In Review
Community translation
I don’t know if it would make development easier or not, but I would love to help out localizing the game to my language, and i think many others would too. There is a great way to do it with the help of the community, that I already have experience with, seen and used in action. https://weblate.org/en/ can be self-hosted, rather easy to setup, has a permission system and a neat intuitive UI. Translating the game to many languages might not be high priority on the roadmap, but I would love to have us the community involved with it.

nsd4rkn3ss About 18 hours ago
Feature Request
In Review
Community translation
I don’t know if it would make development easier or not, but I would love to help out localizing the game to my language, and i think many others would too. There is a great way to do it with the help of the community, that I already have experience with, seen and used in action. https://weblate.org/en/ can be self-hosted, rather easy to setup, has a permission system and a neat intuitive UI. Translating the game to many languages might not be high priority on the roadmap, but I would love to have us the community involved with it.

nsd4rkn3ss About 18 hours ago
Feature Request
In Testing
Joining parties mid mission
Allow players to join parties that are already in a mission as a spectator. This also includes a UX flow change when hosting campaigns that will confirm the new default setting of the party being set to “public” when continuing, unless changed otherwise.

Josh Hubi 2 days ago
Feature Request
In Testing
Joining parties mid mission
Allow players to join parties that are already in a mission as a spectator. This also includes a UX flow change when hosting campaigns that will confirm the new default setting of the party being set to “public” when continuing, unless changed otherwise.

Josh Hubi 2 days ago
Feature Request
Feedback after 100% the game
Performance and stability The game needs a major performance improvement. Please do not rely on upscalers to create “fake FPS” in a shooter. Performance should be the number one priority right now, because it will only become harder to improve later. The connection is also very unstable. My friends and I have been randomly kicked from matches, and there is no reconnect option. Stability needs to be improved, and a reconnect feature should be added. There should also be a server browser. Movement and gunplay Enemies have no momentum in their movement. They can change stance instantly, which looks unnatural. The biggest issue is with Berserkers. They just run straight at you and look very janky. It often feels like their hitbox, especially the head, is out of sync because of their erratic movement. Enemy melee knockback is also very weak. Berserkers can easily stunlock you, and fighting them feels frustrating because of how jittery they are. Enemy melee attacks in general feel janky and out of sync. Players and enemies should both have momentum in their movement. Point-blank range, which is important for shotguns, should be increased. Right now, unless the enemy is basically inside your hitbox, you do not get the point-blank bonus. That makes unlocking shotgun skins frustrating. The ability to pick up magazines after a quick reload would also be a nice addition. AI The AI feels very underdeveloped. Enemies often flash themselves or blow themselves up. They stand in the open with no self-preservation and no sense of coordination. Right now they feel more like empty shells than believable enemies. Weapons and balance Some weapon skins appear to be bugged. One example is the Black paint job for the first and cheapest rifle. For the future, it would be better to have fewer weapons that are all properly fleshed out, rather than many reskins. Enemy balance also feels strange. On later levels, you can one-shot a Heavy, but a normal rifleman can still require multiple headshots. That does not feel right. Roguelite systems The game presents itself as a roguelite, so skills should be one of the most important systems. Right now, most of the skills are not worth taking. The only consistently useful ones are damage boost, armor regeneration, armor durability, and maybe one health regeneration upgrade. Most of the others feel pointless. It is also frustrating that there is no reroll option. I know you can skip and do another mission for a new choice, but that still does not make the system feel good. Dead drops are also not very useful. They should have a chance to give unique weapons that cannot be obtained elsewhere, instead of offering the same gear I can already buy. Right now they feel like a waste of money and do not reward the effort of hunting them down. Intel is a good idea, but the execution is weak. Scouting stash rooms is mostly pointless, doors are not very useful, and stairs are only slightly useful. The only things really worth scouting are supplies and objectives. Optional missions consume intel and only rarely give back the amount spent, which makes the system feel unrewarding. Non-lethal Non-lethal gameplay feels ineffective. You get the same or even less money, so there is no real incentive to use it. Movement and controls Vaulting and jumping should be separate buttons, or at least there should be an option to separate them. Leaning feels awkward. It looks exaggerated, almost comical, and it feels like the character is bending in an unnatural way. Leaning is also too easily interrupted. If there is even a tiny obstacle, you stop leaning. Co-op and quality of life Other players should be able to put items into your backpack, not just take them out. Customization presets would be very useful. It would also be good to have ways to share ammo with teammates or scavenge ammo from enemies. Audio Sound in the game feels strange, almost as if it is not properly 3D. Overall, the game has some good ideas, but a lot of the core systems currently feel unstable, underdeveloped, or unrewarding. Performance, connection stability, movement polish, and roguelite progression should be the main priorities.

.killreal 2 days ago
Feedback
Feedback after 100% the game
Performance and stability The game needs a major performance improvement. Please do not rely on upscalers to create “fake FPS” in a shooter. Performance should be the number one priority right now, because it will only become harder to improve later. The connection is also very unstable. My friends and I have been randomly kicked from matches, and there is no reconnect option. Stability needs to be improved, and a reconnect feature should be added. There should also be a server browser. Movement and gunplay Enemies have no momentum in their movement. They can change stance instantly, which looks unnatural. The biggest issue is with Berserkers. They just run straight at you and look very janky. It often feels like their hitbox, especially the head, is out of sync because of their erratic movement. Enemy melee knockback is also very weak. Berserkers can easily stunlock you, and fighting them feels frustrating because of how jittery they are. Enemy melee attacks in general feel janky and out of sync. Players and enemies should both have momentum in their movement. Point-blank range, which is important for shotguns, should be increased. Right now, unless the enemy is basically inside your hitbox, you do not get the point-blank bonus. That makes unlocking shotgun skins frustrating. The ability to pick up magazines after a quick reload would also be a nice addition. AI The AI feels very underdeveloped. Enemies often flash themselves or blow themselves up. They stand in the open with no self-preservation and no sense of coordination. Right now they feel more like empty shells than believable enemies. Weapons and balance Some weapon skins appear to be bugged. One example is the Black paint job for the first and cheapest rifle. For the future, it would be better to have fewer weapons that are all properly fleshed out, rather than many reskins. Enemy balance also feels strange. On later levels, you can one-shot a Heavy, but a normal rifleman can still require multiple headshots. That does not feel right. Roguelite systems The game presents itself as a roguelite, so skills should be one of the most important systems. Right now, most of the skills are not worth taking. The only consistently useful ones are damage boost, armor regeneration, armor durability, and maybe one health regeneration upgrade. Most of the others feel pointless. It is also frustrating that there is no reroll option. I know you can skip and do another mission for a new choice, but that still does not make the system feel good. Dead drops are also not very useful. They should have a chance to give unique weapons that cannot be obtained elsewhere, instead of offering the same gear I can already buy. Right now they feel like a waste of money and do not reward the effort of hunting them down. Intel is a good idea, but the execution is weak. Scouting stash rooms is mostly pointless, doors are not very useful, and stairs are only slightly useful. The only things really worth scouting are supplies and objectives. Optional missions consume intel and only rarely give back the amount spent, which makes the system feel unrewarding. Non-lethal Non-lethal gameplay feels ineffective. You get the same or even less money, so there is no real incentive to use it. Movement and controls Vaulting and jumping should be separate buttons, or at least there should be an option to separate them. Leaning feels awkward. It looks exaggerated, almost comical, and it feels like the character is bending in an unnatural way. Leaning is also too easily interrupted. If there is even a tiny obstacle, you stop leaning. Co-op and quality of life Other players should be able to put items into your backpack, not just take them out. Customization presets would be very useful. It would also be good to have ways to share ammo with teammates or scavenge ammo from enemies. Audio Sound in the game feels strange, almost as if it is not properly 3D. Overall, the game has some good ideas, but a lot of the core systems currently feel unstable, underdeveloped, or unrewarding. Performance, connection stability, movement polish, and roguelite progression should be the main priorities.

.killreal 2 days ago
Feedback
Cosmetic vest disappears when changing cosmetic color
Navigate to cosmetic loadout Equip a piece of cosmetic wear Press the “skin” button to change the color of the equipped cosmetic item Result: The default bullet proof vest disappears

the1and0n1y1 10 days ago
Bugs
Cosmetic vest disappears when changing cosmetic color
Navigate to cosmetic loadout Equip a piece of cosmetic wear Press the “skin” button to change the color of the equipped cosmetic item Result: The default bullet proof vest disappears

the1and0n1y1 10 days ago
Bugs
More Cosmetic Loadout Slots
Heard this was already relayed to the team, but figured I’d post this to put it on the itinerary! Relatively simple feature, a couple of extra “slots” for players to have specific cosmetics assigned to, labelled A, B, C, D.

Toofy 13 days ago
Feature Request
More Cosmetic Loadout Slots
Heard this was already relayed to the team, but figured I’d post this to put it on the itinerary! Relatively simple feature, a couple of extra “slots” for players to have specific cosmetics assigned to, labelled A, B, C, D.

Toofy 13 days ago
Feature Request
Enemy Pathfinding bugged on Oil Rig Helipad Extract
This seems to happen more often than not, you’ll end up sitting in extraction for a solid minute before enemies seem to actually start coming towards you. There were barely any enemies that spawned even after this clip.

Toofy 13 days ago
Bugs
Enemy Pathfinding bugged on Oil Rig Helipad Extract
This seems to happen more often than not, you’ll end up sitting in extraction for a solid minute before enemies seem to actually start coming towards you. There were barely any enemies that spawned even after this clip.

Toofy 13 days ago
Bugs
Buckshot is in a sorry state (The Call of Duty Issue of Shotguns)
Oh shotguns, how I love them. The way they look, the way it feels to chamber them, the way it feels to lean forward and put your cheek to its cold stock. Ugh, however, it unfortunately seems that as a gun enthusiast and avid gamer, I find shotguns in a lot of semi-realistic presenting first-person shooters often get a certain aspect of shotguns wrong, and it’s universally lethality at range. With the somewhat grounded direction that this game seemingly wants to push with its guns, it seems odd that shotguns probably miss the mark the most of all the weapons, especially after the recent projectile velocity buff that makes most weapons feel pretty good. A shot from ~10 meters with any of the shotguns should not produce this variation and spread. Often times it will appear that at least 2-3 of my pellets will miss the mass of a human torso just because of pattern spread. The only time all of my pellets land on a target will be a berserker homing in on me, and those are the only enemies that are aggressive about closing the distance. It seems almost always more dangerous to engage someone from further away with a weapon that has quite limited effective range. The Rampage is the only short-barreled shotgun and yet it has an as expected spread pattern at 10m, though even it shows the same “bloom” issues starting at 20m. The most common loads like your standard 9 pellet 00 Buck loads don’t often pattern out in real life until around 15-20m. This game doesn’t have any short-barrels (besides the Rampage) or chokes so there generally shouldn’t be any reason (outside of… balance?) for the pellets to land so wide. 7 pellets is an interesting choice for buckshot. Federal FLITECONTROL 00 Buck uses 8 pellets, and is reputed on the market for having some of the tightest shooting loads. If balance is remotely a concern, I would rather tune down the base damage of individual pellets while guaranteeing that they will land and still be effective up to ~20m at the minimum. Given the number of rather long sightlines, even on the smallest maps and tiles, I doubt that this would give buckshot too much more leverage when I find it hard to have any reason not to go slugs since they are lethal (at practically any range, even ranges where they should not be as accurate as they are (150-200m, it’s hard to find engagement distances like this outside of Airport but still relevant if we are to add more maps with heavy open sightlines or if we add DMRs, don’t want to overstep their role balance-wise.) Overall, these would be my suggestions for shotguns, buckshot, slugs, and the potential for other rounds: -Increase pellet count from 7 to at least 8 -Buckshot spread should not exceed ~10 inches until it travels for at least 20m -More buckshot variants like 1 Buckshot, Flechettes (more pellets :D) -Slugs require more shots to break open locked doors; buckshot always opens it in one -Buckshot chambered through the Rampage should have a wider base pellet spread than the long barreled shotguns, but should not spread out further until at least 20m as well -Feeding rounds could feel better. Things like letting the player ADS as soon as they have at least one round in the chamber, allowing players to reload while ADS’d, lets us continuously feed rounds while empty and staying on target.

Toofy 13 days ago
Feedback
Buckshot is in a sorry state (The Call of Duty Issue of Shotguns)
Oh shotguns, how I love them. The way they look, the way it feels to chamber them, the way it feels to lean forward and put your cheek to its cold stock. Ugh, however, it unfortunately seems that as a gun enthusiast and avid gamer, I find shotguns in a lot of semi-realistic presenting first-person shooters often get a certain aspect of shotguns wrong, and it’s universally lethality at range. With the somewhat grounded direction that this game seemingly wants to push with its guns, it seems odd that shotguns probably miss the mark the most of all the weapons, especially after the recent projectile velocity buff that makes most weapons feel pretty good. A shot from ~10 meters with any of the shotguns should not produce this variation and spread. Often times it will appear that at least 2-3 of my pellets will miss the mass of a human torso just because of pattern spread. The only time all of my pellets land on a target will be a berserker homing in on me, and those are the only enemies that are aggressive about closing the distance. It seems almost always more dangerous to engage someone from further away with a weapon that has quite limited effective range. The Rampage is the only short-barreled shotgun and yet it has an as expected spread pattern at 10m, though even it shows the same “bloom” issues starting at 20m. The most common loads like your standard 9 pellet 00 Buck loads don’t often pattern out in real life until around 15-20m. This game doesn’t have any short-barrels (besides the Rampage) or chokes so there generally shouldn’t be any reason (outside of… balance?) for the pellets to land so wide. 7 pellets is an interesting choice for buckshot. Federal FLITECONTROL 00 Buck uses 8 pellets, and is reputed on the market for having some of the tightest shooting loads. If balance is remotely a concern, I would rather tune down the base damage of individual pellets while guaranteeing that they will land and still be effective up to ~20m at the minimum. Given the number of rather long sightlines, even on the smallest maps and tiles, I doubt that this would give buckshot too much more leverage when I find it hard to have any reason not to go slugs since they are lethal (at practically any range, even ranges where they should not be as accurate as they are (150-200m, it’s hard to find engagement distances like this outside of Airport but still relevant if we are to add more maps with heavy open sightlines or if we add DMRs, don’t want to overstep their role balance-wise.) Overall, these would be my suggestions for shotguns, buckshot, slugs, and the potential for other rounds: -Increase pellet count from 7 to at least 8 -Buckshot spread should not exceed ~10 inches until it travels for at least 20m -More buckshot variants like 1 Buckshot, Flechettes (more pellets :D) -Slugs require more shots to break open locked doors; buckshot always opens it in one -Buckshot chambered through the Rampage should have a wider base pellet spread than the long barreled shotguns, but should not spread out further until at least 20m as well -Feeding rounds could feel better. Things like letting the player ADS as soon as they have at least one round in the chamber, allowing players to reload while ADS’d, lets us continuously feed rounds while empty and staying on target.

Toofy 13 days ago
Feedback
Quickjoin should allow players to other enemies that are using quickjoin
Given my understanding that this game utilizes P2P networking, I do wonder if there are cases where a bunch of people may be using quickjoin. Because no one is reaching out to be a host between the multiple people that are connecting as clients, I wondered if it would be possible to “select” any of the given players queued in quickjoin to be eligible as a host.

Toofy 14 days ago
Feature Request
Quickjoin should allow players to other enemies that are using quickjoin
Given my understanding that this game utilizes P2P networking, I do wonder if there are cases where a bunch of people may be using quickjoin. Because no one is reaching out to be a host between the multiple people that are connecting as clients, I wondered if it would be possible to “select” any of the given players queued in quickjoin to be eligible as a host.

Toofy 14 days ago
Feature Request
Training Lobby for Matchmaking
Having a 3D space for players to run around in, plink at targets, and customize their character could potentially retain players better as they wait to either matchmake with other people or wait for people to connect. Something akin to Helldivers 2/Deep Rock Galactic?

Toofy 15 days ago
Feature Request
Training Lobby for Matchmaking
Having a 3D space for players to run around in, plink at targets, and customize their character could potentially retain players better as they wait to either matchmake with other people or wait for people to connect. Something akin to Helldivers 2/Deep Rock Galactic?

Toofy 15 days ago
Feature Request
Steam "Recent Players" not updating very consistently
Not exactly sure what could be done, but I’ve certainly played with more people in the past couple of days and it doesn’t seem to show any of them.

Toofy 15 days ago
Feedback
Steam "Recent Players" not updating very consistently
Not exactly sure what could be done, but I’ve certainly played with more people in the past couple of days and it doesn’t seem to show any of them.

Toofy 15 days ago
Feedback
Ladders allow you to shoot/throw utility while climbing
Obviously not intended behavior, but could this be a bug that becomes a feature? I wouldn’t mind being able to fire at my secondary weapon or grab a grenade from my pocket, since breaching ladders can be quite scary when there are limited points of entry, especially solo.

Toofy 15 days ago
Bugs
Ladders allow you to shoot/throw utility while climbing
Obviously not intended behavior, but could this be a bug that becomes a feature? I wouldn’t mind being able to fire at my secondary weapon or grab a grenade from my pocket, since breaching ladders can be quite scary when there are limited points of entry, especially solo.

Toofy 15 days ago
Bugs
Previous Campaign Statistics
With the discussion of overall player stats, I thought it would be interesting if we could do anything with the data of previous campaigns; the first of which could be allowing us to view our statistics in previous campaigns, both for individual missions and the overall campaign. Furthermore, what if we could get analytical graphs based on things such as KPM, heals done to self/others over time, armor recovered over time, ammo usage, etc.? This feature is certainly a heavier undertaking of its own but as an MMO player (now that I’m getting back into MOBAs with Deadlock >.>), I like poring over my performance statistics to see how I did even if it doesn’t necessarily translate to “how I could do better” as impactful.

Toofy 15 days ago
Feature Request
Previous Campaign Statistics
With the discussion of overall player stats, I thought it would be interesting if we could do anything with the data of previous campaigns; the first of which could be allowing us to view our statistics in previous campaigns, both for individual missions and the overall campaign. Furthermore, what if we could get analytical graphs based on things such as KPM, heals done to self/others over time, armor recovered over time, ammo usage, etc.? This feature is certainly a heavier undertaking of its own but as an MMO player (now that I’m getting back into MOBAs with Deadlock >.>), I like poring over my performance statistics to see how I did even if it doesn’t necessarily translate to “how I could do better” as impactful.

Toofy 15 days ago
Feature Request
Clearer Showcase of Intel Points + General Feedback of the Feature
After 30-ish hours I only now realized what use the Intel Points are for. I think it could help to show its use-case more in a tutorial, or have a more “shiny” indicator towards the prep map tab so another player could pay their attention to that area. There’s also a different post about a reminder of unspent Intel that could help too. Now that I played with the feature a bit I do think it needs maybe a bit of an extra, like potentially spending multiple points to “change” the layout, like adding an extra ammo cache onto the map or have a blockaded door be open for breakthrough instead.

Mino 16 days ago
Feedback
Clearer Showcase of Intel Points + General Feedback of the Feature
After 30-ish hours I only now realized what use the Intel Points are for. I think it could help to show its use-case more in a tutorial, or have a more “shiny” indicator towards the prep map tab so another player could pay their attention to that area. There’s also a different post about a reminder of unspent Intel that could help too. Now that I played with the feature a bit I do think it needs maybe a bit of an extra, like potentially spending multiple points to “change” the layout, like adding an extra ammo cache onto the map or have a blockaded door be open for breakthrough instead.

Mino 16 days ago
Feedback
Glass Penetration/Physics Feedback
At the moment, navigating around/through glass is a bit clumsy and unintuitive. I actually really do like the glass elements and props in this game. What I could suggest would honestly be similar to how the Source engine’s has a specific collision group for glass objects, enabling a function which allows various physic entities to “crack” the glass, allowing projectiles to fly through it, and actually allowing the player to destroy the entire pane with enough momentum. Bullets should also penetrate glass on the first shot as opposed to when the entire pane breaks.

Toofy 16 days ago
Feedback
Glass Penetration/Physics Feedback
At the moment, navigating around/through glass is a bit clumsy and unintuitive. I actually really do like the glass elements and props in this game. What I could suggest would honestly be similar to how the Source engine’s has a specific collision group for glass objects, enabling a function which allows various physic entities to “crack” the glass, allowing projectiles to fly through it, and actually allowing the player to destroy the entire pane with enough momentum. Bullets should also penetrate glass on the first shot as opposed to when the entire pane breaks.

Toofy 16 days ago
Feedback
Planned
Health regain perk visual is an eyesore
Supposedly fixed according to: https://feedback.playroguepoint.com/p/health-regain-perk-improvements But it appears to function the same in the newest version of the game and it is annoying to experience every 5s that it activates. Can this effect be made less flashy? It’s painful to look at in its current state.

elire01 16 days ago
Feedback
Planned
Health regain perk visual is an eyesore
Supposedly fixed according to: https://feedback.playroguepoint.com/p/health-regain-perk-improvements But it appears to function the same in the newest version of the game and it is annoying to experience every 5s that it activates. Can this effect be made less flashy? It’s painful to look at in its current state.

elire01 16 days ago
Feedback
Enemy health feedback
Regular grunts being able to survive frag grenades/explosives at later stages of the run feels bad, heavies die to one explosion consistently throughout the entire campaign for comparison and I honestly feel like it should be the other way around. Berserkers are unreasonably resistant to bodyshots given their presentation, a half naked dude should go down much more easily or at least slow down at much higher health threshold than what’s currently in game. Consider making them react to being shot with some stagger/sway animation if they are to remain this healthy of an opponent.

elire01 16 days ago
Feedback
Enemy health feedback
Regular grunts being able to survive frag grenades/explosives at later stages of the run feels bad, heavies die to one explosion consistently throughout the entire campaign for comparison and I honestly feel like it should be the other way around. Berserkers are unreasonably resistant to bodyshots given their presentation, a half naked dude should go down much more easily or at least slow down at much higher health threshold than what’s currently in game. Consider making them react to being shot with some stagger/sway animation if they are to remain this healthy of an opponent.

elire01 16 days ago
Feedback
A little bit more spice to R.Point
Hi there Rouges (and Devs), playing Rouge Point is a bit boring because I cannot find any online server to hop in, but thats another problem. The problem i want to talk about now is that we need a campaign as soon as possible. Maybe even a story and lore. It would be so much more interesting to collecg Items which are canon for some sort of Lore during the campaign. For example:,, We, as one Rouge were taken away from our parents to become child soldiers. And Raven with her corporation saved us from them and now we want revenge or something like that (Im not very good at creating storys). “ Thanks for reading til the end. Love yall.

ALoud Inside 17 days ago
Feedback
A little bit more spice to R.Point
Hi there Rouges (and Devs), playing Rouge Point is a bit boring because I cannot find any online server to hop in, but thats another problem. The problem i want to talk about now is that we need a campaign as soon as possible. Maybe even a story and lore. It would be so much more interesting to collecg Items which are canon for some sort of Lore during the campaign. For example:,, We, as one Rouge were taken away from our parents to become child soldiers. And Raven with her corporation saved us from them and now we want revenge or something like that (Im not very good at creating storys). “ Thanks for reading til the end. Love yall.

ALoud Inside 17 days ago
Feedback
high fov fix
As high fov lover i thought of a way how to make it managable, so there is a way by using panini projection, in few words it works like zoom in the center of the screen while banding edges, allowing us to have comfortable 200 fov like irl

_never_gonna_give_u_up_ 17 days ago
Feature Request
high fov fix
As high fov lover i thought of a way how to make it managable, so there is a way by using panini projection, in few words it works like zoom in the center of the screen while banding edges, allowing us to have comfortable 200 fov like irl

_never_gonna_give_u_up_ 17 days ago
Feature Request
ADS with both eyes open
gun in ads covers too much vision so lets fix it with realism when u aim with both eyes open in irl your gun becomes semitransperent, so why not make it into the feature, so we could see more(also i hate zoom-in in ads, so i wish i could dissable it)

_never_gonna_give_u_up_ 17 days ago
Feature Request
ADS with both eyes open
gun in ads covers too much vision so lets fix it with realism when u aim with both eyes open in irl your gun becomes semitransperent, so why not make it into the feature, so we could see more(also i hate zoom-in in ads, so i wish i could dissable it)

_never_gonna_give_u_up_ 17 days ago
Feature Request
More "Breach'n'Clear" situations
I personally feel like there should be more situations in which objectives are stuck behind barricaded doors and obstacles. Since mission timers have been removed (for now, at least), players should have an incentive to plan around locked areas and strategize with all the tools at their disposal. Lockpick could be used to create openings through locked doors and vents; Optiwand could be used to scan the area and figure out whether to use a breaching charge or a battering ram to avoid hurting an hostage.

Pyros 19 days ago
Feedback
More "Breach'n'Clear" situations
I personally feel like there should be more situations in which objectives are stuck behind barricaded doors and obstacles. Since mission timers have been removed (for now, at least), players should have an incentive to plan around locked areas and strategize with all the tools at their disposal. Lockpick could be used to create openings through locked doors and vents; Optiwand could be used to scan the area and figure out whether to use a breaching charge or a battering ram to avoid hurting an hostage.

Pyros 19 days ago
Feedback