UTXMP is a beta, and it has the unbalances commonly found in a beta.
Now here are my (and some of my aquaintences') opinions, but we are all very experienced (as in we were there for the original U2 XMP beta and are now pretty much experts) and our opinions should hold weight. Feel free to ignore them, but doing so would probably be a bad idea. Don't feel obligated to accomodate every single one (some are subjective).
Ok, prepare for a long one. Here goes...
_+=First of all, weapon balance is "off."=+_
The tech is too weak: his incendiary fire is too weak, his assault rifle secondary doesn't have good aim (which is a necessity with that wep), etc.
The ranger's pistol is no longer semi-automatic, and it is very weak as well because of that. The ranger's sniper rifle doesn't "feel" very good, I can't even tell that it fired at all. The ranger's smoke grenade doesn't hide much at all.
The gunner is currently the best class. His rockets are powerful. His conc grenades move WAY too FAST and I can get tons of frags with those. His flamethrower emitter tends to stay floating in midair randomly. Conc grenades do not tip over vehicles any more.
The jugg minigun is not a good change. You can't hit anything with it, and it isnt very cool. It just doesn't look very good. Bring back the flamethrower, please.
Being able to switch between gunner/driver positions without leaving the vehicle turns the juggernaut into a super-one-man-monster-kill-machine. It really unbalances the vehicles. I now (in UTXMP) prefer the jugg to any other when I want to kill someone from a vehicle. I can dodge grenades in it since I switch seats.
The turrets are kinda unbalanced in that they are very hard to kill with certain weapons that worked well before (i.e. incendiary grenades).
If you place an auto-turret and then pick it up, you can't place it again.
Sometimes you get stuck constantly switching between 2 weapons.
_=+Second, many of the emitters are "off" and not visually impressive enough, and also sounds have some problems.+=_
The deploy spawn emitters, as you probably already know, aren't even close to being properly aligned timewise. Also the spinning lightning stuff (squiggly) sucks. Replace it with beams or something. And add those expanding elliptical ovals like in U2XMP so that they are actually noticeable.
The bullet trail emitters stay active far too long. Also, you can't see your own. (sniper rifle)
The incendiary grenade emitter is not as cool as before and CPU-heavy. The U2 one was much better and more realistic and cooler.
The shotgun primary hit effects feel wimpy (shotgun bullets should appear to penetrate the level, like in U2, and have a more satisfying sound).
Gas grenades look wrong, and same when they are attached to a player. Too heavy on the players, and not thick enough on the ground. I advise you to increase the size of the sprites. Also, gas should have more "reach."
EMP grenades look weird, but thats not too much of a problem.
The Raptor minigun needs to be spread out to look like the original.
The Juggernaut main turret's explosion looks plain wrong. It sounds "off" as well. The explosion sends vehicles flying, too (which is realistic, but I sent a Harbinger across the map and couldn't kill it 'cause it "got away" purely on the Jugg shots).
The Harbinger shock turret shoots way too slow.
Game is definitely not loud enough (vocal messages are tons louder than effects sounds)
Forcewall lasers tend to stay after the generators have been blown up, and they also sometimes go to random locations. Looks bad.
When running over deployables, they don't explode but simple disappear.
The boost on the Raptor isn't really like a "boost" more of an exhaust and not right. Faster flames would help both performance and looks.
_=+Physics are not good.+=_
Everything feels "slo-mo" or low-grav, and very sluggish.
You can't jump as high.
You can't mantle.
The gunner is too nimble. I can run circles around rangers (ok thats a bit of an exaggeration.)
Every time you land there is a "bob" in the screen, prevents dodging back and forth fast. This can be disabled, but it shouldn't be an option at all.
Every time I try to dodge-boost-land-dodge-boost-etc., I accidentally boost (due to the coding) instead on the second dodge and it screws me up.
I can't due bunny-hopping dodge stuff as often anymore.
The Raptor spins out on certain hills.
_=+Models! (and other visuals)+=_
Players seem too small.
Crosshairs need some work.
The Raptor is too low to the ground, looks like a wide rubber-wheel skateboard. That's kinda personal, but the Raptor now seems less of a vehicle and more like those "suicide raptors."
The HUD looks like it was designed for children. WAAAY too blocky/bulky. Some elements should be moved around, and it's plain confusing when shields and health go opposite ways. The old HUD was much more useful.
You have to bring back the name tags above teammates. Team-killing is incredibly prevalent due to the absence of the aforementioned tags.
Summary: UTXMP is not perfect YET. That's what a BETA is.
Ok done for now. The reason for this is because I want UTXMP to be just as good as U2XMP, not just halfway to the summit of Everest.
I also learned that if you try to discuss this on a server, you get kicked.
But Good Job, FMI, for getting half-way there! Release some patches soon!
Now here are my (and some of my aquaintences') opinions, but we are all very experienced (as in we were there for the original U2 XMP beta and are now pretty much experts) and our opinions should hold weight. Feel free to ignore them, but doing so would probably be a bad idea. Don't feel obligated to accomodate every single one (some are subjective).
Ok, prepare for a long one. Here goes...
_+=First of all, weapon balance is "off."=+_
The tech is too weak: his incendiary fire is too weak, his assault rifle secondary doesn't have good aim (which is a necessity with that wep), etc.
The ranger's pistol is no longer semi-automatic, and it is very weak as well because of that. The ranger's sniper rifle doesn't "feel" very good, I can't even tell that it fired at all. The ranger's smoke grenade doesn't hide much at all.
The gunner is currently the best class. His rockets are powerful. His conc grenades move WAY too FAST and I can get tons of frags with those. His flamethrower emitter tends to stay floating in midair randomly. Conc grenades do not tip over vehicles any more.
The jugg minigun is not a good change. You can't hit anything with it, and it isnt very cool. It just doesn't look very good. Bring back the flamethrower, please.
Being able to switch between gunner/driver positions without leaving the vehicle turns the juggernaut into a super-one-man-monster-kill-machine. It really unbalances the vehicles. I now (in UTXMP) prefer the jugg to any other when I want to kill someone from a vehicle. I can dodge grenades in it since I switch seats.
The turrets are kinda unbalanced in that they are very hard to kill with certain weapons that worked well before (i.e. incendiary grenades).
If you place an auto-turret and then pick it up, you can't place it again.
Sometimes you get stuck constantly switching between 2 weapons.
_=+Second, many of the emitters are "off" and not visually impressive enough, and also sounds have some problems.+=_
The deploy spawn emitters, as you probably already know, aren't even close to being properly aligned timewise. Also the spinning lightning stuff (squiggly) sucks. Replace it with beams or something. And add those expanding elliptical ovals like in U2XMP so that they are actually noticeable.
The bullet trail emitters stay active far too long. Also, you can't see your own. (sniper rifle)
The incendiary grenade emitter is not as cool as before and CPU-heavy. The U2 one was much better and more realistic and cooler.
The shotgun primary hit effects feel wimpy (shotgun bullets should appear to penetrate the level, like in U2, and have a more satisfying sound).
Gas grenades look wrong, and same when they are attached to a player. Too heavy on the players, and not thick enough on the ground. I advise you to increase the size of the sprites. Also, gas should have more "reach."
EMP grenades look weird, but thats not too much of a problem.
The Raptor minigun needs to be spread out to look like the original.
The Juggernaut main turret's explosion looks plain wrong. It sounds "off" as well. The explosion sends vehicles flying, too (which is realistic, but I sent a Harbinger across the map and couldn't kill it 'cause it "got away" purely on the Jugg shots).
The Harbinger shock turret shoots way too slow.
Game is definitely not loud enough (vocal messages are tons louder than effects sounds)
Forcewall lasers tend to stay after the generators have been blown up, and they also sometimes go to random locations. Looks bad.
When running over deployables, they don't explode but simple disappear.
The boost on the Raptor isn't really like a "boost" more of an exhaust and not right. Faster flames would help both performance and looks.
_=+Physics are not good.+=_
Everything feels "slo-mo" or low-grav, and very sluggish.
You can't jump as high.
You can't mantle.
The gunner is too nimble. I can run circles around rangers (ok thats a bit of an exaggeration.)
Every time you land there is a "bob" in the screen, prevents dodging back and forth fast. This can be disabled, but it shouldn't be an option at all.
Every time I try to dodge-boost-land-dodge-boost-etc., I accidentally boost (due to the coding) instead on the second dodge and it screws me up.
I can't due bunny-hopping dodge stuff as often anymore.
The Raptor spins out on certain hills.
_=+Models! (and other visuals)+=_
Players seem too small.
Crosshairs need some work.
The Raptor is too low to the ground, looks like a wide rubber-wheel skateboard. That's kinda personal, but the Raptor now seems less of a vehicle and more like those "suicide raptors."
The HUD looks like it was designed for children. WAAAY too blocky/bulky. Some elements should be moved around, and it's plain confusing when shields and health go opposite ways. The old HUD was much more useful.
You have to bring back the name tags above teammates. Team-killing is incredibly prevalent due to the absence of the aforementioned tags.
Summary: UTXMP is not perfect YET. That's what a BETA is.
Ok done for now. The reason for this is because I want UTXMP to be just as good as U2XMP, not just halfway to the summit of Everest.
I also learned that if you try to discuss this on a server, you get kicked.
But Good Job, FMI, for getting half-way there! Release some patches soon!
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