Recent updates after Summer 2026 testing?
Recent updates after Summer 2026 testing?
I applied for the Summer 2026 play testing but didn't hear anything. I'm a former US Army veteran and this game is the best military shooter I've played! It doesn't involve having to practice for hours or be in a clan.... Since buying it, I have seen some great changes. That being said, I have a lot of feedback from playing hours of this game. I would love to answer questions or just provide feedback on some of the issues I've experienced. It would be great to know the current status 
- AmperCamper
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Re: Recent updates after Summer 2026 testing?
Hey! Firstly, thanks for being part of the community, as well as serving. We very much appreciate the support, especially when it comes from veterans.
Next, thanks for applying! We were overwhelmed with the number of responses, and participants were selected across a variety of playstyles and backgrounds. We've gathered quite a bit of data we're iterating on now, but the short version is: we're on the right track.
As for your comments, please leave them here! We're tracking feedback and issues daily, and leadership reads through community reports regularly. If you've got feedback, good or bad, we'd love to know.
Next, thanks for applying! We were overwhelmed with the number of responses, and participants were selected across a variety of playstyles and backgrounds. We've gathered quite a bit of data we're iterating on now, but the short version is: we're on the right track.
As for your comments, please leave them here! We're tracking feedback and issues daily, and leadership reads through community reports regularly. If you've got feedback, good or bad, we'd love to know.
Re: Recent updates after Summer 2026 testing?
Please note that all of my comments relate to single-player missions only.
1. AI Teammates Getting Stuck
I frequently encounter situations where two AI teammates become stuck on each other in hallways, stairwells, or other narrow spaces and refuse to move. The only workaround is to kill one of them and replace them at an AAV, if one is available. This also results in an undeserved penalty.
2. AAV Issues
In several missions, reinforcement AAVs become stuck on curbs and never reach their destination, leaving no reinforcements available. This is especially noticeable on the final mission. I can only recall a few occasions where the reinforcement AAV actually arrived successfully. Most of the time it becomes partially stuck out of bounds on a curb.
I also remember that after an update about a year ago, the AAV in Mission 3 began reaching its destination, but it still moves very slowly and awkwardly along the curb. It can take 15 minutes or more before troops are available.
3. Final Mission Helicopter Issues
A helicopter under sniper or mortar fire would not realistically remain idling on the ground with no one inside. Seeing it sit there indefinitely feels unrealistic.
Additionally, friendly-fire penalties around the helicopter seem inconsistent. My AI teammates can shoot enemies standing directly beside the helicopter without issue, but if I accidentally hit it with a single round from across the map through a window, I receive a friendly-fire penalty. This forces me to either aim at enemies' legs or rely entirely on the AI to eliminate threats near the helicopter.
4. Palm Trees and Visibility
I appreciate the changing environments, but I have occasionally seen palm trees growing into inside buildings. Additionally, enemies can seemingly detect and engage me through palm trees with great accuracy, while I often cannot spot them at all.
5. Enemies Spawning In front of me
Enemy spawning can be very noticeable in certain missions, particularly the Jolan Park mission where mortar positions must be destroyed. Near the end of the mission, enemies often appear directly in front of me as I move through the area. I've experienced similar issues in other missions as well.
One other thing to note, I sometimes know an enemy is in another room as their weapon comes through the wall...
6. Ready AI Behavior
The Ready AI is often killed by my own fire because he moves directly in front of me. For example, I may stop firing briefly and then resume, only to have him suddenly step into my line of fire.
It would also be helpful to have some level of control over the Ready AI. In reality, there would be occasions where I would direct him to cover specific doors or positions, especially in small rooms. Currently, this is not possible. Could an option to command the Ready AI be implemented, or at the very least tell him to stay behind me?
7. AI Equipment and Replacement Issues
For many reasons I understand we use only U.S. weapons, but it can be frustrating when an Assist or Fire Team member is lost and no one can switch weapons to fulfill that role.
I also dislike receiving replacement troops equipped only with an iron-sighted M16A2/4. Furthermore, replacement AI occasionally become unresponsive and remain inside buildings, making them unusable.
8. Character Selection After Death
The current order of character control after death (Team, Fire, Ready, Assist) feels restrictive. It would be nice if players could choose which surviving character to assume control of after dying.
9. M203 Collision and Detonation Problems
M203 rounds sometimes collide with invisible obstacles. The projectile may detonate prematurely or bounce back despite having a seemingly clear path to the target. In some cases, nearby objects that are clearly not in the line of fire still appear to interfere with the round.
10. Limited 40mm Ammunition
Two rounds of 40mm ammunition feels unrealistically low. During my Army service, carrying 20-24 rounds was typical, usually a mix of HE, smoke, and other types.
I understand this is a MOUT environment where mobility is important, but two rounds seems excessively restrictive.
11. Smoke Employment
As far as I can tell, there is no way to order AI teammates to deploy smoke grenades. This becomes particularly difficult during the mission where the wounded sniper must be rescued from the apartment building. I often do not have enough smoke available, especially when wind conditions reduce its effectiveness.
By the way, the wind effects are a great addition.
12. Reinforcement Availability Logic
The reinforcement system does not seem to make sense. If I lose three teammates, I can replace all three at an AAV. However, if I replace only one casualty, the AAV becomes unavailable for further reinforcements.
I would expect each AAV to carry at least four replacement troops that could be used as needed. If a single AAV could provide multiple replacements over time, there would be less need for a second reinforcement vehicle unless the first one was destroyed by RPG or mortar fire.
Overall, I love playing this game over many other tac shooters/ milsims! I appreciate the effort that has gone into updating the maps and mechanics. I don't like what has happened to game lines such as Battlefield. I also can't really play quick missions with games like Squad, Arma. This game is, to me, a one of a kind and I really want it to succeed!
1. AI Teammates Getting Stuck
I frequently encounter situations where two AI teammates become stuck on each other in hallways, stairwells, or other narrow spaces and refuse to move. The only workaround is to kill one of them and replace them at an AAV, if one is available. This also results in an undeserved penalty.
2. AAV Issues
In several missions, reinforcement AAVs become stuck on curbs and never reach their destination, leaving no reinforcements available. This is especially noticeable on the final mission. I can only recall a few occasions where the reinforcement AAV actually arrived successfully. Most of the time it becomes partially stuck out of bounds on a curb.
I also remember that after an update about a year ago, the AAV in Mission 3 began reaching its destination, but it still moves very slowly and awkwardly along the curb. It can take 15 minutes or more before troops are available.
3. Final Mission Helicopter Issues
A helicopter under sniper or mortar fire would not realistically remain idling on the ground with no one inside. Seeing it sit there indefinitely feels unrealistic.
Additionally, friendly-fire penalties around the helicopter seem inconsistent. My AI teammates can shoot enemies standing directly beside the helicopter without issue, but if I accidentally hit it with a single round from across the map through a window, I receive a friendly-fire penalty. This forces me to either aim at enemies' legs or rely entirely on the AI to eliminate threats near the helicopter.
4. Palm Trees and Visibility
I appreciate the changing environments, but I have occasionally seen palm trees growing into inside buildings. Additionally, enemies can seemingly detect and engage me through palm trees with great accuracy, while I often cannot spot them at all.
5. Enemies Spawning In front of me
Enemy spawning can be very noticeable in certain missions, particularly the Jolan Park mission where mortar positions must be destroyed. Near the end of the mission, enemies often appear directly in front of me as I move through the area. I've experienced similar issues in other missions as well.
One other thing to note, I sometimes know an enemy is in another room as their weapon comes through the wall...
6. Ready AI Behavior
The Ready AI is often killed by my own fire because he moves directly in front of me. For example, I may stop firing briefly and then resume, only to have him suddenly step into my line of fire.
It would also be helpful to have some level of control over the Ready AI. In reality, there would be occasions where I would direct him to cover specific doors or positions, especially in small rooms. Currently, this is not possible. Could an option to command the Ready AI be implemented, or at the very least tell him to stay behind me?
7. AI Equipment and Replacement Issues
For many reasons I understand we use only U.S. weapons, but it can be frustrating when an Assist or Fire Team member is lost and no one can switch weapons to fulfill that role.
I also dislike receiving replacement troops equipped only with an iron-sighted M16A2/4. Furthermore, replacement AI occasionally become unresponsive and remain inside buildings, making them unusable.
8. Character Selection After Death
The current order of character control after death (Team, Fire, Ready, Assist) feels restrictive. It would be nice if players could choose which surviving character to assume control of after dying.
9. M203 Collision and Detonation Problems
M203 rounds sometimes collide with invisible obstacles. The projectile may detonate prematurely or bounce back despite having a seemingly clear path to the target. In some cases, nearby objects that are clearly not in the line of fire still appear to interfere with the round.
10. Limited 40mm Ammunition
Two rounds of 40mm ammunition feels unrealistically low. During my Army service, carrying 20-24 rounds was typical, usually a mix of HE, smoke, and other types.
I understand this is a MOUT environment where mobility is important, but two rounds seems excessively restrictive.
11. Smoke Employment
As far as I can tell, there is no way to order AI teammates to deploy smoke grenades. This becomes particularly difficult during the mission where the wounded sniper must be rescued from the apartment building. I often do not have enough smoke available, especially when wind conditions reduce its effectiveness.
By the way, the wind effects are a great addition.
12. Reinforcement Availability Logic
The reinforcement system does not seem to make sense. If I lose three teammates, I can replace all three at an AAV. However, if I replace only one casualty, the AAV becomes unavailable for further reinforcements.
I would expect each AAV to carry at least four replacement troops that could be used as needed. If a single AAV could provide multiple replacements over time, there would be less need for a second reinforcement vehicle unless the first one was destroyed by RPG or mortar fire.
Overall, I love playing this game over many other tac shooters/ milsims! I appreciate the effort that has gone into updating the maps and mechanics. I don't like what has happened to game lines such as Battlefield. I also can't really play quick missions with games like Squad, Arma. This game is, to me, a one of a kind and I really want it to succeed!
- AmperCamper
- Community Manager
- Posts: 1253
- Joined: Fri Jan 29, 2021 5:02 pm
- Has thanked: 1353 times
- Been thanked: 2351 times
- Contact:
Re: Recent updates after Summer 2026 testing?
Excellent! This is exactly what we were looking for.
I've reviewed these and compiled a bunch of notes for the team. Some issues and suggestions have fixes coming (ie, teammates getting stuck), while others were great new additions. We share many of your sympathies around the shooter space, and our work is ongoing.
I've reviewed these and compiled a bunch of notes for the team. Some issues and suggestions have fixes coming (ie, teammates getting stuck), while others were great new additions. We share many of your sympathies around the shooter space, and our work is ongoing.