Every game does that. It's a waste of processing power and dev time to either create assets or render things that won't be seen by the player in normal gameplay. In this case it only happens due to the model's inertia while moving, so it's just an oversight of somewhat of an edge case.
I'm on a regular 16:9 screen, 1920x1080.
Doesn't affect gameplay at all, but the front sight and flash hider (on the model, not the attachment) on the Mk14 are inaccurate for that model of rifle. Currently it has a standard USGI combined flash hider and front sight unit, but the Mk14 program rifles have some combination of SEI gas lock mounted front sight (trident/fork or hooded) and either a Vortex or Surefire flash hider (depending on Mod 0 or 1 or in between).
Only noticed on the AKM so far, but when looking down the inertia of the weapon causes the camera to view from an angle where there is no face/texture so the player sees through it.
Currently, the Commander only gets points for kills and assists with offensive fire support, even though the biggest risk and contribution is often smoke/gas support. Players in the Commander role are not rewarded with any cap-related points for providing strategic fire support currently, which can bring them way down the scoreboard even if they assisted capping multiple points with either screening, suppression, or area denial.
Are there plans to improve this? It's disappointing spending a game working hard to position myself for good fire support calls and ending up in the bottom third even though I helped my team capture almost every point...
Yeah, I've been noticing this the past few days. The difference between crouched recoil and standing recoil is enormous. I'm not sure what the balance aspect to this even is, since you're a much bigger target when standing. On top of that, IRL you'd have less recoil firing from standing (but much more sway), not that the game mechanics should be dictated by that.
It's to the point with most guns that you can't reliably kill enemies from standing beyond 25 yards if they're even semi-conscious. After the first shot they can just start running and be unkillable or drop to crouched and 5/5 you with a full auto burst because there's so much less recoil.
I get that I can just drop to crouched myself, which I will be doing consciously now, but is that really the meta we're going for?
I'm noticing, in Co-op at least, that shooting enemies through thin objects like doors or shelving units seems to do no damage, or at least extremely reduced damage, with a lot of guns. The MP7, for example, should have no problem maintaining a similar trajectory and lethality through something like sheet metal shelves (happened to me last game). Doors should not prevent more than 10-20% damage from all calibers, including pistols.
I especially agree with your points on the helicopter support, I was thinking of posting the same thing myself. The helicopters are super OP offensively, but also too easy to shoot down. Making them fly an orbit pattern rather than straight and hovering would make them require skill to shoot down, while also reducing their opportunities to fire on players. Reducing their first-shot accuracy would also help, and give players a chance to take cover when targeted (as well as being more realistic for the minigun, since it's quite hard to aim).
Yeah I think I'm with you on this. It's fine if everything gets reset at launch, and none if it matters because it's a beta, but at the end of the day the unlocks and customization are a big incentive to keep players playing the beta, which means more bugs caught.
Co-op, around 80:5 and 5+ caps, an hour of gameplay, 2000 XP. I assume gameplay and bugfixes are the priority right now, but part of the incentive for me to keep playing the beta to find and report issues is XP and unlocks, even though they're getting reset. If the game isn't going to respect my time, I'll probably cut back on playing the beta...