Originally Posted by Malorn
I know Figment didn't want us to comment on other people's observations, but I think he made a lot of great ones, many of which can be extrapolated well beyond the demo, but some of it is just new players not knowing how things work, and/or having lots of resources so you didn't care about losing things.
Overall the big takeaways that I saw was TTK was noticeably too fast.
This makes medic healing and engineer repair a lot less valuable, as was spotting like Figment said, though I expect that will pick up a lot. TTK on vehicles was also way too fast. Nothing lived long enough to be useful and it was really just a matter of who saw the other guy first. That doesn't leave much for strategic or team-based gameplay.
Also support activities did not appear to be encouraged at all. The game doesn't help that either by focusing on kills, killstreaks, k/d, etc, instead of objectives and overall score. So they got what they encouraged.
I think I'll defer to Figment's observations, pretty much the same here. Game looks great, but gameplay has a long way to go.
Edit: oh and of course I like the new centralized UI, but I already had a thread on that.
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Great post, I agree with a lot of what you said.
By beta I'm sure the vehicle collision damaged will be toned down, and then we can see during beta if everything works how it was designed, in a large multi kilometer map instead of in a tight CoD style area.
I'm hoping medics and engineers are almost as common as standard troopers, they are absolutely critical to maintaining a proper front line.