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The 2020 Master List of Tips, Tricks, Tactics, and Strategies for ANY player looking to improve in Siege.

Current Season Update: Void Edge
Here's a list of tips, tactics, strategies, and things all players need to know to stay sane and positive ELO in Siege. I took a few hours to try and compile everything that comes to mind in regards to playing well.
I'm Askura and I make the Luck Over Skill series. I've been playing Siege for 4 years now and while I'm not a God I've figured a few things out that others may find helpful.

General Game Tips

Make Friends – Find a 5 stack. SoloQ is hell. It is the barren pits of ELO loss which will sap your will to play and your will to live. Use /R6STeams or the /shittyrainbow6 discord to find squadmates. You can also join our Luck Over Skill discord here if you're truly desperate. An average skilled 5-stack will more often than not stomp a SoloQ stack.
Pick & Ban - Don't just pick Echo/Jackal etc but think about the site. Echo is very strong, sure. But think about whether you're attacking first or defending first. Blue Team is always attacking first. Orange team is always defending first. If Defending taking Thatcher out of the equation can often be more useful to you. If you can deprive the Defenders of a key Defender (such as Mira etc) it can have a great effect. Momentum is a real thing so if you can take a few early rounds it may lead to a 4-0. However if you're SoloQ stick with what you know.
Communicate - If something is happening just call it out. Every little bit of information can help out even the most dire of situations. It allows people to make sense of the chaos but please remember to only call out things you KNOW.
Example of communication saving an otherwise dire round
Spacing - Don't just stack up like a SWAT team busting a crack addict. A single nade, nitro, or well timed spray can take you out. You can also inadvertently block people from retreating or pushing so be aware of how close you are.
Barricades – You can make any barricade 1-hit vaultable by hitting it twice. If you wish to do it discreetly on a window make sure you hit the bottom two below the frame. Doors can be punched at the bottom to allow a crouch/crawl space without revealing the door is compromised (from certain angles). Barricades can also be made one hit vaultable by punching just to the upper left of the middle X. Practice that in custom games til you get a feel for it.
Droning – If the site is already located save your drone. Place it near your preferred entry route. Drones can be used as a fake flash/misdirection if you setup advanced controls to try and bait someone to push you. Getting inside the building is the hardest defensive line usually so try to save them for taking ground. Hipfiring rather than ADSing tends to be easier to shoot them. With drones appearing where you first choose to spawn - be wary of defenders who may be prepared for you to take that route.
Gunplay - Don't neglect your ability to win firefights. Siege can allow you have a subpar aim and still come out on top but it is still a core part of the game. While some people recommend using aim-trainers I recommend simply putting the time into training (lone wolf normal is fine). It mimics handling the weapon exactly how you will use it in game. Play a few rounds before going into ranked to make sure you've warmed yourself up.
Shooting from the hip - Hipfire essentially leaves things up to RNG. There is rarely any occasion to hipfire as the accuracy from ADSing is absolutely superior to hipfire in every way. You may have someone get the jump on you so a hipfire may be a good last ditch effort. Yet if they miss their first shot and you hipfire in return you may miss completely. Shotguns have a decent enough spread to be the exception to this rule. Even if you are close enough to knife your enemy you may find hipfire to be wildly inaccurate.
Stop shuffling - Everything you do makes a noise. Good players will respond to it. Even looking left or right will make your character make a noise. As does ADSing. If you know someone is nearby you will give yourself away by constantly repositioning.
Movement - Learning how to quick-peek corners and quickly traverse the map is important. So is moving throughout a room while using every possible point of cover. Never stand out in the open. Always use angles to minimise your profile to make yourself a smaller target.
Leaning Always lean the direction you are moving, not away. Learn to quickly peek around corners, then quickly return to cover to minimise risk. Putting your lean buttons on the mouse can affect your fine aim skills due to adjusting your grip.
Middle finger leaning
Index/ringer finger leaning
Resetting - Pointless. While there's less use in resetting people now if you fire through a single wall into the body/limbs they will ALWAYS be DBNO even without Rook armour. Glass/debris etc does not lead to a DBNO.
Example of glass not working for a reset
Always Aim Head Height – Make sure whenever you're aiming, moving, and holding an angle its where the enemy will be at head height. If they turn the corner at crouch height if you hit crouch you will already be at a great position to shoot them in the head without much adjustment.
Faking – You can fake a plant, a reload, a drone, etc to give yourself an added edge. Skilled enemies are listening for audio tells to let them know when is best to push you. You can punch out some windows that overlook spawn to make them wary of their approach and waste time. Additionally you can fire in an opposite direction or away from where someone is playing to coax a roamer into thinking you're vulnerable.
Time – When you're on Attack the clock is your enemy. Every second wasted removes an alternative strategy or tactic from your play. When you're on Defence the clock is your friend. Every second of the Attackers you waste makes their plays more predictable and easier to deal with.
Masking Actions - You can use flashes, nades, or any gadget that has a distinctive or loud noise to mask what you're actually up to. Throw a flash then rotate if you want to hid your plan. Throw nitro then try to defuse using the sound to buy you valuable time if you're in a 1v1 defuse situation.
Kapkan using Nitro to win a 3 v 1 ninja defuse
Sound Travels - Bullet holes help sound to travel further. If you shoot a few shots through a barricaded window (without breaking the barricade) actions outside that window will sound as if it were completely open. You can use a shotgun (or any gun) to open soft walls you intend to eventually bandit trick. In doing so you will be able to hear where charges are being placed slightly easier. As well as hear Grenades being cooked or EMP thrown.
How sound works in Siege

Attacking Tips

Taking Ground - You're most likely to be killed when entering another room. To quote Miller from The Expanse, “Doors and corners are where they get'cha!” If you have a drone, use it. If you're not confident on your gunplay request a teammate help you push up. If you're in a SoloQ you then have to make an educated guess. Learn to quick peek corners or make use of your utility. If you die with grenades/gadgets left to use they're ultimately wasted.
Entry Stalemate – Sometimes you're stuck and unable to push forward without definitely dying. If this is the case, and the route you want is too heavily defended, rotate. If you see your team are working on trying to enter elsewhere then you have to find a safer way to push forward. There is no point of you going to where they are as if nothing is happening they are suffering from the same issue you are. Just be careful of roamers as this is when you're at your most vulnerable to them.
Make Something Happen – As an Attacker you cannot just hope that the enemies will just make mistakes you can take advantage of. By the nature of defending they have the advantage in holding an angle. You need to push and prod at their defences to find a weakness you can exploit. Holding an angle for 90% of the game and gambling on a last second push is madness.
Know Where People Are - It's very easy to push opposite ends of site, clash in the middle with friends, then get yourselves killed. You can turn off outlines to declutter your screen but pay attention so you don't end up Tking and throwing the round.
Example of Ash, Ying & Zofia clashing after taking site
Time Management – If your plan A fails then you need to quickly try something else. Trying to force a strategy when it is clearly not working means you need to make haste elsewhere. Every second that passes by without you doing something makes it harder for you to get the win.
PTFO – Kills don't matter. The OBJ does. If you can take enough of a site to achieve your goal then fall back to a more desirable position you have robbed the Defenders of their only advantage. Which is that prior to planting the defuser you had to go to them. This also means there's no reason to enter the furthest point away from the OBJ and away from anyone to support you.
Get the defuser down - The sooner, the better. The default plant spot on each objective tends to be the most effective or easiest spot for someone to plant while your team provides cover. Consider whether your team can cover you, whether the Defenders can interrupt with utility, and whether the Defuser can be guarded once placed.
Guide to default defuser plant spots
Dying – When someone dies that's an opportunity for a refrag. The few seconds someone has during to after the gunfight is when they're at their weakest. Less rounds, disorientated, and if they're near by try and take that shot. Make use of your teammates dying by trying to get something in return. At the same time don't try and fight someone if a teammate can't make use of your death.
Playing Shields - As Monty you're nigh unstoppable but be wary of Kapkan or Lesion baiting you to overextend. Remember you can put pressure onto Defenders who are fighting teammates just by dropping your shield occasionally. Block doorways if you can force them out of site and allow your team to flank. As Blitz use tight spaces to allow you to sprint forwards without exposing your legs. You need a teammate with you to make up for your lack of fragging and slower ADS time.

Entry Fragging Tactics

First Moves – The first thing any entry fragger does is safely get in the building. This is the hardest part. You are putting pressure on the Defenders so hard walls can be opened up. You are making things happen so your team can take advantage of the chaos you cause. You can cause uncertainty in the Defenders by taking map control. Typically if you're an entry fragger it is on YOU to break the defensive line. You don't need to get kills. You need to create an opening.
Sound > Sight – Your sound is incredibly important when you push. Make sure your teammates are turned down slightly and you have a hotkey for discord muting. You will often hear Defenders still preparing or roamers rotating when you first get in. Calls are important, as is passing intel, but if you're deafened by friends you're giving up your biggest advantage by being first in the building. To which you can assume most noises are being made by enemies.
Examples of sound giving away Defenders/roamers
One Vs Many – You're the most vulnerable out of your squad. If you don't have someone else backing you up you may even end up in a 1vs5 situation. In which you're going to get fucked. Your objective isn't purely to kill but to disrupt the defence. Sure if you're taking out 2 people per entry you're pulling your weight but fragging isn't the sole purpose. You're clearing an alternate path ultimately for your teammates in case their plan is foiled.
Real-Time-Reporting – Typically you're first on site or got the best idea of what's going on. Share that with your team. They might be able to make something of it. If you have ripped through their rear and can hold the position tell your team to rotate to you.
Why was he there?! - Lots of rounds are lost by people being caught off guard by people not being where they're supposed to be. People can be ANYWHERE. If you die because you were too laid back then that's on you and not on them. They were there because they were hoping to catch someone off guard.

Support Tactics

Wearing Many Hats - If you're soloQ give it a few moments to see if someone brings hardbreach. If that's sorted bring someone to get rid of jammers/kaids/batteries/etc. If there's already a ThatcheThermite or Twitch/Hibana combo then look at what other gaps you could fill. You can tentatively ask if anyone has any ideas or make suggestions yourself to someone playing frag. Either way use that VC. The person most responsive to you is your best buddy in this situation.
Best Route - Your role dictates what you need to do. Yet so does the map/site. If there's ADS to clear or angles to watch make sure you're paying attention. If you're unsure ask your breachers where/what they want you to cover with a ping. Some people play support because they're not much of a fragger. But often it's because you're patient, can take direction, and make up for it by performing other essential tasks. Yet if the initial push or idea has fallen apart immediately start looking how best to flank. If you have absolutely no job to do then just drone in the entry fraggers.
Watch Your Ass – Don't let someone wander up behind and gun you all down. Trust your teammate to watch ahead of you where as you make sure you're keeping where you've come from secure. It's easy to get blinded by the temptation of an easy kill. It's even easier to become that easy kill because you got careless. Sometimes you shine by just letting others fully focus on the task they're working on. Watching out for roamers is YOUR job, not the entry fragger's role.
Support not watching the flank and allowing Alibi to dismantle their attack
Tunnel Vision - You're best suited to know what's going on. The hardbreach is usually focusing on the initial defence. The entry frag is probably in a gun-fight. If you can see an opportunity either take it or relay that opportunity to your team.
Use Your Gun - Playing Support isn't a free pass to donut. If all Defenders are accounted for and their rotations are limited, do your best to help take them out. If you're hearing an exchange of fire then you need to help out your entry frags. Their position is known, they have already suffered most of the Defenders utility, so get up there and lend a hand.

Defending Tips

Denying Ground – You don't need to kill anyone but make it hell to take a step forward. Hold tight angles and pixel peeks that allow you to fall back to a better position. Make them waste utility and drones trying to get to the site. Don't isolate yourself or give yourself no retreat path.
Your Turf – You have 45 seconds to make any changes to the site/map you see fit. If you know they're going to have to take hatches or certain routes then lay traps or ambushes. A few punch holes on a wall overlooking a corridor may cause them to waste time to see if anyone's waiting there. Bait Defenders to existing traps such as Kapkans/Frost/Elas if you're overwhelmed.
Baiting a Blitz onto a Frost mat
Don't Peek – You have the advantage that Attackers HAVE to come to you. So make it work in your favour. Find a tight angle, take that shot, then fall back to a better one. Move around the site and make sure you're not where they last saw you. But don't feel that you have to go to them. That's their job. If you can safely spawn peek then take a shot then fall back. Make them nervous.
Round Start – When it says “Round Start” it doesn't mean you have 30 seconds more to idly setup whatever you want. A rusher who has droned out their entry point could already be sprinting towards you. If you're ill prepared or think that “There's no way they can get here just yet” you'd be surprised. Every second counts.
Run outs - If you're playing a site where Attackers can sit outside then prep those doors at the start of the round. It makes it easier to spot claymores and makes it less obvious then having to break the door down later. Sometimes you're put into a bad spot where you HAVE to runout because the defence has fallen apart.
Using Your Advantage If it's 2 vs 1 don't try and be clever and go for a long flank. You have now made it into a 1 vs 1 situation in which if the other player dies you have lost that advantage. It's best to hold complementary angles together.
Ambushes - Coordinating with another roamer can give you excellent chances to get easy picks. Have a teammate fire at an enemy and fall back while you're hidden somewhere nearby to jump out on them while they're focused on you. Even having someone fire at the enemy while you're flanking can help.
Tunnel Ambush on Bank by having a teammate fire from near the Server door.
Kill The Fucking Drones – Always kill drones. Sure, don't waste time chasing after them but if you see one stop whatever you're doing and take a shot at it. You need to deny as much intel as possible to make it harder for them to pinpoint what you're doing. Your location is the most valuable commodity you have.
Fighting Shields - If you can't get an angle on their hands, legs, or have help – RUN. Use tight angles to deny line of sight. Be aware that they have help on the way and they're probably pinging/calling your position. Shields are tricky because they can put pressure on you. Get help or break their LOS immediately. They cannot effectively chase you as once you break LOS you can sprint out of there. If you HAVE to fight a Blitz always remember you can use the red marker when blinded to figure out the direction of the shield (but you're probably fucked so GG).
What Matters – Roamers and Anchors need each other. Roamers need anchors to not surrender the site or lose to the initial push. Anchors need roamers to run the clock down and get Attackers to waste utility. Play to whichever role suits you best. Just remember without the other you're fucked. Don't get overconfident and throw that easy round because it's 1vs4. Just relax and take the win.
Throwing a guaranteed win at 00:01 seconds

Roaming Tactics

Time Wasting – Every second the Attackers spend hunting you down, wasting drones, or abandoning their push to get you off their back hurts them. You don't need to get kills. If you can waste 01:45 without killing them then they've already wasted most of their time and have to gamble on a big push to change things up. The threat of you alive and nipping at their heels keeps them unable to dedicate to a solid play.
You're the Calvary – If the anchors are getting smashed then you're their best hopes for getting them out of that tight spot. You don't have to get kills but make sure you're not on the other side of the map when they're under heavy fire. You are utterly useless if you're nowhere to be seen when they have 5 Attackers taking the site.
Escape Routes – Know where and when you can fall back. You need to have a rough idea at all times where the Attackers are. If you don't know from Intel, or gunfights, at least have some kind of idea where it is safe for you to rotate around.
Roaming vs Lurking – Sometimes you're better off hiding and waiting to leap out on unsuspecting Attackers than straight up taking the fight to them. Others you're better off hitting them hard then running off. Lurkers tend to wait for an opportunity whereas Roamers make opportunities themselves. Learn what works for you. Learn what works best for the map/site you're playing.
Be Flexible - You're only a roamer as long as you're needed. Sometimes your best bet is taking up the role of a fallen anchor and reinforcing the defensive line. Know when you're needed on site and know when you're better off flanking.

Anchoring Tactics

Keeping Them Out – Its your job to make sure Attackers don't just walk on site and plant. Make sure you have a safe LOS on the most common approaches. When the round starts you are best suited to jumping on cams and seeing roughly where people spawn. Relay this to your roamers. If you die early it's far worse than if a roamer dies because there is nothing stopping Attackers from turning your own defences around on the roamers.
Home Advantage – They HAVE to push or peek you. They HAVE to come to you. Don't peek a stupid angle trying to get a lucky kill. It's far more effective to have them come into your well prepared site/angle than the other way around. Leaving cover to try and get a frag loses you your best advantage while defending.
Know Your Responsibilities – If Bandit is tricking then your job is to watch out for him. Yellow for example on Consulate is where he is incredibly vulnerable, as is Piano etc. You're not glued to any specific spot you're just performing a role. If you're watching Kitchen then your job isn't just to stay in there but to make sure no one waltzes in and dismantles your defence.
Know Your Angles – If someone is holding a key angle then are they safe? Make sure you're not allowing enemies an easy pick on someone doing a core job. If someone isn't safe anymore – TELL them. It's also important to not neglect vertical gameplay. Be wary of Buck/Sledge/Ash or anyone opening up above you. Such as on Chalet the Bathroom door can be opened to give an angle into Trophy etc.
Hard Vs Soft – Hard Anchors (like Mira) have to play a set rigid role for denial. Where as others are able to slightly wander from the site for better effect (Such as Clash/Goyo). You don't have to just hunker down and wait for them to come to you. Fulfil your role as best you can while making sure they fight for every inch of the map.
Deny Them What They Want - If your enemies want something, it's usually best to deny them it. If they need a specific spot to make their most optimal play, make them work for it. Just make sure you have a escape route/plan for when they come after you.
Relay Intel – If you're being pushed and have eyes on several Attackers let your team know who/what is there. If people don't know they cannot help you. If you have any Intel operators leave that to them. If you are an Intel op (Valkyrie/Echo/Maestro/Lesion/Mozzie) then that's your job. Don't just look at your cams/traps but flick through the standard/others too. If a cam is missing that was there a few moments ago then you know something is up.
Stay Sharp – Just because it's quiet at your side, doesn't mean you should run out trying to get frags. At the same time if the entire enemy team has been called at the other side of the site then you should be prepared to give them some support.

Team-play Tips

Make The Call – If no one is taking charge then relay to your team what you're going to do. Ask if anyone wants to help you and if they don't then try and work around then. Any plan is better than no plan. Just make sure you're asking and not demanding.
Learn the callouts - While you can use your compass to see what the name of a room is every map has shared callouts that you will hear. "90" or "L" refers to any long corridor with a 90 degree angled turn. "Main stairs" tends to mean the largest set of stairs. "Spiral Up" or "Spiral down" refers to whether they are going up or down a spiral staircase. "Blue" "Green" or "Red" will refer to areas which heavily feature that colour. "Yellow stairs" on Consulate for example is the staircase that up to CEO on the 2nd floor from the basement.
Guide to all ranked map callouts
Don't backseat – It's nice if you've got comms going but by and large don't disrupt people when they're playing. Make calls short, precise, and based on real intel. Not your best guess. Not on your intuition.
Be positive - Don't rage. It breaks morale. Don't complain. It sours the mood. Don't give useless intel. Typically if you die it could be out of your hands or completely your fault. Just make your calls then flick to intel. Laugh or cry about your failures when the round is over. It's better for your own mental state to simply chalk up a failure as a learning experience.

Solo-Queue

Say What You're Doing – Let people know what you're doing so they can attempt to work with it. At the very least people who don't talk or whatever make decent bait for you to work around.
You vs Many – Just assume that your team (if they're not responding to you) have no intention to help you. So play like it's 1 vs 5 and don't assume they care about what your situation is. They're no mind readers either. At the same time you can also follow people and hope to get refrags.
You've got a job to do - Which is basically to fill whatever gap is left. If you got hard breach then you're the support. If you've got that, then you're the fragger. If you've got nothing and you KNOW they're going to be on a certain site pick something that will give you a fighting chance. If you're starting on Attack you're doubly fucked because you now have to play 3 rounds trying to open up tricky spots/sites with minimal co-ordination. So try and make it easier on yourself.
Don't Hot Mic - You're basically fucking over 4 other peoples chances by masking enemy tells. Push to talk is the master race. (On console this cannot be avoided without self-muting options etc).

Miscellaneous

  • Don't plant on hatches. They can be destroyed which automatically causes the defuser to fail and the Defenders to win.
  • You can cancel a nade or gadget by scrolling your mouse wheel or changing weapons.
  • Know your hard limitations. If you play on a small screen don't play those super long angles. I play on a 14” laptop and it's nigh on impossible to tell an enemy pixel from a nice pixel at distance so I play close/medium angles so I can see what the fuck I'm shooting at.
  • Place barbed wire where Attackers have to fight you while clearing it. If they're in a safe spot to hit it without being shot at, you're placing it wrong. That said you can also use it to give a clear audio tell when someone is near for you to jump out on.
  • Capitao's arrows drop to the ground if you fire at the roof. You can fuck with a Mira by opening above her and dropping fire in.
  • Call it don't ping it. Pinging someone means they're aware you know their location. Where as a call out means you may lull them into thinking their flank is safe.
  • TH Protect the Hostage is better for learning how to flick and land headshots than classic elimination. Set your gun to single fire, and only move around the hostage out of cover. Don't prep anything. Just get use to using game sound and turning to your enemies. TH elimination is better for learning how to move around and learn to how to quick peek corners - but terrible for actual aim training.
  • Some walls/cabinets have glass on it. Make sure you break it before you place a gadget (like ADS/Maestros) because otherwise when it breaks due to a stray bullet it takes the gadget with it.
  • If you're closer to a corner you see less and reveal more of yourself than if you are further back due to how perspective works. Hugging the wall to peek is not as effective as being a few metres back.
  • Don't waste your Lion scan/Dokka calls til you're out of spawn. It does NOTHING to stop a spawn peek. If you don't want to be spawn peeked - account for where the Defenders are. Which means use your drone. Or play Iana and instantly sprint with the hologram to figure out whats up.
  • Iana is meant to be used in tandem. Use her gadget to bait fire for another teammate to refrag her holo. Her real strength however is you have INFINITE drone potential. That and you can bait aggressive roamers into dead-ends.
  • You can vaguely tell the angle of where someone is by the tracers left by their bullets through smoke/the wall. Get a friend to show you the difference in custom if you want to up your wallbang game.
  • When DBNO you can trigger Lesion mines but not take damage. Sacrifice yourself for the greater good if know there's some near you and you're downed.
  • Don't slow peek. If you have no drones and if you HAVE to check a corner do it quickly. If you don't know how to do this then get into THunt and just practice doing it on every corner you turn for a few games. Get the general idea.
  • If Zofia's Thunder goes off immediately an enemy is there. If it doesn't then it didn't land near someone.
  • Farming renown is faster in casual than it is ranked. If you're in need of renown spend your time there and not in unranked.
  • Don't reinforce next to people. It has a knock on effect in regards to time wasting. If only two people can reinforce a wall go find another. That way you're both not running around looking for a single place that needs reinforcing.
  • Night mode makes the sound pitch tighter. So louder noises are quieter and softer sounds a tad louder. It fucks with sound direction though. TV mode is basic stereo and Hi-FI allows greater directional/distance sound but loud noises can sound nearer than they are. Always play with headphones.
  • If you HAVE to give a callout to the left or right, instead of a cardinal direction give it in relation to whether it is to the left or right of the person you are talking to. "North!" as opposed to "Left!"
Example of giving a callout to someone on the opposite side
  • Just play. The more you play the more you learn or at the least what not to do again.
  • Don't barricade common routes for roamers/etc so they can easily get back to site.
Example of a common path barricade screwing over a soft-anchor play
  • Don't jam coms or keep repeating callouts. Sound is often more useful than your decaying intel.
  • Instead of repeeking the same angle if you get shot at look for softwalls you can try and return fire through.
Wallbang instead of repeeking
  • When you attack it's bad to die in the first 30 seconds. It's worse when you're left alive and lose the round because you didn't push up.
  • Any game can be won at any point. Don't give up. Don't throw. Don't BM teammates because they're not your perfect vision of what a team should be. You'll just get saltier over time.
  • The compass at the bottom of the screen has all the callouts/locations listed next to it.
  • You can avoid Ying Candellas by going on your phone and waiting it out. With flashes you can just look away.
  • If you don't open event alpha packs you will eventually lose them.
  • Rook armour upgrades your armour class. So a 3 speed 1 armour becomes a 3 speed 2 armour etc.
  • Lesion traps are easier to spot with drones than by the naked eye.
  • Watch streamers/youtubers for ideas/tips but remember there's a reason why people watch them. They're in the top percentile, have thousands of hours, and plenty of practice.
  • Leaving the game doesn't stop the interrogate happen. It just gives the Cav an instant interrogate. So stop doing it.
  • Drone holes on the roof can also become nade delivery chutes. If you know where someone is playing try that for safe free kill.
  • Fixed light sources give off shadows if your shadows are above the low setting (which it should be as shadows make 1-2 FPS difference). Know where they are if you're roaming.
Example of shadow giving away a roamer
  • Fuze has a gadget that is very handy for clearing traps, gadgets, and Defender defences. His gadget deploys them from right to left.
  • Caveira can hide from Jackal's gadget by activating her ability when you're about to be pinged. If you're in silent step when he scans your footprints you won't be detected. While using silent step you won't leave footprints. If you get tracked use your ability to lure him into an ambush by making him think you've gone one way, when you've double backed another way.
  • There's a meta but it doesn't HAVE to be played. Don't lose sleep over someone not playing the most optimal possible play. There's other ways to achieve things and that's what makes Siege fun.
  • Shotguns have RNG but the middle of your crosshair or ADS is where a single pellet will always go.
  • Melee is borked. It's broken. Don't rely on it. Shoot them if possible. Knife as a last resort.
  • Don't TK if things don't go your way. You can always come back. Even if someone isn't playing the "meta" by the book there's no reason to sacrifice someone.
  • Older CPUs get a stutteCPU bug. This is because SSE4 support was dropped. Which means Phenom X/II/IV and Intel Core 2s no longer work well. You can also turn off full screen optimisations in compatibility if you have a newer CPU and still get the bug (this helps for my Intel Core 7)
  • Everyone has bad games. Let it go. Sure you might not have played well this round/game but there's always the next game.
  • Use Alibi's holograms to block windows or other points enemies HAVE to jump through. Place them close to the frame slightly angled to minimise their profile so they cannot be shot from the window.
  • Blitz's flash isn't based on LOS. Even if you turn away if he is close enough you are still blinded so always look to where he was last if you're about to be blinded and just hipfire and hope. Solid objects however can block the flash effect.
  • Drones have a better hitbox than people. You can jump and turn to the side to get yourself into/through tight spaces. Look up to jump higher. Look forward to jump further.
  • If a softwall has a few holes in it, sound travels further.
  • If someone tears down your Castle Barricade you get it back. Don't TK them. If your Castle Barricade has been punched a few times you can also fix it by taking it down and putting it back up.
  • When an enemy is detected outside (such as a teammate already outside) it won't say it again if you want to double up on that. You are revealed as a marker still though.
  • Watching pro-players won't instantly make you good at the game. You won't understand the logic behind WHY some scenarios or methods work better than others. Stick with the basic strats and approaches. You lack the ability to make sure of the more nuanced plays that they make look easy at the moment.
  • You can fix your own barbed wire if you accidentally hit it simply by picking it up and putting it back down again. It will reset it back to 2 hit break.
Example of how to fix here
  • Don't play with your food. Just confirm the kill as opposed to BMing them otherwise you may end up getting killed as a result.
Example of BMing resulting in a lost round
  • Monty can be baited into dropping his shield sometimes if you drop nitro at his feet and pretend to pick it up (if simply throwing it behind won't work)
  • Oryx players should focus opening hatches AWAY from site. Don't compromise the site defence line because you have some super cool strat in your head.
  • IQs gadget can see ALL electronics. This includes Defender's phones when they ring. Great to combo with Dokka or if you have a tricky Echo/Valk sat on cams.
  • Kapkan traps make a low hum noise. They are easily heard if you hug the frame of a door before going in. Seriously. Go to custom and place one down to recognise it.
Example of Kapkan traps making a noise saving Hibana
  • Align yourself with a single bullet hole peek, simply by walking directly at the wall and looking slightly to the left or right (instead of using W or D to move left or right).
  • Adjust your FOV according to your screen size. A wider FOV means on smaller screens you lose some of the zoom effect. Which makes it harder to see things. - by eduiiko
BONUS “TIPS”
  • You can kill a teammate at the start of the round to see if they drop a phone. If so, they have a Dokkebi.
  • You can wait for when your other friends are starting to queue in ranked to up your chances of playing them (and getting a potentially easier matchup)
How to do this.
  • You can play the piano on some maps by rolling your drone over the keys.
Playing the Piano on Hereford.
  • Jumping your drone out of bounds or into fires will kill it.
Example of drone dying to fire
  • You have a low chance of injuring the hostage with your drone if you jump into the hostage with it.
Example of hurting the hostage with the drone
  • The Twitch drone can kill friendly drones.
  • You can exchange a Lesion Gu for a drone by parking your drone just behind a trap. Works well if they're not a Lesion as they can't see the marker.
Example of baiting a player into shooting the trap
  • Go for psychological damage if you can't do actual damage
Example of hurting the feels
  • You can perform a suicide bomb attack by pulling the pin out of your nade and running at your enemy to have it drop near them.
Example of suicide bombing
  • Showcase you're under 13 by typing “GG EZ” when carried to a win.
  • Always reload when you fire a single round just in case you come across a over-stimmed Rook armour wearing Doc.
  • You can shoot open hatches with any gun. It takes approximately 130-150 rounds. You can't melee it open though (Unless you're Sledge). However DMRs can open hatches in just a few shots.
  • Get more pew pew by being closer to your enemies.
Example here by agathange
submitted by SobeyHarker to BannedFromRainbow6

11

Big feedback after 50+ hours of play

Originaly posted this on the steam forums but i got told there that the devs most likely dont even read posts there and i should put in on the subreddit, so here i am.

I realy liked that this game besides its battle royal mode has some objective modes too, especialy the heart of the hives mode that involves a bit of tactics and team coordination.
But the game in its current state is a mess... you should have labeled it as beta or early access, or even just delay the release longer. Maybe the reviews and ratings would have not been this bad. Get yourself some proper gametesters and not just some streamers that get a headstart on the game so they have benefits on the games release to only attrackt a few people to the game, that will leave again because of its current state.


That said lets start with the MAIN MENU:

- I am glad that you already fixed the displayed levels of each char that were just 1 level too hight before. There was another bug that i cant check out anymore (because got all my chars leveled up to ~lvl 15) that did not update the current characters level in the character selection when switching from a leveled char to another one that you havent played yet. In that case the displayed level always showed the level from the character you had selected before.
- I am also missing some character- and account statistics like kills/death/assists/matches played/matches won and that kind of stuff.
- Give us the base damage numbers on all skilldescriptions and list up the the melee attack too. im not 100% sure but it feels like its damage is different on several characters too.
- While youre in the menu for collections/battleplass/shop the [ESC] key should bring you back to the HOME screen, it just feels wrong that you have to click it with your mouse.
- the 'daily' and 'week1' buttons on the right side of the home screen get messed up as soon as you ready up for a match and stay like that if you would cancel the matchmaking until you hover over them or play any match.
- the battlepass challenges progression is not updating, its always showing 0/3 for the daily orders aswell as the preseasonal challenges and 0/8 on the weekly challenges.


The first SPAWN SCREEN:

- Its fine that you have a 20 second timer to check out your opponents and can change your skill builds there, but after that you have another 5 second timer before you can pick your spawn location. In my oppinion you should already be able to pick a location during this timer so most of your team will spawn right away when the timer reaches 0. Right now you just try to pick a location even when spamming the mouse button on it, just to get blocked on that spawn point because someone else was clicking even faster, what makes you choose another point, that gets blocked too the second you click on it. You cant tell who picked which spot so there is no reason to actualy wait to see who spawns where, so just let us pick locations during the timer and spawn at once when it reaches 0 so we dont have to waste time on the early game. Would be nice to see which player picked which spawn point too.

- The spawn camera most of the time not realy aligns up with you character, instead it goes into walls objects or the ground, facing bit of a different way and angle and then just snaps back onto your character. this just feels and looks bad like it has been implemented on the last second before release within 5 minutes. just do a smooth lerp from the spawnlocations camera to the playercharacters camera position and rotation, and dont use a preset camerapath, at least not if its not matching properly.

- Even the numbers of the countdown have a bit of a bug, looking like the numbers overlap from 8 to 7 and 5, 4, 3.

- The capusle dropoff animation... its way too long and just boring and anoying. I mean, i get it, you pobably used it to hide the object and texture streaming, but at least for me its not realy working, LOD0 mipmaps of the textures just finish to load the moment i get controll of my character anyway. The animation of the character spawning/leaving the drop pod somehow doesnt match the framerate of the game, while the game and everything around runs on 70 fps, the animation of my character itself looks like around 15 fps until i get control over it.

- The knockback of the droppods... happened to me several times that another droppod just lands on me, knocking me away and getting me stuck in some environments. On some chars that have a dashing ability you can probably free yourself, on others that only have a normal jump you can be doomed to be stuck there for the whole match or at least have to wait there until some enemy finaly kills you.


Ping system, map and scoreboard:

- Give some introduction to the ping system, im pretty sure most players dont even know you mark a location when pressing middle mouse button once, and mark an enemy location when pressing it twice. only problem with it, its not always working, sometimes you mark an enemy location but it just disappears again, and i dont think it even shows the text message in the upper right screen. sometimes it just confirms or declines anotehr players mark (at least i think so guessing by the voicelines), that most of the time must have been invisible or have nothing to do with your targeted location, makes it impossible for you to mark any location.
- When you open your map and ping 2-3 locations it just breaks, making you cant ping anything anymore and your mark just stays on the last working locations even if its not relevant anymore.
- Let us use the ping wheel on the minimap, not just the default pings, let us pick what we wanna mark! You have the 'group up' ping in the game, but its useless if you have to be in line of sight with that location, using it on the minimap would the more useful and logical thing.
- Give the own player another minimap icon, you dont need to see wich character icon you have, just give us an green triangle arrow, not a round icon with a slightly different outline colour. players want to see where they are, and dont wanna check 8 icons to see wich one has a white 1 pixel thick border around it instead of a blue one.
- I think you have already said you will do it, but let us access the scoreboard during matches.
- Bring Kill/Death/Assists on the scoreboard, i mean you have damage done on it, but it just makes you feel bad if you have the most dmg after a match but it says 0 kills just because you only have dot dmg, and someone always steals your kills, so give some assist stats to those that have damaged the killed players in the last 5 seconds.
- Show us the latency! So laggy this game sometimes feels it would be very interesting to see. Im not even sure if you have regional servers, im playing in Germany but it always feels like you just get matched on NA servers with 100-200ms.
- Objectives like capturing the extractors do not count to the scoreboard, its just not working, always showing '-'
- When you died you get put in a spectator view, viewing your teammates, but why you showing the 'report player' button down there? its even bound to a hotkey [2], remove that! why in the world should you promote reporting players, especialy own teammates that probably havent been involved in your death? just put it on the scoreboard and on this just like right now, click on that specific player, report...
- And why the hell there is an option for reporting low skilled players that are probably just new players lerning the game? i mean ofc it sucks if you get in a match with people that just dont know what to do and run around like a headless chicken, but what will you do to them? Ban them from the game so it looses even more players? just bring in a proper matchmaking system that considers your K/D/A and objective scores and gives you a matchmaking rating.

Overall gameplay mechanics:

- Almost ALL the weapons and melee attacks just feel bad. theyre lacking in impact feeling and proper recoil that makes you actualy feel when you shoot it or hit a target.
- How in the world could you not think about putting a chat in this game? at least text based team chat for the objective modes, voip would find more use in the battle royal mode i guess, but at least a simple text chat would help soo much when you see 5 people of your team chasing a single enemy for minutes around a harvester instead of 1 capturing meanwhile.
- The health pylons sometimes just stop working, even if you activated them and already got 2-3 health ticks, but then it just stops and you cant activate them anymore, most of the time that happened to me is when 2-3 players were using them at the same time, some keep healing, some just cant use it anymore (most often you cant use that pylon during the whole match anymore).
- Imo if you use that healing pylons and reach full health each tick then should start to remove 100 bleed dmg from you.
- Maybe think about changing the healing value from 100hp per tick to about 10% instead, especialy on the tanky chars with a big hp pool you almost fall asleep using them, seeing the circle fill up again and again over 20 times until you healed up again. Or maybe increase the activation time and the healing amount then.
- Somehow i feels weird to me that you actualy have to aim with your cursor on the pylons and healthpacks to use them, i think it would feel much more natural when it would just check for an close range collision overlap and your character facing that direction instead of heaving your crosshair aiming directly on it. Especialy on that pylons, you can activate them and they do their ticks while you somewhat can still look around, but when you look around and your crosshair isnt on the pylon anymore it stops the healing, this is just anoying.
- I feel like the jump height should be increased by 5-10% on all characters because there are a lot of places and obstacles you would think you can jump up/over but you just cant. even the jumps that are possible for example after running up the stairs on the laboratory on location [E] and jump on the walkway to the healthpack it feels so tight i always think it wont work, even when its always working. this could be a result of all jumps feel weird most of the time because of the ongoing lag in all the matches, but more on that later...
- In the harvester command game mode i feel like they tick the score a bit too fast, most matches i played were soo short that you feel like it takes longer to matchmake then playing the match itself.
- Healthpacks sometimes just dont work, you see them complete and even subtract your amout lets say it goes from 3/3 down to 2/3 and you start moving and fighting again, but suddenly you notice you didnt get the heal, and after about 10 seconds your amount changes back to 3/3 like you have never used it.
- When picking up a healthpack, even if the circle is completed it stays there for about 1-2 seconds and has collision, it should disappear and no longer block you, the moment the circle completes.
- Cloak plants should not have collision, at least not after you activate them. its just anoying, you get chased, wann quickly cloak yourself, but after destroying it your dash just gets stuck on the plant.
- How your healthbar looks when you have the health regeneration amplifier should not change. The problem with it is, you have no idea if your healthpack worked or not and how much health you will regenerate, because the whole health bar becomes this green outline. the heal over time from that amplifier is pretty low but it has a total value of around 50000, so you have the problem the whole match after you activated it. Display the number so you know you got the healing amp, but dont colorize the bar itself so you can still tell how much health your healthpack will provide.
- Shields just dont work like a shield should work! I think its fine on mandoza and Rahi & brother, but on sazan and bugg its just weird, it gives you the shield value but its instantly decreasing, getting its value back every second, so you have shield, then dont, then you have shield again, then you dont... so you can never be sure how much shield you actualy have or it is working at all, it even feels like you get health dmg if you get hit while it shows that you dont have shield, even if you have your shield back on the next second... just give us the shield value and remove it when its duration is over or it got removed by dmg.


Characters:

Captain Mendoza:

- The first thing i noticed right in the first second of the tutorial, while turning your weapon is not rotating realy smooth with the rest of your character, it just jitters and glitches while turning, probably a thing with aim offset smoothing or something. at first i thought maybe its a replication problem, calculating the rotation on your client and on the server and both values mess with each other, but since its in training too im not sure anymore.
- Overall its not the most complex character but he is solid and works. but i think his dmg especialy after rank 5 is a too high. Dont know how much it actualy is but if feels like around 800 dps if you land your shots after a reload.
- His supply drop should come in a little bit faster, i feel to use its knockback ability is pretty useless most of the time because it takes too long for its impact.
- I feel like when he uses the autogun bunker it should reduce the bunkers hp a bit, so you could actualy destroy it a bit quicker, at least after you killed Mendoza. When placed in the right spots it can be realy a pain to deal with depending on the character you play, or maybe give it a weakspot on its backside.


Summer:

- The character you can feel right away when youre in a laggy match again just by its movement. When you use your firepulse thrusters or the thruster pounce you just lag and glitch up and down, it feels soo bad! Sometimes you just wanna quit the game right away. Not sure its a problem with the character itself or again just overall serverperformance.
- This is also represented in her heatmeter, you can never be sure how much heat you have built up, sometimes it just drops down from 90% down to 50% again, but when you think you can do another firepulse jump youre wrong, you just overheat.
- Overall i consider her a pretty strong character, for her damage output she has a pretty decent hp pool and the density of the fire effect feels almost like blinding you, you realy cant see much anymore and with her thruster pounce she pretty much has no problem with chasing enemies.
- The additional fact that she is an excelent npc farmer makes her a bit too strong overall imo.


Earl:

- Similar to Mendoza overall a pretty basic character but with a bit less dmg and higher hp pool overall almost balanced for his role.
- I dont think he needs that big of a movement speed penalty while reloading because he is pretty slow already besides you tapfire his gattlin gun
- His tanking up skill to heal himself could need a bit of a speedup, i find it takes a bit too long. Most of the time you cant use it during fights without taking at least the same amount of damage it would have healed you, because of your slow movement. this makes you most of the time have to use your escape skill to get far away, leaving your team behind, and that should not be the case for a more or less tank class, especialy on later ranks when it also can remove damage over time effects from you. you should be able to clear dots and heal quickly and not get completely out of the fight where you could just use a simple medpack too.
- The upshift skill says it increases your turbofire, but it just shrinks your crosshair and so increasing your accuracy, not your rate of fire what it should do if i understand it right.


Tosca:

- The space skunk everyone hates but loves to play is just a bit too strong besides his small hp pool.
- Its just too easy to hit and stack up the dot dmg with the shotgun, i would like to see it gets a bit reduced in damage, and the amount of direct and dot dmg a bit shifted to be more like a 50/50 split instead of what we have right now, because she is just eating up all of your health packs, since the pylons cant cure dots youre forced to use them making the whole map gets lacking of healthpacks for your team too because the enemies will collect way more.
- I mean if you just look at her skills you should already see that she is somewhat broken... you can see through walls, you can teleport up to 3 times and you can use smoke up to 3 times to hide and limit your opponents view down to almost 0. its just a bit too much of everything, even the small hitbox/character thats almost invisible when hiding in the vegetation anyway, would like to see her turned down a bit.
- And the fact that her teleport even goes through objects and some part of the landscape makes it even stronger.


Shakirri:

- I like that at least this char can heal up your team a bit, even if its only if you spec into it and reach lvl5.
- I havent played her that much ,but from what i can tell i think she is in a good spot just her melee damage could maybe need a little bit of a nerf, cause once you got someone trapped in the dome its almost a free kill and thats a bit too much imo.
- what i realy hate when playing her and against her is that 180 second dot she has, who comes up with such an idea of a 3 minute long bleed with double the dmg amount of some characters hp pools? its only ticking with 8 dmg/s but its again just 1 single attack and you are forced to use a medpack to get rid of it, i hate it... would love to see that change, maybe instead of 1500 dmg in 180 seconds to 150 dmg in 18 seconds or keep it like it is, but it gets removed by using that healing pylons, theres soo much dot in this game right now overall its a bit anoying.


Bugg:

- A bit overtuned damagewise, especialy if youre playing a melee character you have a realy hard time against him.
- At first i would love to see his plants represent the team colors a bit better, even after a lot of matches i just cant tell if the plants are friendly or from the enemy team.
- The dmg of his plants should be a bit reduced imo too, or at least the delay between their attacks should be a bit longer so you are not just get melted that quick.
- His shield burst gives you another one of this kinda bugged shields like i described earlier, it gives you the shield amount, but it keeps draining and refreshes every second. This needs to get fixed its so hard to tell if you get damaged, or its just the visual bug on your health bar, or is it realy reducing its shield amount, its just weird. It should be a simple shield with a set amount that disappears after its duration or when it got destroyed by incoming damage.
- Shield burst should protect against dot dmg, so whats the point of providing a shield to yourself and your allies when you still get all the damage over time on you anyway?
- I would like to see his plants decay pretty quick after you kill him.


Drakahl:

- The impact feeling of his attacks is just bad, it feels like no difference if you hit or miss your target.
- Lets say youre attacking a target and more or less spamming your left mouse button and then you wanna use your [E] or [Q] + [left click] ability it just feels bad, because if you miss the end of your attack by just a little bit it will just do another melee attack instead of activating your [Q]/[E]. I think as soon as you press [Q] or [E] it should buffer the ability to activate right after your melee attack finished, and you could just [left/right click] as soon as the ui pops up to choose which skill you wanna use then.
- Ranged pull sometimes shows 2 lines and the collision detection feels like its not constantly working, but this could be lag related aswell.
- Damage seems to be a little bit too high.
- He is another character that deals soo much much bleed damage, its just too much in the game right now, lower the dmg a little bit but convert it more towards direct dmg.
- His immunity for 1.5 seconds and the uninteruptible use of medpacks is almost too strong, it almost feels like hes a better tank then the more intended tank classes like Earl and Rahi.


Rahi & Brother:

- His knuckleduster sometimes just deals no dmg to npcs as well as players, it just goes through them leaving them untouched
- His charged jump meter sometimes just does not work, not sure its lag related but sometimes it shows full but does only a small jump or its just not realy charging at all.
- Brother is a bit too slow, i think it should at least be faster then yourself so can at least close the gap to your target a little bit with it. It already has a pretty long cooldown, even if it is probably more intended to be an escape skill to get out of the battle. His movement when approaching the target location looks just bad too, like he is checking to be 1 meter above the ground on each frame, making him jump up and down on cliffs. Just let him fly in a straight line towards it would make it look and feel better.
- His activ shield (laugh it off) should shield you from getting dots stacked up on you during its duration. When you activate it it makes you an even easier target while for example tosca can just easily put all his shots onto you filling almost your whole health bar full with dot.


Ajonah:

- Shooting the rifle feels the worst in the whole game right now to me. Its like you click your left mouse but it doesnt feels like theres a difference if it shoots, hits a target or nothing happens because youre out of ammo, the click feels always the same.
- I noticed that if you click twice it buffers the shot, this should not be the case, i think this is part of why it feels so bad, if you try to shoot twice but the delay between attacks is not over it buffers the attack just to shoot when its ready, even if you dont want that anymore, offsetting all your following clicks. So the shot comes out at moments you dont realy want it, if its not ready when you click it just should not shoot until you click again.
- Her escape is kinda bad, the grappling hook is a fun mechanic but realy predictable and should maybe have a bit shorter cooldown.


Sazan:

- Switching your weapons should be a bit faster or feel more fluid. For example after shooting your shotgun and you wanna quickly switch to your assault rifle to get that little bit of shield, it takes almost 1-2 seconds until you can switch, this just feels a bit bad imo. This wouldnt realy be a buff to her, because even if you switch faster you will therefor have a longer period of time whern your skills are on cooldown and you cant switch then anyway. It just would feel a bit better. Same for switching to your knife for your cloak and using your dash skill, it just makes you have to wait until your cloak is almost over already.
- the particle effect from the speedbuff you get when switching to your shotgun stays too long, its almost double the time as the buff lasts.
- The knive throw should be a bit quicker, right now you switch to your knife and have a bit of delay before you even can activate it, then it takes about 1 second until it actualy gets trown and then you have the travel time too. im fine with it to be a skill that needs to be aimed good and has not the highest projectile speed, but it should at least be thrown pretty close to the moment you clicked and not over a second later.
- Sometimes your ui just gets broken, when it happened it was showing 1/3 of the ammo missing and not updating anymore. So you just see 2/3 shotgun shells or missing about 5 shots in your assault rifle even if thats not true. Even switching through weapons wont fix this, it will stay bugged until you die.
- When switching to your assault rifle you get another one of this kinda bugged shields that keeps draining itself, then jumping back to its value and draining again over and over again. just make it a solid shield value like a shield should be until its duration is over or it got destroyed.

Performance:

- The biggest problem for me is the LAG, its horrible! im not even sure if there are regional servers but it always feels like im playing on the wrong servers. Im from Germany and i always think i got matched on some NA servers or the servers just cant realy handle the game itself. Usualy i have a realy good connection running a latency of 6-10ms in other games, but in this one it always feels like 100-200ms.
- This results in a lot of delays in dashes, missing shots when you know you hit your target, even on the npc creatures sometimes it feels like its just not recognizing the hits, some rubberbanding, small teleports and overall jitter and glitching. This could also affect some of the characters gamemechanics like the weapon swap on sazan, so it would be nice to hear from some players that dont have that much problem with latency if it realy feels that bad/slow.
- Had serveral times the high latency warning showing up and you just cant move anymore, and i dont think it was only me because when it continued after several seconds all the other players looked like they got stuck too, so i think its server related.
- I experienced several situations where the game just freezes for 1-5 seconds for no reason. It doesnt have to be in situations where a lot is going on, it can happen at any time when youre just walking alone, looking on a wall doing nothing. this needs to be fixed, nothing worse than that, if this happens in a fight youre just dead...
- several server crashes where you get kicked back to the main menue and cant even rejoin the match anymore.
- Gameperformance itself is not too bad for me overall. At least it doesnt have any huge framedrops on my end, but indeed could need some improvements, im running it around 60-70 fps on 2560x1080 on a gtx980ti. the point is that changing any of the graphic settings simply makes no difference. But i heared even people with more up to date hardware dont get more fps out of it and this shoulndt be the case, so there is probably something bottlenecking and limiting the max fps, maybe some visual effects that just add a lot to the frametime. What gets me worried here is that there is just fps limits for 30 and 60 fps in the options so its maybe just designed to run like that? i hope you guys didnt do the mistake of using frames instead of frametime for some of the game mechanics and thats why it gets a softcap around 60 fps so things dont get out of hand with high fps?
- In terms of stability i cant complain that much, only had 2 game crashes in my 50 hours of play and in that cases the rejoining did work.


All this said i hope this game will improve a lot over the next weeks and survive until then. Maybe it will get some better reviews and get some players back aswell as new ones. It should just got a beta or early access tag on it. Overall i had some fun in the game even if a lot is wrong with it right now, just hurry up if you wanna save it.

Thanks to everyone that managed to read this wall of text!

Cheers
submitted by R1t0x to PlayCrucible