View Full Version : Open Beta Feedback (PS4)

11-26-2015, 06:13 PM
- Steps between sensitivities are too high.
- There should be an indicator when you cook grenades.
- My character moves without touching the analog stick (new controller)
- Gun-movement doesn't feel right. It's not that smooth like a CoD or Battlefield.

11-27-2015, 12:26 AM
Spawnkilling is real... https://t.co/akCtoRXqry
We need a hotfix asap!

11-27-2015, 05:16 AM
Please change the way controls feel. Back to technical beta. Gunplay is atrocious.

11-27-2015, 04:41 PM
- My character moves without touching the analog stick (new controller)

I fixed it by changing the deadzone value of the left analog stick.

11-28-2015, 06:28 PM
- Sometimes I stuck on several positions of the map. Mostly when I climb up a building.

11-28-2015, 08:32 PM
please fix the auto time out! was defending my friend and got timed out due to inactivity. not really gonna have much movement when he is using you and your shield to hide behind.

11-29-2015, 06:23 AM
Also to add, the AI's are basically aimbotting for every platform.
Whenever someone is hosting instead of a main server there IS a large delay, thus when you have that issue, espeically when the game releases the NEWLY CHANGED AI Difficulty will make it feel like the AI's Are AIMBOTTING, When instead the AI in the host will shoot at them normally, while the clients of the host will recognize the threat too late. When the closed beta before the 40%/20%/10% difficulty change occurred, the beta's were going fine along with the enjoyment of the difficulty curve. Sure Realistitc Wins were a bit higher, but that's because there were more cooperative gameplay as YOU UBISOFT, Promoted the Beta by having Friends to join in, thus there was more Cooperative play instead of Strangers jumping in. WHich normally don't result to winning.

Please FIX the AI, It's fine if you can adjust them to recognize the SOUND, like use the Sound prrpagation. Where there was a demo [LINK: https://www.youtube.com/watch?v=fI4YfurxVZU (https://youtu.be/fI4YfurxVZU?t=139)]
Showing the source of the sound, why wouldn't the AI also use the Sound Propagation to find the relative location, then they would rely on the frontal COne of Vision to aim?
This would be more reliable or realistic?
Camera's in the house would give positions to players right? Why take it out in Terrorist Hunt? when it would basically be coded to where if: Agent A is in this camera vicinity, the nearby location of AI would approach and engage the enemy?

11-29-2015, 06:47 PM
- In my opinion the scope of GLAZ should be thermal to watch threw smokes.
- To make the Mounted LMG of TACHANKA more effective it should blur the vision of the enemy. But it should not effect on the enemies recoil and fire-spread!