Please consider less spongey combat (for enemies and players)
When I pick up a tactical shooter, I look for games that reward positioning and planning over horde management and aim. Rogue Point to me is currently in the latter. Because you are so tanky and enemies are also very tanky, I found myself just running the best damage weapon I could find (slug bellini/artemis) and abusing my aim for success rather than make use of the tactical tools. Stealth is also mostly unviable, the only way to get a 1 tap with a suppressed weapon early is the Bauer and that loses its ability to 1 tap after the first round.
I would increase damage both incoming and outcoming, and remove the health scaling per level. I would also play with removing the damage based skills, as they’re incongruent with a tactical shooter IMHO
Log in to comment and vote
Comments2
coffeecup1337
Feb 20
I honestly disagree with this because I understand this isn’t meant to replicate a tact game like Rainbow 6 directly. And making enemies less spongy would make most of the weapons feel the same, when right now there’s a marked difference between all of them, especially with how they deal with each enemy.
I can agree with removing health scaling per level, but not wholesale making enemies and players taking less hits to go down.
wheatly
Feb 20
I definitely don't think this game should be full on Rainbow Six. Any HP changes should be adjustments, not a design overhaul. I think enemies taking multiple shot should absolutely be a thing. But I think the low tier pistols and auto SMGs suffer immensely from needing to hit a lot of rounds on target. Maybe a more productive adjustment would be upping their damage?
Honestly, we could do with making the damage perks base kit as a way to handle it