I don’t support this idea.
The idea of making a loadout is that you design it for how your going to play. If you can have multiple attachments and switch between them easily then you can can 1 loadout for every situation.
It’s the same as the people asking for a flip up magnifier to the 1x redot.
I don’t agree, build your layout for long range or cqb. Choose one, but you can’t have both.
It’s not a Rambo simulator, you can’t do everything. Work with your team and the classes they have.
If all you do is play coop I’m sure community servers will allow you to carry 2 load outs.
I don’t agree about being back the stamina bar.
The speed at which you change direction while sprinting needs to be lowered.
But I think they should remove the stamina bar all together and just have your movement speed governed by your loadout weight.
I’m not sure if you played the closed alpha before they bumped up the stamina and speed, but it was infuriating trying to run from 1 side of the map to the other and have to stop and go prone more than once to get your breath back. It was a running simulator.
Maybe it worked well on the small source maps, but these maps are so big it just didn’t work well for me. It’s also the reason why the big BR games with big maps don’t have a stamina bar.
I use the new G-Hub software (I think it’s still in beta).
I don’t have issues with my G-Pro keyboard and mouse.
If your using the old software, maybe try the new one, see how that goes.
That’s probably going to happen on December 12th.
At the moment we are only playing to provide feedback and test bugs.
Firstly i want to say as a whole i love the game and am addicted.
40 hours from the closed alpha and 100 hours from the beta.
The sounds, the guns, the ttk, the dismemberment, its all so raw and gritty and I love it.
Unfortunately when the above is done so well it makes the other things stand out like dogs balls.
The lobby to the game has your character standing there with no human movement and he looks like an 18yo ready for his first day of boot-camp wearing a freshly pressed uniform.
Have you ever seen a wet behind the ear 18yo try and wear a mans beard?.....exactly
The last thing that comes to my mind is "raw and gritty".
The characters need age, need scars (like they've been through some shit), need face camo, give them a gun to hold, maybe let them sit down with a cigarette in their mouth, some skin that looks like its been at sea for 100 years, something.
The character look also flows through to the game and the animations (which has been bought up so i wont repeat whats been said).
I just need to see more raw and grounded animations that doesn't pull me away from the immersion.
The other areas of them game that are hindering my replay-ability are;
You enter a game with randoms, if you use the radio, you can't identify who's talking. so you either have to introduce yourself (which is weird) or you play the whole game not really knowing who's who on'y to be booted out at the end to put in another game full of randoms. i mean wheres the community building aspect of the game?
Make peoples name come up when they talk on the radio and then let everyone vote for the next map at the end of the game. If you play with the same people for a whole night you can make friends and friendships build communities.
Even with 6 maps i don't feel like there is enough content for the game at full launch.
I've heard some people say add Ambush. (never played it so wont comment).
but the most common fps game mode is BattleRoyale.
(I've played pubg, roe, cod4, fortnite)
So here's my pitch on an insurgencySS style BR.
TLDR; squads enter safe-house objectives to survive each "zone", there's always less safe-house objectives than teams alive each zone until 1 team is left.
Only 4-man squads.
same insurgency role layout, 1 sniper, 2 rifle, 1 breacher.
no jumping out of a plane/bus, either pick you spawn location like roe, or its randomly computer generated.
you are security, everyone else looks like insurgents.
count down timer between each "zone"
yes you can be knocked and revived by a team mate. you can be revived once before getting "resupplied"
so the way the "zone" works is after your team is spawned, objectives will appear on the map, the obj will be a "safe house" there will be many objectives, so if 12 teams are spawned, maybe 8 objectives.
You need to take control of an objective before the (a10 raid, nerve gas whatever) comes and wipes out everyone left outside.
Next wave there's 8 teams and 4 objectives, then 4 teams and 1 objective etc.
(numbers can be tweaked but you get the idea).
After each (a10 raid/nerve gas wave) a resupply crate opens up inside the objective, you can change role, resupply etc, get full health and get your 1 knock per life back.
The game ends when there's 1 team left. which could be before anyone even reaches the last obj depending on your strategy.
To have it on such a big scale you would have to make a new map, but maybe trial on a smaller scale with 8 teams 3 obj, then 3 teams 1 obj next wave would work on a current map like hideout or crossing.
So that's my idea for some extra content, all you BR haters give me your best shot. (it's not a typical BR though...)
The main reason for this post is to say "even when all the bugs and optimization is fixed there just isn't enough substance to keep me playing".
I tried to give you an idea on something that hopefully adds to the game.
Thanks for reading.
PS: (why after 140 hours is this my only feedback, it's not I've done others, but i felt that all the other problems are known and are being worked on or have been mentioned or aren't as significant. I believe player models, community building and content are the most important things for the game to succeed and grow.)
(optimization and bug fixes is a given, did u really want another thread on that?)
MM would be fine if they didn't kick everyone out at the end of the game, servers could fill up that way.
It’s not just bots, it’s also in pvp.
If the player is out of my FOV I can’t hear their footsteps.
Because your a well know hacker in the oce region.
I made a post about this back in the alpha.
Apparently the sun is setting to the west and the side of the map that would be west was decided based on the lighting effect that they wanted on the map.
IMO I don’t care if the sun doesn’t set to the west, I’d rather have top of the map be north.
I think if the damage per “pellet” is dropped a bit then at a longer range you will be hit with less pellets because of the spread and take less damage.