Progression and Wipes
Progression is too slow, and some unlocks sit in illogical places in the tree, so many players will never reach the later weapons. Two alternatives to full wipes are proposed. The first is a capped XP carryover (e.g., 500k) that players can invest in any lineage at the start of a new cycle. The second is a per-match cap on how much money a player can bring in, with the rest held in a "bank," so veterans keep their gear but can't overwhelm matches with it.
Gameplay Mechanics
Stacking multiple drills in a single tower lets teams turtle and hold the zone for long stretches, which leaves most of the map dead and makes games boring. Moving from three teams to two (Red vs. Green) would concentrate supply and building demands, spread newer players across both sides, and remove the "blue team = noobs" stigma. Respawn mechanics should also be improved to keep firefights going, for example by shortening the timer on the spawn vehicle so players can get back into the fight faster. View distance is also capped too low: anything beyond roughly 1,000m doesn't render, which makes the surrounding high ground useless for spotters and snipers. A very-high view distance option is requested.
Balancing
Anti-air is overtuned. Missiles make no launch sound, lock-on range is too long, and the economics are lopsided: a $400 supply crate provides dozens of base missiles, while helicopters pay $750 per flare.
Vehicles are underpriced. Helicopters shouldn't cost the same as an infantry kit. Vehicles should cost significantly more up front, with reasonably priced ammo and utilities.
Some unlocks and prices are misplaced. The minigun Little Bird unlocks too early at level 4, and meds are too expensive.
The thermal spotter scope is too strong and too deep in progression. It effectively works as a cheat, and very few players can access it.
ADS Speed
Aim-down-sights speed feels sluggish across the board.
Weapon Consistency
Muzzle velocities are inconsistent and illogical, with late-tree snipers far outperforming earlier ones. In testing, the SV98 fires at about 680 m/s, while the BRR, a .308 bullpup, fires at about 1,278 m/s: nearly double for a comparable round.
@WARDOGS People don't understand what rate limited is lol... The rate limiting is the API that the login server is using which is dependent on steam API limits allocated to WarDogs.
@PixelsofMark Hey Mark, as a MnK player it has been near impossible to find any ranked matches against other MnK players. All the lobbies are against controller players. Why is Input based matchmaking not enabled in ranked?
@InfinityWard This feature is useless without detailed information on what it's actually doing to the mechanics. Will we be getting detailed information about attachments like in Vanguard and BOCW?