I like it so far, reminiscient of R Funko CZ although as expected still plays quite differently due to the UE engine.
I streamed a bit of the gameplay too.Gameplay:
I tihnk the gravity and speed is sort of fine for now although the physics are rather unsatisfactory at times due to the way UE's air physics work. For example, jumping over the turret is like... well that:
https://www.youtube.com/watch?v=6MhAF47JodUHuman's sprint ability feels so fast relative to its regular running pace. I assume that rotacak knows the balance values that tremulous had since he did make the funko mod afterall so I won't talk about that here.
Air acceleration should be increased.
Jetpack physics are also rather linear, you don't feel and acceleration. It also tends to stic kto he ground if you try to move and liftoff simultaneously, to get off the ground it seems you need to let go of movement keys and only use the jump key.
Wallwalk rotating animation is very slow and also has trouble working around rocks where client-server mismatches often happen resulting in quite a lot of warping at times.
Taunt key can be spammed, not a high priority issue but it can get annoying if you get 5 players to simultaneously spam their taunt and sniff keys. This was also an issue in tremulous although in tremulous you kinda had to jump for taunt to replay.
In the Boxfield map: The ledge in the human's base needs to be made more accessible. Coupled with UE's air physics, its very difficult for humans to get up there without building brick support structures to step onto.
Humans shouldn't have to take damage through the forcefield, you can try
KoRx's approach where a player presses Q on it to momntarily disable it________________
Technical feedback:
Graphics settings needs more options rather than the poor presets. Reduction of resolution scale is NOT something that people like to have unless absolutely necessarily, and yet they have that on low settings as well (not just the lowest). Bloom and that stuff could also be disabled on low settings. Turrets are also kinda dark, and are actually harder to see than acid tubes quite strangely enough.
Armoury crashes and softlocks often happen if you try to spam to buy a weapon. If you use the ESC key the buy/evolve menu also tends to not close sometimes, sometimes soft-locking your cursor and ability to aim, sometimes not but nevertheless the menu cannot be closed and sticks for the remainder of the game until map change, which can be annoying.
Also, there's no latency compensation for projectiles. It's a bad thing for a modern videogame but if you're intending for a 1:1 replica of 1.1 gameplay than that is not an issue, but it also means that it can be difficult to play as humans.
Example of lack of projectile nudge in 1.1 gameplay (pulse rifle. It looks different because I'm using the 1.3 client)Because turrets aren't latency compensated, the fact that if you stand on them causes you to rotate causes a lot of lagging problems with aiming for people of any latency so I highly don't recommend keeping that function if possible for structures specifically. Remember that "anything that changes the physics state of a player's avatar that cannot be client predicted should be avoided if it isn't essential to the gameplay" (example: knockback from the lasgun in Tremulous can be a pain in the butt for marauders with >200 ping)