First and foremost - FIX.THE.CONTROLS:
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increase the sensivity to 20 at least, if not 30 - current turn speed is way too slow, sure, you can play with acceleration, but that makes the controls unpredictive, unprecise, so you either get speed or precision, but never both, while turning down (or completely removing) that awful acceleration and its wonky curve while increasing the sensivity of the raw input would greatly improve the game.
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unified controls/gun behavior - it’s unthinkable to have each gun handled completely different than another, and yet it does in Infinite, Commando and Sentinel Beam are virtually uncontrollable on a controller, wheteas stuff like Bulldog, AR, Spanker play like a dream, it’s just so wrong and you’ll never have a decent sized community with something like that. My guess is it all has to do with the reticle size and/or aim assist that depends on reticle size and shape, so like I said - unify that, controls are what makes or breaks games on consoles, it’s been proven to death in the past 15 or so years already.
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put aim-assist on the correct stick, a.k.a. the aiming stick, 'nuff said (and fire whoever though about/decided to put it on the left analog).
Once that’s sorted out and people stop abandoning the game due to how poorly it plays/controls, you can actually start thinking about further balancing and improvements:
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nerf melee, to the ground - a simple button press depletes your entire shield and 80% HP, is this a shooter or Street Fighter? And there’s almost no cooldown between consecutive melees, which might even be OK if it wasn’t for the lounge, but it’s there and we have to learn to live with it. So long story short, turn down melee damage by like 20-30% at least, or make it insta-kill when you’re shoeldless but only remove a third, half at best of the shield, and double the cooldown time so it’s not as spammable like it is now, so people who actually put effort into shooting are rewarded instead of being penalized for trying to shoot in a shooter, duh.
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Sidekick - turn down the HS bullet magnetism the same way it has beed done for BR recently. Also I’d turn down its rate of fire in favor of slightly increased damage, maje it fell more like H5 pistol.
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AR, a.k.a. the gun everyone spends over 90% of time with and is the reason many people aren’t having fun with the game and abandon it - where to start? Huge recoil, huge bloom, and inability to hit headshots (tested on a dude that was afk), something needs to change. IMO just turning down the bloom would make wonders alone, because it’s ridiculous to have someone in the very center of the reticle and not hitting him at all because the bullets start to fly whenever the heck they want (and no I’m not talking about desync situations), again - controls are everything, so if you can’t control where you’re shooting, what’s the point of playing such game at all? You do that, increase the gun’s accuracy, and you can alongside decrease the damage since you won’t be missing that many shots anymore. And add headshots just like other guns do.
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Commando - same as above, turn down the bloom and we’re set (after fixing the controls first that is).
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Plasma Pistol and Ravager - disable ammo drain once fully charged, that’s really all that’s needed to make them useful, viable, and fun.
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Plasma Carbine - increase projectiles velocity, that’s the gun’s only issue right now,
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Stalker rifke - it’s a good, balanced gun, but let’s be honest, it’s dull and completely soulless due to how gluted the reticle is to the screen, so maybe add a bit of recoil to it, but increase the damage and decrease the rate of fire, so that you’ll have a gun that has some identity to it whete each shot actually counts, while temains its TTK,
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Shock rifle - similar to above, feels somewhat soulless, and feels, heh, actually is useless unless you land a headshot, so similar adjustments needs to be made like it happened to Ravager’s primary fire, as right now you can upload while two clips into someone, all for nothing. And/or maybe increase the clip size.
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Hydra - either increase missles speed or primary fire’s splash radius, right now it’s a great weapon only on Behemoth map and maybe Launch Site (and BTB), the rest of the maps are too tight for it to be useful.
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Frag/Spike grenades - increase splash radius, especially fot Spike, or add more spikes, as it’s easily the weakest nafe type in the game. The frag nade has been rightfully netfed when it comes to its damage, but the effective radius feels too narrow, you get situations like for example King of the Hill whete you throw two frags and two spikes right in the middle of the field where entire team is aaand… nothing. Reminds of the Hudra’s nearly non-existent splash to be honest.
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maybe limit the amount of nades to just two? So if you want to pick plasma or dyno, you excjange the frags, instead of having two sets of two.
The rest of the guns seem perfect as they are currently if you ask me.
Now, when it further comes to wrapons and the whole sandbox experience, I’d create a single rotation for each map instead of two different loadouts like we jave now, for example - a game starys with sniper rifle, so the next time there’s gonna be Skewer, then sniper, then skewer and so on. Starting power wealon is Spanker, so the next respawn will be Cinder, then Spanker again, and so on. Once you get Overshield, the next time Stealth, etc. This way each match would have significantly wider weapon variety.
If we’re at it, I’d add delay to power weapons/equipment, like at least 30s or something like that after the match started, not right from the start where all the players are desperately chasing and fighting for Spanker or Overshield.
Also - highlight the weapons and equipment that are available near you, I think that would help a lot to for especially newcomers to pick up something else than AR for once, there’s a scanner I know, but nobody uses it, similar to spotting, those are two features that were added with good intentions but aren’t really used by players, it just is what it is. So add those yellow icons for each gun/equipment like power weapons have, but reveal them only when the player is within some small proximity to the pod.
The motion tracker needs a rework, because in its current state it’s just a BS legal wallhack. The only thing it should reveal is show whenever someone is shooting, and when someone’s outside its range highlight him on the eges the way sprinting currently is. This simple change would dramatically, and I mean DRAMATICALLY improve the whole flow of the game, as people would know where the action is going on, when to go, as well as improve, actually allow to begin with, any tactical aporoach, especially in objective-based modes where you’d be able to flank the enemy, sneak them from behind, walk pass underneath/above them etc. unlike what’s going on with that build-in wallhack where everyone knows where are you going before you even go rhete and nades are being thrown at you before you even get from behind the corner…
Vehicles need to be actually destructible after receiving X of any sort of damage, right now bullets nor nades to anything, there isn’t a single day without someone on Reddit putting a clip of him getting 40+ kills just like that in a Wasp while the entire enemy team os constantly shooting at him, it BS and complete lack pf any nalance at all. The alien vehicles with constantly fully charing shields aren’t any better. So something needs to be addressed here. Also add cooldown to all tbose vehicles but increase the damage, so they kind of work like power weapons, whete ok, it’s easier to get kills but you have to eatn ot onstead of just hold your trigger and melt people without any penalty, whereas with a cooldown if you screw up you screw up, and now you have to wait a bit until you can try again.
Just a bunch of adjustments from on top pf my head, just some very basic, minor stuff that would lie a foundation to eventual further add-ons and improvements to the game.