I was expecting ROOST's depth with more fluid gameplay. They definitely improved the way the game feels and there are also some really nice additions, but I think they might have dealt with the learning curve a bit harshly.
-They could have removed shooting guns out of peoples' hands and still left some form of penalty for being shot in various other places. The wound system was what made RO stand out, and it's also one of the reasons I bought it; it's kind of a shame it's implementation wasn't similar this time around.
-While I don't think it's a proper replacement for injuries, I do like the bandaging concept. However, I think I have a problem with bleedout/bandage speeds. When you get shot, it's a no brainer - you can either die in 5 seconds or you can heal it. Why not give me 2 free wounds and save me the hassle? We'll just pretend that my adrenaline prevented me from dying.
-Guns could use a little more sway under certain conditions IMO. Some sway for being out of breath or standing unsupported would promote better use of tactics and even some of the game's own features.
-Tanks...ok, the AI crew is kind of nifty, but do you really want to encourage that kind of behavior in a team based game? Why not let those individuals go lone wolf and get their asses handed to them so their team can vote them out of the slot? I'm also aware that there are complaints about not being able to exit, but I'm kind of on the fence here because there are good arguments for both sides.
-Everything bound to one key; everything toggle...WHY?! I admit, I've kind of gotten used to most of it, but why did the controls have to be so limited? I suppose I cant complain about this too much since most of those functions (I think) can be re-scripted in the ini, but it seems like it's more trouble than it's worth.
I still enjoy the game a bunch, but I cant help but feel disappointed with some of the design choices.
-They could have removed shooting guns out of peoples' hands and still left some form of penalty for being shot in various other places. The wound system was what made RO stand out, and it's also one of the reasons I bought it; it's kind of a shame it's implementation wasn't similar this time around.
-While I don't think it's a proper replacement for injuries, I do like the bandaging concept. However, I think I have a problem with bleedout/bandage speeds. When you get shot, it's a no brainer - you can either die in 5 seconds or you can heal it. Why not give me 2 free wounds and save me the hassle? We'll just pretend that my adrenaline prevented me from dying.
-Guns could use a little more sway under certain conditions IMO. Some sway for being out of breath or standing unsupported would promote better use of tactics and even some of the game's own features.
-Tanks...ok, the AI crew is kind of nifty, but do you really want to encourage that kind of behavior in a team based game? Why not let those individuals go lone wolf and get their asses handed to them so their team can vote them out of the slot? I'm also aware that there are complaints about not being able to exit, but I'm kind of on the fence here because there are good arguments for both sides.
-Everything bound to one key; everything toggle...WHY?! I admit, I've kind of gotten used to most of it, but why did the controls have to be so limited? I suppose I cant complain about this too much since most of those functions (I think) can be re-scripted in the ini, but it seems like it's more trouble than it's worth.
I still enjoy the game a bunch, but I cant help but feel disappointed with some of the design choices.
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