1, The weapons are inconsistent when it comes to where on the iron sights the bullets will land and some even change the position during a burst/spray. Some weapons have it so the bullets go just above the sight and others have it so it overlaps the site and some have it so the first bullet is over the site then the rest are overlapping. This makes it hard to switch to new weapons for no good reason.
2, Player movement still looks like its constantly stuttering in third person. I have done some slow motion recordings with Dirty Bomb and other games and out of all “Triple A” games and most F2P games I tested, Dirty Bombs is one of the worst. This makes predicting character movement difficult as changing direction during the stutter can result in in sharp changes of direction with no visible slowdown. This gets worse with ping as you would expect but its still pretty bad on very low ping servers.
3, Added input ignore time on certain abilities. A prime example right now is Fraggers nade. In previous builds you was able to tap the ability slot key and click straight afterwards to start cooking the nade. Now there is a chunk of time between pressing the ability key and being able to start the cooking. The overall time is not the problem. Just make it start cooking when that time is done if the primary fire key is held and don’t require us to re-click.
4, Felix sniper rifle needs to be lowered in damage by 1 point! Sure I understand that it was likely by design that it 1 shots an Aura but while the number of possible medics is limited to 2 overall and 1 if short on funds its all to easy to have snipers destroy Auras. If you insist on keeping the damage where it is then you should certainly increase the time between shots. right now the Felix is simply the better option as a sniper rifle regardless of its slightly longer times between shots.
5, Merc limits need to be put in place… Playing any map but especially Chapel vs 8 Skyhammers (yes this has happened a couple of times to me now) is not only a little broken but its horrible to play. Same when it comes to the current 3-5 Aura Zergs and losing cause 5 of your team decided it was a good time to play Sniper on attack.
6, Menu lag… Worst it has ever been for most people and borderline broken for Gsync users.
7, MG Nests… Not very fun to use, less fun to die to. Sure they are effective… They do their roles well at certain points. However they are also borderline broken when it comes to the way Mercs line up to be seen (final objective on train yard is the best example of this) they still break if you get revived on one, still too quiet, collision box is still to big and awkward to move around and jump over and they feel like they have been ripped out of “MyFirstUnrealProject.proj”. I know that sounds cruel but the recoil looks like lag and stutter, the feedback is horrible and it feels like there is so much RNG in even hitting people with them.
8, I get that ammo is heavier then a medic pack but the angle that a ammo pack is thrown makes it crazy difficult to do a decent throw to a team mate. Having to look to the heavens before throwing a ammo pack is very silly. I believe the ammo pack and med pack should have the same throwing style and distance to help with consistency and “Stuff”.
9, Like 8 but with a added concern about speed… landmines are just thrown far to quick to the point where I can often accidentally throw two. The main concern is just how janky this looks in action and in certain ways can make it harder to use. Also on the topic of mines, the position needs to be calculated on the client and then sent to the server because peaking to place one and have it land behind you because the server wanted to throw it at the wall you just peaked from is so frustrating. A way to keep some form of consistency would be to slow it down and then have it only switch to server once its trajectory has been calculated.
10, EV Damage… Weapons really NEED to do more damage to the EV. There was something epic about choosing to shoot the EV or the enemy and being able to break the EV after a full wipe that really added to the game. At the same time I believe that all field ops abilities should be nerfed vs the EV a little. A single air strike or molotov is just far too quick and becomes frustrating when you see a frag nade do so little in comparison. I believe the EV should be all about sustained fire and damage not 1 off ability bursts.
Rather then continue I will let these get some feedback first.