freddymcbob
5 months agoNew Spectator
Feedback
UI issues
- Poorly named attachments: It is really annoying when you open up a gun's under barrel and just see 15 attachments labeled vertical. It might look a little cleaner at a glance but boy is it annoying when you're looking for specific ones and have to click through them all.
- Weird glitch effect in loadouts: I get it, it's a futuristic techy style choice but can we remove the weird glitch effect that appears overtop of the guns when you click on one in the loadout. It lasts for way too long and I'm just trying to look at the gun
- Social tab and friends: Can we get the join/invite to party and join/invite to game options available front and center when you mouse over a friend. Currently you have to open up the extended options to join their game and 9/10 times that's why I'm opening up the social tab.
- Inconsistencies across names and pictures: I'm not sure what to call this but I noticed it with the QLink. In the challenge menu it lists the QLink as a reward and shows a picture of it collapsed. When you go to the Assault Loadout it shows it deployed and calls it the Deploy Beacon. You need to click on the Beacon to see that QLink name and even that's in smaller print.
Gameplay Issues
- Suppression sucks. It feels counterintuitive to have a mechanic based on not hitting a target. Having a challenge require 300 suppressions to unlock 2 of the LMG doesn't feel good either.
- Throwable explosives kinda feel bad. It could very well be a skill issue but it seems like the frag grenades (and to a lesser degree anti vehicle grenades) suck. It feels like they never do much damage unless directly on someone and that defeats the purpose of an area of effect weapon. I tried them out on the clusters of bots that spawn when you try to make a custom game and I don't know if I even got a double kill from it.
- Challenges not properly tracking: So this one seems pretty reported on but I figure I'll bring it up anyways.
- Buff the Laser Designator: As it stands I don't see much of a reason to use the LD over the Drone. While the Drone is limited by a lengthy battery the LD has that awful red glint that just automatically gives it away. It's not even mobile, just remove the glint and let it be harder to detect.
4b) Auto spotting for the LD and Drone: I'm probably doing it wrong but if I am I think it may need to be made more clear but I don't ever seem to notice the auto spotting working for the recon gadgets. Maybe I'm just too far away to see the targeted people but if that's the case why is there a range limit on people who have been spotted.
Suggestions
- Training path weapon specialization: I saw someone else mention this but I thought it was a good idea so I'll mention it too. Give at least some of the different training paths different WSs. For instance the Spec Ops path could pretty easily use the DMRs instead of the snipers. The Frontliner could use Carbines instead of AR's and the Combat Engineer could use Shotguns. It will spice things up a little and more people will probably use more guns
- Support Chopper feels a little squishy: This could just be me but I feel like the support chopper just dies super fast. I know I'm not the best at it but it just doesn't feel like it has enough health especially if you're meant to be carrying people around in it. When you compare it to the infantry transports they seem like they can take more damage as well as get out of harms way easier, not to mention you can have fifty people repairing it. At the same time if you have 2 side gunners with you only having two passengers feels a little underwhelming, especially when you can see four seats in the back of it. Once again I'm no professional but I want to live out my dreams of carrying squads to objectives without feeling like I'm going to get one shot by pretty much everything.
- Weapon specializations: Once again this is probably just a me thing but I feel like the SMG and Assault rifles are in a weird spot. For instance, both the Snipers and LMGs feel like they technically can be used by any class but are even better in the hands of their respective classes. On the flip side the ARs and SMGs feel like they are able to excel no matter the class which I believe represents a gameplay/balance issue. I'm not sure what to suggest about it though. Maybe nerf them a little but buff the class bonus? Who knows