Monday, 8 October 2012

Medal of Honor: Warfighter [BETA] Feedback


Right, I've been playing the beta for quite a fair while now, and it is indeed very enjoyable. Before I go into detail on this thread, I want any of the development team that reads this to know I feel you're all doing a really good job, and don't be disheartened by what you read here, it's merely criticism, I'll be as gentle and kind with it all as I can.

I'll get a large concern of mine out of the way first, alright? It's rather lengthy; I am aware that this is a beta, and I know what that beta entails, too. I'm assuming that this isn't the final product, however, I am rather concerned if it is. I wouldn't necessarily say that it looks terrible as I'm not the type of gamer that looks only for graphics, however, the beta looks quite a great deal different and potentially worse than "Battlefield 3" and even "Medal of Honor" (2010), in fact, gameplay demos showcased in E3 look fantastic, literally absolutely beautiful. So I was wondering, are the graphics in the beta final? Practically all things don't look terribly good, that's weapons and textures primarily. Again, I really don't mean to offend, I'm just looking for clarity, if the game displayed in E3 looked so much better, I'll assume it's because it's been fully optimized, unlike the beta [?] in which we're only looking for bugs and testing the game.


Here is a list of my concerns/issues:

1. Spawning & Spawn-killing
Right, you may all have witnessed this, the spawning is currently quite hectic. When spawning with a buddy I can understand that death would be a large possibility, it's also a downside to spawning on your buddy. However, "Falling back" as it's referred, often offers it's own problems. Enemies are at times right in front of you, or you in front of them making spawning incredibly awkward on occasion.

This is an issue for a number of reasons; 1 - No spawn-shield, 2 - Takes around 3 seconds to lift your gun, before you even can, you're most likely dead, 3 - Very easy to die, of course, 4 - occasional close spawning or spawn-mixing (two teams in close areas).

2.  Weapon handling & Weapon switching
As mentioned above "takes around 3 seconds to lift your gun", though this is more realistic, at times it seems quite unnecessary. Changing to a secondary weapon should be quick but feels very slow and clunky as opposed to a quick chance at survival (how I feel it should be) after expending all the ammo of your primary weapon.

On top of this, pistols handle terribly slowly. In every game I play, I often use the pistol over my primary weapon because of my rather quick trigger finger, tapping and firing as fast as is possible. This isn't possible here, upon firing a pistol it feels like it quite literally jams, with firing ceasing completely and causing you to miss out on 1-3 shots, depending on your speed of fire. This makes me believe that the pistol is on a timer..? Other weapons are fine, though switching times still seem like an issue. A lot of things feel very slow and while I can appreciate this, I feel it needs to be distributed and moderated in areas.

Placing down a sniper rifle's bi-pod, for example, takes quite a lengthy amount of time. Perhaps have the ability to carry the sniper with the bi-pod extended, for quicker albeit less efficient use. Also, lightweight magazines might be a good idea to increase the rate they can be reloaded. I notice not much variance in magazines.

3. Fireteam, teamwork, Assistance & Team-play
I'd like to say I'm quite a good player, but, I feel at times that I have a fireteam member that's determined to get me killed. Not acknowledging my need for health, ammo, cover and having me run about half a mile just to get supplies etc.. I currently play the game without a headset, I believe using one would help, but I don't want to be forced to.
I suggest that upon losing a considerable amount of health, it should be more noticeable to the other member of that fireteam, same with losing ammo. I'm not suggesting that they shout at one another from across the map or you have a beam of light shining down upon you, but, just something that'll make my incompetent "buddy" seem like he isn't just part of the atmosphere. I can understand the direction that this game is taking with the depth of teamwork, it's actually really cool IF you have a competent team-mate and (typically) if you're wanting to talk to them, people need to know when you need something, they need to be alerted, maybe to the point of having a penalty for doing otherwise (which I guess would be difficult to monitor).
In this game there seems to be a heavy reliance on a team-mate. While I think this is good it makes being a lone-wolf incredibly challenging, especially when you're "buddy" spawns on you, doesn't even look at you and barely gives you enough time to even try and heal yourself. I believe it's a very team-focused game, right?

4. Depth of field & Scope blurring
This may tie in with my graphics mention at the start of this thread, but, the blur and depth of field surrounding your sights when aiming seems really, really blurry. Very unappealing. There's no sharpness or blur, really, it's just one big clump. There needs to be more detail, though I'll observe this more intently in my next match.

5. Controls
There was one thing that bothered me...I believe it was post-match, upon receiving experience and waiting for the next match to load. You have to select "Next" or "Previous" to progress through the menus. Implement an "RB/LB" function as is similar to the main menu, instead of having people scroll all the way down the page and then back up to what they want to see. Almost everything else seems fine.

6. Menu, Background & Interface
I'm not saying the background images look bad, however, it feels rather busy in terms of both the content and the effects (blurring, brightness going up and down), this, on top of all the information you're taking in already, be it finding a game, catching up on your Battlelog information or checking your stats all seems much too hectic. I feel that things need to be made darker and perhaps more sleek. If not that, lose the light effects in the background as I've had a headache for a while. I think you can all do a lot better.

The colour scheme also bothers me, it doesn't go well with the background image. Currently it looks like a pale greyish/blue, with the warmer colours of the background, this contrasts too heavily and even though there are thin red lines garnishing the menu in areas, it's still too contrasting. Furthermore, menu buttons don't line up very well, if I were to measure the pixels of the "Platoon" sub-options against the "Stats & Leaderboards" sub-options, I think I'd find that the latter has a wider gap between each sub-option. I also feel that the menus should be quicker to navigate, try not to get too caught up on making it look awesome in the background, speed is a prime aspect too.

To sum up on number 6:
Background is too bright,
Buttons aren't OCD enough,
Colours contrast too much.

7. Gameplay
This also feels clunky, a lot of the classes feel very slow, and although this is normal for heavily-built classes, I think they don't move dynamically enough. There seems to be great struggle and an almost awkward level of interaction with the environment. Don't take this comment completely seriously though, as I'm beginning to hurt my eyes looking at the screen and can't really be bothered elaborating or refining this further.


Well then! Should you be part of the development team or tied in with Medal of Honor: Warfighter in any way, it's quite possible I've depressed you, if so, I do apologise. However, here are some things I like:

1. Very good sounds & audio:
Weapon sounds vary nicely, atmospheric sounds immerse me further, background music is all it needs to be. Explosions, ticking from mines, reloading, etc., I have no qualms with sound!

2. Variation & Customization:
an incredible amount of it. There are so many classes, for a start, amongst those classes there are plenty of weapons, and I checked to see if all attachments within each weapon of a class was the same, and they seem not to be. I believe there's an incomparable amount of possibilities. I want to be more involved though when changing and editing my gun. Perhaps have a firing range where players can test bullet drop, firing speed and so on, easy to access from the "My Gun" menu. Also, the "My Gun" background needs to look nicer.

3. Team-Play:
Although I had a few gripes at the team-play aspect, I think it's incredibly well done. Really, I do. The potential enjoyment to be had within a fireteam is vast. I'm excited to see multiple fireteams even working together, covering one another. Buddies looking out for one another and so on, I think it's so atmospheric, this really helps to pull me into the game further. Very realistic AND fun.

4. Scoring:
I haven't got much to say about this, but the point distribution seems perfect. Kill rewards are all well and good (though choosing them would be nice, but, upon unlocking more weapons and adapting them to each class, I feel that this may not be necessary as you could potentially build a "sniper" in an "Assaulter" class).

5. Atmosphere:
I read a comment somewhere saying that mortars/rockets/artillery all make the camera shake too drastically. I couldn't disagree more, I feel most games give you a baby-like level of simulation whereas in this game, it's awe-inspiring. You actually have to plan where you'll be when an explosion occurs, it actually affects you, you can't ignore it and this is incredibly good. Along with everything else, as well, the atmosphere is very good!



There are all my thoughts for now. The beta is very good and this game looks hugely promising, if anybody has any questions, wishes for me to elaborate or generally just wants a chat, go ahead and get in touch!

Medal of Honor: Warfighter [BETA] Weapons list:
Weapons List

Sunday, 7 October 2012

Medal of Honor: Warfighter [BETA] Weapons list

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I don't know about you, but upon playing the beta of "Medal of Honor Warfighter", there's an absolute load of information to take in, the possible number of combinations, the number of weapons, which nationality that you fall under and choose, etc.. So I thought it'd be nice to document certain aspects of the game that I find important and necessary - Such as the weapons, and my good god, there's a lot of them

Don't let the fact that many of the guns share the same names make you believe that they're all identical, as they're not. Each weapon has individual specialties and downfalls relevant to the country they derive from. For example, select a Korean ROKN Assaulter rifle; DD M4V1 and you'll realise that you're getting some of the best range and stealth available, where as the Norwegian "HK AG3" rifle trades stealth and range for a more agile build - The weapons truly are unique amongst one another and although this is a beta, I'm sure a lot of these aspects will carry on to the full-release.

I'll be leaving out my own personal opinion for now, this is merely a practical list. 

Lets get started then, shall we? I'll post the weapons' nationality as well as the exact model, then I'll list how the model is shown in the game (the kill feed). The weapons in this list will progress A-Z in terms of the weapons in-game progressing from left to right. Or, to put it in a less complicated way, the first weapon of each list is the left-most weapon in the gun menu. Simple! Furthermore, I've had to somewhat guess the in-game title of most weapons, however, judging by the formatting that I've seen on the currently existing ones, I'm sure they're all similar.

By the way, I'm adamant that the "in-game" titles of each weapon are pretty wrong, so please, be sure to take each name with a pinch of salt, or an entire canister.


Sniper:
  
American - McMillan CS5 OGA
 In-game title: "McMillan CS5
Canadian - McMillan TAC-50 Winter
 In-game title: "McMillan TAC-50"
Korean - McMillan TAC-300 ROKN

 In-game title: "McMillan TAC-300"
Norwegian - McMillan CS5 FSK/HJK
 In-game title: "McMillan CS5"
American - McMillan TAC-300 SEAL

In-game title: "McMillan TAC-300"
Russian - McMillan TAC-300 SPETSNAZ

 In-game title: "McMillan TAC-300"
Polish - McMillan TAC-50 GROM
 In-game title: "McMillan TAC-50"
American - LaRue OBR 7.62 SFOD-D

 In-game title: "LaRue OBR 7.62"
German - McMillan TAC-50 KSK

 In-game title: "McMillan TAC-50"
British - McMillan CS5 SAS

 In-game title: "McMillan CS5"
Australian - LaRue OBR 7.62 SAS-R

 In-game title: "LaRue OBR 7.62"
Swedish - McMillan TAC-300 SOG

 In-game title: "McMillan TAC-300"


Assaulter:

American - Daniel Defense M4V1 OGA
 In-game title: "DD M4V1"
Canadian - EBR JTF-2 
In-game title: "EBR" 
Korean - Daniel Defense M4V1 ROKN
 In-game title: "DD M4V1"
Norwegian - Heckler & Koch AG3
 In-game title: "HK AG3"
American - Heckler & Koch 416 DEVGRU
 In-game title: "HK 416"
Russian - HK G3 SPETSNAZ
 In-game title: "HK G3"
Polish - Heckler & Koch 416 GREKO'S
 In-game title: "HK 416"
American - Heckler & Koch 416 SFOD-D
 In-game title: "HK 416"
German - Heckler & Koch G3KA4
 In-game title: "G3KA4"
British - Daniel Defense M4V1 SAS
 In-game title: "DD M4V1"
Australian - EBR SAS-R
 In-game title: "EBR"
Swedish - Heckler & koch AK4
 In-game title:"AK4"


Demolitions:

American - Mk16 PDW OGA

 In-game title: "MK16 PDW"
Canadian - Heckler & Koch 416C JTF-2
 In-game title: "416C" 
Korean - AA-12 ROKN 
 In-game title: "AA12"
Norwegian - Mk16 PDW FSK/HJK 
 In-game title: "Mk16 PDW"
American - AA-12 SEAL 
 In-game title: "AA12"
Russian - AKS-74U SUCHKA
 In-game title: "AKS-74U"
Polish - Heckler & Goch 416C GROM
 In-game title: "416C"
American - Mk16 PDW SFOD-D
 In-game title: "Mk16 PDW"
German - Heckler & Koch 416C KSK
 In-game title: "416C"
British - Heckler & Koch 416C SAS
 In-game title: "416C"
Australian - AA-12 SAS-R
 In-game title: "AA12"
Swedish - AA-12 SOG
 In-game title: "AA12" 


Heavy Gunner:

American - M249 Mk 46 Mod 1

 In-game title: "M249 Mk 46"
Canadian - M249 JTF-2
 In-game title: "M249"
Korean - K3 SAW
 In-game title: "K3 SAW"
Norwegian - M240 FSK/HJK
 In-game title: "M240"
American - M240L
 In-game title: "M240L"
Russian - PKP SPETSNAZ
 In-game title: "PKP"
Polish - M249 GROM
In-game title: "M249"
American - M240 Mk 43 Mod 1
 In-game title: "M240 Mk 43"
German - Heckler & Koch MG4KE
 In-game title: "HK MG4"
British - M240b
 In-game title: "M240b"
Australian - Heckler & Koch MG4 SAS-R
 In-game title: "HK MG4"
Swedish - Ksp 90
 In-game title: "Ksp 90"


Point Man:

American - AK-103 OGA

 In-game title: "AK-103"
Canadian - LaRue OBR 5.56 JTF-2
 In-game title: "LaRue OBR 5.56"
Korean - LaRue OBR 5.56 ROKN
 In-game title: "LaRue OBR 5.56" 
Norwegian - F88 FSK/HJK
 In-game title: "F88"
American - LaRue OBR 5.56 SEAL
 In-game title: "LaRue OBR 5.56" 
Russian - AK-103 SPETSNAZ
 In-game title: "AK-103"
Polish - AK-103 GROM
 In-game title: "AK-103"
American - LaRue OBR 5.56 SFOD-D
 In-game title: "LaRue OBR 5.56" 
German - LaRue OBR 5.56 KSK
 In-game title: "LaRue OBR 5.56" 
British - F88 SAS
 In-game title: "F88"
Australian - F88 Austeyr
 In-game title: "F88"
Swedish - AK5C 
 In-game title:"AK5"


Spec Ops:

American - Heckler & Koch MP7 OGA

 In-game title: "MP7"
Canadian - DD Mk 18 SOG
 In-game title: "DD Mk 18"
Korean - Heckler & Koch MP7 ROKN
 In-game title: "MP7"
Norwegian - Heckler & Koch G36 FSK/HJK
 In-game title: "HK G36"
American - Heckler & Koch MP7 SEAL
 In-game title "MP7"
Russian - AK-103 Bullpup SPETSNAZ 
 In-game title: "AK-103"
Polish - AK-103 Bullpup GROM
 In-game title: "AK-103"
American - Daniel Defense Mk 18 SFOD-D
 In-game title: "DD Mk 18"
German - Heckler & Koch G36 KSK 
 In-game title: "G36"
British - Heckler & Koch Mk 18 SAS
 In-game title: "Mk 18"
Australian - Heckler & Koch G36 SAS-R
 In-game title: "G36"
Swedish - Daniel Defense Mk 18 SOG
 In-game title:"DD Mk 18"


These are all the primary weapons respective to each class. I'll be looking into them further, possibly comparing stats and writing more information upon each weapon as I go along. However, due to this being from a beta version of the game, I don't believe each weapon is available for unlock. Perhaps I'll list available kill-rewards along with equipment and special abilities relevant to each class.

That's everything for now, just a basic list of all available weapons. I'm off to play again, without looking at the kill-feed for each weapon model...Then dying.