Feedback after a day of play

It’s been a while since my Rainbow Six itch has been scratched in a new unique way. So far it’s incredible in it’s potential!

I only played two player coop so far. Although I am unfamiliar with dev terms I am incredibly sensitive to sudden weird, apparent changes or how something ‘feels'.

First things that stood out:

  • The volume in the mission loading screen is LOUD and looks to be independant because it doesn’t seem to respond to the player’s audio settings. A must fix and hopefully simple.

  • Auto Lean really screwed with our muscle memory and caused us to take more damage than was necessary. Suggestion to turn this off by default and introduce within the training tutorial? Then with a 2-choice control scheme screen perhaps?

  • Recoil: single shot feels way better than full auto (which I understand is supposed to be like that) but the noise-ratio feels a bit off. Like either the recoil is too strong, the camera shake / movement is making it worse or a combination of both. I believe there’s a better, tighter balance to be struck.

  • Stairs: Going up a stairs is doing stuttery headbob things with the camera. I mainly spotted this on Airport and might be worsened by fps drops. I can’t remember if this was something that started developing over time or was there from the start. It was incredibly jarring. (I will try to capture footage in the future)

  • ‘Stutter’ or ‘fps’ drops when you go through the aim down sight animation. This feels worse on maps with a bigger performance hit and makes the whole presentation appear less smooth. (Airport)

  • Noticeable fps drops upon enemy spawns, almost like an announcement and can be felt on even the smaller maps like Mall (or a variation of). Maybe it’s got to do with engaging / aggroing the enemies?

  • Airport: This map is great but after a couple of hours of play, me and my teammate were skipping over other maps more and more due to the fps drops / hits. Pair this with the particles coming off of the boxes when shot (which looks awesome), enemy engagement and my frames just dive. This map needs and deserves the optimization. The big main hall seems to be the worst and I have no clue to what is causing it. Probably a combination of stacking parameters.

What I perceived as bugs:

  • The last enemy not spawning in a Mall kill mission variation with 14/15 kills. We had to kill that run sadly.

  • During missions that involve carrying a hostage your character switches to secondary gun but if you pick up a primary dropped by an enemy it’ll allow you to use primary weapons (as long as you don’t switch). This carry mode should lock you to secondary only.

  • The shotgun with the big drum mag sometimes bugs with the animation and you’ll be reloading it with pistol mags.

  • Enemies standing in eachother or in a door and act as if ‘dormant’. Lots of dormant enemies camping a corner.

  • My teammate could climb a ladder that I couldn’t see nor use as host.

I hope this helps somewhat because we’ve been really enjoying this playtest immensely and want to see the game do well and grow into something it deserves to be! Thank you so much <3

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New

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Feedback

Date

4 months ago

Author

shapelessdnb

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