[BUGREPORT/Feedback] Heavy Carrier for Demolitions, AI skills balancing, RPG hit volume detection & more

[BUGREPORT/Feedback] Heavy Carrier for Demolitions, AI skills balancing, RPG hit volume detection & more

Hi there, first off: I love this game and how intense the combat is. I got almost 300 hours of playtime since the Beta now, 99% of the time I play Coop, not a big PvP fan in general. The immersion with all the great sound effects, voice chatter and visual details is just amazing! I really hope to see a new WW2 game like "Day of Infamy" on this current game engine/build someday!! 🙂

Loadouts/Carrier Limit
One thing I noticed is that you can no longer carry 4 HE rounds with the heavy carrrier kit and explosive launcher. I'm not sure if this change is on purpose, but I think its unfair and we used to have 4 rounds with the heavy kit.

Second, I noticed that when spawning in with the RPG-7 and heavy kit, you are able to pick up an extra rocket from the ammbox (so 1 loaded + 3 extra rockets total). So there is either a issue with the amount of rockets you load in or an issue with the max. total amount of rockets you are allowed to carry with the heavy carrier kit. IMO it should be either: 1/2 or 2/3 rockets (first number for light carrier and second number for heavy carrier).

AI Skills & balancing: TURNING, AIMING & PLAYER DETECTION
I'm sure this has been brought up several times already but it can't be adressed enough, the quick-aiming-360°-no-scope AI is ridiculous.
Enemies have their backs toward you and manage to instantly turn on you and kill you with a single shot. It seems like the players location has no effect on the AI skills. E.g. the element of surprise plus positioning in well hidden cover should have an effect on how quickly AI reacts and how quickly they spot the player.
As marksman you get one-shot-killed by regular rifleman across the map, as they spot you instantly at any location and have no problem to hit you with the very first shots, even thougn they use ironsights on a long range engagement.
I have been hit by molotovs mid-sprint as the AI perfectly calculates the throw arc and the players position.

AI Xray vision
The AI vision can be pretty frustrating, sometimes they can spot and shoot you through thick smokes, other times they can't see you through the thinest layer of smoke. Often players dont even bother with putting up smoke anymore duo to this issue.
There is also a big problem with the AI being able to spot you through walls. I've been targeted by AI through walls quite a bit, especially technicals. And when I mean targeted I really mean it, that was NOT blindfire coming through walls. While being behind a solid wall I move left, the AI fire/tracers move left, I move right, so does the AI fire.
Some actual blindfire would be great when used by the AI, as in "I saw this player disappear behind this wall, so I'm just gonna put down some fire on these ~5m of cover".

AI spawn killing
The spawn killing is still an issue. The best solution would be to either give players spawn protection for a couple of seconds (god mode until the player has a chance to return fire or go to cover) or force AI to keep retreating (=not stop and return fire) until they are out of a certain zone around the player spawn area.

RPG hit volume detection for rockets
My friends and I constantly have issues with RPGs. The detection for the hit boxes/volumes is wrong, you keep blowing yourself up when firing it around buiding corners or aiming out of windows.

Reflecting Teamdamage
I see the good will here to try avoid teamkillers, but this feature punishes good players who take damage because of bad players who run in front of your line of fire, run into your flame grenades, or won't move away from explosives (e.g. after warning them that you are about to blow up a weapons cache). Please add a vote kick function and what I suggest: instead of enabling teamdamage reflection, turn off friendly fire for those specific players.

Vehicle mines not effective/working properly
A friend of mine and I both had the issue with placed vehicle mines (playing as Security Demolitions). In both cases the technical drove over the mine, triggered it, the mine blew up but the technical didn't explode (I can't say if the technical took damage at all or not).

Gasmask/Voice on full resupply
Doing a full resupply on ammoboxes (holding interaction key), you automatically unequip the gasmask, but your character voice still sounds like the mask is on. It would be nice to still have the gasmask on after the resupply, if its still part of the loadout.

Door kicking
The detection for door kicking is sometimes pretty inaccurate, e.g. I end up stabbing the door with my rifle so that the enemy then kicks the door in my face...
Also it happeneed to me that standing in the corner of a room, I ended up dying when the door was kicked open, even though there should've been enough space between the door and the corner.
In general I think its a bit exaggerated to kill people with doors, at max they should be stunned for a few seconds (play a nice "thrown to the ground" animation instead).

Floating guns (invisible hands)
There is a bug where the players hands will be invisible for the rest of the match (even after respawn). A friend told me it occurs when you get killed while switching weapons, but I'm not sure about it.

Match Preferences
Please add options to not join games thare are already close to the end (e.g. after OBJ D). It's really frustrating to keep joining matches thats already on the last objective.
Option to only search for games that aren't low on players is required too. There is also no point in making me rejoin the same match I just quit.

last edited by Buzztr0n

I'm a bit disappointed that there hasn't been any response at all after all this time. By making the effort to register here just for the reason to give such a detailed report of all kind of bugs, I would atleast expect a dev to reply here.

Community Manager

Hello @Buzztr0n,

Sorry for the late response. We're happy that you enjoy the game, and we really appreciate your constructive feedback.
These issues have been forwarded to the team!

Have a nice day!

Thanks alot chaton, much appriciated. I saw the blog post about what updates to expect in the upcoming months and I can say, I'm excited to see those!

Cheers

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