Free to play
In my opinion 1047 should try some free to play elements which will boost the player count.
Keeping multiplayer as premium, they can probably add Empulse Arena Royale as a free to play experience.
In my opinion 1047 should try some free to play elements which will boost the player count.
Keeping multiplayer as premium, they can probably add Empulse Arena Royale as a free to play experience.
So I come to this SUB to whine every day till 1047 listens or the majority of the Empulse community understand the reality. This game is awesome no doubt about that, but very bare bones at the same time. Movement feels very smooth & intuitive, hence once you learn it you don't have so many things to do. So we need a few systems to keep the player base engaged.
Pick 10 system: implement 'pick 10 system' like old COD. It will allow the player to customize load out multiple ways & evolve different play styles & strategies.
Noob mechanics: add few noob mechanics so that casual players can survive the fight against movement demons. Provide some breathing room so they can learn the movement at their pace. Add a few abilities like Armor, Invisibility, Sonar & Amp wall etc.
Game Mode: Add a signature game mode, not too easy nor too complex. An example would be 'cash out' from The Finals.
I can keep on going, but nonetheless if few changes are not in place, it will be harder to keep the player base growing.
No idea how big the play base for the console is. But my request would be to keep the 'crossplay' on if you guys really want to see this game to thrive. I have rarely seen any console guys in my lobby after the PS5 release. It is very painful to see the pc player base is shrinking day by day. And if it keeps on continuing, I don't think Empulse is going to survive for very long.
Selectable in place of grapple. Press the ability button to activate the armor, press again to de-activate it. When activated, additional armor health is only 10. It keeps on increasing armor health as you inflect damage to the enemy & maximum it can accumulate up to 100 armor health. Armor health falls off slowly if you stop damaging the enemy for next 3 sec. While activated, any damage to your base health doesn't regenerate. Deactivate the armor to resume health regeneration.
If 1047 really removes the Mech from the Rank, I guess lots of people will grind rank mode specifically to avoid mech. As there will be no use of the 3rd perk slot, just wanted to run my wild imagination to spice up the Rank arena
New 3rd perk for Rank mode:
Gunner: add 5 gun attachments of your choice
Gun slinger : carry one more gun to the arena
Dual wield : only applicable on SMG, pistol & shotgun
Painter : Carry 2 paint bombs of your choice
Specialist: add 2 more perks of your choice
Kill chain: every kill adds a random perk , effect reset after death
Just watched Ian's live stream on Twitch. List of things which are coming
Another balance patch & most anticipated one, Sniper getting buff - ETA 1-2 week
Team is working on new gun skin & character models for next sprint
Plaza map getting a new makeover very soon
Custom game mode coming soon
Experimental play list to playtest WIP feature like ADS & new map
New Paint bomb WIP. 'Slippery' paint bomb may or may not come
Anti mech weapon WIP
2 types of mech WIP
'Play of the game' WIP
Mech may get removed from Rank
As we all know Empulse has been released as EA. Currently movement & gunplay feels awesome. Everyone has to agree, we have a very strong foundation to build the game upon. Also for the same reason the game feels a little empty at the same time.
It is safe to assume in EA there will be no season wise content release. My request to the dev is to be little more transparent in terms of contact & feature what players can expect to see & by when. My request is to reveal a small road map, the way forward how the content should be added to the game. It will make the player base to remain excited & keep invested in the game. Because after initial honeymoon phase player will search for next exciting thing due to limited contact available at the moment. Which is very dengerous for longevity of an multiplayer only game. It will create a ripple effect, where initial player bleeding will result a death penalty for entire player base. Which is already started & can be seen from the Steam chart trend for past few days.
In my view art style related things like character models and map graphic updates can wait a bit. Rather than releasing in parts, dev can make a total art overhaul in single update in future date.
Known feature & content suppose to get added:
Gun ADS
Mech customization or class system
2 new big maps
Gun Balance is important, but it should not eliminate the distinct character of a weapon. Otherwise, every gun will start feeling the same. In my view, the player should have access to different play styles which can maximise the potential of a specific group of weapons. If there is no possibility to accommodate different play styles, after experimenting with every gun initially, the player will start realising which 1 or 2 gun performs better. Suddenly, gameplay will become certain 'Meta'. Every player will expect that the other guy should try a different weapon, a different paint bomb, while he only uses the mata loadout. It also eliminates the excitement of adding new guns to the game as it will be a reskinned version of the old AR/SMG with nothing to none stat changes. For example, if you add accurate hip fire to the sniper, it will become another slow-firing DMR. If you don't, Sniper will become punishing to use, hence no one will consider.
Movement speed & weapon handling should also be affected by the gun. Pistol & shotgun should be fastest, SMG being faster with maximum close-quarter capabilities. AR should be mid-capable, more of a balanced weapon. LMG & Sniper should feel heavy. No way the player should have access to full speed while using an LMG. LMG should be more capable as an area denial weapon with devastating firepower to guard an objective. Currently, LMG feels like a forced burst-firing AR with a bigger mag size.
I am expecting dev to consider different gadgets instead of only grappling for varied play style, with the possibility to experiment with different loadouts & guns. For example, suppose my gauntlet can shoot sonar darts, which will highlight nearby enemies within the area of intent. Highlighted enemy will receive amped damage. Now my sniper can one-shot people. As a counterplay, the enemy should prioritise destroying my dart to end the effect. Similarly, abilities like dash & invis can be paired with pistol/shotgun gameplay. While armor and amp wall can be paired with LMG for maximum efficiency.
Introducing new ability instead of grappling, the 'Ice Axe'. We all know Empulse is all about movement. Speed thrills but kills. Sometimes the speed is too much to control, sometimes you can't avoid multiple grouped enemies & get outnumbered due to speed. Ice Axe will operate like an emergency brake system. You need to be near any surface area to activate it. Now you can slide cancel by activating the Ice Axe. Or suppose you are bunny hopping with full momentum & wanted to stop just before the corner only to slightly peek & shoot from cover, now you can do that. You can stop mid wall run, hang from the wall & start shooting. Currently the enemy can easily pre aim & melt you because it is very easy to read the floaty movement. It will add another layer of tactical play. You can now latch on a friendly mech & save his back from a sneaky attack. Don't try on an enemy mech it will electrocute you.
Can we have a TF2 inspired map. The top of my wishlist would be 'Glitch'. I think Empulse will play awesome on this map.
Just saw a post on X, that Empulse sold around 47k copy total. Does anyone have any idea on this? If it is true, it will be a big win for the Empulse community.
This mech is swift & nimble, small in size & limbs are thin. Almost looks like an extension of an exo skeleton suit. This was the prototype based on which other mechs are developed. This mech can almost mimic the movement of a Lancer, can jump & slide. Due to keeping it nimble, the armour plating is less. The pilot's upper torso area is exposed while operating the mech. Contracted damage to the exposed area can kill the Lancer before destroying the mech. In that case, the mech will become a pick-up item by the next person.
Primary weapon: 6-round magnum revolver, slower fire rate, high precision damage
Secondary weapon: Plasma katana
Ability 1: Katana parry stance. Block incoming projectiles, and can deflect the bullet towards the source.
Ability 2: Projectile katana slash. Can send plasma slash towards the enemy
Passive trait: Successful kill can restore some portion of its health
'Dragon breath' paint!!!
Upon contact it provides amplified damage on every fired bullet, adding a burning effect to the receiver.
Now probably Sniper & hammer can one shot people.
Red Bull paint!! It gives you wings for a short duration 😁
So we are fighting in this futuristic cyberpunk world, one team trying to destroy the AI order & another team trying to restore it. And I have to believe my gauntlet is only capable of throwing grapple.
Come on! 1047 unleash everything, time to break free. Let me live my power fantasy.
Step 1: add everything from Empulse to SGAR arena royale
Step 2: make portal & grapple as pickup abilities
Step 3: if you pick up a grapple you will have access to wall run & speed paint
Step 4: make portal & grapple recharge adjusted for fair game play
Step 5: Let them fight
I am offering a truce, let's see how many of you will agree!!!
1st step in the right direction. All time peak player count went from 2740 to 2860 on steam. It is better to improve by a small margin rather than making 1M player count on release day & losing player day by day.
Wishing 1047 all the very best!!!
Let's spice up the arena. Mech does not spawn automatically anymore. Instead, we have 4 holographic printers in the arena: 2 near each spawn & 2 near the middle point. The player can take a print based on the 'battle point' they have earned. Printing takes time, depending on the print tier. So the player has to guard the printer until they acquire the print; otherwise, the enemy can hijack it. Battle points consist of 3 different points combined
Damage point: earn by inflicting damage to the enemy
Style point: earn by performing parkour. Basically, lava on the floor.
Objective point: earn by playing the objective.
perform all 3 simultaneously to earn maximum points. Battle point resets after death. Now removing all mech perk from the 3rd perk slot. 3 new perks for the 3rd perk slot
Booster: add a small multiplier on battle points
Looper: Battle Point does not reset after death
Hacksmith: can restore the print from the printer at a discounted BP
Print Tier
Tier 1: Sledge Hammer
Tier 2: Rocket Luncher
Tier 3: Goo gun/Flame thrower
Tier 4: Light Mech
Tier 5: Medium Mech
Tier 6: Tank Mech
Note: The higher the rarity, the longer it takes to print. The announcer announces loudly what is getting printed. Player drops the item up to tier 5 if eliminated before full utilisation.
BO3 was my longest played COD of all time on PS4. Never experienced it on pc.
Has anyone tried 'Empulse', it plays somewhat similar to BO3. You can always try it, if you have that old itch..
When can we play sniper only game mode?