Just want to make sure I’m putting this out there. I think the core gameplay flow, when it clicks and isn’t hampered by minor annoyances, is brilliant. It’s dynamic, challenging, and exciting in some different ways than VT2, and it’s just a lot fun. You’ve done a great job Fatshark.
There are definitely lots of things that need tuning, but I think this game has incredible potential. Thank you Fatshark!
Sorry but I disagree simply because the word “flow” cannot be applied in any way shape or form here. The combat feeling disjointed, clunky and lackluster has been mentioned so many times already and it still wouldn’t be enough. The shop is frustrating, the performance sucks and entire classes feel invalidated (looking at you Psyker). Furthermore the game encourages using chat as much it explains to you what weapon perks do (it doesn’t), which is why it feels highy inpersonal.
While it looks pretty, you still don’t see sh*t and while the music is nice backstab sounds don’t pop nearly enough.
I mean I could go on, but I think that’s enough. Comments like yours send the absolutely wrong message for Fatshark to hear at the moment. Sure somewhere below all the crap and misguided design decisions lies a great game, but it is buried deep and saying stuff like it flows or there are “minor” annoyances when in actuality there is stuff in there, that incentivizes people to refund is just untrue.
Potential alone is not enough to make a great game and less than two weaks prior to release just having potential doesn’t cut it in the slightest.
Well, I disagree. Combat to me doesn’t feel disjointed, clunky, and lackluster. It feels great. I’m loving it, personally. When I’m inside the missions, the game feels great. I have only played Psyker so far though, so perhaps it’s different in other classes.
Yes, the shop is frustrating, the performance sucks, lots of talents suck, etc. I know.
I am saying the core gameplay is good. Everything around the gameplay needs work (as is the norm with Fatshark), but I feel like the gameplay itself is extremely solid.
*Psyker is also feeling very strong at the moment. Not sure what you’re talking about. Have you played it since the buffs?
Ok let me explain it to you then… All ranged weapons having animations that need to play out when you weapon swap before you can use them, which is essentially a delay, makes it so you are disincentivised as a player to swap weapons regularly because swapping in the wrong moment could get you killed and it makes the game feel unresponsive. Furthermore dodge reseting your stamina regenerations is also detrimental as that essentially disentivises you to dodge in alot of instances because you might need the stamina to block, which makes melee as a whole feel way worse.
Additionally pushing also has a delay at the moment, which makes it so you cannot freely flow into melee from a push because that also has a delay afterwards, which essentially staggers your own character.
All those aspects make melee feel abysmal while the ranged weapons do not feel impactful and ranged mechanics like suppression not working at the moment.
On the topic of Psyker she is just not worth playing at the moment and scales horribly with difficulty. She has by far the worst toughness regeneration on the team, has barely any synergy in her talent tree and her class weapons are even less impactful than the general ones or straight up a danger to yourself to use. If you think being completely reliant on Brainburst for your Warp charge stacks is a good thing than you are sorely mistaken.
Zealot might be bugged at the moment from what I’ve read on the forum but at the very least he is not a walking design disaster like Psyker.
Believe I want this game to be good like everybody else, but I sure as hell won’t tell myself it is if the evidence proves otherwise.
I like the different lengths of animations on different guns. I think it’s an interesting balance decision that promotes different gameplay and different build choices while allowing to make guns as powerful as the Boltgun.
I don’t mind dodging resetting your stamina regen for a little while. It means that you can’t spam dodging and actually have to think when to dodge as opposed to VT2. I am having more fun with the dodge in this game because I feel like I’m actually being skilled instead of spamming a button mindlessly.
I agree the delay after pushing is an issue, though I don’t feel it comes up that often to hinder my experience.
Which difficulty are you speaking of? I played mostly at Malice, and a bit on Heresy, and Psyker feels quite powerful. You can literally one-shot Maulers with the Force Sword special, and you generally DPS down armored enemies faster than anyone in the game. You can also take down specials very safely. You have great crowd control / clear with your staves, as well. I honestly don’t know what you’re talking about. I feel very valuable every game I play unless I’m playing with 2 or more Veterans.
As you see, different strokes for different folks. I like a lot of the changes made from VT2 that you hate.
I don’t mean this in a bad way but your post reads like copium at its finest to me. Animations that actively hinder gameplay fluidity as balance decisions? Yeah naw.
I tried to show you the way, but I’ll concede that you cannot convince people that actively like to suffer.
For such instances you really need the scoreboard back, so people stop “feeling valuable” and actually see what they accomplish.