Gunplay Feedback

Played the demo for a couple hours, really liked it overall. Loved gambling for strong guns and getting stuck with something wacky.

I liked…

  • The aiming system, it reminds me a lot of old school tactical shooters like Rainbow six, Ghost Recon, or the Firearms mod for Half-life. I hope this never changes.

  • How much stance and movement effects aiming, though I wish there was a walk key to get crouch accuracy while standing.

  • The amount of recoil weapons have in full auto, and surprisingly low velocity made shooting moving targets or heads much more interesting despite the short range of maps. even if the velocities feel unrealistic, it added to the gameplay more than it took me out of the experience.

I didnt like…

  • The recoil disparity between semi and full auto on the same gun, feel like semi auto should have a bit more recoil than it does now. semi on AK compared to full auto is like a laser vs a autocannon.

  • The lack of feedback for being shot/shot at especially at long range, sometimes its really hard to tell when youve been hit, even by something like a sniper without staring at your HP bar. could use louder bullet cracks, directional ones to guide your ears in the rough direction.

  • The player side gun audio design is almost there, but I cant put my finger on whats missing. it might just be the mixing, some guns sound too quiet or muddied relative to other sounds

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Upvoters
Status

In Review

Board

Feedback

Date

10 months ago

Author

LtSnoWolf

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