Re: CMT Public Beta Feedback
	
	
		
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				Originally Posted by 
TVTyrant
				 
			
Enemies need to throw grenades.
			
		
	 
 
Give legendary a try.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		
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				Originally Posted by 
Invader Veex
				 
			Give legendary a try.
			
		
	 
 
^^^
So... Many... Grenades...
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		
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				Originally Posted by 
English Mobster
				 
			^^^
So... Many... Grenades...
			
		
	 
 
QFT.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Another thing I found was that playing on low detail, at the end the marines face has a crease in the middle, and looks horri-badly textured.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Player speed is actually faster, not slower. I personally like the SMG reload as it is because it helps make the player use it differently than the spiker. I also find it encourages players to use it more of a shield stripper so they will follow through with  a beat down.
Also, for people complaining about the brute PR, its stronger but generates more heat than the elite PR. It's unlikely to change.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		I have added some of my comments into the quotes, using red italics.
 
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				Originally Posted by 
sdavis117
				 
			- I liked the new BSP's, but some direction would have been nice. I got lost far too often. I think having very clear differences between the repeated bsps would help there, that or don't have any of the new bsps repeated. I kept thinking I had gone in a circle, then finding I hadn't.
- In the first cutscene, the arms of the technicians who wake the MC are too thin. It's like looking at paper. That's true, they are very odd looking.
- You need more health packs in your new BSPs. You have so many grunts who like to overcharge their PPs then let their buddies shoot you, I had a hard time keeping my health out of the red. I only found like 2 medpacks in the new BSPs. A few more health packs would be nice, not too many, but a few.
- Some more ammo for human weapons would be nice too. It was cool using the spiker, and I liked the new Plasma Rifles, but some human ammo would have been nice. There was almost enough actually I think, but I see what you mean.
	 
 
- The Brute's blood went everywhere and completly blotted out the wall and floor for some distance around it when I shot one with an SMG. There was also a dead straight line where this blood stopped.
- String list indexes when you pick up the pistol, some types of ammo and maybe one or two other things are wrong.
- Where did the crewmen go? there are Marines all over the bridge instead.
- Brutes where a tad too hard to kill I think
- Personally I perfer the HALO3 SMG fire sound and the HALO1 Assault Rifle sound, don't like the weak sounding versions you have at the moment.
Also unlike what some others have been saying I like the scilenced pistol, apart from that laser which looks wrong. I suppose it could use a slight volume decrease in the fire sound too.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		
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				Originally Posted by 
Masterz1337
				 
			I personally like the SMG reload as it is because it helps make the player use it differently than the spiker.
			
		
	 
 
But the issue is that the spiker is different from the SMG in more than just that regard. It fires slow projectiles that are offset by the fact that they do more damage. The SMG has a higher rate of fire, lower damage per hit, and a rather useless melee. Forcing the player to change reload tactics with ONE GUN is gonna make that gun be unused. I sure as hell don't use it. I love the gun, I love the sound and graphics, but it is absolutely nerfed right now due to the reload.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Also, some of us have the unconcious habit of pressing "R" whenever they're not in a firefight. I just gave up on the SMG because I'd fire a few shots (perhaps 10 bullets) into some grunts, hide, reload, and find I was running out of ammo ridiculously fast.
Even in games without R as a reload I find myself reloading, like UT2K4, where it's bound to a chat key.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		
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				Originally Posted by 
itszutak
				 
			Also, some of us have the unconcious habit of pressing "R" whenever they're not in a firefight. I just gave up on the SMG because I'd fire a few shots (perhaps 10 bullets) into some grunts, hide, reload, and find I was running out of ammo ridiculously fast.
Even in games without R as a reload I find myself reloading, like UT2K4, where it's bound to a chat key.
			
		
	 
 
Same here, I have that exact issue. I might not even be done with the firefight yet, but I impulsively hit the reload button so I have a full clip, and the gun's empty after having killed five grunts.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		
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				Originally Posted by 
teh lag
				 
			(The original rationale behind it was that the magazine goes flying off during the reload animation)
			
		
	 
 
Every gun loses the magazine during the reloading animations (yes, besides the shotgun and needler, smart-ass), what kind of rationale is that?