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List of my expectations for the upcoming patch

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2 months ago
Oct 7, 2024, 6:10:29 AM

​NEW FEATURES 

  •  Camera shoulder swap(doesn't have to change how you hold a weapon, just move the camera to the left side)
  •  Added FOV slider



GAMEPLAY AND BALANCING CHANGES

  • Med Stims restores 20% more of your health
  • Med Stims can now be used on allies
  • Armor delay reset reduced from 25 seconds to 20 seconds
  • Melee weapons damage slightly increased
  • Melee weapons animation speed slightly increased 
  • Frag grenade damage and effect radius increased 
  • Dodging and Parrying will interrupt the animation of your attack
  • Power Fist: base damage is increased

 Contested Health:

  1. Contested health duration before it decays has been increased from 2 seconds to 5 seconds.
  2. Dealing damage restores 10% more contested health.
  3. Contested Health decays 25% more slowly.

Gun Strike:

  1. You have an option to perform gun strike on incapacitated Majoris level or higher enemies, but only if they become incapacitated by your damage.
  2. If all ammo and magazines for your secondary weapon are depleted, you won't be able to perform a gun strike. 

PVP

  • Bulwark shield has now 1500 base health
  • Bulwark shield regenerates at a rate of 150 per second after being down for 2 seconds
  • Damaging Bulwark's shield counts as dealing damage to him hence he won't regenerate armor and health
  • The shield will enter a 7-second cooldown if it gets destroyed
  • When Vanguard uses propel to move against walls he will no longer step on them
  • Health will regenerate faster if you're out of combat


OPERATIONS MODE

  • Vanguard's Grapnel Launcher now works on any surface
  • Assault ability has an additional charge
  • You are now able to select specific AI teammates 
  • You are now equipped with a stim and a random grenade at the start of the game


CAMPAIGN 

  • Jump pack now comes with unlimited charges


QUALITY OF LIFE IMPROVEMENTS 

  • Bulwark and Heavy will choose to slide over rolling when dodging 
  • The execution animation speed has slightly increased 
  • Team armor and contested health are now displayed on their health bar
  • Getting ammo from the ammo cache is now quicker
  • Thrown grenades will travel faster
  • You can now take all the different types of grenades and switch between them
  • Melee/Ranged weapons and grenades can now be picked up instantly

I'd love to hear your opinion and constructive criticism 


Updated 2 months ago.
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2 months ago
Oct 7, 2024, 6:20:02 AM

Titussy40k wrote:

​NEW FEATURES 

  •  Camera shoulder swap
  •  Added FOV slider

From Focus Team's first Q&A:


  • Q: FoV Slider and Left / Right Shoulder swap:
  • A: FoV slider is not something we are comfortable with, as it can degrade the visual aspect of the game. And on top of that, it is very complex. Our game is not a first person shooter, the camera that we have is very cinematic and constantly changes position and FoV based on what you are doing. Still, we understand that is a very popular request so we are considering it anyway.
  • As for the shoulder swap,if we are to implement shoulder swap we will need to support it for all melee animations and transitions because everything in melee combat was made based on the fact that you hold pistol in the left hand and melee weapon in the right hand (because it looks badass). Nevertheless, shoulder swap is a feature we will not add in the game.
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2 months ago
Oct 7, 2024, 6:40:41 AM

  1. If all ammo and magazines for your secondary weapon are depleted, you won't be able to perform a gun strike.
  2. Performing a gun strike consumes 1 bullet 


Awful idea. This mechanic is an absolute life saver in many situations and creates real drama, you've no ammo and are forced to rely on melee and gun strikes until you find some...this lifeline keeps you going and keeps the flow of combat going, getting rid is a bad idea, sorry

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2 months ago
Oct 7, 2024, 7:52:47 AM

Titussy40k wrote:

GAMEPLAY AND BALANCING CHANGES

  • Med Stims restores 20% more of your health
  • Med Stims can now be used on allies
  • Armor delay reset reduced from 25 seconds to 20 seconds
  • Melee weapons damage slightly increased
  • Melee weapons animation speed slightly increased 
  • Frag grenade damage and effect radius increased 
  • Dodging and Parrying will interrupt the animation of your attack
  • Power Fist: base damage is increased

 Contested Health:

  1. Contested health duration before it decays has been increased from 2 seconds to 5 seconds.
  2. Dealing damage restores 10% more contested health.
  3. Contested Health decays 25% more slowly.

The game is already easy, now you want to make it trivial? Stimms just got buffed with this patch, they literally let you recover from a large burst because they now restore your contested health AND do their healing on top of that. Armor regen only really has impact during boss battles because as long as there are trash enemies (Minoris) around you can refill your amor by just doing perfect parries. (Bulwark and Assault being the exception as they have access to the perk that lets them regen armor on non lethal gun strikes).
Frag Grenades are fine as they are now.
Most melee weapons damage are fine as are their speed, but I agree that Power Fist still needs some tuning.
Dodge/Parry interrupting attack anim is whatever, so far I had no problem with this.


Titussy40k wrote:

Gun Strike:

  1. You have an option to perform gun strike on incapacitated Majoris level or higher enemies, but only if they become incapacitated by your damage.
  2. If all ammo and magazines for your secondary weapon are depleted, you won't be able to perform a gun strike.
  3. Performing a gun strike consumes 1 bullet 
  4. If you perform a gun strike while your secondary weapon is out of ammo, it reloads automatically.

Just as gun strike not consuming ammo makes no sense, so does the suggestion of causing your weapon to be automatically reloaded, so +1 for consuming ammo.
Point 1 is already in the game, and gun strike doesn't give you iframes anyway so performing it while surrounded is worse than douing a normal execute.

Titussy40k wrote:

OPERATIONS MODE

  • Vanguard's Grapnel Launcher now works on any surface
  • Assault ability has an additional charge
  • You are now able to select specific AI teammates 
  • You are now equipped with a stim and a random grenade at the start of the game

Vanguard's Grapnel launcher already let's you reach places you shouldn't be at in PvE if there is any enemy around you can grapple to, this would just make it worse.
Assault getting another charge is a good idea, altho they should also consider adjusting the costs, like if you just use it to dash (without evading) it shouldn't consume 1 full charge.
Selecting AI teammates is a decent suggestion as Sniper bot is notoriously useless and I get him all the time.
We don't need a stim by default, but selecting your default nade (just like in PvP) would be cool, Bulwark could utilize his perks way more if he started with 2 shock nades instead of the frags for instance.

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2 months ago
Oct 7, 2024, 7:55:54 AM

Achilles wrote:

Titussy40k wrote:

​NEW FEATURES 

  •  Camera shoulder swap
  •  Added FOV slider

From Focus Team's first Q&A:


  • Q: FoV Slider and Left / Right Shoulder swap:
  • A: FoV slider is not something we are comfortable with, as it can degrade the visual aspect of the game. And on top of that, it is very complex. Our game is not a first person shooter, the camera that we have is very cinematic and constantly changes position and FoV based on what you are doing. Still, we understand that is a very popular request so we are considering it anyway.
  • As for the shoulder swap,if we are to implement shoulder swap we will need to support it for all melee animations and transitions because everything in melee combat was made based on the fact that you hold pistol in the left hand and melee weapon in the right hand (because it looks badass). Nevertheless, shoulder swap is a feature we will not add in the game.

Ohh I forget to add that "it doesn't have to change how you hold a weapon, just move the camera to the left corner" just like in Red Dead Redemption 2

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2 months ago
Oct 7, 2024, 8:10:33 AM

Palumtra wrote:

Titussy40k wrote:

GAMEPLAY AND BALANCING CHANGES

  • Med Stims restores 20% more of your health
  • Med Stims can now be used on allies
  • Armor delay reset reduced from 25 seconds to 20 seconds
  • Melee weapons damage slightly increased
  • Melee weapons animation speed slightly increased 
  • Frag grenade damage and effect radius increased 
  • Dodging and Parrying will interrupt the animation of your attack
  • Power Fist: base damage is increased

 Contested Health:

  1. Contested health duration before it decays has been increased from 2 seconds to 5 seconds.
  2. Dealing damage restores 10% more contested health.
  3. Contested Health decays 25% more slowly.

The game is already easy, now you want to make it trivial? Stimms just got buffed with this patch, they literally let you recover from a large burst because they now restore your contested health AND do their healing on top of that. Armor regen only really has impact during boss battles because as long as there are trash enemies (Minoris) around you can refill your amor by just doing perfect parries. (Bulwark and Assault being the exception as they have access to the perk that lets them regen armor on non lethal gun strikes).
Frag Grenades are fine as they are now.
Most melee weapons damage are fine as are their speed, but I agree that Power Fist still needs some tuning.
Dodge/Parry interrupting attack anim is whatever, so far I had no problem with this.


Titussy40k wrote:

Gun Strike:

  1. You have an option to perform gun strike on incapacitated Majoris level or higher enemies, but only if they become incapacitated by your damage.
  2. If all ammo and magazines for your secondary weapon are depleted, you won't be able to perform a gun strike.
  3. Performing a gun strike consumes 1 bullet 
  4. If you perform a gun strike while your secondary weapon is out of ammo, it reloads automatically.

Just as gun strike not consuming ammo makes no sense, so does the suggestion of causing your weapon to be automatically reloaded, so +1 for consuming ammo.
Point 1 is already in the game, and gun strike doesn't give you iframes anyway so performing it while surrounded is worse than douing a normal execute.
As my defense, it doesn't make any sense if you still can perform guns trike even you're out ammo like where did the bullet come from?? But you have point I understand that games don't have to be realistic. 

Titussy40k wrote:

OPERATIONS MODE

  • Vanguard's Grapnel Launcher now works on any surface
  • Assault ability has an additional charge
  • You are now able to select specific AI teammates 
  • You are now equipped with a stim and a random grenade at the start of the game

Vanguard's Grapnel launcher already let's you reach places you shouldn't be at in PvE if there is any enemy around you can grapple to, this would just make it worse.
Assault getting another charge is a good idea, altho they should also consider adjusting the costs, like if you just use it to dash (without evading) it shouldn't consume 1 full charge.
Selecting AI teammates is a decent suggestion as Sniper bot is notoriously useless and I get him all the time.
We don't need a stim by default, but selecting your default nade (just like in PvP) would be cool, Bulwark could utilize his perks way more if he started with 2 shock nades instead of the frags for instance.

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2 months ago
Oct 7, 2024, 8:45:06 AM

Nosh_Feratu wrote:

  1. If all ammo and magazines for your secondary weapon are depleted, you won't be able to perform a gun strike.
  2. Performing a gun strike consumes 1 bullet 


Awful idea. This mechanic is an absolute life saver in many situations and creates real drama, you've no ammo and are forced to rely on melee and gun strikes until you find some...this lifeline keeps you going and keeps the flow of combat going, getting rid is a bad idea, sorry

As my defense, it doesn't make any sense at all if you still can perform guns trike even you're out ammo like where did the bullet come from?? But you have point I understand that games don't have to be realistic. But hey we're just sharing opinions here

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2 months ago
Oct 7, 2024, 8:53:49 AM

Everyone leave the Bulwark alone. He needs the shield, just put on Krakk grenades and he's dead against literally a pistol if his banner isn't up. If it is up, wait fifteen seconds or one shot him. 

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2 months ago
Oct 7, 2024, 11:39:55 AM

I agree with your bullet point 

"Dodging and Parrying will interrupt the animation of your attack"

I think this will greatly improve the game as it current can feel rigid during those big and epic moments in the game. When there are a very large number of enemies on screen, the game can be punishing (not challenging) to play.

I think a clear hierarchy behind the scenes for which attacks 'count' and trump other attacks, might also be needed. I hit a Warrior with a charged powerfist attack which I had started charging first but because it had started its Parry Attack, my attack seemingly didn't count once i released it and it's attack still landed.


On this subject, when the game suffers from server problems and lags, not being able to cancel animations is made worse.

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2 months ago
Oct 7, 2024, 1:18:50 PM

Power Fist needs a range and charge timer buff, not another damage buff.  Overall though the game needs attention on it’s matchmaking and servers before concerns about balancing or QoL.

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2 months ago
Oct 7, 2024, 1:51:49 PM

MrsHeadshott wrote:

Everyone leave the Bulwark alone. He needs the shield, just put on Krakk grenades and he's dead against literally a pistol if his banner isn't up. If it is up, wait fifteen seconds or one shot him. 

I know you're Bulwark OTP and die hard fan and you're abusing him because he's broken. Bulwark is a problem why? he has invincible shield which he can still regenerates armor and health because the game thinks he isn't taking damage and wtf his banner last longer that gives you unlimited armor which never stops even you damage him. If you're using OP character, you're not a gamer you are abuser. I dare you to use Tactical class for a month, game?

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2 months ago
Oct 7, 2024, 1:53:55 PM

unrealchamp88 wrote:

I agree with your bullet point 

"Dodging and Parrying will interrupt the animation of your attack"

I think this will greatly improve the game as it current can feel rigid during those big and epic moments in the game. When there are a very large number of enemies on screen, the game can be punishing (not challenging) to play.

I think a clear hierarchy behind the scenes for which attacks 'count' and trump other attacks, might also be needed. I hit a Warrior with a charged powerfist attack which I had started charging first but because it had started its Parry Attack, my attack seemingly didn't count once i released it and it's attack still landed.


On this subject, when the game suffers from server problems and lags, not being able to cancel animations is made worse.

It's just frustrating that you can't dodge or parry when you are in the middle of your backswing animation. So sad

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2 months ago
Oct 7, 2024, 2:58:35 PM

gr4v3dgr wrote:

I think you need to look up the definition of "expectations" and modify your thread title.

I appreciate your significant constructive criticism 

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2 months ago
Oct 7, 2024, 3:03:46 PM

I want them to: 

  1. Delete easy, average and substantial, and make the ruthless the new easy and add 3 more higher difficulties to the game. (edited)
  2. [5:06 PM]On the new highest difficulty, the AI has zero limits, spawn carnifexes and hellbrutes at the same time, even in nid maps like decapitation. Have chaos warp in and try to kill the team during the hive tyrant. 

Game is trivial at this point.


The last thing we need is more catering to the casuals. 

Struggling with content? Grind out relic weapons and go play on easy.

Updated 2 months ago.
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2 months ago
Oct 7, 2024, 5:06:43 PM

Titussy40k wrote:

unrealchamp88 wrote:

I agree with your bullet point 

"Dodging and Parrying will interrupt the animation of your attack"

I think this will greatly improve the game as it current can feel rigid during those big and epic moments in the game. When there are a very large number of enemies on screen, the game can be punishing (not challenging) to play.

I think a clear hierarchy behind the scenes for which attacks 'count' and trump other attacks, might also be needed. I hit a Warrior with a charged powerfist attack which I had started charging first but because it had started its Parry Attack, my attack seemingly didn't count once i released it and it's attack still landed.


On this subject, when the game suffers from server problems and lags, not being able to cancel animations is made worse.

It's just frustrating that you can't dodge or parry when you are in the middle of your backswing animation. So sad

Ha. I hate playing as Bulwark. It's boring to me. And you can't trust your team to secure kills. Tactical is what I prefer to play.

He's not broken. This is a git gud moment. If you think the shield is broken then you aren't aware of the numerous counter play. 


Of which there are plenty. 

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2 months ago
Oct 7, 2024, 6:25:59 PM

tbh I won't complain if they just add more paints, bring back gold primary color at least. But beyond that there is a long list of fixes needed, but we desperately need more maps in PVP, because launching with just 3 for Annihilation while Operations has 6 with LONG spans of usable areas and variety.. is a bit shortsighted. They could easily just have taken some of the sections from the campaign and just had usable PVP areas for more map variety. At least we have good Operations variety which is good.

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2 months ago
Oct 7, 2024, 6:58:59 PM

MrsHeadshott wrote:

Selphic wrote:

The only expectation I have is Beaky helmet.

00012-3818684528.jpeg

Freaking beautiful

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