Back from a long hiatus, have some more feedback:
Mortar vs Grenade LauncherThe Mortar costs 300 RP I believe, whereas the Grenade Launcher costs 10 RP. On top of being much cheaper, the Grenade Launcher fires faster, its projectiles land sooner and it's more accurate.
Why on earth would I ever buy a Mortar?
I suggest increasing the Mortar's projectile range, reducing its cost or increasing its blast radius.
Or make it part of a mobile artillery vehicle...? Take the Cargo/Armory truck schematic, slap the Mortar on it and you have yourself a vehicle ready for testing in .096!
Grenade Launcher bug?I've been playing around with this baby for a while now and I noticed that the weapon appears to be just as - if not more - accurate when RUNNING than when CROUCHED. The crosshairs look normal but I'd swear I've been more successful running back and forth while firing than I have sitting still.
Might be just me, but if anyone else has noticed something similar please let me know below.
Prisoner TransportFirst off: LOVE THE IDEA. However, right now it's a little easy to break this thing open. Sometimes you can find it behind your own lines just sitting there as its automatically assigned guards try to get through your faction's front line. Other times you can just fire projectiles at it from afar without its guards doing anything.
It's just a very easy target right now. Could use some sort of mounted gun or something? Although that might look a a little weird.
Cargo TrucksLove this. Also like how your own soldiers no longer try to blow it up anymore... My only complaint would be that it's only ever drivable on roads. Off-road it's SOOOOO SLOW. Unrealistically and annoyingly slow. I'd suggest a small speed boost.
Same thing for the Armory truck. I never use it just because it's a pain to get anywhere with. It would see a lot more action if it was just a little faster.
Special weaponsThere are still many shitty special weapons. The P90, AKS-U and Vintorez seem to be by far the most efficient killers of the bunch, whereas I see little value in the special shotgun (not the stunning one, the lethal one) for example. Some streamlining in efficiency might be in order.
Faction specific weaponsAt first I didn't like the change, but now that I'm used to it I like it. I just wish you weren't stuck with Green as the only playable campaign faction. I much prefer the Grey assault rifle myself.
The better weapons that you can sometimes buy at the armory (for 40 RP each) are great, but I still haven't been able to try out any other faction's but green (since I've only been playing the campaign lately).
Oh, and the SA80 (or whatever its name is, it looks like this:
http://upload.wikimedia.org/wikipedia/commons/8/85/SA-80_rifle_1996.jpg) is pretty terrible also. Can't even fire two bullets before your crosshairs are all over the place. I forgot if it's silenced or not, but that brings me to my next point.
Stealth weaponsThe silenced pistol and other silenced weapons are still TERRIBLY inaccurate. Why try stealth attacks when every single bullet you fire misses your target? I know there should be SOME penalty for them being silenced, but I'd prefer a quadrupled RP cost over the nerfed accuracy anytime.
The average artillery barrage is most accurate than these things.
FURTHER SUGGESTIONS- Mobile artillery.
- Mobile anti-tank cannons, like the stationary ones found in Crescent but purchasable from the Armory.
- Fixed Miniguns/MGs. Basically the ones found in the armory, but made stationary (and respawning) similar to the anti-tank cannons in Crescent. I really enjoy playing around with the mobile versions, but they are just too expensive to enjoy for long.