GENERAL X Skills - Sometimes classes spawn unable to use this skill Weapon Swap during grapple - Touchy subject. Considering they are called "Pro" it does make sense that during a grapple they would think clearly enough to know what weapon to pull out when they got free. This mostly seems to effect assassin's foolish enough to face stab people. Skill Lock Out After Being Grappled - In some cases the skill is clearly ready, but pressing the button results in nothing happening for up to 3 seconds after being grappled. Skill Put on Cooldown While Being Grappled - This one is difficult to duplicate, but in many cases as Tank or Gunner my Charge or Slam (respectively) mysteriously lost about 1/3 of their cooldown timer and had to refill. It was -NOT- a scrambler, as only that one skill was effected. It seems to be related to mashing the button while the grapple animation occurred. Charge Interrupted by Grapple - Is this intentional? Assault and Tanks can both have this happen. ASSAULT Assault Rifle - This gun can chew people up faster then anything but a headshot, but that seems to be completely up to luck of crits. If it turns into a consistent theme of assault dropping gold armor sponsor tanks in 2 seconds, their crit may need a small nerf. Grenade Launcher - Angle of shot makes it very difficult to shoot down over ledges. Knockback - X and B skills (bomb and charge) seem a bit too potent, at least for how small many of the maps are. For example: Getting hit by either of these mid map on Grenade III almost always results in a ring out. TANK Jet Engine - Death Blossom animation can be interrupted by grapples, sometimes causing it to do no damage but empty the Tank's clip (forcing a reload after the grapple is done). Immunity to grapple or a fix to the clip being emptied when this happens would be nice. Rail Gun - [Unconfirmed] It can be shot through the floor on Ammo Mule Arena to anything on the other side (base to base). Hard to aim, I'll test this more shortly. Product Bomb - Tank really likes to lob this thing across the level. At close to mid range, a player really has to aim down to throw it. A slight change in trajectory when aiming straight ahead would make this a little more new player friendly. Deploy - Inconsistent aiming compared to gunner's deploy. Gunner can continue to fire as deploy goes into effect. Tank is stuck shooting forward, but can at least look around. This may be a visual glitch only. Charge - [Unconfirmed] The final upgrade says "Adds Knock Down", but it seems to knock enemies away like Assault's level 2 charge instead. This is very frustrating for a class that wants to be close to their target. ASSASSIN Sword - A common visual complaint, the sword animations are strange and hard to follow. Reload Dash - Sword Upgrade makes it do LESS damage then the dagger Infinite Sprint Glitch - Possibly fixed. Included for completion sake. Stealth - Assassins can recloak mid grapple animation, giving them free reign to murder people who are next to turrets without even taking damage. Assassins should see some risk from grappling a player next to turrets. Smoke Bomb - [NEW] Smoke bomb can be triggered without putting it on cooldown. SUPPORT Hurt/Heal Gun - This gun really should have to reload once and a while, at least the hurt side (way too easy to just lock on and drain away). This is especially true if Rate of Fire endorsements are going to work for this gun in the future. Airstrike - On going complaints that this move is too powerful and/or too spammable. Bot Passive - The visual glitch on their HP bars always showing them at half health. Included for completion sake. GUNNNER HP - Gunners with gold armor endorsement still die instantly to assassin sword back grapple. Overhealing must be ~90% or more on top of this for them to actually live. Is gunner vulnerably to sword backstab intentional? (Sort of feels like it is) Minigun - Sometimes the gun won't fire, requiring a second pull of the trigger. (Split screen issue) - [NEW] Switching to mortar during Minigun reload, then switching back, results in gunner NOT auto reloading his minigun. Mortar: - The split shot doesn't do the bonus damage until it actually splits. This seems intentional, but it's listed if it wasn't. - The angle of shot makes it very difficult to shoot over ledges (comes from his feet?) Deploy - [FIXED] Leaving deploy no longer puts this move on cooldown a second time. Grapple - This move sees very little use, at least against players. It would be nice to have incentive to upgrade it, such as being able to grapple jackbots and/or a short quick lunge like the bouncers do. Passive - This skill is frustrating because gunner feels pigeon holed into upgrading to the max first for both damage and ammo reasons. It would be nice for gunners to feel like they have more skill options at the start of the match other then save for rank 3 passive. SNIPER Sniper Rifle - [NEW][Unconfirmed] Explosive shot from passive 3 seems to trigger off friendly bots. It this intentional? Uzi - EDIT 8/18. The uzi seems to do considerably less damage then I remember from release day. Has anyone else noticed this? Frost Trap - The ability to deploy 3 at once lets a sniper make a practical fortress of safe around himself in many of the ideal sniping spots. They CAN be destroyed by by AoE damage (thank you Scathis!). This moves the frost traps to 'wait and see', since several classes have a way to destroy them. I'll should be able to update this every day or two as we confirm more or get word weather some features are meant to be like that. Recent Edits: Reworded a few areas. Added new assassin and gunner bugs Added research item for sniper passive 3 Gunner deploy cooldown fixed confirmed Still trying to confirm Uzi nerf
Re: Class Conserns and Issue That is inaccurate. Area damage will destroy those traps. Airstrikes, mortars, grenades, flak, explosives, etc. Some of your issues have to do with internet lag. We're working on a patch to fix the internet, may take a little while.
Re: Class Conserns and Issue A lot of these issues sound like they are caused by high latency. Do you usually feel like you're playing in laggy games?
Re: Class Conserns and Issue Did not know that either, VERY useful to know. Of course, one of the only times I actually NEED to get by would be the Assassin, and she unfortunately doesn't have any way to get by. Meh, that's okay with me though.
Re: Class Conserns and Issue The traps only spring if you are on the ground, so you can sprint and jump by them.
Re: Class Conserns and Issue Alternatively the support can survive a back-grapple. Shouldnt be possible.
Re: Class Conserns and Issue This only happened to me while playing crossfire online with a friend on splitscreen, and then it was happening ALL THE TIME. support has way too much health for how fast they move (able to dodge well, unlike the tank and gunner)
Re: Class Conserns and Issue Most of your complaints seem quite petty... You're complaining about things good players don't say a word about. I'm also quite certain that Gunners with the Gold Armor endorsement survive Backstab quite well..... I play Assassin almost exclusively, and when I play Gunner I use Gold Armor for the simple fact that I can survive backstabs. I suggest you learn a little bit more about the game before complaining.
Re: Class Conserns and Issue This is more of a concern than an issue, but I've noticed on the Ammo Mule Arena, Snipers can use the glass on the immediate right side of the spawn and basically clip onto the outer side of the glass, almost as if they are floating on air. Also, while they are on that small walkway directly outside the right-hand spawn exit, they can mine the very narrow and specific approach in such a way that it's almost impossible for an Assassin to get close. And yes, I know that you can jump over mines, but I'm talking about placing the mines in such a way that if you jump over one you land within the other's radius and vice versa. Making for an almost impregnable little nest. A sniper playing in this way can only be taken out consistently by another sniper, as the Assassin's access is severely limited.
Re: Class Conserns and Issue Most housewives that get beaten by their husbands dont complain either, it doesnt make them good housewives, it makes them idiots for not complaining. I also play assassin almost exclusively and i cant say ive ever seen a gunner survive a backstab. But most assassins arent me...
Re: Class Conserns and Issue Isn't that the purpose of posting concerns? To learn something that you may not know how to solve yourself or to address a problem that genuinely could use a tweak or fix? Like the traps. I've shot at them with several bullet based guns. It didn't occur to me that explosives would have a different effect. Besides, give me good info on any of the items listed and I will gladly remove them for being 'working as intended'. Anyway, has anyone noticed the Uzi seems weaker? I tried it again yesterday and it didn't seem to be nearly as strong as I remember from last week. Even juiced the damage seemed laughably low.
Re: Class Conserns and Issue Ugh, I hate arrogance when it is misinformed. A Gold Armor endorsement on a Gunner will survive a level 1 or 2 passive Assassin backstab, but not a level 3 (sword) backstab. "I suggest you learn a little bit more about the game before [commenting]." __________ In general all the concerns seem fair. Each class seems a bit too strong in terms of scale if you ask me and toning down a few of the blatant issues would make the game much more tactical and friendly to newer players. No one is saying that the classes are not balanced but many of these adjustments will make the game more playable overall.
Re: Class Conserns and Issue I have, and it happens when I'm not yet a level 3 Assassin. Until that happens, I usually follow it up with a smoke-bomb jump and approach from a different side to finish the job, or I press "RB" and make a dash at them while they're getting up to finish them off.
my only real problems are trap spamming and being bounced off a wall off the map by an assault's charge grapple
Also, some of the pro's guns shoot bullets and those can damage me from pretty far away. That sniper guy can kill be with one bullets sometimes! Kidding aside, the game's pretty well balanced all things considered. Any assault that is chewing you up with the rifle must have endorsements for accuracy, firing rate, critical shot, or some combination of those. Without at least one or two of those the rifle is soft. Assault's bomb is really only useful for its explosive force, the damage is low even with level three (unless you manage to stick them). I'll give you the charge attack, that's a powerful skill even without the grapple upgrade.