I usually go by "Jelly".
I enjoy coffee, art, firearms, reading, wandering.
After no-lifing the game pretty hard over a few days I've reached level 30 on several classes and completed about half of the missions on insane. I feel I have a good understanding of what the game is so I decided to leave some impressions here in case the devs are looking for feedback. This is not a set of demands or entitlements.
The Good (reasons I play and would recommend the game to friends)
- Awesome horde fights.
- Interesting resource system (defenses, breaching charges, equipment, medkits).
- Decent class diversity.
- Lots of guns.
- Good polish (great performance, good graphics, few bugs).
- Great price, no MTX.
The Bad (minor grievances)
- Cheap spawns (Get killed by a lurker behind a shelf your teammate cleared 3 seconds ago).
- Not many different specials. I find myself missing L4D specials that encouraged teamplay like witch and smoker.
- Tedious grinding.
- Bad map designs:
No breach-able doors (NYC 1), unavoidable damage (NYC 2), random drop-down hole that forces you to traverse the entire map all over again (Moscow 2), et al.
- Invisible walls (usually above guardrails) block shots and wipe teams with rebounding explosives.
- Excessive RNG, i.e.: Exterminator 16 sometimes duplicates 5 defenses and trivializes the horde, sometimes does nothing at all. Gamble with your time.
The Ugly (reasons I would discourage a friend from buying the game & reasons I will eventually stop playing)
- Server instability.
- Extremely generic PVP.
- Repetitive linear maps.
Thank you for your time.
I just remembered they're pushing for community servers by release so admins should be able to police toxicity there at least.
The issue's been discussed here for a while now. NWI are too small to process individual reports from a reporting system so that's out of the question, and I've read (second-hand) that they are against giving players votekick powers. The issue won't get better unless the trolls get bored and move on.
There are small automatic protections they could implement though; some teamkill scenarios are blatant in a systematically verifiable way like the spawn killing you mentioned. CS:GO had protections against that for a long time, and could also tell when you followed someone out of spawn and lined up a shot on them. Just clicking your mouse at that point was enough information to prompt an automatic kick.
This was a problem with damage registration which was supposed to be fixed in today's patch.
Fixed an issue with bullets where damage dealt could fluctuate from intended values, improving reliability of bullet damage calculation.
@guacamole Do some tests. It's been demonstrated this is not the case.
Needs to be nerfed. Right now the TTK almost feels like BF3 or 4 when using assault rifles, and because every person runs heavy armor it is a real issue.
Today's patch moved a bunch of points around on one of the new maps, mostly for the better. Attackers are still at a severe disadvantage though and always will be.
Not that I want to corrupt this thread into yet another TTK argument but this has a lot to do with nerfs to armor. Moving is just too difficult with 1-2 shot kills from practically any weapon. Attackers are forced into rocket spam and other such degeneracy just to get a few inches of ground.
It might help if attackers spawned faster and/or had 1-2 more waves per objective. Also I see no reason why firesupport options shouldn't all be immediately available for the attacking force since they initiated the combat and ought to have gotten these things in order ahead of time.
You still need to have visual on player models to hear footsteps as well. Extreme oversight on a major bug that was reported weeks ago.
SVD is also still getting 2-shot kills.
Before Sept. 6 hitreg fix and armor nerf they were nearly worthless beyond point blank. Just another way the true TTK is becoming apparent.