Holographic 1x reticle is too obtrusive to aim at anything, it takes up way too much space to see what you're shooting at. Even for shotguns they are not precise enough. In Rainbow Six: Siege it's my favorite reticle because it's only about a pixel for the center dot and the surrounding circle is about the same width. In this game, it's practically the size of the entire sight window.
But on not so funny notice how about you make the shotguns OP to 10m and after that the dmg falloff to 99%. M?
"But on not so funny"
What even is this post?
The optimizations are very welcomed. I have turned up Texture, Shadow, Effect, and Foliage quality to "High" whereas before I had to have literally every option in the game turned to the lowest possible setting or else it would stutter.
The game runs at about an average of 70-80 FPS which is not fantastic but for a UE4 engine game, that's pretty good, since it's steady (no hard drops.) I still don't use any of the extra crap (Anti-aliasing, occlusion, screen space reflections, etc.) but the game looks pretty decent.
A bit of an annoying bug still in the game is when you have ADS set to "Hold," opening the comms menu while aiming causes it to stick, and even if you have released your ADS button prior to releasing the comms menu, you will still be aiming down sights.
I had the bug earlier today where interrupting a reload caused the next magazine to be loaded into my FAL did not render, only the rounds.
Currently the "Objective Indicator Opacity" setting does not save. I keep setting it to 20.0 and it keeps resetting to 100.0
Looting weapons needs some work. Sometimes you just want to pick up a grenade off the ground, but even though the prompt is showing on your screen, you're too far away and it won't do anything when you try to interact with it. Sometimes when you get the pick up grenade prompt, you instead pick up the primary weapon laying on top of it.
The coop is still fun and a bit more fresh now with Refinery as well as having to worry about grenades coming into doorways / windows.
I still feel the AI turret aimbot needs to be nerfed because often you can't peek it for even a second, and if you survive, it will just kill you through the wall anyway. I had one kill me today when I couldn't see his head through the smoke, but I think that's more a problem with the smoke effects.
The bots have a bad tendency of bunching up, and now they like to hang around already captured objectives and hunt players when they should be retreating to defend the objective. I think there should be a middle ground where they back up slowly and carefully as to not get shot in the back. They should definitely not
hang around an already won objective and kill players while they are resupplying.
Resupply crates are still a bit buggy and it's usually a problem where I double tap my interact key to quickly grab some extra mags/rockets but it ends up starting a full resupply.
Sometimes it won't stop you from moving and you start to stutter-step around which doesn't happen as often as it used to, but can happen still, hopefully that gets fixed.
I find it weird how the respawning on COOP / Checkpoint is inconsistent. Sometimes when you capture the point that then becomes "Defend," it respawns the dead players, but sometimes it doesn't. Fine if you want it to be random, but at least let people know that it is, if not a bug.
On another positive note, I still absolutely love the first person weapon models in this game. Whoever did the work on them is an absolute unit.
Just crashed on Farmhouse in a COOP vs. AI game as Security on the second objective. I called in an A-10 strafe and the observer confirmed it, then my game just crashed without any error messages at all.
Top of the map should be always be North. On Farmhouse, the top of the map is West and North is to the right on the map... weird.
I have played mostly COOP initially due to the stutters. I will include my hardware settings below in case of interest. I no longer get the stutters since I run on pretty much all lowest settings and have flagged Post Processing and and a high Texture Streaming Pool size as offenders towards stuttering. I haven't quite figured out what setting it is to make the technical MG AA ironsight not look distorted, though. I am going to play PVP more often now that my performance is much better.
Firstly, it would be nice if you could see the scoreboard in coop mode before spawning and choose to wait for other players to ready up instead of starting the round. Since I load in early, I often start the round with only me or me and one other person, leaving others to watch us take on the first objective. Secondly, the initial load animations should not happen when you respawn as it's incredibly awkward when your team completes an objective and you spawn directly in front of an enemy (maybe just allow a grace period where you don't take damage for a few seconds for now?- I don't think this happens currently.)
When I'm playing well against bots, it feels like all I die to is grenades, rockets, and air support. That's not to say the bots aren't good in gunplay, but they certainly aren't the smartest sometimes. The only other BS right now is that they lock on to you the moment they hop onto a technical MG turret but hopefully this is a bug. Bots should have to spin turrets around in a way that takes time too, and leaves a window for player reaction.
I like that you can shoot doors off the hinges, but the way they often get stuck and clip with corpses is a little silly. Very often trying to shoot a door off will instead cause more problems for you. The way it only falls partially and remains floating or leaning against something, unbreakable, while obstructing your view is not good.
The voice chat in game is a bit low for me unless people are yelling into their mics. I'm using a 7.1 headset and master volume is set to 50% while voice chat is at 100%.
If mouse smoothing is actually a thing, it should be an option in the menus but I suspect it's not actually forced as some people might say. I put the line to disable smoothing in my config file, anyway. I like that the sensitivity is customizable for both iron sights and scopes because that's something that took some time for me to adjust in game as I was having difficulty with any sort of zoom scope.
Hopefully the game gets a nice cinematic intro to set the mood for the game, although that's not a big priority for me.
i7-3930K CPU @ 4.2ghz
16.0GB Dual-Channel DDR3 @ 799MHz (9-9-9-24)
1863GB Samsung SSD 850 EVO 2TB ATA Device
ASUSTeK COMPUTER INC. P9X79 LE
Windows 7 Home Premium
Display VG248 1920x1080@100Hz ( out of 144hz )
Yup just had this happen too. My friend's game, in the same match, had the technical horn going off constantly even after I destroyed it. He did not hear the machine gun bug though.
Pistols when reloading often don't finish until some seconds AFTER the animation has finished. Offenders include the M45, 1911, and the Browning HP.
Supply crates can be moved away from while doing a long resupply and cause the player to have spastic, "jumpy" movement until they interact with it again.
May be related to above issue: Mosin picked off the ground and resupplied at an ammo crate will play reload animation infinitely but never actually put rounds in the gun.
Weapons can drop inside of objects and cause them to be irretrievable , even if you manage to get a prompt to pick it up.
Bots do not have to turn the technical's machine gun, instead they lock on to you, and start firing immediately when they hop on. This gives virtually no reaction window to kill the gunner unless you luckily pre-fire the gunner position as they teleport into it.
Having ADS set to hold will cause it to not release if the communication wheel is open, even after the wheel is released, and the player must press the ADS in order to unscope.
I'm not sure how it's handled, but bullets in real life act unpredictably once they've traveled through a surface, even if the material is rather thin and not very dense. Just thought I'd comment. Penetration on the PK machine gun feels like it's working but that's a full size rifle caliber. Smaller calibers don't seem to penetrate very much if at all.