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 4 days 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 4 days 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 4 days 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 4 days ago
Feedback
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 6 days ago
Feedback
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 6 days ago
Feedback
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 7 days ago
Feedback
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 7 days ago
Feedback
Gun getting in the way of reticle
When you use push zoom, for pistols specifically, the gun seems to get in the way of the reticle when using push zoom.

mr.tookesq 8 days ago
Feedback
Gun getting in the way of reticle
When you use push zoom, for pistols specifically, the gun seems to get in the way of the reticle when using push zoom.

mr.tookesq 8 days ago
Feedback
share ammo between scavenged weapons
For weapons scavenged during the fight, it would be nice if you could pick up the ‘spare mags’ instead of swapping to an identical weapon with a different ammo count. It would make it feel like there’s more of a point to choosing to use them when you have other options

Wesley Obenshain 9 days ago
Feedback
share ammo between scavenged weapons
For weapons scavenged during the fight, it would be nice if you could pick up the ‘spare mags’ instead of swapping to an identical weapon with a different ammo count. It would make it feel like there’s more of a point to choosing to use them when you have other options

Wesley Obenshain 9 days ago
Feedback
Treat NPC weapons as normal weapons
A lot of people like to play shooters with a ‘no buy’ mentality, so it would be nice if using scavenged weapons didn’t restrict your ability to modify them with attachments. I personally think weapon stashes and dead drops solve the ‘NPCs only drop ~6 different weapons’ issue for ‘no buy’.

Wesley Obenshain 9 days ago
Feedback
Treat NPC weapons as normal weapons
A lot of people like to play shooters with a ‘no buy’ mentality, so it would be nice if using scavenged weapons didn’t restrict your ability to modify them with attachments. I personally think weapon stashes and dead drops solve the ‘NPCs only drop ~6 different weapons’ issue for ‘no buy’.

Wesley Obenshain 9 days ago
Feedback
More 'custom campaign' options
Endless mode A more dynamic continuation would be nice, but even just letting continue the ‘choose one of two missions’ pattern after the 7th mission would be nice Starting cash slider Cash earned multiplier (0%, 25%, 50%, 75%, 2x, etc.) particularly during endless mode Toggle purchase mode (normal/free/banned) ‘free’ lets players run missions with whatever build they want instead of having to manage their resources ‘banned’ forces players to rely on stashes, dead drops, and scavenging more

Wesley Obenshain 9 days ago
Feature Request
More 'custom campaign' options
Endless mode A more dynamic continuation would be nice, but even just letting continue the ‘choose one of two missions’ pattern after the 7th mission would be nice Starting cash slider Cash earned multiplier (0%, 25%, 50%, 75%, 2x, etc.) particularly during endless mode Toggle purchase mode (normal/free/banned) ‘free’ lets players run missions with whatever build they want instead of having to manage their resources ‘banned’ forces players to rely on stashes, dead drops, and scavenging more

Wesley Obenshain 9 days ago
Feature Request
In-game bugs
Hello. During the 10 hours of play, my teammates and I encountered several bugs. Here's a description of them: 1. When playing in a team, a bug appears where character models get stuck inside each other. 2. Leveling up your Medicine skill increases the number of first aid kits, but there's one catch. When you take a first aid kit from those available on the map, you automatically have two, but if you're knocked out and revived, the number will correspond to your skill level. 3. Also, there's a problem with "pinging" an enemy: if you kill them too quickly, the weapon remains in the air, even though the body is already on the floor, but the weapon continues firing for a few seconds. Thank you for playing. Best wishes, D. Holo

Dolph Holgern 9 days ago
Bugs
In-game bugs
Hello. During the 10 hours of play, my teammates and I encountered several bugs. Here's a description of them: 1. When playing in a team, a bug appears where character models get stuck inside each other. 2. Leveling up your Medicine skill increases the number of first aid kits, but there's one catch. When you take a first aid kit from those available on the map, you automatically have two, but if you're knocked out and revived, the number will correspond to your skill level. 3. Also, there's a problem with "pinging" an enemy: if you kill them too quickly, the weapon remains in the air, even though the body is already on the floor, but the weapon continues firing for a few seconds. Thank you for playing. Best wishes, D. Holo

Dolph Holgern 9 days ago
Bugs
Different Extractions
There should be variants to extractions and from what i have seen on the forums it is a common topic. The current ones usually require smokes for solo due to the hordes of enemies. Adding more active objectives while giving people more options to deal with the situation. Some of these would show up when choosing a mission. A few examples are Radio Jam- Find what is jamming the escape radio on the map as enemies slowly move in if you don’t deal with it escape is delayed. (Would show up on your radar when interacting with escape and waves of enemies would show up similar to finales but they are not hostile at first and spawn every 30 secs. Once unjammed it is a instant escape when you get back) Forgotten objective- When extracting complete a extra objective as waves of enemies slowly come in non hostile and get back to extract with escape waiting.( not on finales) Escape Down- Escape has been shot down and the mission is now a mini raid and leads to another part of the map either to a helicopter escape or a van. Instant escape Run and gun- Escape is coming and you need to get there( The radio would be in one spot but the escape itself is in a different spot. Similar to the escape on finales. Instant escape Full Clear- If all intel and phones are found the basic escape will be only a minute. (not on finales) Safe escape- No bonuses or enemies just instant escape. (Not on finales) Escapes that are a bonus objective should be instant escapes. Could have unlocks tied to them like weapons, cosmetics or perk unlocks A few extra things would be have people move to something IE towards a van or a helicopter rope instead of it just ending. You can even have it as a set location at first and have it as a option in customs to test the waters. That goes for these escapes for people who want to do them or people who want to opt out.

Pathris 10 days ago
Feedback
Different Extractions
There should be variants to extractions and from what i have seen on the forums it is a common topic. The current ones usually require smokes for solo due to the hordes of enemies. Adding more active objectives while giving people more options to deal with the situation. Some of these would show up when choosing a mission. A few examples are Radio Jam- Find what is jamming the escape radio on the map as enemies slowly move in if you don’t deal with it escape is delayed. (Would show up on your radar when interacting with escape and waves of enemies would show up similar to finales but they are not hostile at first and spawn every 30 secs. Once unjammed it is a instant escape when you get back) Forgotten objective- When extracting complete a extra objective as waves of enemies slowly come in non hostile and get back to extract with escape waiting.( not on finales) Escape Down- Escape has been shot down and the mission is now a mini raid and leads to another part of the map either to a helicopter escape or a van. Instant escape Run and gun- Escape is coming and you need to get there( The radio would be in one spot but the escape itself is in a different spot. Similar to the escape on finales. Instant escape Full Clear- If all intel and phones are found the basic escape will be only a minute. (not on finales) Safe escape- No bonuses or enemies just instant escape. (Not on finales) Escapes that are a bonus objective should be instant escapes. Could have unlocks tied to them like weapons, cosmetics or perk unlocks A few extra things would be have people move to something IE towards a van or a helicopter rope instead of it just ending. You can even have it as a set location at first and have it as a option in customs to test the waters. That goes for these escapes for people who want to do them or people who want to opt out.

Pathris 10 days ago
Feedback
LPVO Scope attachment
I absolutely LOVE seeing the Vortex UH-1 Holo in the game, I use it every run. But it got me thinking, Vortex also makes the AMG LPVO used by the British military, would be so sick to see an LPVO in the game with a slide-able zoom from 1-10x. The scope is loved by the military and LE but rarely used or seen by civilians, or shown in other games.

Fitzdawg 13 days ago
Feature Request
LPVO Scope attachment
I absolutely LOVE seeing the Vortex UH-1 Holo in the game, I use it every run. But it got me thinking, Vortex also makes the AMG LPVO used by the British military, would be so sick to see an LPVO in the game with a slide-able zoom from 1-10x. The scope is loved by the military and LE but rarely used or seen by civilians, or shown in other games.

Fitzdawg 13 days ago
Feature Request
Steam Achievement Sidearm Only Bug
I’ve hosted and completed a completed a campaign twice and didn’t received this achievement. First time I didn’t fire a primary. I picked some up off the ground and sold them. Second time I hosted and went through the entire campaign never having a primary at all. Still didn’t get the achievement.

circuitmenace 13 days ago
Bugs
Steam Achievement Sidearm Only Bug
I’ve hosted and completed a completed a campaign twice and didn’t received this achievement. First time I didn’t fire a primary. I picked some up off the ground and sold them. Second time I hosted and went through the entire campaign never having a primary at all. Still didn’t get the achievement.

circuitmenace 13 days ago
Bugs
Players should be able to spawn in when they join a session while it is going
there have been a few cases where I have been disconnected from a session when it starts and I have to wait until it is over to play again

shockwave1o1 14 days ago
Feedback
Players should be able to spawn in when they join a session while it is going
there have been a few cases where I have been disconnected from a session when it starts and I have to wait until it is over to play again

shockwave1o1 14 days ago
Feedback
Oilrig top entrance spawn can be a bit hard to stealth or see enemies.
I have seen this spawn a few times and enemies can see you through slivers. If the enemies agro before people can get down it can be messy. Would recommend some cloth cover to block line of sight of enemies until the players are past the last dropdown. If the players have no smokes it can be difficult to deal with the enemies when they are aggroed before people are all down sometimes making it that if a person goes down to the pipes they can almost be killed in a few seconds with no way to fight back outside of gas and frags. seed is 20, 460, 764

Pathris 15 days ago
Feedback
Oilrig top entrance spawn can be a bit hard to stealth or see enemies.
I have seen this spawn a few times and enemies can see you through slivers. If the enemies agro before people can get down it can be messy. Would recommend some cloth cover to block line of sight of enemies until the players are past the last dropdown. If the players have no smokes it can be difficult to deal with the enemies when they are aggroed before people are all down sometimes making it that if a person goes down to the pipes they can almost be killed in a few seconds with no way to fight back outside of gas and frags. seed is 20, 460, 764

Pathris 15 days ago
Feedback
In Review
Airport requiring a internet connection?
I had no internet for a few days and only airport required it. It first sits on loading screen for about 5-10 mins before being kicked out. The lobby was set to offline

Pathris 15 days ago
Bugs
In Review
Airport requiring a internet connection?
I had no internet for a few days and only airport required it. It first sits on loading screen for about 5-10 mins before being kicked out. The lobby was set to offline

Pathris 15 days ago
Bugs
Excessive enemy head dodging can bug ai.
I have seen this both coming from out of a smoke and without smoke. (only have footage coming out of smoke) When the ai goes into head dodging animation loop its ai sometimes breaks loosing track of the player and or misalign their shooting. Other things seen are smokes aoe is bigger then the actual smoke visual effect.

Pathris 15 days ago
Bugs
Excessive enemy head dodging can bug ai.
I have seen this both coming from out of a smoke and without smoke. (only have footage coming out of smoke) When the ai goes into head dodging animation loop its ai sometimes breaks loosing track of the player and or misalign their shooting. Other things seen are smokes aoe is bigger then the actual smoke visual effect.

Pathris 15 days ago
Bugs
Multiplayer scaling slider for Custom Campaigns
I’d like to play 4 player scaled campaign solo for added challenge and I’d imagine that some people would like to play in groups without increasing the game difficulty.

elire01 17 days ago
Feature Request
Multiplayer scaling slider for Custom Campaigns
I’d like to play 4 player scaled campaign solo for added challenge and I’d imagine that some people would like to play in groups without increasing the game difficulty.

elire01 17 days ago
Feature Request
"Attachments Must Be Purchased" modifier
I think the way the attachments work so far is a little underwhelming, but it lends itself well to a system where you can BUY the attachments you want. I’d like a modifier for the custom mode where instead of having attachments be a free equip, you actually have to spend money on them even after they’re unlocked.

Nugget Coffee 18 days ago
Feature Request
"Attachments Must Be Purchased" modifier
I think the way the attachments work so far is a little underwhelming, but it lends itself well to a system where you can BUY the attachments you want. I’d like a modifier for the custom mode where instead of having attachments be a free equip, you actually have to spend money on them even after they’re unlocked.

Nugget Coffee 18 days ago
Feature Request
Tagging an enemy should remove a previous tag of the same enemy
If you tag the same enemy twice, it’ll create two tags instead of moving the old one to the new location

Nugget Coffee 18 days ago
Feedback
Tagging an enemy should remove a previous tag of the same enemy
If you tag the same enemy twice, it’ll create two tags instead of moving the old one to the new location

Nugget Coffee 18 days ago
Feedback