I’m not sure where exactly which threads to put my feedback in, so I am placing:
- My general gameplay, map, mode, vehicle and equipment/grenade feedback into this thread, which you can see below
- My Weapon feedback into the “Weapons Drill” thread, you can view the two comments I split them into via THIS LINK and THIS LINK HERE
- My UI, settings, customization, and progression feedback into the “UI & Live” thread, found via THIS LINK HERE
- My graphics feedback into the “Xbox” thread, found via THIS LINK HERE
So, for my general Gameplay, Map, Mode, Vehicle, and Equipment/Grenade Feedback:
General Gameplay, Map, & Mode:
> ⦁ I value having a skillgap, but The aim assist/bullet magnetism is very, very low for controllers. Especially with PC vs Xbox crossplay, I feel this could be problematic.
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> ⦁ There should not be a mouse assist option on M+KB with Crossplay. Having assist on mouse makes it objectively superior to using a controller, since aim assist (already arguably too low for controllers here) is meant to make up for a lack of mouse precision on controller
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> ⦁ I don’t know what caused it but compared to last flight, aiming and shooting feels less tight and “looser”. Shooting is less fun/responsive.
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> ⦁ While I feel the time to kill is generally fine, you die way too fast when being shot by multiple players, make damage be reduced if coming from multiple sources?
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> ⦁ Given the small map size and the amount of nade pickuips There is a lot of nadespam and deaths from them. Maybe reduce frag AoE radius or only spawn with one.
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> ⦁ Having what weapons spawn in a given weapon pad on the same map from match to match undermines the importance of map knowledge and an even playing field. This should not be in ranked playlists, and should even only be in social if there is a pre-match preview of which set of weapons is being used.
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> ⦁ Slide locking you into a specific direction feels a little clunky, being able to “steer” the slide and shift directions mid slide slightly would be cool, help it feel more fluid, and would open up some neat high level tech/skilled usage. Additionally, while I am aware of downslope slide boost tech, the fact that slide itself gives no apparent speed boost when using it on level ground makes it feel pretty niche, I think it giving a slight speed boost beyond sprint’s even on level ground would be warranted.
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> An alternative/additional idea would be having more instances of short cover or gaps you can slide behind/under on maps.
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> ⦁ In CTF, picking up the flag should have priority in terms of what you’re given the option to switch to when walking over it if there are other pickups nearby, or should be picked up automatically if you pass over it.
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> ⦁ There were a too many jumps that required clamber to access that even crouchjumping doesn’t let you make. Either increase crouchjump height or speed up the clamber animation. This intersects with map feedback, but I found myself having to use it more often then in H5, and being stuck in the animation constantly was starting to grate on me.
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> ⦁ Last flight, the Melee lunge distance was too far, but now Melee’s feel too inconsistent, especially in terms of enemy players/bots being slightly to the side of the center of your visison. There were many, many instances where I was meleed from a few steps away but me trying from the same or less distance resulted in no lunge and a whiff, or a player being point blank but them being a bit to the left or right of my reticule resulted in the melee whiffing.
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> ⦁ There needs to be more physics interactions. The Gravity Hammer, rockets, Skewer (which should continue to travel after hitting an enemy, to then be able to hit more players/carry the ragdoll with it) should displace bodies enemy players, and the user more, same for grenades. This displacement already exists in terms of melee sending bodies flying last flight or against vehicles in this flight with the hammer, skewer, etc, make it apply against players.
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> ⦁ The marking system is cool and is a good addition, but it is often unclear why a player has marked a specific location if it’s not a direct enemy, objective, or weapon/equipment/vehicle mark. I think it would be really helpful if we could hold down the mark button and have a additional set of options to clarify like “Enemies around that location” or “I’m heading here” or “we need somebody to cover this spot”
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> ⦁ The momentary lighting bloom on Bazaar when exiting a shaded area into the sunlight is disorientating.
Vehicle:
> ⦁ The “danger mode” vehicles enter when heavily damaged before exploding should last longer. Currently it is so short that you’re not really able to viable make a call to risk staying in it longer to do cutting-it-close plays.
Equipment/Grenade:
> ⦁ The distance you can grapplehook from should be increased, or make it so the grapplehook doesn’t shoot out at all if it’s going to fail anyways. Too many times something seemed like it should be within range and the grapple failed.
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> ⦁ While the Dropwall is not as useless as before, it is still not quite useful enough. Slightly increase the amount of damage the Drop Wall’s panels can take.
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> ⦁ The Threat Sensor is totally useless. Not sure how to really fix this, especially given the radar changes so now even walking shows up on radar anyways. Maybe make it show a second radar on screen with a real time display of the area it covers?
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> ⦁ Change the Repulsor so it can give you a large vertical lift without needing to look as much straight down. Currently if you aren’t looking almost straight down, it just stalls you in midair, and looking down then back up on most sensitivities is very slow on controller
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> Additionally, increase the damage repulsing an enemy into a wall does, it does so little that it’s impossible to predict/tell when it will actually cause a kill, since even with no shields it requires the player to be heavily damaged/3-4 repulse splats.
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> ⦁ The Spike Grenade isn’t consistent enough: It is intended to be thrown at a wall in an enclosed space so the spikes bounce and then angle themselves towards enemies. However, even in enclosed spaces, spikes often do not hit nearby enemies. Make the homing/tracking stronger, or have them release more needles.