I often forget to use the mission intelligence. A reminder should be added when it hasn’t been used. When ready for a mission, it’s easy to forget whether I’m fully equipped. I once bought a gun and sold another one. Before selling, I modified its accessories, which meant I had to equip it, unequip it, then sell it. This caused it to replace the new gun I’d just bought, and after selling, I didn’t realize I had no weapon equipped before starting the mission. I strongly suggest adding a prompt for unequipped items when clicking Ready. I recommend showing a character silhouette with equipment slots; missing items should be highlighted in bright red, with a confirmation prompt. Right now, only body armor has this check—everything else needs fixing.
The option to set the team as public or private should be displayed in the lobby. Right now it only appears in the host’s mission setup screen.
This causes several issues:
When I’m waiting for players in the lobby, I often forget to set the team to public.
During a mission, if I’m unsure whether the team is public or not, I have to exit the mission selection screen just to check.
After finishing a mission and wanting to take a break, I sometimes forget to turn off public visibility while changing cosmetics in the lobby, and new players keep joining. I then have to kick them out and quickly disable public mode before anyone else joins.
When placing an ammo box, the green preview ghost jitters during placement. It often snaps to an invalid area at the last second, canceling the placement. This is very annoying.
Every time I enter the loadout screen for a new mission, all shorter weapons cause the character’s left hand to twist incorrectly, with the wrist completely folded. The wrist returns to normal when I click the weapon slot.
After switching from a secondary weapon to the WAM 10 submachine gun, the animation fully draws the weapon, but firing is disabled for about 1 second.
When sprinting, the laser beam and the laser dot on weapons with laser sights are misaligned as the weapon moves during the sprint animation. I’m not sure if this is related to the FOV settings.
When shooting at a heavy armored enemy’s helmet from above, hits that clearly land on the helmet are registered as hitting armor instead.
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About 1 month ago

419667_49251
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