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Posted

I will add to this list as I think of them and get more experience with the game.

The rifle needs to include a full auto mode as military ones do in real life, and have a 30 round clip. Almost no one uses a 20 round clip anymore since Vietnam. Yup, for those that cry "it is a game", so what, they will fit in just fine, balance it against the heavy MG.

Speaking of the rifle and MG. The rifle should use .556 ammo, and the MG should use 7.62, having loner range and more damage, a true squad support weapon. For the game, the MG could be even heavier, have the normal 100-200 round belt fed magazine, use a little more TU's to fire and set up, and actually be different and have purpose, not just a heavier and better rifle. Right now, the MG is superior as it has a higher rate of fire and clears cover better, destroying objects and walls with a 10 round burst.

Why do bullets take down walls and objects better than a grenade?

Also, we need a holster system to hold our backup pistol. Either holding it in the offhand and taking a 10% accuracy penalty, or having to remove it from the backpack every time it is used is clunky and not even close to reality.

This game could really use some weapon attachments to give them some diversity. Where are scopes? Not the heavy generic whatever it is square optics box. Where are muzzle attachments? Where are the different types of ammo? Where is my shoulder held rocket launcher or RPG? The Cleaner SMG is also weak, who heard of a military style SMG that does not have full auto fire? At only a small weight difference, why even take an SMG over a rifle?

And most of all. Why are weapon sounds so generic and sound like my grandma farting on the way to the patio?

With more firepower, some punchy weapon sounds, balanced for the game, I think the game would be way more fun. Why do players always have to rely on mods to do this stuff? For once I would like to play a game that seemed like it was made with help by modders right off the start. I have seen enough games to know now when a game is made by Devs with little to no firearm experience.

I like the game, but some things are making me want to mod it instead of playing it.

Posted (edited)
On 4/4/2026 at 5:24 PM, superman81906 said:

The rifle needs to include a full auto mode as military ones do in real life, and have a 30 round clip. Almost no one uses a 20 round clip anymore since Vietnam. Yup, for those that cry "it is a game", so what, they will fit in just fine, balance it against the heavy MG.

It's an alternate history, 2009, Berlin wall still up, Cold War still hot. Other than that, yep, custom weapons would be neat, and sound effects in general in the game are very generic.

Edited by Tchey
Posted
On 4/5/2026 at 2:24 AM, superman81906 said:

The Cleaner SMG is also weak, who heard of a military style SMG that does not have full auto fire? At only a small weight difference, why even take an SMG over a rifle?

I suspect part of this is the that the early Phase 1 battles against the cleaners are an extended tutorial.  Giving the early game cleaner agents harmless, low damage weapons creates a lower risk environment for new players who are "learning the hard way" about reaction fire.  If every cleaner on the first ATLAS base mission had powerful weapons, many new commanders would get their starting squad entirely wiped, which would not be the best new player experience.

As is, as a new player you can blunder about in ATLAS base getting your soldiers shot repeatedly by low damage cleaner agent reaction fire, and they'll mostly not die, while you start to climb the learning curve & understanding the game's tactical combat system.   So that's a pretty good design.

Posted
22 hours ago, Tchey said:

It's an alternate history, 2009, Berlin wall still up, Cold War still hot. Other than that, yep, custom weapons would be neat, and sound effects in general in the game are very generic.

I wonder why they decided to make the game take place in an alternate universe.  The one we live in is divided enough and seems very reasonable to set the stage for distrust and self preservation that the game seems to promote as part of the game world.

Posted
21 hours ago, fusion-waffle said:

I suspect part of this is the that the early Phase 1 battles against the cleaners are an extended tutorial.  Giving the early game cleaner agents harmless, low damage weapons creates a lower risk environment for new players who are "learning the hard way" about reaction fire.  If every cleaner on the first ATLAS base mission had powerful weapons, many new commanders would get their starting squad entirely wiped, which would not be the best new player experience.

As is, as a new player you can blunder about in ATLAS base getting your soldiers shot repeatedly by low damage cleaner agent reaction fire, and they'll mostly not die, while you start to climb the learning curve & understanding the game's tactical combat system.   So that's a pretty good design.

This makes perfect sense.  Although the solution would be easy.

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