Improvement list

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Jhavy
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Improvement list

These are some contributions I would like to make and I hope they will be taken into account.
-Improve the definition with the ACOG sight. It looks blurry.
-When you enter the houses, the enemies shoot through the wall and wound you, while you when you shoot equally you don't wound them.
-Many times you shoot more than 3 or 5 shots at the enemy and they don't die.
-More blood and dismemberment.
-The enemies have more definition and look better.
-The objects that break with the shots.
-Marks of shots in the walls better made.
-To be able to shoot to the lock of the doors and that they open, as well as how all the players instead of kicking the door of front, have the bar of hitting doors and it is done to a side and this way to be able to have cover and not to find you with frontal ambush of the enemy.
-People who are dead do not disappear from the scene.
-Include crouch/prone
-Speed up the game search with other users.
-Correct when you have a wall, you go through it with the weapon or the body while you are healing.
-Reduce the loading time of the game.
-Modify weapons, sights, silencers, etc.
-Flash grenades
-When you shoot with the grenadier attached to the weapon many times it does not explode and if you shoot inside a room with enemy many times they do not die and as if they were not affected.
-More time for them to heal you and have more self-healing.
-Visible next to the vest if the weapon is wearing a shot or burst.
-Improve the enemy AI.

I think it's a great game, it's still in the improvement phase, but with all the improvements you can continue to work on, it can become one of the best and most realistic shooters ever created.

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Khe sanh
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Re: Improvement list

The Devs aren't going for any kind of gore so I wouldn't except anything like that, as for the other stuff mentioned this is 2004 Marine Corps, so flashbangs/Aimpoints, and silencers weren't options.
Insurgents taking a lot of shots before dying can be explained by the amount of drugs they were on, you can except to see their AI be more challenging as EA goes on like hiding under beds or closets, and generally more smart with choices (especially the foreign fighters.)

I feel like a bipod or prone would still be useful in a game like SDIF since in the compound mission your likely to be on a rooftop or a looking a window with your SAW or using one of the murder holes created on the roof.
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AmperCamper
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Re: Improvement list

Thanks for all the feedback on this, and welcome to the forums! I'll pick out a few of your points and bring the rest to our team:
  • We're addressing the blurry acog scope issue in this week's patch.
  • We don't believe we need gore to get our point across in the gameplay.
  • Shotguns can breach doors open when shooting the handles.
  • We don't have any plans for prone, as we're emphasizing CQB on the move as you clear houses.
  • Yes, there's a number of clipping issues we're aware of.
EVILGUNZ
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Re: Improvement list

AmperCamper wrote: Wed Jun 28, 2023 7:22 am Thanks for all the feedback on this, and welcome to the forums! I'll pick out a few of your points and bring the rest to our team:
  • We're addressing the blurry acog scope issue in this week's patch.
  • We don't believe we need gore to get our point across in the gameplay.
  • Shotguns can breach doors open when shooting the handles.
  • We don't have any plans for prone, as we're emphasizing CQB on the move as you clear houses.
  • Yes, there's a number of clipping issues we're aware of.
You poor guys must be tired of some of these COD players I like your response to this. I hope to god that you do not give prone any thought for this mad house I would have shot my own operator if they laid down in any of the areas this takes place in. I don't know why he mentioned crouch because crouch is already in the game/ maybe he has not looked at the key bindings yet. The only thing I have at this point is when it makes you take cover and check for injury, that should not be a thing and you should be able to fight on if situation warrants obviously with some issues but, don't do the prompt and also make it impossible to fight. It should be a very hard to fight but fighting should still be an option with varying degrees of issues depending on the hit. If I have been hit I should know it and I should check myself for bleeding when able. The AI are fine I would ignore almost all the complaining about them. I have noticed some hyper moving around on some maps i.e. super human speed. However, they are tough enough, pretty smart, but, not too tough to overcome. I like also the ROE on the Mosque. It makes you get creative with smokes and getting your transport to move. and either fix or fire the gunner in the transport, I know limited depression but, when he is looking at a enemy on the second story and just sitting there that is no bueno.
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KageOni
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Re: Improvement list

Maybe I am wrong but can't you just ignore the injury? You only check it if you actually get off your sights and get out of combat for a second.

I think any time you fight through your injury though its guarantied to bleed.
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