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[GUN-PLAY] Pathfinder Needs a direct damage nerf. The fire rate and hip-fire accuracy will still keep this gun very relevant and powerful close range. But the way it is right now, you have almost no time to react when fighting an SMG close range…. Even against an operator Operator This class is EXTREMELY clunky. The screenshake is very laggy and can sometimes teleport the player. I suggest removing the screen shake altogether. Slow down fire rate. The fire rate increase was a step in the right direction but I feel it was a bit much as it is just too strong Increase the spread. This will reduce the long range “rifle-like” kills and make it a more consistent kill closer range. Shotguns are supposed to destroy close range, and at this current moment, it feels more or less like a hit or miss gamble close range. Rifleman / Marksman I might suggest possibly adding a bit more aim punch to help keep these classes in check. I know a lot of people don’t like aim punch, but it’s needed so that way these classes aren’t crazy strong when getting tagged still. COD2 best implemented this aimpunch. All weapons I’m not sure if double switching was purposely left out (to prevent cod4 wait bind abusers) or not, but it feels so clunky when swapping weapons. If this was indeed done to prevent that, might I suggest mimicking COD2’s weapon switching. The faster switching will help keep the gameplay faster and less clunky. At the same time, if the double switch was implemented (double switch when pulling out a weapon to cancel the weapon equipping animation and immediately do an action out if it), it would also keep the speed of the game faster. [LEAN] Leaning feels useless in a higher level play environment. Leaning gets you killed more than give you advantages currently. You just show way too much of your body in 3P in comparison to 1P. Because of this, this encourages people to just spam their jump key. I feel like if leaning or slow peeking a corner was a viable option, there would be less people jumpings corners. Another perspective, as someone who’s leaning a corner; since you show a lot of your body / hitboxes, someone who jumps the corner on you has the advantage because it’s easier to hit someone leaning. Leaning (in my eyes) should be the most optimal way of peeking / holding angles, because that means your positioning is better. Jumping should be used as a curveball peek to throw someone off. Again, in my eyes, COD2 implemented leaning the best (in my eyes), maybe a slight bit more. This will indeed slow the game down some, and reward players who are leaning and positioned better. It will also help punish players who jump out a lot because it’ll be harder to hit someone leaning an angle correctly. Rifles and Snipers will benefit from this, but mix this in with the increased aimpunch will help keep them in check. [MOVEMENT] Jumping There needs to be a more harsh landing lag. The more I scrim teams and play, the more I realize the most efficient way to cover a part of the map or take part of the map is mashing your jump key on every corner. I suggest adding landing lag if you fire a shot while mid-air. This will help keep some fluidity in movement (early round sprinting), but make it much more risky when jumping a corner and shooting. I feel like jump height is crazy high right now. I understand that this might not be good to reduce based on fluidity of maps. I would suggest decreasing the height of regular jumps, and keeping crouch jumping the same height. This will add an extra skill layer in movement that the average joe gamer cannot do consistently well without good movement practices Strafing I feel like strafing is way too easy. Strafe jumping is supposed to be somewhat skillful when doing. I’m not sure how, but I feel like making the “inputs” for strafing more strict to do a strafe jump. Again, this will increase the skill ceiling in terms of movement, which is a large part of the gameplay in Battalion. Speed I feel like the movement speed is in a good spot right now. My suggestion would to be to slightly increase walk speed with pistol out. This will help bait rifle shots by “jiggle peeking” with pistol. [GAMEPLAY] Health Regen I feel like it is WAY too slow right now. Doesn’t fit the speed of the game. I saw spectator and see that regen jumps to the closest 5th factor, then regens 5 every regen instance, maybe bumping this up to 8 would help speed up the game a bit. Kill-feed Please give us an option to remove the “white” from kill-feed. I’d much rather see Red / Blue as I can glance down and see which direction the flurry of kills are going. Also, the white name kill-feed is really buggy as even assists make it colored weird. I am posting this as a player who has been here since 0.1 alpha. Since being able to actually scrim the game at a high level, these issues were glaring. This post is meant to be from a Competitive player's standpoint and focuses heavily on ingame mechanics and gunplay. I truly hope the devs read this and takes this feedback into account. The game's playerbase is slowly dwindling, even the hardcore people who were waiting for this game to scrim has been dying off. Some of these gameplay fixes will help keep the Competitive players in, the matchmaking server fixes will help bring in newer players.
First of all, I’m glad we have a good platform for constructive and productive conversation and ideas. Between here and Reddit I’ve seen a number of good points, ideas, suggestions, etc. However, we as a collective need to understand a few things. Firstly, issues with launches happen. Especially early access launches. This game is by no means a finished product and we need to take that into consideration before losing our minds on forums/threads/review pages. That’s not to say we should ignore said issues, but we also need to be realistic with our expectations. We’re currently a week removed from launch day and the devs have already taken action on a number of aggravating and game hindering bugs. As I type this, they’re still currently testing fixes, addressing crashing issues, and things of the like while also trying to improve the overall experience with map fixes, gameplay additions, balancing fixes, and economy based changes to the card system. They’re being active in their approach to this game, not resting on their laurels, and trying to put out the best product they can. Be mindful of these things when you’re having issues of your own. With that being said, please also realize that the issues and things you experience, especially related to crashes, are not everyone’s experience. There are a ton of different hardware configurations out there and I am fairly certain it takes a small development group a lot longer to pinpoint these issues and implement fixes than a larger group. Again, be mindful of this. While there may be issues right now, it seems like there’s a few of us (the loudest ones usually) that are convinced that the game is crap, will always be crap, and it’s never going to improve. These people are not productive members of our community. The devs are clearly passionate about improving on their game and I’m willing to bet that in 3-6 months time the game we have then will be much improved over the current landscape. Battalion will continue to improve, will continue to be balanced, will continue to have features added, and will continue to grow. And I’m hoping that we can come together as a whole and be patient, respect the process, and acknowledge that we’re still in this games infancy. Best wishes.