Playtest feedback

Loved the most recent playtest as it’s my first time playing the game. First, I’d like to say that I really enjoyed it. It feels like the type of game I’ve been asking for for a long time. I played with a few friends that also really enjoyed it. While playing, I ran into some things I think could be improved, and some bugs.

Bugs
- When loading into a mission, if your secondary has a laser equipped, your primary will have no crosshair. This is fixed by switching weapons and switching back.
- When not using ironsights/when using crosshairs, it seems like all fired bullets go to the very bottom of the post, the red dot or even the laser when aiming. I consistently had to aim at the tops of heads or above heads no matter the range (this was not just height over bore at close range)
- Smart lean is a bit buggy and the game is very fiddly with firing through or over railings.
- In the mall, you can kick down doors to access areas with no assets loaded/that shouldn’t be in use.

- During one play session, the last merc would not spawn and a friend and I were not able to complete the mission
- Expensive red dot model is mounted backwards.

  • In certain situations, snipers will aim at you through walls.


Feedback
- No real way to play solo. I get it’s a team focused game so I can’t really complain about that, it’s also a playtest. The times I did play without friends, it was impossible to clear a campaign. Trying to extract after the 5 star merc always resulted in being overwhelmed.
- Some enemies are too accurate and fire a bit too fast. The yellow hoodie users with flashbangs especially have a bad habit of sprinting back and forth while peppering you with extremely accurate fire.
- Projectile speeds for pistol calibers (both pistol and SMG) are just a hair too slow. It also seems like there’s room to make those speeds vary, for instance, making the 9mm and .40 projectiles faster than the .45 projectiles.
- Tied into previous suggestion, I think the MP5 having higher projectile speed than the UMP would help set it apart and make it more useful, as the UMP is flatly better.
- Stealth really is not viable, as all enemies are alerted too quickly. I found the most success using less than lethal weapons. Suppressed guns did not always kill on a headshot and lead to firefights more often than not.
- Dead drops are a hair too unforgiving. Perhaps they need a pity mechanic of sorts. I get the feeling they are completely random, which is fair, but I felt like I rarely had the chance to get a cool purple gun.


I of course don’t expect the game to be a finished product during what is clearly an alpha. I really enjoyed what I played and I look forward to playing early access as soon as possible.

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Status

New

Board

Feedback

Date

4 months ago

Author

coffeefrags

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