Finally got a chance to play the game. Love the customization. Tactics are fun, but hope to see replay added isoon...
I agree with whoever floated the idea of permadeath, that'd be a great "hardcore" mode. Also, though I might not have stumbled upon them yet, having different types of enemies that use different tactics would be great. Armored, guys who flank/use covering fire, enemy traps, that sort of thing. Oh, and any chance we'll see character shadows in a future update? The models feel a tad floaty without something to ground them in the environment.
Hey when we throw a grenade could you make it so stuff gets destroyed? Limb detachment? I dunno, just something I wanna see happen Oh and the ability to hire more or different soldiers on your squad, so you can switch them out when you want to. I know you can buy squads and all, but just something I was thinkin' about :3
I like the mk16 bc it's easier to build it's damage and accuracy to mk17 levels than it is to get the mk17 ROF on the mk16 levels.
If you want to see the most robust limb detachment system you will ever see, check out Soldier of Fortune on PC. It was basically sold on that system alone.
Also mightyrabbitjosh, any thoughts on changing hot ROF is measured from sec/shot to shots/sec? I found it really confusing the first time I played but I understand it now, but just thinking about newcomers who will look at that and assume it's shots/sec like I did.
I believe the absolute fastest gun is the VBSS or Wetwork Rifle. The Mk18 Mod0 is also very fast (but loud and a little inaccurate). I can't remember specifically which two are the best, but you want to pick the trigger and gas system that remove the most time between a shot.
We were actually discussing this today. My lead programmer pointed out that while this would work really well for guns, it doesn't make a whole lot of sense for attachments (it's hard to explain, but the jump from .5 - .6 seconds per shot is roughly .33 shots per second, while the jump from .6 - .7 is only around .24 shots per second). So the effect of an attachment of RoF would be entirely dependent on the gun it is going on if we measured things the other way around. This makes displaying it in the marketplace difficult since we don't know what gun it will be going on. I hope that makes sense, I feel like I'm rambling.
The game is great, having a ton of fun with it. However the achievements stopped working and just froze which isn't the biggest deal but kinda sucks. Hopefully this can get squared away in an update
Great news about the update! Thanks again to the Gun/MightyRabbit team for their strong support of the game and of the community....but most importantly thanks for the AWESOME game! My only requests/feedback as of now are: -- MULTIPLAYER!! -- The ability to change movement speed during turns and not just before the turn begins....would make a HUGE difference and greatly add to the depth and control. Speaking of movement speed...I have some questions: does moving slower increase your soldier's accuracy? And does moving your soldier faster decrease the enemy's accuracy?
We pulled the video due to some quality concerns (yay wrong formatting.) In the meantime; please enjoy these screens: https://www.facebook.com/media/set/?set=a.490137981069524.1073741828.328051413944849&type=1
Slower speed = more accuracy When you use the Spring ability on the Direct Action class, the enemy is slightly less likely to hit you.