The guy barely played the game and while he does have a couple of valid points largely this review means nothing.
Of course, the responses to this are quite predictable. While I agree with most of his points, and disagree on some of them, the arguments that you plebs resort to are hilarious. "he needs to l2p" "waah qq" "only 5hrs played!?!?" Pathetic. It doesn't matter if the TTK is fast relative to Counter-Strike, Call of Duty or any other shooter. Because you know what? This isn't supposed to be an ordinary shooter. This is supposed to be an MMO-FPS set in the Warhammer 40k Universe. Unless that has changed, and I've missed the memo. Space Marine, the action game which this game borrows heavily from, had longer time to kill. And that was intended for even smaller scale combat. The idea that you can retain this low time to kill while accounting for the fact that both support and melee has to be viable options is ridiculous. The problems of critical mass will exacerbate the problem where you'll have more than 100 people just sniping each other left right and centre, to the point where movement itself will become restricted. Sure, maybe people will learn to just sit in their bases and try and snipe eachother from each respective spawn, but is that really the Warhammer 40k fantasy we craved? Is that how all the famous Warhammer 40k panned out? Just a bunch of "action FPS" players just sitting around camping, sniping each other? In fact, what will even be the difference between Orks, Eldar and Space Marine in the end? That Eldar will die 0.2 quicker than a Space Marine? You can't have a Call of Duty style FPS and just scale it up to a 100+ people. And if you wanted to, I highly question if Warhammer 40k is the right avenue for that. Despite my rant, I have some hope for this game left. There is potential there. That said, the responses you give to his video makes me all the worried that the feedback that developers will shape their game around is coming from you people.
What you're saying is not factual. The game is meant to be played tactically, and that means adapting to situations you find yourself in. If you find yourself getting snipped, you don't nerf the sniper or rack up the TTK, you adapt to the situation instead of crying that you aren't your own little Rambo. The Space Marines, though strong as hell compared to the average human, are not above all other races. They're just as vulnerable, and in this universe it all evens out. Bolters, Plasma, Melta, all these sorts of weaponry are MEANT to combat those to the scale of a Space Marine or greater. A Space Marine isn't going to walk through bolt rounds like it doesn't hurt. Because it DOES hurt. Thus, you're saying TTK is too low, when it's usually above par of most shooters and stays true to the lore. I'm not saying anything in question about the game is illegitimate, but I am saying is just because "you're a Space Marine" doesn't mean you're immediately stronger than other foes by default. And when has the last tactical shooter had Melee guys charging at you and posing a legitimate threat?
you have realized that the fact of the big scale of the game is the reason why the TTK will always be short because when a lot of people is shooting you will instant die anyway? no matter how much HP a character have when 20 people is firing at you, you die istantly. you want something like 5 seconds for die under 20 people fire? not even a tank in a themepark game survive soo much.
It doesn't help that he's using an Apothecary, which has lower health then the Tactical and also has a weaker bolter as well. Being an inexperienced player is probably compounding his problems, although he did mention something about spending a ridiculous amount of money on a founders pack so maybe he's been playing since before Early Access on steam. I've put about 60 hours into the game and at first I had huge issues with TTK, but now it's not as big of a deal as I've learned to play smarter and not just rush into bullets, (as much). With that said I think TTK should be increased by 25-50% for a couple of weeks just to see how things go, I mean why not? It's Alpha right?
Oh and the people using the 'it takes 30 bolter rounds to take out a guy' as a defence know damn well that plasma guns take out melee and tacticals in about 3-4 shots with auto fire.
This is very true. However, there's an important lesson here: If you want to maintain a high skill cap in a game, and thus cater to hardcore players, you really need to implement measures to teach new players what they are doing wrong, otherwise your game becomes too inaccessible, or gets thrown out as 'simply not fun'. DOTA2 has recently been (quite successfully) combating their rather daunting high skill cap and steep learning curve by implementing self-view able player metrics (which spell out things you should improve upon to get better), and practice modes. There's an element of "we want our game to be viable for the competitive crowd" but recognizing that such an attitude can be very daunting to new players, and assisting their ability to learn and explore the game, without holding their hands. Once you have such systems in place - which can be as simple as a tutorial, practice ground, and so on, you can then sift through the 'absolutely incorrect noob' comments much more easily, and such things propagate far less: making balance discussions more meaningful simply from the reduction of misinformation. Of course, creating such a thing at this present time is slightly impossible, as the systems are still in flux
We're already trying to scope for a suitable training area that allows the seasoned players in the community to interact with newcomers.
The second I heard his voice, I had to stop. He just seems so...Self-entitled to everything and uptight.