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InsightKnight

Things I have noticed in PvP that do not feel good

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Just a thought but I feel like there are two major concerns with PvP right now that make the gameplay feel very meh. The damage ratios and the jumping. The current jumping meta is somewhat making PvP a generic spray fest. At distance PvP feels pretty solid but in CQB especially inside of the event tents there is a strong lack of tactical play. It basically comes down to who can jump around the corner full auto first wins. While this is not a terrible design it does make the game feel very arcadey and almost similar to Fortnite's movement mechanics.

As for the damage to health values; It seems like right now you can just full auto and win no matter what gun in hand making non F/A weapons worthless in just about every situation because of the low damage #'s on single shots. Even if you land all headshots there is no practical way to secure a kill with semi auto if the other player has a full auto gun in CQB. Can we have an overall buff to the weapon damages so that the combat is not so spongey? It does not feel good to hit someone 6+ times just for them to jump behind a corner and heal to max again in my opinion. :P

Is there any plan to revamp the gunplay mechanics or can we expect this to basically be the final rendition?

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Thank you for the feedback.  We are gathering feedback from all community members and will take your feedback into consideration for the future.  We appreciate your comments and hope you are enjoying the game.

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For sure. It is a very solid build and I hope things get even better in the future!

If the Dev team is not familiar I would suggest emulating a style that is close to the SOCOM Playstation games. SOCOM has some of the best third person tactical shooting mechanics ever made and has a really good feel in combat.

Edited by InsightKnight

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One thing I noticed with the PvP is that InsightKnight is trash. He just keeps falling into my sights ;)

 

Cheers mate

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7 hours ago, iamAaronSchill said:

One thing I noticed with the PvP is that InsightKnight is trash. He just keeps falling into my sights ;)

 

Cheers mate

Rude. :D

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The main objective with the PvP design is that it is "arcadey", and will not be too realistic. We want it to be fun - without it being too punishing.

 

There's still a bit of work to be done with the weapon mechanics, such as fall-off damage, different recoils and more.

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