Okay, perspectives after about 8-10 hours of play since the beta started, I'm a level 22 (would be 24 cept for the experience eater bug
) paladin, generally keep my K/D over 1, occasionally I have amazing games, I'd say I'm good but not great
This was supposed to be a paragraph or two, but it turned into an Essay. Jackson, hopefully you'll find some of this feedback useful, feel free to ask for any clarification on any of these points. Are there any plans for a post mortem on what you all learned from the beta?
My position on this game, what it is, and what I think it needs to do keeps evolving. First of all, I'm enjoying the game more and more, I'm def. going to buy it, and I really hope it generates a large enough community to sustain it's ambitions. As I've gotten a feel for the weapons, and what to expect I find myself having a ton of fun, even in the matches where I'm getting pummeled. What I came to realize, is that this isn't so much a game about being in cover, as it is a game about getting your opponents out of their cover. Sure, you could just sit back in cover, time your shots with a sniper and pick up some kills, but if you do that, it's almost guaranteed that someone will come around you from behind, or pop an ability and charge you, or use the trident or swarm and push you of cover. Therefore, the best strategy is to be mobile, and stop your opponents from being mobile. It mostly works; matches between two teams that know what they are doing feel like a chess match, with positions being traded, players making heroic stands to keep the other team pinned, and one player making the flank and racking up kills. I love that feeling, watching a plan come together, seeing all three of your enemies suddenly surround on both sides of their cover, and watching all three go down; It takes patience and a little risk taking, which when it works out, it just feels damn amazing. When cover based systems for shooters became de rigueur this is what I wanted them to feel like, but they always ended up resulting in the same kind of campy tactics, or charging at each other with shotguns.
Drones are done well, and the really add to the tactics, preyons are powerful, but easy enough to shoot down, and pretty rare, so I don't have an issue. Warbringers are great for soaking up some fire, or forcing your enemies to watch another angle so you can flank them, and I always like to have a stalker up to keep some fire on my enemies. None of them are game changers in a game, but they can help you out of a tight spot, or make a difficult manuever possible.
So the high level strategy of movement and tactics feels great, I love that element, but the lower level mechanics of making an individual jump and shooting, those need a bit more TLC. They are still enjoyable in the current state, it's kind of like panzer dragoon meets gears of war, but a few tweaks could really put them through the roof. A few other posters (From HaloGaf I noticed, who are pretty paticular about shooter mechanics) pointed out that combat can feel random and and a bit unfocussed. I think this comes from a few places.
1. Reticules are big, with lots of auto aim, so it feels like lining up the perfect shot isn't as important as putting down a lot of fire. Even if the level of auto aim/aim assist isn't tweaked much, changing reticules to give more accurate weapons a tighter circle would go a long way to making them feel accurate. Even just adding some cross hatches or a circle in the circle like Halo Reach's DMR would help.
2. Visual indication of an enemies health. Right now there's a ton of visual indications going on, but not a lot of good information. Shooting a guy results in massive explosions coming off their body, and your reticule turning red after each hit. That's nice, but it's redundant information, maybe the reticule should get more red as my enemies health gets lower, or the explosions off their armour could get larger. It makes it hard to make a decision when a guy is charging right at you, whether you should go to blind fire, retrreat, or keep shooting to finish him off, especially in a networked environment.
3. Passive bonusses have large, hard to predict, invisible effects, making it feel like the damage you need to do seems to change based on every enemy you fight. Once again, a visual indication of your rate of damage could go a long way here.
With the way I play, I try to setup fights so I'm not relying on my aim over the other guys, I try to put myself in a position where I can't lose before I engage, so these elements only really bother me about 10-15% of the time, but it's still an issue, and an area where the game can improve.
Weapons themselves feel powerful, and there's a lot of guns, though signifigant overlap between them. Generally, great job with the sandbox so far, hopefully with a few buffs (SMGs need a little love IMO) a few nerfs (swarm gun, y u so easy to use?) the weapon set will gel nicely. As I've played more, and gotten better, I find myself gravitating more towards three basic weapons. the Battle Rifle (though the N3 may be replacing that as my weapon of choice), Semi auto sniper, and double barreled shotgun are my main three weapons, and I'll occasionally do something weird to play with a build. (.50 calibur handgun + infinite ammo was pretty fun, that thing has beastly range. Siphon + the PDW smg was great to get around cover even and flush people out, even if I didn't get many kills). For abilities, I almost always use the satellite, frag grenades, or meta Armour depending on what the situation calls for. In terms of passive buffs, spec ops/ armored are my choices. My strategy is get around and flank, so using abilities, or surviving as I fly between cover is important to my strategy. So when I said before that the weapons were unfair to newbies, I can see that I was wrong; I now mostly use only weapons that are available to new players...
but, the weapons still
feel really unfair to newbies, and that is a problem. See, I personally prefer the semi auto sniper to the bolt action, but when you first get one shotted by the semi auto, and you realize there's no one shot capable weapons in the default set, it feels pretty unfair. You don't see the smart balancing elements, like having to be scoped to charge it up, you just see a red tracer and the deployment screen. Or as a novice, the first time you face a Swarm user or a teleporter and you realize some of the later guns aren't just tweaks, but guns with major functional differences it's frustrating.
Level design is generally quite good, but defense array is problematic. It is possible to flank on Defense array, but it's challenging to do so, and it requires a lot of teamwork. I posted my strategy above, but even with a solid strategy, the map doesn't flow much, and I find I do best using a grenade/sniper combo. Generator is my favorite, it results in a lot of push and pull, quick flanks, and the occasional amazing aerial snipe. Dry Dock is a snipers paradise, but if you can break through on one side of the figure 8, you can route out your enemies.
Overlord as a gametype is confusing as hell, I've read the description, but I still don't know exactly what's going on. I thought I had it right, but at points I've lost overlord without dying (someone on my team got a higher overlord level, became overlord, then died, costing us the game :\ ), and it seems like non overlord players get passive buffs (if so, it further adds to the randomness of combat) KOTH and TD are classics, and fine. I'm looking forward to the other 4 gametypes.
Okay, finally the Meta game. Right now, it's a cool concept, but it's mostly just a way to track faction wins and losses as far as I can see. There's a bit of choice in choosing a location for passive buff improvement vs. a location that helps your faction, but I'm not sure if it adds a lot of long term motivation, and it makes matchmaking confusing for some players. I saw some press interviews suggesting that each cycle may introduce plot events based on who wins, which would make it more interesting, but right now, it's a nice wrapper, and not much else.
So keep this up, this is the kind of fresh thinking that I've been wanting in a shooter since I first played gears all those years back. Great job so far, I'm really excited to see what's coming next.