General Feedback

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LittleWars
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General Feedback

Playing big picture mode, no hud with gamepad and I wanted to share some thoughts from this perspective.


1. Gamepad aesthetic feels better when go commands are decoupled from the radio - creates awkward dissonance between intention and register on-screen.
- Better in previous iteration I believe.
- Grenades are clunky still, cycling is worse than wheel
- reload check needs to be accompanied by marine yelling "half mag" "quarter mag" or some audio cue
- map needs to be a physical map pulled out in gamespace with sharpie circles representing marker points etc. Compas can be pulled out on top of map so players can identify their own landmarks when ai yells out cardinal directions. Needs sharpie list of objectives on map also for reference.
- HUD minimal is still to busy - HUD off removes map, compass, and objectives this needs a gameplay counterpart which is why gamespace map is important dashboard for this information.

2. Radio is underutilized as a game mechanic for solo play and tactically, deserves radio commands
- suggest that fireteam commands replaced with radio communication with AAV, or base for casevac, resupply, close air support, sniper support, weapons cache removal etc. Tactical solutions to battlefield problems with the same streamlined feel of go commands.

3. Casualty acuity can deepen game mechanics and tactics.
- I feel like there needs to be 3 levels of player AND enemy acuity.
a. Stop, hide, pat yourself off and patch yourself up (wounded enemy self preserve at this state
b. downed, cannot move more than meter. needs help from bleeding out by teammates. Can move via assistance by teammate with arm over shoulder rifle carried one handed.
c. Out. Needs to be dragged, carried over the back by team to AAV pickup point for casevac.
d. Dead need to be bodybagged, id's taken and carried to AAV pickup point for evac.

4. Prone feature ( Ai only) and ai behaviors
- enemies AND friendlies should be able to take prone positions when taking fire out in the open.
- spider holes should be utilized by enemy AI
- enemy ai should retreat and act fearful in some instances and even surrender if applicable or non combatants
- player and ai team should check dead combatants and the player should see the id's of the various foreign fighters or Iraqi insurgents they come across.
- non combatants should be in the game to give the player a tactical challenge, penalties for damage should be same as killing fireteam. Potential for casevac of civilians.
- men and women in game as combatants or non combatants, obviously no desire to depict children in this game.
- NPCs should populate the gamespace - simple low LOD marines cycling through animations and muffled noise would help with the illusion of a wider battle through a fortified city. Dogs, Casually clearing areas, reporters with cameras, civillians yelling would be interesting to see at some point.
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AmperCamper
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Re: General Feedback

Thanks for taking the time to share these with us. There's some good points here for the designers, and I'll be sure to share to pass these along.

It's worth noting we're very focused on what's coming next in our Autumn update, but I'll be sure to include this on our wishlist.
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