The gamespeed doesnt match the features. radar, turrets, classes, upgrades, objectives, campaign mode etc.. and strafejumping, bunnyhopping and running at cheetah speeds?
And all of the former features maintain their utility even at the fast run speed. You only need to strafe jump and bunny hop if you rush the objective. If a team has it's act together, it won't be rushing the objective until the enemy teams defenses are already down or in disarray. You take down enemy defenses FROM RANGE AND USING THE TOOLS YOU DECRY AS USELESS AT THIS GAMESPEED. Meanwhile, the defending team is using tools such as radar and artillery to fend off your rush. The game only devolves into a deathmatch in one on one very close range encounters. If you say otherwise I'd be very interested to know how often you die in a round and how often your team actually wins.
the vehicle controls are wonky
Air vehicle control still isn't great. They really need to implement joystick control which I was very disappointed to find out wasn't in the demo. That said I've gotten proficient enough at flying that it's not that much of a handicap.
As for ground vehicles I disagree. The Armadillo is a lot of fun to drive; I really like pulling the handbrake and powersliding across a group of Strogg then flooring the accelerator to get out of there before they can respond. I don't care for the Desecrator controls but to be honest I've yet to see a hovertank control well in a video game.
the GDF weapons are at a disadvantage compared to the Strogg weps in terms of "what can you see when the shit hits the fan", meaning, the Strogg weapons fire lasers which can be used as a sort of tracer fire.
Tracer fire goes both ways. It is really, really easy to identify the location of a Strogg player. Less so with GDF. I've played entire rounds as a GDF sniper without getting killed simply because the Strogg don't have tracer fire to follow back to my location.
the deployables are too tall/visible and take up too much of a footprint.
This has never been an issue for me. When I play an engineer I rarely have a problem keeping a WELL POSITIONED turret up and running and earning me tons of XP. Likewise, given the great effectiveness of a WELL POSITIONED turret it's only fair that the attackers be able to see the bloody thing so as to figure out a way around it/to disable it.
the 3rd eye camera's detonation is rather useless
A sticky det pack is useless? To be honest I think the 3rd Eye is a lot more useful than the Strogg Flyer Drone. 3rd Eye gets you short range mobile radar and can be used as a det pack to take out vehicles/deployables. When I play covops and am not sniping, I use the 3rd eye all the time.
from all but one of the forward spawn points on both maps, the GDF can take out the correctly-placed Strogg deployables from the safety of their base..because, the deployables stand out, and there are only a few places per map (thus far) where the deployables are best placed so you always know where they are placed.
Which means GASP the primary job of an engineer is keeping the deployables up. If deployables were impossible to take down wouldn't that make the attackers job even harder? As it is, deployables stay up IF engineers place them well and focus on keeping them repaired. Deployables are easily destroyed IF an attacking soldier hangs back and makes intelligent use of the rocket launcher, in other words deployables are easily destroyed IF A SOLDIER PLAYS HIS ROLE WELL. God forbid a class based game reward players (and their teams) who play their class well. The obvious counter to a good rocket launcher armed soldier is A) a sniper or B) anyone else who can get close to him as the soldiers back up weapon isn't as good as a standard lacerator/assault rifle.
air vehicle controls blow
Agreed. I'm hoping that when joystick support is implemented they will control better but as is they aren't as fun to fly as the BF helicopters.
if I am a Strogg player, defending a Sewer, where are my native interior defenses? no built-in turrets?
There weren't any built in defenses in most Team Fortress maps either. The attacking team is already at a disadvantage on the last stage of sewer, no need to throw an automated defense system at them as well. Besides it means that if the defending wants to win THEY HAVE TO DO THE DEFENDING.
again, the animations are garbage (Strogg grenade throw looks horrible)
I'll keep my eyes open for the Strogg grenade throw. As it is I haven't really noticed the crappy animations that some people are always complaining about. But then again graphics have always been tertiary to a good game for me, probably why I'm not a member of the target market for Fallout 3.
field ops rather useless indoors
Amazing that not all classes are equally useful in all situations huh? It almost like SD wanted different team members to have greater importance at different stages of the map. What a fucked up idea that is, eh?
the official videos show a slightly faster than BF, slightly slower than quake game speed with what appears to be coordinated attacks
I've done plenty of coordinated attacks.
no VoIP, despite squads.. which btw, are wholly useless anyhow.
Lack of VoIP was a major mistake. Apparently that's coming in a patch though.
8vs8 (clan gaming preference) is horrible.
Actually 6v6 is the standard clan match. Have you seen those 12 person stopwatch servers? Those are for clan scrims.
I ruined games by taking the RL/Strogg equivalent..name escapes me.. and just taking out the deployables.
You ruined the game, or you provided a very helpful service to your team that kept the enemy defenses in disarray? It's not like a rocket launcher guy is hard to counter, the soldier back up weapon is only useful if you get the drop on someone. If they get the drop on you, your pretty much screwed. That and you're vulnerable to sniper fire.
This comment was edited on Sep 13, 14:02.