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Improvements/Suggestions

I got some Gameplay Improvements, Ideas and suggestions: Kicking out a magazine with another Magazine for the AK/Tactical reload for the other weapons or beeing able to do both with all weapons Beeing able to drag Bodies. If Guards see bodies = Compromised/alerted, if no, safe. Maybe improve the wall destruction on doors(when kicking the weapon against the walls, sometimes it doesnt detect that the player wants to crunch ( :D ) it ) AND: There should be mag physics/mag entering physics like in “vail VR”. Letting the Mag jump in is good, but looking kinda janky. Sliding it in looks way more professional and smoother. Maybe: Beeing able to climb on anything(But with stamina going down. If theres a restricted part where the player shouldnt be going up, make the building taller or take more of the stamina when he climbs.) OFCOURSE THESE ARE ONLY SUGGESTIONS AND I ONLY WANT TO HELP AND DONT BE THE GUY WHO CRITIZIZES EVERYTHING. BUT these are just my ideas to make the game better:D

Flo 9 months ago

1

The List (3 hours playtest) (46 hours total)

The enemies can zip around at speeds that gave me survival horror levels of frights. Sometimes the gun fights are tense but still have a veil of realism/fun to them and other times it feels like I’m playing a horror game with how fast they can dart in and out of doors/cover. I highly recommend just a slight decrease in movement speed for the AI except the suicide bombers for obvious reasons. The weapon handling has very much improved but still needs further refinement. This game does not need to be “tactical assault” or “onward” in regards to game design but good weapon handling goes a very long way. How I would describe the current build is, “Gun takes an extra 1-2 seconds to line up to where my arms already shifted”. I would recommend a full body avatar with tighter tracking on the hands or a decrease in physics/weight from the weapons overall. Also please let me switch between single and auto. Maybe add in functional slapping on the AR like Tactical Assault did? The progression has been masterfully overhauled and has me absolutely addicted to unlocking everything. Having to unlock all the attachments through use is great. Haven’t gotten around to using the shield or turret but the new shield and bomb run grenade are so good. If anything I want more options for avatar customization and also can we have the flashlights back as attachments? There are some seriously dark area’s in the game and the player does not have NODS. Also more weapon attachments pleeeaaasseee! Ammo drops are too plentiful and the current reload system cuts out some tension in firefights. This is fine I think Crunch Element should run with the idea of being a “futuristic” “tactical “ “sandbox” so my suggestion is to give the option between the current or the original pouch set up. New style gives less pouches but allows easier reloads while the old style gives more pouches but to get “more mags” you have to grab your backpack and take mags out or store ammo pickups in it. Getting grenade launcher ammo from pickups is a GOATED idea btw. Also maybe add more ammo types like subsonic for less damage and ballistics for the benefit of complete silence. The audio for the firearms is just *chef’s kiss for both suppressed and unsuppressed. The unsuppressed could be just a tiny bit louder since the player can’t choose to shoot subsonic (wink wink nudge nudge) in the current build. If you ignore all my suggestions that’s cool just please don’t ignore this last one. The sledgehammer is still not super fun to use for breaching. Needs to punch bigger holes per swing to be on par with the grenade launcher as a fun breaching tool. Keep up the amazing work. Looking forward to what’s to come for this game!

$tylish 9 months ago

1

Breaking Glass / Doors with Butt of Gun (And comments!)

First and foremost this version feels significantly better than the old, Im very excited to see the direction this game goes, Im always a huge fan of progression with gear / weapons / attachments / etc so I am looking forward to seeing those systems down the road. Also is it possible to make cosmetic changes to our characters? Even if minor it would be nice to have some change between players the way they want to look. Secondly, minor annoyance I noticed in game. The butt of your gun seems to only be able to break glass/wood AFTER you hit the object with your hammer/shoot your gun at the breakable object. Could it work beforehand too? This is definitely most noticeable with glass. Thank you!

Jade Austin 9 months ago

2

My Feedback.

I have completed most of the current levels available and here is my feedback. This new version of the game is incredible the new art style and models are great. The enemy investigate icons and alert are a great addition to the game. The levels look great so far and I can’t wait to see and play more as the game improves. the new player models and customization looks great, and I wish to see more as things are added and improved. Feature requests and questions. Will there ever be night/lights-out levels where night vision/thermals will be used? Will the game modes from the previous/legacy version ever be implemented back into the new version? Will after most of the game is complete/stable will the steam workshop ever be used for mods like custom levels and custom guns and so on? Will challenges be ever added into the game as a toggle able thing for levels and custom levels if custom levels are ever introduced? will Guns skins ever be added as an unlockable if even added at all? Thank you for bringing back this game.

wleywonka 9 months ago

On Guns

Very impressed with this update, performance has been flawless, enemy AI is engaging to fight even if their animation plays too fast for their run speed sometimes, the gunplay & audio feels fantastic overall and I’m a huge stickler for those so it’s high praise from me. The following is all about the AK-20 & 1911 because that’s the only kit I’ve played with so far. A teeny bit of the MX-18. Guns absolutely need to be rendering something for their chambered state. It’s fine if the movement isn’t precise (although much cooler if it is), just a static bullet in a place that obviously means “loaded” at a glance is the #1 missing piece. Barrel grip zone should be disabled when a grip is installed bottom rail. Magazine grip hitbox feels a little awkward on a built up AK, I have to be very intentional. My speculation is that the mag hitbox overlaps with the angled grip’s. I’d like to see an option in settings to use the index finger trigger for magazine interactions, I think it’s a natural solution to that issue and enough of a genre convention that lots of other users might prefer it too. Another solution to that issue is to change the way the magazine release button works on guns with that function. Currently the magazine drops when the button is released after a momentary press. The ideal process would be the press event triggering the magazine to become interactable and travel down the well, then at the end of the well check the button state again, if it’s released let the mag fall, if it’s held, keep it at the end of the well. This becomes doubly useful if you decide to implement a mag with a window, or some perk upgrade for a UI overlay, but I think it’s necessary for administrative reloads. From the 1911, I would like to be able to lock open any gun with a slide lock by holding the slide release button while I rack it. This is entirely novelty and current functionality is fine. For the MX-18, I noticed a round only ejects on the first cycle of any given grab of the bolt. Might be the smallest nit I’ve ever picked. I’d understand if you wanted to keep the ammo interaction arcade style, but I figure the gunplay is already so good that an option for a slightly more involved system would fit right in. My idea is to keep the ammo pool pouch, but make magazines a vest item; Mags held to the ammo pouch reload one round per 0.6 seconds with audio feedback. Spare mag slots give more character and weight to the player’s choice of armor vest. Downtime reloading gives something to do during a beat between the action, and it emphasizes the value of team play under pressure. But really, it’s about the cognitive load of knowing the states of your magazines and choosing between them in a firefight. The loadout screen is only slightly unintuitive, it took a little bit for me to find where to change attachments. I would like to see the save data represent the last known attachment config on a per-weapon basis - rebuilding my AK because I clicked on the MX-18 to check it out wasn’t ideal. The menu option is nice but I think it wouldn’t be a waste to add a series of kiosks to the hideout, one for each player, with the same functionality. At the very least, somewhere to see your entire squad’s loadout at a glance. Keep it up, this is good shit and I’m excited to get back to playing it. Just bought another gift copy last night.

Lu Centauri 9 months ago

1

Attachments and utilities

Love the c4 change first and foremost, and am starting the journey for max rank on every level now. I used the log feature that was added (forgot to note down the code idk if I should have), I noticed that the watch wasn’t showing my health. The suppressor feels like its a must-have, considering recoil is more than manageable in most CQC and not having the entire continent on you instantly is a nice plus. Though with the m4 it feels like it doesn’t do much, i’m curious if each weapon has a different sound range. Every rail attachment feels like it has a purpose and that is nice, except for the lasers. I see no difference between the two, and it might be my HMD but they are really hard to spot after 10-15 meters (bright green on white probably doesn’t help). Maybe some slight color variance on the inside/outside or a bigger dot could help? Scopes-wise, I find a similar issue with thermals. They work well and do their job, but enemies stick out enough (cloak enemies when?) for it to feel like i’m losing a large portion of visibility for little benefit, especially considering the LPVO is very nice to plink with, and allows you to go ham indoors and on cameras. The modifications are neat and I hope to see more for stuff like firerate. Whilst im here underslung weapons like an under barrel shotgun would be cool. Onto the gadgets and utilities, so far ive played with the sledge and grenade launcher. The sledge being able to kill cultists behind walls is really fun, and the grenade launcher never seems to open a hole big enough to walk through for me, kind of frustrating to have to shoot a small segment or two every time. The grenades and general utilities are all pretty good imo, but if possible could you add consumables to the selection? I find most of my inventory taken up by scrumptious snacks looted from chests rather than actual utilities, and the ability to take some heals over explosives would be nice. I like the idea of armor, but there’s one minor implementation design I feel is flawed. With no armor, you gain no benefits, with heavy and medium armor, you gain damage reduction for movement speed. So why does light armor give you both damage reduction and movement speed? Granted its minor damage reduction, shouldn’t your fastest be without armor instead of with armor? With that, the speed demon in me asks that having no armor equipped grants more movement speed! idk what point it would be too much, iirc light armor is a 10% increase, so maybe 25% with no armor? Storytime but first: a bug, the red guys can blow you up through walls. on the one mission where you place a tracker, in the building with a keycard in the basement standing near the crate when enemies are alerted causes him to go boom boom and kill you. Anyway the story: I died in possibly the funniest way possible. on the same mission as discussed above, the box in the building with the keycard that has ammo and an impact grenade. Picking up the ammo, which the grenade spawns on top of, launched it upward and it landed right on top of me, killing me on the spot. I understand the reason for it not having a pin or anything, and being able to just throw it is very nice, but could they be rendered inert until you pick em up? having a lot of fun trying out different playstyles and methods for these missions, I cant wait to see what rogue mode (if its added back in) is going to be like. Keep cooking, you’re a 5 star chef right now and the meal smells scrumptious.

moofiche 9 months ago

1