Personally currently there are four:
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Delay in shooting after the start/end of sprinting (weapon steadying time) - please remove it completely! What purpose can it possibly serve?
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Limited strafe and back sprinting speed, also slow sprint accelleration in all directions (forward too) - drastically limits the evasion reaction and (along with the too high current damage of Assault Rifles) leaves you with practically no chance to survive a 1vs1 fight if you saw an enemy 0,5 seconds too late. It very reminds me the gamestyle of CoD / BF / CS - who saw enemy first - wins the fight
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Almost no open spaces. Now before throwing tomatoes at me note that Locki said SD is considering implementing more open maps in the future (AFAIK). IMHO such maps don’t really have to be totally open, they just need to iterate some open then closed areas. The quick examples could be Sewer and Meltdown in ETQW
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Posibly the worst of all above - have to agree absolutely with Humate in IRC: what was subconciously disturbing me all the time is a definite feeling that an injured (low health) player can’t hold his own (in the current state of game). Here I cite Humate (I hope he doesn’t mind) who put it well in IRC:
<Humate> Smooth: chip dmg is op
<Humate> The player with lower hp, cant fight back
<Humate> im assuming thats to do with not being able to dodge very well… since in etqw you could hold your own even with low hp levels
- and here it is logically aligned with what I mentioned in 1) and 2) - damage of AR’s too high, dodgeability too restricted.
Please let us discuss this because the issues seem very important.