopped into my first playtest, one of the things I noticed early on in interacting with the various systems is that health was more than abundant. It was plentiful, you would never need to worry about getting mulched around the corner because around that corner would also be a medical station for you to patch yourself up with. And then most of those stations were removed. Presumably because we were swimming in said overabundance. But we’re now we are somehow back to the same state of healing that led those healing stations to be removed. We have way too much, and healing kits aren’t even the most problematic aspect of that anymore. Part of the problem seems to stem from the fact that there are frankly very few defensive tools to support players if they either choose to play solo, or play away from the rest of their team. The somewhat fairly recent Tear Gas Grenades and Proximity Mines are a good step in the right direction, but they are still consumables that get overshadowed by either their cheaper siblings like smoke grenades or the various frag grenades, or the centerpiece of this discussion, Health on Kill/Armor on Kill. Every other means of “healing” in this game requires you to interact with something in the game that takes your focus away from actually engaging with the enemy, which allows them to be more engaging. It also forces you to play from safe positions, be cognizant of your surroundings, covering your teammates so that they don’t take any unnecessary incoming damage. Health and Armor on Kill just requires you to… kill enemies. (With headshots for the former.) When you’re negating damage, you’re negating incoming consequences, and you’re forgoing all risk for only reward, which leads to some pretty predictable and boring gameplay after some hours. “I don’t believe that regaining health instantly during combat should be an option at all as it largely removes the stakes from encounters leading to boring shootouts where the outcome is largely predictable.” -elire01 This is a philosophy I largely believe in, as many other shooters, especially those that present themselves as tactical, do not feature any healing in active combat mechanics; shooters that do have drastically different systems that allow in-combat healing to be more nuanced; i.e. vertical progression RPGs/games with gear ratings, crit stats, etc. Although I believe elire01’s suggestions are solid, I would go as far as to say that Health on Kill and any form of “kill for hp regain” should be axed completely, making medkits are the only way to “permanently heal”, and that there should be more interactable healing items in the game that award “temporary health” instead, a la Left 4 Dead/2. Interactables such as pills that restore a potent amount of temporary health, adrenaline shots that increase the movement speed of the player with a minor temporary health boost, and medkits that remove temporary health while restoring most of the player’s missing health. These are all descriptions of L4D’s items, and they could fit here very well. Revived players could also start with a small amount of health, while most of their missing health is filled with temporary health, prompting them to find a medic or a medkit immediately. Being that explosives can be exceptionally (and at times unnecessarily) punishing to the player, we could look at the damage received via explosions to also replace health with temporary health without just removing a massive chunk of it. Damage that penetrates armor (i.e. AP rounds, fall damage) but does not break the armor plate could also be converted to temporary health. If we wanted to be a bit more creative, we could also look at other implementations of healing, like a ranged heal similar to a stim pistol, or deployable heal like a fixed healing aura. As an addendum, Armor on Kill should only repair the “plate” that you’re currently on. If your third plate is lightly damaged, you’d be able to fully repair it in theory. If you’re on your last plate, that should be the only plate you’re allowed to repair. So you cannot regain your second and third plates if they are completely broken. Armor plate scavenging could also be a fun and interactable mechanic. Loot dead, heavily armored enemies for a single plate that may be damaged, so long as you did not break it.

Toofy 5 days ago
Feedback
RIOT-12 semi-auto request
Over the past 2 updates we’ve received 2 new pump-action shotguns that more or less fill the exact same purpose as Artemis, unfortunately doing nigh same damage, having similar effective range and same’ish ammo capacities. The only real difference between them is their price. I’d like for RIOT-12 to be better representative of its real life counter part in a sense that it was designed to function primarily in semi-automatic mode with pump-action being reserved for low-pressure ammunition such as bean bags and tear gas. The damage and performance of the gun can be adjusted as to not overshadow the more expensive options whilst offering an option of cheap fast firing semi-auto shotgun for those that need it. If we can get a glock with a switch then a switch on a spas is overdue.

elire01 6 days ago
Feature Request
RIOT-12 semi-auto request
Over the past 2 updates we’ve received 2 new pump-action shotguns that more or less fill the exact same purpose as Artemis, unfortunately doing nigh same damage, having similar effective range and same’ish ammo capacities. The only real difference between them is their price. I’d like for RIOT-12 to be better representative of its real life counter part in a sense that it was designed to function primarily in semi-automatic mode with pump-action being reserved for low-pressure ammunition such as bean bags and tear gas. The damage and performance of the gun can be adjusted as to not overshadow the more expensive options whilst offering an option of cheap fast firing semi-auto shotgun for those that need it. If we can get a glock with a switch then a switch on a spas is overdue.

elire01 6 days ago
Feature Request
Defensive utility request
We’ve seen our enemies using chocks to deter players from freely entering certain areas. I’d love to play around this feature myself as I find the ability to strategically prepare and block off sections of the map to be very much in line what Rogue Point offers gameplay-wise. This would obviously be very overpowered if just added as is so a proper enemy counter to this would need to arise alongside it. I’m thinking that giving heavy units the ability to use battering rams in such scenarios would be pretty fitting as well as maybe shotgun breaching such obstacles. It would also be interesting to see enemy units using c4-charges on blocked doors to create an entrance.(You could strap explosives to a berserker and have him run at the closed doors helms deep style, that’d be so cool I would love to hear voice-acting work on this)

elire01 6 days ago
Feature Request
Defensive utility request
We’ve seen our enemies using chocks to deter players from freely entering certain areas. I’d love to play around this feature myself as I find the ability to strategically prepare and block off sections of the map to be very much in line what Rogue Point offers gameplay-wise. This would obviously be very overpowered if just added as is so a proper enemy counter to this would need to arise alongside it. I’m thinking that giving heavy units the ability to use battering rams in such scenarios would be pretty fitting as well as maybe shotgun breaching such obstacles. It would also be interesting to see enemy units using c4-charges on blocked doors to create an entrance.(You could strap explosives to a berserker and have him run at the closed doors helms deep style, that’d be so cool I would love to hear voice-acting work on this)

elire01 6 days ago
Feature Request
Health mechanics feedback
A rather fundamental system yet so very over-tuned in players favor, health is incredibly easy to come by and prevent the game from ever properly punishing the player for reckless play. Medkits are abundant on nearly every level, a player has the option to either bring his own, loot one from many random spawn locations on the map or is at the very least guaranteed one at the extraction area. There’s never a sense of urgency to play cautiously as to avoid health damage because there are near no consequences for losing it if medkits are this abundant of a resource. At every stage, players start at full health, disregarding how skillfully/recklessly they extracted from the previous mission. Armor doesn’t behave this way, why should health? I believe that the health state should carry on between the missions to better reward avoiding damage. This feels like a fundamental non-questionable design element for roguelike games yet is missing from Rogue Point for no apparent reason leading to a boring inconsequential and near disconnected mission progression. The newly introduced health on headshot is a masterclass broken and overpowered. Oftencase removing the need for medkits altogether whilst not having the downtime of using a medkit. 5, 10 or even 15 instant health during combat for action as simple as scoring a headshot nearly completely removes consequences of being damaged whilst having no opportunity cost like a similar, way more balanced health on melee kill skill. I don’t believe that regaining health instantly during combat should be an option at all as it largely removes the stakes from encounters leading to boring shootouts where the outcome is largely predictable. I’d like to suggest a slight overhaul in how health works to hopefully address my concerns about the game playing way too easy. Instant health regain skills should instead reward temporary health that would deplete overtime and the amount of health they offer should be adjusted accordingly. Current per headshot values could remain as is if the health was temporary and didn’t affect the actual bar but health per melee kill should subsequently be increased to better reflect risk associated with it. I’m thinking temporary 20-30 would be reasonable. Medkits should heal less and be the only source of permanent health regain offered to the players. That way they would be more valuable and strategic resource over the current near-free top up they are. Lastly, the %health/5s skill could be redesigned to instead slow down the temporary health decay so that some synergy between the skills could arise. It’s not fun to wait around for miniscule amounts of health and some back and forth between player choices could be interesting gameplay-wise.

elire01 6 days ago
Feedback
Health mechanics feedback
A rather fundamental system yet so very over-tuned in players favor, health is incredibly easy to come by and prevent the game from ever properly punishing the player for reckless play. Medkits are abundant on nearly every level, a player has the option to either bring his own, loot one from many random spawn locations on the map or is at the very least guaranteed one at the extraction area. There’s never a sense of urgency to play cautiously as to avoid health damage because there are near no consequences for losing it if medkits are this abundant of a resource. At every stage, players start at full health, disregarding how skillfully/recklessly they extracted from the previous mission. Armor doesn’t behave this way, why should health? I believe that the health state should carry on between the missions to better reward avoiding damage. This feels like a fundamental non-questionable design element for roguelike games yet is missing from Rogue Point for no apparent reason leading to a boring inconsequential and near disconnected mission progression. The newly introduced health on headshot is a masterclass broken and overpowered. Oftencase removing the need for medkits altogether whilst not having the downtime of using a medkit. 5, 10 or even 15 instant health during combat for action as simple as scoring a headshot nearly completely removes consequences of being damaged whilst having no opportunity cost like a similar, way more balanced health on melee kill skill. I don’t believe that regaining health instantly during combat should be an option at all as it largely removes the stakes from encounters leading to boring shootouts where the outcome is largely predictable. I’d like to suggest a slight overhaul in how health works to hopefully address my concerns about the game playing way too easy. Instant health regain skills should instead reward temporary health that would deplete overtime and the amount of health they offer should be adjusted accordingly. Current per headshot values could remain as is if the health was temporary and didn’t affect the actual bar but health per melee kill should subsequently be increased to better reflect risk associated with it. I’m thinking temporary 20-30 would be reasonable. Medkits should heal less and be the only source of permanent health regain offered to the players. That way they would be more valuable and strategic resource over the current near-free top up they are. Lastly, the %health/5s skill could be redesigned to instead slow down the temporary health decay so that some synergy between the skills could arise. It’s not fun to wait around for miniscule amounts of health and some back and forth between player choices could be interesting gameplay-wise.

elire01 6 days ago
Feedback
Extraction mechanics feedback
People have been requesting a more elaborate extractions in the terms of visuals and spectacle but what really bugs me is how they fundamentally work at the moment. A timed defense is boring & disregardful of player skill as well as being rather static in how it plays out. Enemies precognitively path find to the player in their attempts to shoot him down and utilize no tactics at all. It’s a meat grinder of merx till the clock hits 0 at which point even if the player was fighting for his life and was actively being shot at, the mission ends and everything grinds to a halt. A suggestion I’ve seen flying around was to switch the current system from timed to wave like kill-count based defense. I’d like to present the potential benefits of this system over the current one. Waves/kills are much more immersive over any background timer, if the location is conquered so to speak, it is reasonable to expect proper support to then extract the player. Current timer-based system tends to overwhelm the struggling players whilst being a boring frag competition between those that are competent at the game. A kill-count/wave oriented system would only progress as fast as the player in charge of defending themselves meaning that it would reward fast and deadly whilst respecting slow and steady. It would also self balance itself to not overwhelm the struggling players. Waves could be customizable for the developer, giving the opportunity for programming interesting enemy spawns and waves to better engage the player resulting in ultimately more fun and enjoyment from fighting the opposing force. If possible, a change such as this could be tested in the newly introduced beta-branch to gather relevant feedback on the matter. I believe that this would significantly improve the game experience if implemented properly as extractions make up a rather large portion of Rogue Point gameplay.

elire01 6 days ago
Feedback
Extraction mechanics feedback
People have been requesting a more elaborate extractions in the terms of visuals and spectacle but what really bugs me is how they fundamentally work at the moment. A timed defense is boring & disregardful of player skill as well as being rather static in how it plays out. Enemies precognitively path find to the player in their attempts to shoot him down and utilize no tactics at all. It’s a meat grinder of merx till the clock hits 0 at which point even if the player was fighting for his life and was actively being shot at, the mission ends and everything grinds to a halt. A suggestion I’ve seen flying around was to switch the current system from timed to wave like kill-count based defense. I’d like to present the potential benefits of this system over the current one. Waves/kills are much more immersive over any background timer, if the location is conquered so to speak, it is reasonable to expect proper support to then extract the player. Current timer-based system tends to overwhelm the struggling players whilst being a boring frag competition between those that are competent at the game. A kill-count/wave oriented system would only progress as fast as the player in charge of defending themselves meaning that it would reward fast and deadly whilst respecting slow and steady. It would also self balance itself to not overwhelm the struggling players. Waves could be customizable for the developer, giving the opportunity for programming interesting enemy spawns and waves to better engage the player resulting in ultimately more fun and enjoyment from fighting the opposing force. If possible, a change such as this could be tested in the newly introduced beta-branch to gather relevant feedback on the matter. I believe that this would significantly improve the game experience if implemented properly as extractions make up a rather large portion of Rogue Point gameplay.

elire01 6 days ago
Feedback
Merc phones not dropping
I took out every enemy on the level before triggering extraction. Only one phone dropped. After extracting it said there were three phones on the level. I was using the RCF Tiger loaded with beanbag rounds, in case using non-lethal has anything to do with it.

Christopher Houle 6 days ago
Bugs
Merc phones not dropping
I took out every enemy on the level before triggering extraction. Only one phone dropped. After extracting it said there were three phones on the level. I was using the RCF Tiger loaded with beanbag rounds, in case using non-lethal has anything to do with it.

Christopher Houle 6 days ago
Bugs
add unique variants of weapons only obtainable through dead drops
these would be special versions of existing weapons that are more powerful or feature unique attachments/functions not available on the base weapon. for example a Unique version of the riot 12 that can fire 2 rounds at once when right clicking but you can’t aim down sights.

_grif_ 6 days ago
Feature Request
add unique variants of weapons only obtainable through dead drops
these would be special versions of existing weapons that are more powerful or feature unique attachments/functions not available on the base weapon. for example a Unique version of the riot 12 that can fire 2 rounds at once when right clicking but you can’t aim down sights.

_grif_ 6 days ago
Feature Request
Single Player Scaling
I feel like there isn’t any scaling when playing solo, which makes it really hard. On Bravo Phase 2 - Office Complex, I had 62 eliminations to finish the level. Which is the same as a multiplayer run. I would like to see something tuned down when playing solo. Either enemy damage, count, or a mixture of both.

Christopher Houle 7 days ago
Feature Request
Single Player Scaling
I feel like there isn’t any scaling when playing solo, which makes it really hard. On Bravo Phase 2 - Office Complex, I had 62 eliminations to finish the level. Which is the same as a multiplayer run. I would like to see something tuned down when playing solo. Either enemy damage, count, or a mixture of both.

Christopher Houle 7 days ago
Feature Request
Remove the shooting range exit delay
Make it instant, why does it have to be an abandon button and then a 5s delay to leave too.

Andri Meister 8 days ago
Feature Request
Remove the shooting range exit delay
Make it instant, why does it have to be an abandon button and then a 5s delay to leave too.

Andri Meister 8 days ago
Feature Request
Improve player sniper damage
the sniper just does not do enough damage for its fire rate. it is very hard to kill enemies especially when they start dodging with the sniper as it seems that unless you get a headshot of neckshot on weaker enemies then it will take multiple shots which with a weapon like the sniper is very punishing. slug shotguns are the closest competition the sniper has and they do way more damage and have a better fire rate for the same accuracy. I believe that the sniper should get more damage so that it isn’t just an inferior slug shotgun in every way.

yibyye 9 days ago
Feedback
Improve player sniper damage
the sniper just does not do enough damage for its fire rate. it is very hard to kill enemies especially when they start dodging with the sniper as it seems that unless you get a headshot of neckshot on weaker enemies then it will take multiple shots which with a weapon like the sniper is very punishing. slug shotguns are the closest competition the sniper has and they do way more damage and have a better fire rate for the same accuracy. I believe that the sniper should get more damage so that it isn’t just an inferior slug shotgun in every way.

yibyye 9 days ago
Feedback
Voice line heard in load out screen.
While in the load out screen, you can hear a heavy voice line. (Sound on in the video) I took a screenshot of the info at the bottom of the screen for the selected mission in case that is important.

the1and0n1y1 9 days ago
Feedback
Voice line heard in load out screen.
While in the load out screen, you can hear a heavy voice line. (Sound on in the video) I took a screenshot of the info at the bottom of the screen for the selected mission in case that is important.

the1and0n1y1 9 days ago
Feedback
No option to buy regular Austrian pistol
There is no option to purchase the regular Austrian. I got the Bauer from an in-game stash room and left the default Austrian.

the1and0n1y1 9 days ago
Bugs
No option to buy regular Austrian pistol
There is no option to purchase the regular Austrian. I got the Bauer from an in-game stash room and left the default Austrian.

the1and0n1y1 9 days ago
Bugs