General achievement feedback
After spending some time achievement hunting the ‘new’ achievements, I find the use 100 and collect 500 achievements really boring and uninspired. It feels like just a cheap and uninspired way to force out more playtime out of people who like 100%ing games. For what it’s worth, my general attitude towards achievements is they are best for encouraging players to approach/explore the game in ways they might not normally do on their own, within a generally reasonable degree of difficulty. To that end, I think all the other newer achievements are awesome. Playing the game under certain constraints is MUCH more interesting than ‘do few dozen runs lol’. I’m unsure on the feasibility of removing achievements, which may cause other heartache from people that have completed it already, but for the above mentioned ones I feel discouraged instead of excited to play with them in the back of my mind.

Shuii about 1 hour ago
Feedback
General achievement feedback
After spending some time achievement hunting the ‘new’ achievements, I find the use 100 and collect 500 achievements really boring and uninspired. It feels like just a cheap and uninspired way to force out more playtime out of people who like 100%ing games. For what it’s worth, my general attitude towards achievements is they are best for encouraging players to approach/explore the game in ways they might not normally do on their own, within a generally reasonable degree of difficulty. To that end, I think all the other newer achievements are awesome. Playing the game under certain constraints is MUCH more interesting than ‘do few dozen runs lol’. I’m unsure on the feasibility of removing achievements, which may cause other heartache from people that have completed it already, but for the above mentioned ones I feel discouraged instead of excited to play with them in the back of my mind.

Shuii about 1 hour ago
Feedback
Make some maps
The Mods menu is empty for now. Can someone start making new maps? It’s a great game just needs more maps.

Hikikomori_Gaming 4 days ago
Feedback
Make some maps
The Mods menu is empty for now. Can someone start making new maps? It’s a great game just needs more maps.

Hikikomori_Gaming 4 days ago
Feedback
Meta: unable to edit feedback
Trying to edit my feedback after noticing a spelling error on this website gets met with 403: you are not an admin.

Shuii 5 days ago
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Meta: unable to edit feedback
Trying to edit my feedback after noticing a spelling error on this website gets met with 403: you are not an admin.

Shuii 5 days ago
Feedback
Proximity Mine queues seems to be insufficient
One common theme I have noticed in my rather liberal use of proximity mines is that everyone I play with has run into them at least once. Though this might be a skill issue, I suspect that players who have not seen them before are not aware enough with the current green blinking light and tick audio represents something that can hurt them. My suggestion would be to possibly make the blinking light red or possibly beep increasingly violently as players get closer to their arming range, or some other indicator to represent danger more obviously.

Shuii 5 days ago
Feedback
Proximity Mine queues seems to be insufficient
One common theme I have noticed in my rather liberal use of proximity mines is that everyone I play with has run into them at least once. Though this might be a skill issue, I suspect that players who have not seen them before are not aware enough with the current green blinking light and tick audio represents something that can hurt them. My suggestion would be to possibly make the blinking light red or possibly beep increasingly violently as players get closer to their arming range, or some other indicator to represent danger more obviously.

Shuii 5 days ago
Feedback
Enemy AI needs work
They are very dumb and have no sense of preservation, they don’t seem to take cover and when they engage in combat they just ran from one side to the other shooting and in a lot of times they will get rid of your armor as soon as u start a match, this problem makes a gun like the bolt rifle useless since there is not reason to use it. Trying to play stealthy is tricky or impossible because sometimes they wont notice u killed an enemy right by their side and other times as soon as u kill one enemy their buddies will instantly know your locations. It just feels like engaging them has no proper flow.

asskisker 9 days ago
Feedback
Enemy AI needs work
They are very dumb and have no sense of preservation, they don’t seem to take cover and when they engage in combat they just ran from one side to the other shooting and in a lot of times they will get rid of your armor as soon as u start a match, this problem makes a gun like the bolt rifle useless since there is not reason to use it. Trying to play stealthy is tricky or impossible because sometimes they wont notice u killed an enemy right by their side and other times as soon as u kill one enemy their buddies will instantly know your locations. It just feels like engaging them has no proper flow.

asskisker 9 days ago
Feedback
Wimblington Airport Bug
When the host loads up Wimblington Airport on any level it brings him back to the menu and kicks him from loading into the game. Keeps the other 3 players in a permanent loading loop.

kingsmoke710_ 9 days ago
Feedback
Wimblington Airport Bug
When the host loads up Wimblington Airport on any level it brings him back to the menu and kicks him from loading into the game. Keeps the other 3 players in a permanent loading loop.

kingsmoke710_ 9 days ago
Feedback
Is this the end of development?
Not looking to harass or berate. Just looking for a definitive answer since 1.0 has released.

soultaire 16 days ago
Feedback
Is this the end of development?
Not looking to harass or berate. Just looking for a definitive answer since 1.0 has released.

soultaire 16 days ago
Feedback
Extra campaign options.
Been testing out different options and there a few hardcore playstyles that feel lacking. Though can just be level modifiers. Here are a few options that could spice things up in two parts. Enemy difficulty and map/loadout difficulty. Enemy difficulty Enemy amount per area (base would be current and can go up to 4x) Stash room ambush chance 0-50%.( Spawns a group of enemies when the door opens and fires right away. ) Elite spawn chance 0-25% ( Enemies have a chance to spawn as elites with double health and a tier higher damage but are 25% slower movement) Stealth multi base/50/100/150% ( Extra damage when player is in stealth) Map difficulty No ammo ( Ammo boxes and ammo caches are disabled) Armor ( Armor and caches are 0/50%/base. 0 is disabled) Medkits (Medkits and defibs are 0-100% effective. 0 is disabled) Money multiplier 0/25%/50%/base (0 is disabled) You can have it where they give extra reward or a achievement for completing a certain amount of them. Like a rank 10 challenge run would give a weapon or a cosmetic.( 10 enemy buffs or self negatives or a mix of hard and easy settings. Like no extract would be +5 so you would need a 15 in negatives.)

Pathris 16 days ago
Feature Request
Extra campaign options.
Been testing out different options and there a few hardcore playstyles that feel lacking. Though can just be level modifiers. Here are a few options that could spice things up in two parts. Enemy difficulty and map/loadout difficulty. Enemy difficulty Enemy amount per area (base would be current and can go up to 4x) Stash room ambush chance 0-50%.( Spawns a group of enemies when the door opens and fires right away. ) Elite spawn chance 0-25% ( Enemies have a chance to spawn as elites with double health and a tier higher damage but are 25% slower movement) Stealth multi base/50/100/150% ( Extra damage when player is in stealth) Map difficulty No ammo ( Ammo boxes and ammo caches are disabled) Armor ( Armor and caches are 0/50%/base. 0 is disabled) Medkits (Medkits and defibs are 0-100% effective. 0 is disabled) Money multiplier 0/25%/50%/base (0 is disabled) You can have it where they give extra reward or a achievement for completing a certain amount of them. Like a rank 10 challenge run would give a weapon or a cosmetic.( 10 enemy buffs or self negatives or a mix of hard and easy settings. Like no extract would be +5 so you would need a 15 in negatives.)

Pathris 16 days ago
Feature Request
Defibs ground bug returns and 2 oddities probably also bugs.
So defibs ground model bugs out again. Beta patch they were fine when adsing but were not while hip firing but now it doesn’t matter which. Oddities Two extraction points in missions. Doors with door traps blowing up after they have been already triggered when extract is called destroying the door? Have only seen it in clinic so far.

Pathris 16 days ago
Bugs
Defibs ground bug returns and 2 oddities probably also bugs.
So defibs ground model bugs out again. Beta patch they were fine when adsing but were not while hip firing but now it doesn’t matter which. Oddities Two extraction points in missions. Doors with door traps blowing up after they have been already triggered when extract is called destroying the door? Have only seen it in clinic so far.

Pathris 16 days ago
Bugs
In Progress
in 1.0 beta some of the maps dont load for host.
For some reason when doing a strike in coop makes one of the maps marked as completed. When starting that map it starts loading for the client but the host gets booted back to map select leaving the client stuck in the load screen until the map changes. Though sometimes it happens without strikes most of the time it is airport that has the issue but it has happened with other maps. The mouse duplicating in the vid is not a bug it just recorded funky.

Pathris 20 days ago
Bugs
In Progress
in 1.0 beta some of the maps dont load for host.
For some reason when doing a strike in coop makes one of the maps marked as completed. When starting that map it starts loading for the client but the host gets booted back to map select leaving the client stuck in the load screen until the map changes. Though sometimes it happens without strikes most of the time it is airport that has the issue but it has happened with other maps. The mouse duplicating in the vid is not a bug it just recorded funky.

Pathris 20 days ago
Bugs
Enemy progression
I feel like right now enemy force evolves all the same in each campain. I think it would shake things up a bit if there’s some radomization to it. An inspiration I have is the dark events from XCOM 2. The idea is that there should be a meter that increse or decrese for an amount depending on which mission path you choose. Every time it reachs max, the merx gain a new tactic for the rest of the campain. The tactic may be: forced spawing an extra amount of a type of enemy on extraction, price increse on equiments, a forced detection countdown, better protection gears on enemies.

plazehorta 22 days ago
Feature Request
Enemy progression
I feel like right now enemy force evolves all the same in each campain. I think it would shake things up a bit if there’s some radomization to it. An inspiration I have is the dark events from XCOM 2. The idea is that there should be a meter that increse or decrese for an amount depending on which mission path you choose. Every time it reachs max, the merx gain a new tactic for the rest of the campain. The tactic may be: forced spawing an extra amount of a type of enemy on extraction, price increse on equiments, a forced detection countdown, better protection gears on enemies.

plazehorta 22 days ago
Feature Request
In Review
Waves issue and Boss
on the waves maps it seems like everytime a new wave spawns they spawn right on top of me and my teammates. if you could have it check for players before choosing the spawn or something along those lines. Also on boss levels if you could have it show round stats before overall stats that would be really appreciated. i get the numbers dont mean much but theyre still fun to look at.

Zachary Gaskill 22 days ago
Feedback
In Review
Waves issue and Boss
on the waves maps it seems like everytime a new wave spawns they spawn right on top of me and my teammates. if you could have it check for players before choosing the spawn or something along those lines. Also on boss levels if you could have it show round stats before overall stats that would be really appreciated. i get the numbers dont mean much but theyre still fun to look at.

Zachary Gaskill 22 days ago
Feedback
Add a WA2000 sniper rifle
Add a WA2000 sniper rifle as a late game rifle that is semi-auto, high damage, quick reloads, has scope, ammo, barrel and mag mods, offset by very high price and lack of laser and flashlight mods

nonamebadass 25 days ago
Feature Request
Add a WA2000 sniper rifle
Add a WA2000 sniper rifle as a late game rifle that is semi-auto, high damage, quick reloads, has scope, ammo, barrel and mag mods, offset by very high price and lack of laser and flashlight mods

nonamebadass 25 days ago
Feature Request
Tracking progress of achievements
I would like to keep track of progress on the ‘use 100’ and ‘kill 500’ achievements, but I do not see any way to check easily. It would be a nice QOL for us achievement hunters to be able to track this progress.

Shuii 25 days ago
Feedback
Tracking progress of achievements
I would like to keep track of progress on the ‘use 100’ and ‘kill 500’ achievements, but I do not see any way to check easily. It would be a nice QOL for us achievement hunters to be able to track this progress.

Shuii 25 days ago
Feedback
More maps please
Game is a lot of fun. I play it offline. It needs more maps though. The 3 maps so far is not enough in my opinion. Maybe up to 10 maps in total would be a wise idea for future updates.

Hikikomori_Gaming about 1 month ago
Feedback
More maps please
Game is a lot of fun. I play it offline. It needs more maps though. The 3 maps so far is not enough in my opinion. Maybe up to 10 maps in total would be a wise idea for future updates.

Hikikomori_Gaming about 1 month ago
Feedback
Feedback after 20 hours play
Hey hey! No idea if “General” feedback kinds of posts are the ones that are wanted, but uuh… I have a very scattered brain so I hope this is ok? So far I’ve been loving the game, it has some kind of “spark” I really like. It has its jank sure, but there’s something here that scratches an itch really well. With that said though, actual feedback time! Sorry if a lot of this is negative, it’s sadly far easier to say “this feels bad” than to place a finger on what feels good, even though a lot really does feel good. Shotguns are really, really loud sometimes. I have pretty sensitive hearing compared to most so I play games on low volume. Despite that, sometimes the shotguns in this can be incredibly loud if you land a lot of the pellets at once on a target. Try shooting the HVT in the head with a buckshot a few times, or try firing at a barricaded door’s lock and you might see what I mean. It would be very nice if some kind of limit or… well anything to help with that could be implemented? Extra gadget charges don’t work for ammo boxes Pretty simple, but I figured I should mention it. I have no idea if that’s intentional or not but the deployable ammo vanishes after the first use, regardless of how many uses are listed. Joining a game in progress can drag This is 100% me being impatient, but sometimes you join a lobby that’s on Charlie in a campaign and they’ve just started a mission. I don’t want to be a pain and just immediately leave again, but spectating for the entire mission can be pretty dull. I’d honestly take being able to spawn in even if I only got the Austrian 9mm, or something other than camera duty. I am an Autistic Goblin, I request in depth stats! (My selfish request) Jokey title aside, I would absolutely love having more in-depth stats for pretty much everything available somewhere. When I get into a game I love getting to the point where I’m a walking wiki for details, knowing weapon and enemy stat values by heart. At the rate I’m going with the game I’m probably going to end up testing weapons myself to try and figure out enemy stats, multipliers and the like. It would however be very nice to have the official values available to view somewhere, including stats that might not normally be listed? (ie, special headshot multipliers, armour piercing values) On a more general note for stats… Some items have very limited information given, and it would be nice to have more numerical information on them. Stuff like how many pellets a shotgun fires, numerical details on grenades, medkit healing amounts, etc. Opening the colour select when customising an item resets the colour back to black Pretty self explanatory, but it would be nice if it didn’t just swap to black regardless of what you had selected before han. To round things out I wanted to mention some of the things I’ve been really liking in the game. Pointing and just saying “This bad/could be better” and nothing else just feels bad, and I wanna share what I do really enjoy so far! Pistols feel pretty great overall I’m a huge sucker for pistols in games, but a lot of the time they feel pretty useless or subpar. I’ve been getting a ton of use out of them in this and they feel really nice to use. They actually do damage and feel great to headshot hunt with. (I’m like 99% sure there’s a headshot damage bonus on them, but I haven’t confirmed it yet) Meta-progression can get silly, but in a really fun way I’ll entirely admit that the vast majority of my RP

sammimellow about 1 month ago
Feedback
Feedback after 20 hours play
Hey hey! No idea if “General” feedback kinds of posts are the ones that are wanted, but uuh… I have a very scattered brain so I hope this is ok? So far I’ve been loving the game, it has some kind of “spark” I really like. It has its jank sure, but there’s something here that scratches an itch really well. With that said though, actual feedback time! Sorry if a lot of this is negative, it’s sadly far easier to say “this feels bad” than to place a finger on what feels good, even though a lot really does feel good. Shotguns are really, really loud sometimes. I have pretty sensitive hearing compared to most so I play games on low volume. Despite that, sometimes the shotguns in this can be incredibly loud if you land a lot of the pellets at once on a target. Try shooting the HVT in the head with a buckshot a few times, or try firing at a barricaded door’s lock and you might see what I mean. It would be very nice if some kind of limit or… well anything to help with that could be implemented? Extra gadget charges don’t work for ammo boxes Pretty simple, but I figured I should mention it. I have no idea if that’s intentional or not but the deployable ammo vanishes after the first use, regardless of how many uses are listed. Joining a game in progress can drag This is 100% me being impatient, but sometimes you join a lobby that’s on Charlie in a campaign and they’ve just started a mission. I don’t want to be a pain and just immediately leave again, but spectating for the entire mission can be pretty dull. I’d honestly take being able to spawn in even if I only got the Austrian 9mm, or something other than camera duty. I am an Autistic Goblin, I request in depth stats! (My selfish request) Jokey title aside, I would absolutely love having more in-depth stats for pretty much everything available somewhere. When I get into a game I love getting to the point where I’m a walking wiki for details, knowing weapon and enemy stat values by heart. At the rate I’m going with the game I’m probably going to end up testing weapons myself to try and figure out enemy stats, multipliers and the like. It would however be very nice to have the official values available to view somewhere, including stats that might not normally be listed? (ie, special headshot multipliers, armour piercing values) On a more general note for stats… Some items have very limited information given, and it would be nice to have more numerical information on them. Stuff like how many pellets a shotgun fires, numerical details on grenades, medkit healing amounts, etc. Opening the colour select when customising an item resets the colour back to black Pretty self explanatory, but it would be nice if it didn’t just swap to black regardless of what you had selected before han. To round things out I wanted to mention some of the things I’ve been really liking in the game. Pointing and just saying “This bad/could be better” and nothing else just feels bad, and I wanna share what I do really enjoy so far! Pistols feel pretty great overall I’m a huge sucker for pistols in games, but a lot of the time they feel pretty useless or subpar. I’ve been getting a ton of use out of them in this and they feel really nice to use. They actually do damage and feel great to headshot hunt with. (I’m like 99% sure there’s a headshot damage bonus on them, but I haven’t confirmed it yet) Meta-progression can get silly, but in a really fun way I’ll entirely admit that the vast majority of my RP

sammimellow about 1 month ago
Feedback
Balance and QoL Change Suggestions.
Hello, I´ve recently got the Game and got to say that its really fun. Its noticeably early access and thats okay. Its still pretty early in Development and i knew this coming into the Game Im not one of those People who expect a finished Game when buying an Early Access Title. But there are a few Things that need to be adressed. The Boss is way too bullet Spongy. Its literally impossible to kill when alone or with just 2 Players as my Friend and i tested. The Boss is not fun in the Slightest. Up until we fought the Boss we found the Game very well balanced. But the Combination of him literally sprinting to you, while simultanously having More HP than like 50 Payday 2 Bulldozers COMBINED is just way too much. Solo its literally impossible, we managed to kill him barely with 2 Players but we died to his Retinue of Heavies. The Stash Rooms: First off, i like that every type of Stash room has a Defib inside it. Well thought of, makes you almost always able to get your Mate/s back up in case they decided to Hug a Heavy. BUT, the Dead Drop Rooms… either make it so only ONE can spawn per Map or disable the ability to open any other of this Type for the Mission. It was unbelieveably frustrating to spend 6 Phones on a Second Dead Drop Room only to find out that you cannot pick up a Second Box. Money is almost always our least concern so: Make us able to Upgrade (Only Upgrade, not buy new Ones) Our Perks with Money. Near the End we each had 12K money left with nothing to spend it on since we only died once had got lucky with the free Dead Drops. The Perks dont feel Unique enough for a Roquelite. a Percentage Stat increase just isnt fun enough to warrant having this game over Competitors like the new “Rogue Core” for example. I know this Comparison is hard, but they are both Roguelite Team-Based First Person Shooters. Consider it a Compliment that i compare it to a Game i have hundreds of hours in. (Seriously, i really like your Game so far. Keep it Up!) We need more Gameplay defining Perks. +5HP on Kill or +10% Damage on a SPECIFIC Weapon Type is not gonna cut it. Currently i see so little Defense/Support Perks because the Pool is bloated by Reload, Fire Rate, Damage and other Stuff for every Weapon Type. If you decide to stay with this System of Perks (Small Buffs instead of more Interesting Stuff) then i might suggest to reduce the Bloat by making it: +20% Damage on Primaries FULL STOP. Not SMGs, not Rifles. Primaries. But still. I recommend you People do a bit of Brainstorming, with the Community of course, on what kind of Stuff you could add. Im looking forward to your Creativity! On that Topic, since this is a Team-Based game: Have more Coop Oriented Perks for the Teamplayers like Health Regen Around them or a Damage Reduction Aura. 4b. Suggestions: Melee Damage Increase if you dont use any Guns, Longer time to be detected, Grenades have higher Bounce Power, Being able to go into a “Down but not Out” State, Your Secondary doing Way more Damage if you Dont have a Primary equipped, A lot of Self Heal for Pacifying Enemies Less Lethally, Higher Movement Speed the lower your HP is, being able to Climb on Ledges, The Backslot being a Perk or having a Second Backpack Slot, being able to repair Allies Armor by using Cash in Missions. Some Weapons feel way stronger than their Competitors or otherwise similar weapons. Some Examples: The Magnum is Trash compared to the Deagle. Unless it gets the Ability to use a Speedloader or does more Damage, i would always choose the Deagle. The P90 is the best SMG in every conceiveable way. Its Precise, reloads kinda quick, does the same Damage as the UMP-45 which makes no sense and has the biggest Magazine. Name me one Reason not to take the P90. The Sniper is Outclassed by the Shotguns with Slugs, any Assault Rifle and even the Pistols in

RooikatG11 about 2 months ago
Feedback
Balance and QoL Change Suggestions.
Hello, I´ve recently got the Game and got to say that its really fun. Its noticeably early access and thats okay. Its still pretty early in Development and i knew this coming into the Game Im not one of those People who expect a finished Game when buying an Early Access Title. But there are a few Things that need to be adressed. The Boss is way too bullet Spongy. Its literally impossible to kill when alone or with just 2 Players as my Friend and i tested. The Boss is not fun in the Slightest. Up until we fought the Boss we found the Game very well balanced. But the Combination of him literally sprinting to you, while simultanously having More HP than like 50 Payday 2 Bulldozers COMBINED is just way too much. Solo its literally impossible, we managed to kill him barely with 2 Players but we died to his Retinue of Heavies. The Stash Rooms: First off, i like that every type of Stash room has a Defib inside it. Well thought of, makes you almost always able to get your Mate/s back up in case they decided to Hug a Heavy. BUT, the Dead Drop Rooms… either make it so only ONE can spawn per Map or disable the ability to open any other of this Type for the Mission. It was unbelieveably frustrating to spend 6 Phones on a Second Dead Drop Room only to find out that you cannot pick up a Second Box. Money is almost always our least concern so: Make us able to Upgrade (Only Upgrade, not buy new Ones) Our Perks with Money. Near the End we each had 12K money left with nothing to spend it on since we only died once had got lucky with the free Dead Drops. The Perks dont feel Unique enough for a Roquelite. a Percentage Stat increase just isnt fun enough to warrant having this game over Competitors like the new “Rogue Core” for example. I know this Comparison is hard, but they are both Roguelite Team-Based First Person Shooters. Consider it a Compliment that i compare it to a Game i have hundreds of hours in. (Seriously, i really like your Game so far. Keep it Up!) We need more Gameplay defining Perks. +5HP on Kill or +10% Damage on a SPECIFIC Weapon Type is not gonna cut it. Currently i see so little Defense/Support Perks because the Pool is bloated by Reload, Fire Rate, Damage and other Stuff for every Weapon Type. If you decide to stay with this System of Perks (Small Buffs instead of more Interesting Stuff) then i might suggest to reduce the Bloat by making it: +20% Damage on Primaries FULL STOP. Not SMGs, not Rifles. Primaries. But still. I recommend you People do a bit of Brainstorming, with the Community of course, on what kind of Stuff you could add. Im looking forward to your Creativity! On that Topic, since this is a Team-Based game: Have more Coop Oriented Perks for the Teamplayers like Health Regen Around them or a Damage Reduction Aura. 4b. Suggestions: Melee Damage Increase if you dont use any Guns, Longer time to be detected, Grenades have higher Bounce Power, Being able to go into a “Down but not Out” State, Your Secondary doing Way more Damage if you Dont have a Primary equipped, A lot of Self Heal for Pacifying Enemies Less Lethally, Higher Movement Speed the lower your HP is, being able to Climb on Ledges, The Backslot being a Perk or having a Second Backpack Slot, being able to repair Allies Armor by using Cash in Missions. Some Weapons feel way stronger than their Competitors or otherwise similar weapons. Some Examples: The Magnum is Trash compared to the Deagle. Unless it gets the Ability to use a Speedloader or does more Damage, i would always choose the Deagle. The P90 is the best SMG in every conceiveable way. Its Precise, reloads kinda quick, does the same Damage as the UMP-45 which makes no sense and has the biggest Magazine. Name me one Reason not to take the P90. The Sniper is Outclassed by the Shotguns with Slugs, any Assault Rifle and even the Pistols in

RooikatG11 about 2 months ago
Feedback
Some ideas/thoughts/feedback after my first 20 hours with the game.
The game’s already a lot of fun and has a lot of potential to become even better. Here are a few things I’d like to see added/changed in the future: The game really needs more maps. Ideally it should have so many, that you can play through an entire campaign without seeing the same map twice unless you want to. The current selection of maps is too limited/repetitive. Additional HVTs so that you dont fight the same boss every time you make it into the final mission. A harder difficulty setting. My squad and I find the game a bit too easy. Customizing the campaign settings has helped a little bit with this but the game could still be tougher. Some gadgets seem a little useless. The ladder and the ammo box are somewhat viable but I never bring any of the other gadgets into the mission, there’s just no need. Better AI (glad that’s on the roadmap already!) and the aforementioned difficulty increase might help with this. A sliding mechanic could be a great fit for the game Are there any plans to extend the stealth aspects of the game? If so, being able to move dead enemies out of sight could be a fun stealth mechanic. The ringing phones dropped by mercs could also be turned into a stealth mechanic: Pick them up quickly or risk drawing the attention of other nearby enemies. How about security cameras that need to be avoided or hacked/disabled? Weapon lasers are wonky and look too cartoonish. The beam should be thinner / a bit more subtle. Tattoos as a new character customization option I look forward to seeing the game evolve further! Keep up the good work, devs! :)

thenoiryorker about 2 months ago
Feedback
Some ideas/thoughts/feedback after my first 20 hours with the game.
The game’s already a lot of fun and has a lot of potential to become even better. Here are a few things I’d like to see added/changed in the future: The game really needs more maps. Ideally it should have so many, that you can play through an entire campaign without seeing the same map twice unless you want to. The current selection of maps is too limited/repetitive. Additional HVTs so that you dont fight the same boss every time you make it into the final mission. A harder difficulty setting. My squad and I find the game a bit too easy. Customizing the campaign settings has helped a little bit with this but the game could still be tougher. Some gadgets seem a little useless. The ladder and the ammo box are somewhat viable but I never bring any of the other gadgets into the mission, there’s just no need. Better AI (glad that’s on the roadmap already!) and the aforementioned difficulty increase might help with this. A sliding mechanic could be a great fit for the game Are there any plans to extend the stealth aspects of the game? If so, being able to move dead enemies out of sight could be a fun stealth mechanic. The ringing phones dropped by mercs could also be turned into a stealth mechanic: Pick them up quickly or risk drawing the attention of other nearby enemies. How about security cameras that need to be avoided or hacked/disabled? Weapon lasers are wonky and look too cartoonish. The beam should be thinner / a bit more subtle. Tattoos as a new character customization option I look forward to seeing the game evolve further! Keep up the good work, devs! :)

thenoiryorker about 2 months ago
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The Thunder Bolt-Action Rifle is objectively the worst gun in the game
I think the Thunder-Rifle has no redeeming quality to it. I understand that it’s supposed to fill the role of a Sniper Rifle, yet it somehow doesn’t feel like it’s the appropriate tool for that job, especially since the revolver, desert eagle and (I’d argue) 5/7 pistol do a much better job at it. Many of the kills you will be getting are close-to-mid ranged kills in this game, which will already compromise the role this gun will take. What you could do to make it viable and versitile though is to add certain mods to it. So far the gun feels very slow, and feels like it doesn’t pack much of a punch either. usually with sniper rifles they look like this realtively weak but quick or strong but slow So what you could do is the following: Option A: Buff the guns damage to someting outlandish (something like 250dmg or more) to make it a guaranteed one-shot. (I’ve had many instances where I’d shoot an enemy who’s like 2 meters in front of me and have them shrug off a clean shot into their shoulder). Make it so that the damage “fall-off” is a bit tighter, I don’t think this needs that much adjusting, I do however believe that it won’t hurt the weapon whatsoever. Just to balance things out, I would also recommend raising its price, by how much, I am unsure. Option B: Keep the weapons damage output exactly where it’s at but make it a bit friendlier to use by adding things like Light-Action (Makes the Bolt-Action lever lighter i.e. faster fire rate) Make the extended mag upgrade something you unlock way earlier (after like 120 kills instead of the current 240) Add Lasers to it (This would also be beneficial for Option A aswell. I don’t understand how that’s not already a thing seeing as the gun literally has attatchment rails in the front) This would keep the weapon at the level it’s at, but instead of turning it into a powerhouse like you would with Option A, Option B would make the rifle be more versatile. Making it quicker and easier to use in CQC, it would offer itself up perfectly to be used in a number of situations. Stealth, Mid-to-long-range, CQC (in a pinch), I believe that all of these approaches would be viable options if these changes were to be made. P.S. I don’t know if that’s the way it’s supposed to look, but the Safety Protocol skin for the Thunder Rfile just makes it completely yellow without adding the black-and-yellow pattern — you’re able to see in the preview and I would ask that you don’t correct this (possible) mistake as I like the look of it, makes it look like a banana gun.

emidextrous about 2 months ago
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The Thunder Bolt-Action Rifle is objectively the worst gun in the game
I think the Thunder-Rifle has no redeeming quality to it. I understand that it’s supposed to fill the role of a Sniper Rifle, yet it somehow doesn’t feel like it’s the appropriate tool for that job, especially since the revolver, desert eagle and (I’d argue) 5/7 pistol do a much better job at it. Many of the kills you will be getting are close-to-mid ranged kills in this game, which will already compromise the role this gun will take. What you could do to make it viable and versitile though is to add certain mods to it. So far the gun feels very slow, and feels like it doesn’t pack much of a punch either. usually with sniper rifles they look like this realtively weak but quick or strong but slow So what you could do is the following: Option A: Buff the guns damage to someting outlandish (something like 250dmg or more) to make it a guaranteed one-shot. (I’ve had many instances where I’d shoot an enemy who’s like 2 meters in front of me and have them shrug off a clean shot into their shoulder). Make it so that the damage “fall-off” is a bit tighter, I don’t think this needs that much adjusting, I do however believe that it won’t hurt the weapon whatsoever. Just to balance things out, I would also recommend raising its price, by how much, I am unsure. Option B: Keep the weapons damage output exactly where it’s at but make it a bit friendlier to use by adding things like Light-Action (Makes the Bolt-Action lever lighter i.e. faster fire rate) Make the extended mag upgrade something you unlock way earlier (after like 120 kills instead of the current 240) Add Lasers to it (This would also be beneficial for Option A aswell. I don’t understand how that’s not already a thing seeing as the gun literally has attatchment rails in the front) This would keep the weapon at the level it’s at, but instead of turning it into a powerhouse like you would with Option A, Option B would make the rifle be more versatile. Making it quicker and easier to use in CQC, it would offer itself up perfectly to be used in a number of situations. Stealth, Mid-to-long-range, CQC (in a pinch), I believe that all of these approaches would be viable options if these changes were to be made. P.S. I don’t know if that’s the way it’s supposed to look, but the Safety Protocol skin for the Thunder Rfile just makes it completely yellow without adding the black-and-yellow pattern — you’re able to see in the preview and I would ask that you don’t correct this (possible) mistake as I like the look of it, makes it look like a banana gun.

emidextrous about 2 months ago
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Solo Mode Med‑Kit Fix & Extraction AI Behavior Adjustments
When playing solo, Merc Phone rooms that contain Health should replace the Defibrillator with standard health packs, since solo players have no use for a revive item. Additionally, there should be an option to adjust the AI’s aggression during extraction. If this behavior is already controlled by an internal parameter, players should be able to modify it. Ideally, AI enemies would prioritize finding suitable cover while keeping the player in sight, or (and) use grenades / flashbangs to prevent players from camping.

INXYUS SUYXNI about 2 months ago
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Solo Mode Med‑Kit Fix & Extraction AI Behavior Adjustments
When playing solo, Merc Phone rooms that contain Health should replace the Defibrillator with standard health packs, since solo players have no use for a revive item. Additionally, there should be an option to adjust the AI’s aggression during extraction. If this behavior is already controlled by an internal parameter, players should be able to modify it. Ideally, AI enemies would prioritize finding suitable cover while keeping the player in sight, or (and) use grenades / flashbangs to prevent players from camping.

INXYUS SUYXNI about 2 months ago
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