Bug: Multiple Gameplay Issues in Forefront Alpha
108 °C
Bug #54

Multiple Gameplay Issues in Forefront Alpha

Status: Closed
Priority:
High
Added by:
nickbond
on August 13, '25
Assigned to:
Unassigned
Due date:
Reported for:

Steps to Reproduce

  1. Playing alpha standalone

Explanation

1) At the end of each round, death statistics are always displayed, but there's a flaw in the overall team point statistics; it only shows team points earned. The losing side is left with "0" points.

2) Reloading the shotgun is awkward and impractical. As it is, you can unload unused ammunition if you repeat the action quickly, but the worst part is that sometimes, when you c*** the shotgun, it doesn't immediately take the cartridge, and it takes about a second to reload and fire. This means you end up cocking it multiple times in case it fails in between. 3) Poor damage output among weapons. Shotguns are fine, but a bazooka that explodes next to you doesn't kill. Only if it hits the enemy. And the tank needs three bazookas of ammo... With the assault machine gun, you have to fire a lot of shots, even to the head, to kill enemies. I have enough bursts to the torso and still stay alive. 4) The engineer with the sliding poles... these don't indicate how many you have. And sometimes it lets you put them in and other times it doesn't, without specifying why, well, I just got a new one... I should have ammo. 5) The assault player's c4 never detaches/sticks to anything else. I couldn't place it, nor did I ever get the option to explode... it doesn't seem to work. 6) It's impossible to confuse using only your left hand and aiming with your right hand while riding a motorcycle or car, since the accelerator is the trigger... I can understand this on motorcycles for realism reasons... but not in cars. 7) The current game does not allow you to choose the side to be able to play with your friends on the same team. 8) I don't like the fact that the main weapon's ammo runs out. There should be refill areas or something. It doesn't make sense to be a sniper and have to walk around running out of ammo. 9) S***** damage on small falls from a height. It appears when jumping off a box for a brief moment, and the parachutes don't even have time to open... but it leaves the player damaged. They should be able to tolerate a higher fall before taking damage. 10) Damage taken from explosions should be increased if you're inside buildings. In the hangar area where there are non-destructible offices, I put bazookas through the door at an enemy. Two of them went off, which I perfectly placed, yet the player was still happily running between taking cover behind the door and hiding. 11) Menus should stand out from other textures. Often, when you die, you fall near a wall, elevated terrain in front of you, or simply a tank on top of you, and it's impossible to choose any area or soldier type because they're not visible. A solution would be to view your corpse in third-person view from above, allowing you to have those options without collisions in front of you or... having it go black, making it impossible to see the rest of the items and only having the menu to choose from. Thanks

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