
As the title says here is my feedback regarding the 0.8 patch (and the fix), in here i will split each feedback into smaller sections that tied with the subtitles :
-Weapons-
*Bullet Shooter Pods :
The new additions of different type of bullet shooter always be welcomed
but here is the issue that i got for the bullet pod it self, the bullet pod always
become the main weapon modes for energy shooter but sadly the “Cluster’
parts are having severe problems in here, the cluster missile are too slow and
the disperse of the cluster missile are kind of weird because it only flying
towards to nearest enemies with fan shape attacks thats mean the cluster are
kind of hard to be utilized on severals maps, so in my opinion better to make
the cluster are faster to launch and having “small guided system”, which is will
be tracking the enemies nearby not like a fan shape.
The Salvo are kind of more hard to be use since it didnt have missile lock-on
system which making this pod types only good for fighting the enemies that
has bigger size than our mass, but very useless in smaller enemies, which is
making this kind pod are had more limited to be used on gameplay. Including
the slow shooting are making this pod has vulnerable to damage when be
used. so giving it more faster time i think are good idea, so less time to be
locked on the animations.**Bullet Shooter Projectile :
Up until now the projectile arent had any “Flavor text” and the differents
between each projectile are not to clear, so i think better to give it simple but
hard “flavor text” like, and probably giving an effects too, so each type
projectile will be unique to be used.
#Flathead missile,
“The multipurpose missiles standarized by WDC”
#Warhead missile,
“The special purpose missiles that bringing wardheads to enemies, that good for
nuke type pods, because the warhead inside it will be detonate and cause AoE
explosions”
#Pointed Head missile,
“The kinetic missile developed for piercing the tank armors, it will be launch a
dart like things that penetrating the tank armors with high speed’
#Marker missile,
“The name Marker in front of it comes from the ability to track the enemies
for short time with using IR mark, hence the name Marker missile”
#ArB missile,
“(actually i dont know whats mean ArB, but let me suggest it the propelan
name), it using a new type propelan for launching the missile, it had better
combustions, and producing more thrust than usual, so it faster than other
missiles type, but with the cost of non-tracking device attacth to it”.

-This is the part where is i maxed the characters on the post, so i need place this on the comments as this one are continuity from the post-
***Energy Launcher :
The new additions always be welcomed, but the additions in here are having
more problems than the bullet shooter one, because the new type of
energy pod, are kind of totally weird. let me break down each one in below,
#Beam pods :
This one having the problems of aiming to enemies, so it fly ups our mech a little
bit from grounds, but the effects of the shooting are not to visible, and it hard to
be used if enemies are too much or the space too small or if the different
elevations are becoming as hindrance or not, also the main problems for locking
our MASS into place when using this are kind of weird, because the energy
launcher are separate units from our mass, so rather than locking our mass in
loctaions, why dont make our MASS still can move and shoot like normally, but
when we activing the Beam, the only things locked will be the Pods it self, and
only shooting to straight line, either it stopped manually or automatically which
is requies sometimes before can be shoot again as penalty and the penalty will
be depending on how far away the bullet pods with our MASS, the longer the
distance, the longer time to charge it, and vice versa.
#Slash pods :
The main problem of this one is very simple but very annoying, it should be
had an automatic system to hit neabry enemies without need any controls from
user, so it kind become the automatic hit system if the enemies are detected
nearby, and it will be hitting multiple times until the target dies or energy
depleted, but if there is multiple enemies nearby, it will be only focusing into the
blind spot of our mass, or if we locking to enemies manually.
-Gameplay-
For now the gameplay are kind of still ok levels, but please recheck the area misison 15, my fps are kind of dropping so much, and it hard to get solid 60FPS where is usually i can got with highest settings.
and please rework the BOSS RUSH mode too, because hitting 2 boss at same time with small area totally frustated especially in veryhard mode, and please also since it stated as simulations, it would be nice if the boss die and they drops the “Full Pack”, which is restoring all HP,Shield, and ammunitions because the drops in there arent consistent, sometimes it drop sometimes it didnt drops, so better to rework thats only consists of 1 boss in each room , or it could be 2 boss, but spwan one by one if not dies on before the time (so it kind of speedy killing time boss, or you get 2 boss in small packed area like now), so it would be better, because some of boss are too melee dependend, some of them are too ranged depended, and the others are kind of annoying because always be jumping foward and backwards, making it harder to kill because we need runs towards the boss (if using melee), or just for lock-on when using any ranged weapons.
Thank you!
NB :
If need post/share screen screen on the discord i can do that for mission 15, just please tag to me or messages i will records the gameplay in that stages including with the instructions, like showing the options, etc.
discord id : Naaa#9805