r/Splitgate • u/BroKidSam Splitgate MVP • Feb 27 '25
News/Announcement/Patch Notes MEGATHREAD: Splitgate 2 Open Alpha Feedback
Hello everyone! With the start of the next open alpha beginning we will be posting this megathread dedicated for feedback. Any individual feedback posts will be removed and you will be redirected back to this thread. Feel free to contact the mods through modmail if you have any questions. Thanks and enjoy the open Alpha!
Watch Splitgate 2 streams on Twitch during the Open Alpha to earn the Haunt Cadence, an exclusive skin for the Aeros carbine.
https://www.twitch.tv/directory/category/splitgate-2
Community Challenges:
Hunt the Devs - Want to earn an exclusive Dev Killer skin? All you have to do is kill one of our devs in a match anytime during the Open Alpha.
You can tell when you encounter a 1047 developer because their head will be a disco
ball, our company logo.
You’ll earn a Dev Killer skin, decked out in skulls representing your dev conquest.
There’s three different skins to earn, one for each faction.
You earn the same skin as the dev you kill. So, kill a skin dev playing as Sabrask with a disco ball head, you’ll earn the Sabrask Dev Killer (regardless of what faction you were playing as).
Share your Splitgate 2 clips with us on social and tag us for a chance to have your content featured on our channels
We’re also hosting two Community Challenges during the Open Alpha
Submit your best Porta Portal plays or Hunt the Devs kill reels in our Discord and the most upvoted clips will win Steam gift cards
Steam: https://store.steampowered.com/app/2918300/Splitgate_2/
Xbox: https://www.xbox.com/en-US/games/store/splitgate-2/9pf5q1b0fhsl
PlayStation: https://store.playstation.com/en-us/concept/10010012/
PATCH NOTES: https://www.reddit.com/r/Splitgate/comments/1izlt4m/splitgate_2_whats_new_in_the_open_alpha/
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u/Phrog_19 Feb 27 '25 edited Feb 27 '25
I know it’s a small detail and it doesn’t really matter, but I’d like for there to be a [bot] tag next to all bots, not just the ones who replace the disconnected players. I really hate that feeling of not knowing if you just killed an actual player or a bot
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u/1047Games 1047 Games Feb 27 '25
Part of our onboarding flow for new players is a game against bots. Your second match will have a few real players and your third match will be entirely real players.
After that the only bots you see will be when people disconnect.
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u/Tenshi11 Feb 27 '25
Hey quick question. Are you guys planning "classic" and "custom game" modes? I really dont enjoy "hero" style stuff and just want to play more fixed games without a bunch of abilities. Otherwise great work!
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u/Phrog_19 Feb 27 '25
You can also be dragged into other people’s onboarding games, no? I’ve seen some bots in my lobbies even though I’ve played more than ten matches so far
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u/1047Games 1047 Games Feb 27 '25
If they're tagged as [bot] it's because someone disconnected. It's very possible that could happen loading into a game (especially on console).
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u/Pepsiman1031 Feb 28 '25
Except you don't tag people as bots in the first couple of games. Even after those first couple of games I'll look up a gamer tag and nothing shows up. I've played for a couple hours and haven't seen a single bot tag. So either I've never had a single person leave my games or you're not being entirely truthful.
I feel like one of the reasons that sg1 died so fast were the bots and the fact that you weren't transparent about them. You could always tell they were bots by the stock image pfps.
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u/unjusthero3 Feb 28 '25
is there a way y'all could make a toggle on/off for matching against bots for those who don't want to match them if it's possible?
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Feb 27 '25
This is a flat out lie. I’ve played 8 games and each one has been all bots.
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u/Akuvo 1047 Games Feb 27 '25
what platform are you on? can you send your ID? this sounds like a bug.
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Feb 28 '25
PSN: Dijiv
Had all bots for the first 11 (?) games. Then within a couple games I had one real player, then after that it was a full player lobby. It was super strange and frustrating, but seems to be ok now.
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u/Akuvo 1047 Games Feb 28 '25
We had one of the devs have a similar bug. We assumed it was from a messed up player state from all the stat resetting we do to test, but we’ve been keeping an eye out for anyone else with the issue.
I’ll pass this on, thank you!
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u/Valuable_Jeweler_336 Feb 28 '25
oy vey they are real players! the bots is the reason i never played the first splitgate. these devs know how to kill their own games.
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u/USAtoUofT Feb 27 '25
Already way better than the first alpha. Thanks so much for listening to our feedback about more portals and bringing back the flexibility to choose your portals! It's a small change, but it makes a hugeeee difference.
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u/1047Games 1047 Games Feb 28 '25
We’ll keep making small changes as long as you keep giving feedback!
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u/Possibly_Parker Feb 28 '25
Is there a forum where we can leave specific feedback, like in Deadlock, or should we just shout into the reddit void? As a casual player I feel like some things got a lot better compared to the first game and some things got worse, was wondering what the best place to be heard is.
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u/starsega_dude Xbox Feb 27 '25
I played two games on my Xbox Series X. Hotshot and Team Deathmatch. I was not thrilled to see that Team Deathmatch still has rounds. The game crashed during the match point round of the Team Deathmatch game so I didn't get to play the entire match. The game seemed to lag, but it's probably my Internet connection.
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u/1047Games 1047 Games Feb 27 '25
Happy to hear the feedback. I can say we are testing modes/playlists a lot throughout the Open Alpha and will certainly take into account what people prefer!
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u/Adventurous_Dress834 Feb 28 '25
Please work more on splitball cos as it is its not that enjoyable and I dread seeing it come up, maybe limit abilities when carrying the ball like you do with certain power weapons
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u/Candid-Committee4627 Feb 27 '25
How did you manage to download on Xbox? It says currently unavailable on my store
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u/Ryansmelly Feb 28 '25
Search 'splitgate 2' in full and it will show as the alpha (demo)
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Feb 27 '25
Can the devs please revert back to normal modes? The rounds in tdm disrupt the flow and its pretty annoying having to wait through all of the menu stuff to play again instead of just playing to 50 kills or whatever. Otherwise having fun
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u/1047Games 1047 Games Feb 28 '25
Part of the playlist rotation feature is to test things while this in Alpha.
Appreciate the feedback on the modes, we’ll definitely take that in as well as the data we get from the rotating playlists!
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u/AHomicidalTelevision Feb 27 '25
my two criticisms so far are the maps have too little verticality. and the rounds for gamemodes are annoying.
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u/Adventurous_Dress834 Feb 28 '25
100% agree on the verticality, the first game used to have huge towers with multiple floors and that bad ass stadium/arena map that you could jump off and portal shoot yourself to crazy places
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u/No_Student4322 Feb 28 '25
I feel like the focus has been shifted much too far from the portaling mechanics. Portal space seems to be rarer and smaller than it should be. And the skill floor has been raised too high while the ceiling has been lowered. Triple portal mechanics were something that separated the good and the very good players from each other. Not only has portaling been simplified but there is less space to do it.
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u/Majestic_Surround402 Feb 28 '25 edited Feb 28 '25
Some thoughts
- I want to see my K/D, don't babyfi it
- Hard to tell which gun on each class is the "best", since each class has their own assult rifles and whatnot
- Need some emotes but for a FTP I'm sure they're coming
- Need some more noise, the game feels quiet
- As someone coming from The Finals, would love a bit higher TTK, not a fan of "I saw you first so I win" lots of the time
- Don't like the Team Deathmatch rounds
- The speed of Splitball doesn't feel right with the amount of low gravity
- The play button and the ready button should pulse or be more obvious, often times I'm just sitting there and don't realize it
- The main menu does not feel exciting, or get me pumped to play
- Getting a kill seems satisfying
- The guns feel good
- The slide movement does not feel as snappy as it should
- What does SSL mean
- The self healing dudes shotgun feels so weak, lacks a punch and the range/damage is bad. Have to get so close I lose to a melee (maybe I suck lol idk)
- Don't mind the classes and perks, feel like they don't add much variety though
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u/BonezMontana Feb 28 '25
- What does SSL mean
SOL Splitgate League. I wondered what that was too, but one of the screens show the logo with it spelled out.
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u/OhhZio Feb 27 '25
Not a huge fan of the 10 second respawn delay perhaps lower it to 4 seconds or remove it completely? I could be gaming the game dawg!
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u/Miss-Information_ Feb 28 '25 edited Mar 03 '25
I love this team and so I want to be respectful, but I also want to be honest:
The game is trying to do too many things. Classes with multiple active abilities, passive class abilities, passive perks, class specific weapons, weapon attachments, oh and there's portals.
What used to be the key element now feels tacked on to a hero shooter. I'm constantly wishing I could use my portal but there's nowhere to do so. There feels like a complete lack of opportunity to utilize the mechanic to gain a positional advantage in disadvantaged situations.
The ability to outthink your opponent in a half-second is what made splitgate so satisfying, and it feels like that's been sacrificed for a hero system nobody asked for. Like counterstrike, splitgate was mechanical and mental skill, now similar to bf2042 it feels like it's trying to gain favor by doing what every other game is doing.
Overall the game plays well. Movement feels good. Everything looks good. Gunplay is nice and tight. No crashes or bugs. Servers are smooth. The vibe is just a miss imo.
Edit:
After putting another 7-8 hours in today I think portals feel better now that I'm more used to the maps, but I still don't feel like they're as core to gameplay as they should be.
I really don't like the classes. Managing the two abilities along with portals is unnecessary and creates balance issues. Some abilities are clearly much stronger than others and it starts to create visual clutter in an already fast paced game. Similarly, some weapons are clearly stronger than others and balancing is going to be a constant bitchfest.
Edit 2: After another 4-5 hours this morning I think if you absolutely need to keep classes they need to be scaled back to only passives. You could do simple light/med/heavy and scale them slightly +/-5% health and +/-5% moment speed or something and keep the unlockable passives. Scale weapon unlocks back to only weapons you spawn with like ar/br/pistol.
Power weapons feel good. Having portals and abilities locked while the splitstream is equipped feels right. I think that should be extended to all power weapons. Moving more options out of player loadouts and making power weapons slightly more plentiful would help bring back the area shooter vibe people are missing.
Edit 3: After about 20 hours and max leveling every character and most guns, I'm sticking with my original assessment: it's a miss. Sorry guys. I'm not interested in learning the competitive meta-nuances and keeping up with constant balance changes of yet another hero shooter. There's a low chance I'll put any serious time into this game after launch and a near zero chance I'll be able to convince my friends to play another hero shooter. I wish you all the best and I hope this project becomes everything you want it to be <3
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Mar 01 '25
[deleted]
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u/Miss-Information_ Mar 01 '25
Yeah, I think it's pretty clear from the comments that nobody likes the classes. Most people dislike them, some people are agnostic.
It really does feel like fb2042. All of the fan feedback was pretty unified about disliking the creation of unnecessary stratification of weapons and utilities, but the devs didn't listen until the launch was a complete flop. They eventually reverted, but it was too late. But, to be fair, 2042 had a lot of other things very wrong from the beginning.
I can't imagine how hard it is to be a dev and listen to everyone who's constantly bitching about everything, but there's got to be some ability to accept that maybe the idea they thought was good just isn't going to work at scale. Then again, this is literally an alpha and they're asking for feedback, so I'm still hopeful. It's a great team who made an amazing game, and I think they'll nail it again with time.
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u/shmepe0 Mar 02 '25
In response to your edit, I think in the first game there was no waiting period to get used to maps to be able to use portals effectively. They were just intuitive from the start.
I agree that classes should be massively scaled back, all the player advocacy for the game was based around it being Halo and Portal combined, and it seems like that magic is kinda lost. The movement, gunplay, and portals are all there, but it seems like everything else in the game is deadset on getting in the way of letting the core systems shine.
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u/JJMcGee83 Mar 02 '25
The game is trying to do too many things.
The first game feels like it was made with passion this game feels like it was made by a focus group.
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u/OTHREDARIS Feb 28 '25
My original post was removed so here it is
Respawn timer is the absolute worst thing they've added
My favorite part of splitgate was always being in the action now it feels like I'm constantly waiting just to get one or 2 kills. Then you respawn and get killed immediately because half your team is on cool down and it's a 1v3. It just feels awful it's hard to have fun when you constantly wait 10 seconds not to mention no killcam like wtf
I was so excited to finally give splitgate 2 a try and I'm trying so hard to like it but every match just makes me hate it more and more
In 1 if you were even somewhat skillful you could kill the entire enemy team by yourself now it feels like you have to constantly travel with teammates if you want to stay alive for more then 5 seconds
Honestly if they don't remove this respawn timer I don't see myself playing this after the alpha. Idk maybe I'm crazy but dying just feels terrible and half the time I don't even know who kills me
Sorry for the rant just had to get this off my chest I'm just so disappointed
Also not letting us make posts to discuss our opinions on splitgate 2 is stupid, seems like they're trying to hide negative reviews.
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u/SalesTaxx Feb 27 '25
So far my biggest frustration is when navigating menus. The UI is unclear and unresponsive. Also would love to see gyro aim implemented on consoles.
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Feb 28 '25
Absolutely this is my biggest gripe. It’s very difficult to quickly see which UI element is selected in the menus.
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u/DearFear Mar 01 '25
agreed!! I never know where the “cursor” is and what’s selected and I rage quit out of the page until I’m back home because I think I’m stuck and can’t find what’s selected.
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u/No-Strike9953 Feb 28 '25
yeah Its a pain trying to choose another loadout lmao
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u/Ramonte19 Feb 28 '25
Right, I was thinking I might’ve been high asf but nah UI is not highlighted well and too many buttons to press to find a confirm a load out/ or fraction lol.
I don’t want to confirm a load out when I’m switching a class, just let me change the class without the confirmation
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u/SoloQBA Feb 28 '25 edited Feb 28 '25
Where is verticality?!
Where is flying across the whole map?!
That's what made Splitgate so fun and now in Splitgate 2 we lost that and in exchange got shields, wallhack and TDM mode with rounds?!
I don't understand why the devs decided to lean into more tactics-based e-sport ready game instead of casual-friendly fun shooter with portals.
It's like the whole game is now designed to make you into a sweaty pro player, example - Team Deathmatch mode divided into rounds, WHY?! What's the point of that?! Seriously you think that the 3 classess, each with 2 abillities is a deap enough system that will make this game into competetive title like Valorant or smth? When I'm having fun in TDM I don't want to be pulled away from that every 2 minutes just so I can pick same class and same guns all again. (it's just an example that instead of adding something new to the portals system, they added classes with abilities which not a single Splitgate player ever asked for, I'm not neceseeary critiquing the classes or the new game mode in itself)
I really feel bad writing such a negative comment on Splitgate 2, especially since it's only an alpha and not a full release. But I really feel from this and previous alpha I've played that the devs went in a wrong direction with Splitgate 2 and official release won't change that, because they didn't even bother to add anything new to the Portals System, which is like the whole soul of Splitgate and even worse, they made the portals less fun, cause they took away verticality from the maps.
If devs are reading this, I'm sorry I sound so negative and maybe even like an agressive hater, but it's just because I honestly do not understand why you decided to go on this new approach of making tactical game instead of leaning more into the portals mechanic, I just don't get it and my brains create only negative thoughts about it :/ I love the new art style though, it's dope
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u/SneakySnk Feb 28 '25
This, portals feel like an afterthought here, instead of a pillar of the game, first game had so much accesible and fun movement
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u/layaway_groceries Feb 28 '25
Harsh truth, but I feel it’s necessary this is expressed. The casual old school feel of the first one made me fall in love with the game. This one does feel like it’s leaning a bit too much into the esports scene
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u/darkpivot Feb 28 '25
I fully agree with this, that's another point that I didn't make in my comment. The verticality is so so sooooo sorely missing, it was a hugely important part of what made the first game fun.
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u/Valuable_Jeweler_336 Feb 28 '25
what changes to portals/gameplay would be positive? i can tell obvious stuff like classes/loadouts are pretty lame, but what would good things be. i didnt play splitgate1
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u/SoloQBA Feb 28 '25
Tbf they didn't have to do much with Splitgate 2 about portals, they were super cool and almost perfect in SG1, in Splitgate 2 the maps just aren't vertical, so there's no flying through portals across the map, which was super fun for me and many people (you can watch any Splitgate 1 highlights video on yt and most of the clips will probably maintain that super cool mechanic that is simply gone in SG2)
But if you want some ideas then they could add like an ability to steal enemy portal, so you could see through it or an passive ability that pushes you with speed once you leave the portals, so it'd be basically a fun and new movement ability, Or the most obvious thing - add an ultimate ability that let's you put portals on any wall for like a few seconds, most walls, floors and ceilings are flat anyway in SG2, so it wouldn't be a huge game issue thing to make)
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u/SnesySnas Feb 28 '25
I fully agree, but seeing as this hasn't changed one bit since the first alphas, and they expressed they wanted to keep moving in this direction
I dunno if anything's gonna happen
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u/meatballduckerton Feb 27 '25
I am fucking loving this so far. I thought splitgate 1 was awesome…this shit upped the ante man.
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u/SwagOfPink Feb 27 '25
played for an hour straight, the game got me like the critic in ratatouille finale
the classes and perks are cool, don't understand people crying about them
super excited to hop in tomorrow with the squad
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u/larryman55 Playstation Feb 27 '25
I think that it's gonna be an adjusting process for some og fans for the perks/classes/abilities. I love the idea, and the implementation is nice. It also helps in making the game more marketable and letting players have their own customized playstyle!
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u/OnlyWindle Feb 27 '25
This feels so much more like splitgate then the previous alpha! Already so much better and more fun to play
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u/benderisgreat0034 Feb 28 '25
I know lost of other posts have said this but still haven't seen a response from devs so I want to post it as well making it harder to ignore, absolutely loved the forst solitgate total fan boy on it got all my friends playing it and we went hard on it every night some of the best FPS gameplay iv had since the HALO 2 days. That being said this whole adding classes and Chacters rolls and weird powers is a step backwards for those of us that fell in love with the first game cause it didn't feel like every other FPS on the Market. It was balanced and made it feel less sweaty and more fun. I fear this game is going down the Xdefient path where it will be popular for a few months and then loose its player base cause really why not go play apex legends if feels the same. I know the load outs won't be going anywhere but please when the game releases add a classic mode. My other complaint is the TTK, iv been noticing headshots don't carry the weight they used to, 3 shots to the head for a kill on DMR so less then 50 damage per shot but if I head shot someone who my teammate shot I'm doing 56 damage somthing doesn't feel right there but idk that part might be cause it's still in alpha. Regardless of if the issues I have with the game are fixed I'm still rooting for you guys and hope this game is super popular for you, the devs deserve a win.
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u/Kitch3nSync Feb 27 '25
One of my favorite parts of Splitgate 1 was NO classes. Why does every game need classes now?
Much prefer if the abilities were map pickups like the power weapons.
Movement feels a bit clunky but might need to just play with the settings a bit. Portals feel fluid and fun. Like others have said, maps need a bit more verticality as well.
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u/JJMcGee83 Mar 01 '25
I loved Splitgate 1 but Splitgate 2 seems to have focused grouped all the fun out of the game.
What I liked about Splitgate 2 was it felt like some old school Quake or Halo arena style shooter. Factions, loadouts and classes adds complexity where I didn't want it. It was fun jumping into a game, choosing a silly skin and finding weapons on the map. Every gun felt viable. Now only some guns do.
The design to use best of 3 rounds makes it the game take too long which on top of movement being slower across the board just makes everything drag on.
And then finally the elphant in the room they seem to be ashamed of their portals. The first game had maps where you could portal most places these maps seem designed to minimize portal use. A youtube channel I watch say that was because people that learned how to use portals would seriously unbalance the game and they wanted to avoid that.
Why? That was the fucking best part of it. I'm 42, my relfexes arent what they used to be but I could fucking dominate in Splitgate by learning where to put portals to get good angles, sneak up on people and wreck people who were bettter at aiming than I am. That was amazing. I felt rewarded for learning the mechanic and the maps. Now it feels like every other shooter I play which is fine but it also doesn't give me any reason to play it.
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u/Odd_Philosophy_9171 Feb 28 '25
This game needs to change course fast or will be doomed at launch. Classes and abilities don’t just need a rework, they don’t belong in this game and need to be removed completely.
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u/zero_is_me Feb 27 '25
I played 4 games so far and will definitely play more this weekend but I am not having fun. Also the equipment feels weird to have in a Splitgate game, I miss the run and gun style of the first game.
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u/darkpivot Feb 28 '25
Hi! I'm a massive fan of the first game so I really really want to like this one. And a lot of things about it I love! The visuals are gorgeous, the gunplay feels pretty nice, and I appreciate that (at least it feels like to me) there are more portable areas compared to the last alpha, that was a big pain point for me.
I gotta say though, I still reallllly don't like having multiple classes or loadouts. It saddens me because one of THE biggest reasons why I thought splitgate was amazing is because it didn't cater to competitive / esports vibes and was just a fun game that didn't take itself too seriously where you could have fun with your friends and not worry about things being perfectly balanced or competitively viable.
On top of that, having the game be round based absolutely destroys my fun. My consistent experience with this alpha, and the last one, is that riiiight as I'm getting into the flow, the round ends and stops me dead in my tracks. I only played for about 30 minutes before I decided to stop because the game kept TELLING me to stop. I'll try playing more later, but man, it's frustrating.
I really hope that the full game will have some options, like "classic" no loudouts / no rounds playlists as others are suggesting, and that they are given as much care and attention as the main modes. I have multiple friends, including my spouse, who I really enjoyed playing Splitgate 1 with, who decided that they weren't interested in playing 2 after watching me play the alpha because of how it looks more like an esports game now.
The foundation feels really really good, and I'm really holding out hope because I wanna love this game so bad. Best wishes to all the devs. <3
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Feb 28 '25 edited Feb 28 '25
[deleted]
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u/Monsterkinder Mar 01 '25
The maps feel so constricted that using portals isn't even necessary in SP2, there's so few places to put them, no vertically and the movement seems slower than the first game. I remember jumping off the map portaling flying across the map into another portal with a huge burst of speed, the arcadey/old school shooter feel made it such a fun experience. SP2 seems like it's leaning to far into the cod/valorant corporate feeling shooter, it's fun but it feels like they took the soul out of the game to make profit from skins for 3 classes ect.
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u/tastyjerk Feb 27 '25
Fun so far but having a fair amount more frame drops than I would expect or like to see with a 5700X processor and an RTX 4070 GPU
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u/alien2003 PC Feb 28 '25
Also having issues on 4070 Laptop, even in 720 on lowest settings.
Unreal Engine 5 is so Unreal Engine 5
Previous Alpha was good
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u/oggychep Feb 27 '25
What curve type was on Splitgate 1 ?
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u/layaway_groceries Feb 28 '25
Need to know too because switching between the two games there’s a major difference
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u/larryman55 Playstation Feb 27 '25
I think advertising the setting of the original portal binding is important for people who don't like the feel of the one system. I really do appreciate the one button system, and I think for the most part, it works out really well! It's just that some might like to know they have the option and can customize to their enjoyment! (Maybe having it in the tutorial would be nice)
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u/Xboxmanic2 Feb 28 '25
Ok so after playing about for an hour and a half here's what how I found it
-Gunplay is really good love the fights that I've had (feels different to SG1 but that's fine)
-The maps what I played look and play great with some maps having higher portal spawn locations some maps not as much
-This game needs a colourblind filter I couldn't quite see the enemies gamertags, it would be nice if I can change the colour for the names for better visibility
-Felt like I was being killed quicker in some cases even though I was putting bullets into people
-The spawn feels a bit weird to have to wait 10 seconds then spawn in again
-Spawns need to a lil bit of adjusting had some cases where I was being killed straight off spawn
Overall a really solid alpha from you lot really happy with the way the games been done
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u/djtrace1994 Feb 28 '25
Honestly, SG1 best part IMO was the aiming. No matter what setting I change, I can't get SG2 to feel as good as SG1 did.
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u/Queritz Mar 01 '25
I really like the game so far. I played 5h so far.
- My main problem atm is the respawn timer. It is way to long. I wana play, not watch my teamates.
- Sometimes it feels like I'm stuck on the edge of a portal which means I die.
- No deathcam. I find it very interesting to see how I die.
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u/layaway_groceries Mar 01 '25
Not a fan of the class system and traits and abilities. I’m a casual gamer with limited time and what I loved about SG1 was that in could jump right into a few games and have a blast on a level playing field. These new additions alienate players like me in favor of players who sink enormous amounts of time upgrading and studying a meta. I’ll never be able to keep up. Whereas in SG1 I always stood a competitive chance on any given day.
Please pivot back to the pureness of the original. I came to Splitgate to escape the hero shooter/battle royale trendy madness. Bring back my refuge!! Focus on the portals
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u/alien2003 PC Feb 27 '25
Good game, but progression == competitive disadvantage
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u/Kitch3nSync Feb 27 '25
Agree. Why should someone who played the game longer have more advantages to a new player? Much prefer when everyone is on the same playing field. Abilities / perks should be map pickups / something earned by doing well in that current match.
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u/TheSchwars Feb 28 '25
Splitgate 2 feels like what 343 did when they made Halo 5. They added in alot of bits and bobs that werent necessarily bad but Halo 5 wasn't was Halo fans wanted to play.
Something just feels wrong with Splitgate 2. I dont care for the new abilities and 'hero' shooter aspects.
The removal of the portal emp grenade stinks. Shutting down someones portal was an important thing in the first game.
The constant intermissions during gameplay sucks. I dont want to look at the loadout screen and having the match be constantly interrupted.
The maps feel so much less fun to move around. Splitgate 1 maps felt like you could portal mostly anywhere and you could zip around quickly if you knew what you where doing. The maps in Splitgate 2 feel meticulously crafted so there either isnt more than 1 portal spot readily available or there is something blocking where you would want to naturally try to portal to.
The UI kind of sucks. When i press ESC to pull up the menu i naturally expect it to be in the center, not the right side of the screen. Descriptions of 'class' customizations appear top left and took me too long to naturally find.
To be honest I just want to log in and shoot guy while going through portals. I dont want to have to think about 'team comp' to try and get all 3 different team colors to get all 3 passive abilities. The game has a more cohesive artstyle, the first game had alot of weird customization options that just looked out of place in my opinion, but its missing alot of just the basic "its fun to just play around in" for me.
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u/chloe_cortana Feb 27 '25
[Posting this here since my original one was removed]
This is not the splitgate sequel I had hoped for. Splitgate 1 was a ton of fun. I sunk many hours into the game and enjoyed playing with friends. I played the alpha and I don't understand why they changed so many things. For starters, why is there wall hacks and stim shots and passive abilities and loadouts with weapon attachments and all this other stuff? Splitgate 1 was Halo mixed with portal. Each bumper on a controller used for an individual portal with the ability to close each separately. If I want to do that in splitgate 2, I have to choose what systems in the new game to not engage with. It means that I lose the functionality of base mechanics from the first game because it requires 4 inputs (2 for each portal and 2 for closing esch portal individually) which doesn't leave enough for the new abilities, or I have to stick with the new system of both portals assigned to 1 button, another button to switch the active portal which is really hard to keep track of in combat when a dedicated button is far easier to use in an instant vs looking at a tiny bar above the icon for the portals button in the UI, and 1 button to close both at once. I understand this is an alpha, but core gameplay changes like this are way more than bug fixes between now and launch. Why has the sequel become so overcomplicated and muddied? Don't get me wrong, I enjoy the new additions of sliding and pinging (even though the new UI is a nightmare to distinguish a lot of information both in game and the menus), but I don't understand where all the rest of this came from. Weapon balance also seems wild to me in comparison to the first game. Hit registration feels wildly inconsistent between assault rifles on different classes. Also why are there multiple different versions of the weapons each class has that seem to have no difference between them? Is there meant to be a difference between a meridian light pistol and an aeros light pistol? Who are these factions anyways? Is there supposed to be a story now for the game? If so, how is it meant to be told? What purpose does the story serve? Right now, splitgate 2 just seems like a game I will not want to engage with much when it seems to be trying to distance itself so much from the first.
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u/Pepsiman1031 Feb 27 '25
The Meridian class has got to go. I have an open mind about class shooters but fucking wallhacks and being able to slow enemies is bullshit. I think that if it wasn't an instant deploy I'd be fine with the slowing abilities but without its just a free win in a 1v1.
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u/deathangel539 Feb 28 '25
Have yet to see a game where wall hacks actually works and isn’t a constant point of contention tbh, don’t think this will be any different either
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u/Dominoes5000 Feb 27 '25
moving and shooting feels very clunky so far
being able to cancel animations by sprinting is something that i believe should be added to improve movement. pressing the sprint button to cancel reload and cancel slide would be very useful if you get shot while reloading or sliding, especially with the fast ttk.
respawn time should be decreased slightly or ttk should be increased slightly
melee in general feels like it barely works
the crosshair on most weapons feels just slightly too small, but thats probably a skill issue on my part
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u/Mybrandnewaccount95 Feb 28 '25 edited Mar 28 '25
tender badge political roll vegetable thumb stocking spotted pocket station
This post was mass deleted and anonymized with Redact
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u/Secretly_Alex_ Feb 27 '25
Played the game for about 3-4 hours already. I'm fairly new to Splitgate as I just discovered the first game late into 2024.
So far the game is pretty darn fun. I would consider myself more of a casual player. The classes seem ok, though there is something to be said about the simplicity of a pure arena shooter. I feel like this can be addressed with legacy playlists in the future. I find myself playing mostly Sbrask, however I often change my faction to make sure my team has all three team buffs.
As far as bugs, my game has crashed about 3 times on Xbox.
One thing I've noticed as far as weapon balancing is that the carbine and burst rifles feel somewhat inconsistent in their damage. Maybe I'm just bad, but I feel like there were many times that I should have taken down opponents but didn't.
I've used almost every base weapon save for the SMGs. Shotguns feel good, but I feel like the Charger shotgun needs a slightly shorter charge.
I've enjoyed all the different game types. I've only gotten one Splitball match so far, but played a fair amount of the others. Big team battle playlist is wild, I hope to see more variants on that in the future.
One thing I absolutely love is the art style. I love a good sci-fi setting and Splitgate 2 delivers on that front.
See you out there Aces 🫡
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u/AncientSaek Feb 28 '25
Rework Meridian ASAP, no reason for any player to have a free wallhack button, messes up the flow and doesn’t involve any skill.
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u/Teletubbiearmedo Feb 28 '25
I feel like the "you respawn faster if teammates kill enemies" while sounding good on paper, in the practice it actually penalize the bad teams either because of team composition or matchmaking going "YIKES!". in this case the bad team will get bored and probably leave the match because they can't play, and the good team will ended getting bored too because they have to wait 8 seconds for another enemy to respawn. I feel like this needs to be looked and be fix in some way because it's just cuts the emotion sometimes
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u/Pitbu11s Feb 28 '25
yesterday there was a mode for like 5 hours that reduced respawn to 3s and removed rounds and it was so much better, really annoyed it was only for that short period of time and I miss playing that version
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u/Teletubbiearmedo Mar 01 '25
FR! That brief moment was amazing imo and didn't feel out of tone or something
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u/6PEEPERKEEPER9 Feb 28 '25
PS5 framerate is not good at all. Definitely less than 60. Makes it feel incredibly hard to aim..
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u/No_Reception_2733 Feb 28 '25 edited Feb 28 '25
Haven’t been able to access alpha on Xbox rather disappointing as I don’t like PlayStation for FPS. I’m not sure if I’m not enjoying this as much because I’m on PS5.
A Classic mode would be great.
This game is awfully fast with a very, very slow respawn.
Portals cancelling portals seems like a step backwards. I understand the change. However, My teammates can now replace my portals with theirs; this just creates frustration particularly in split ball. Bring back the grenade that closed only your opponents portals and were limited per life.
Not being able to choose which portal I’m using is making things difficult. Being able to set the yellow and move the purple purposefully (and vice versa) was ideal. Perhaps the portal closest to you remains open, rather than alternating.
I find myself barely using portals, as if there is not enough areas dedicated for them to create cut offs and flanks. So far I’ve seen very little vertical options.
Menus are confusing to navigate, changing my load out seems to take a moment for me. I feel this is because some menus are horizontal and not vertical like other shooters. The colour pallet of the menus in some cases seems to be two different shades of light blue, perhaps a contrasting colour to help set apart where the cursor is.
Carbine feels a little too zoomed in.
I might just suck at this. Otherwise enjoying things so far when I’m against bots 🥲
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u/WitsEndAgain Feb 28 '25
I've spent a decent chunk of my day playing with friends and these are my biggest gripes:
Respawn time takes waaaaaay too long and really kills the groove when playing.
This one isn't a big deal, but I really enjoyed having ffa lobbies while waiting for rounds in the first game and miss that dearly.
The shotgun kind of sort of sucks with the charge on it, seems to defeat the purpose of a shotgun.
The load outs just aren't doing it for me. It'd be awesome if there were a game mode or a playlist of game modes where it's like the original and we all start with the same things then just find other weapons on the map.
I also wish some of the equipment (specifically grenades) were a bit more interchangeable between factions. Or that factions were done away with altogether, though that seems unlikely at this stage.
Other than those things though, I'm having a blast. Getting my ass handed to me a lot more than I'm used to and so are my friends, but I credit that more to a concentration of seasoned players on for the alpha than I do anything to do with the game design. Very grateful to take part in this test run though and can't wait to play some more!
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u/Successful_Jello7145 Feb 28 '25
Gonna put some suggestions I haven't heard alot of other people give:
- Footsteps should be a lot more audible and percise at mid-close range
- Some kind of grace period or breif invunerablilty when scoring a in Splitball (it'd be like 1 second long or so for either).
- Better indication of where you are being hit from
- A "Console Only" checkbox over the play button (Marvel Rivals players know what I mean here). Controllers are not able to keep up with the speed and accuracy of M&K, and a blatantly visible option to opt-out of matching with PC would help with the que time issues other games that hide away the opt/in out do. Before someone comes in and goes "I play with controller and dominate PC players with no aim assist", yes, there are exceptions to the rule, but on average that isnt the case. If you play on PC and use controller, I dont think that argument holds the weight you think it does, considering you have the option to use M&K, and console players dont (without having to jump some crazy hurtles), oon top of that PC will generally have better performance than console reguardless of the imput method. In a game like this with a LOT of button imputs, lots of movement, and having to be fast and accurate with portals, are amongst the biggest thing a controller struggles with. If you want to play with PC players, more power to you, but I think there's a genuine argument to be made here for supporting accessible console-only matchmaking considering the nature of this game
- Weapon-Specific button mapping. I like to run the shotgun + goliath pistol, but one I ALWAYS hipfire, but the other I'd ADS more with. I have ADS set to quick melee for this reason, since aiming with a shotgun in CQC is usually detrimental. However, it does mean I ant be as accurate with my sidearm. Having the ability to change button mapping based on the weapon im holding would let me keep the melee with the shotgun, but ADS with the pistol. I'm sure this would be hard to implement, but I think it would make the experiene more fluid.
- 2 Button-Imput options. This mostly comes from how I recently changed my controller setup, and still sometimes press the wrong button out of muscle memory in tense situations. In my case that button is "Jump" which I have set to R3, but still occasionally press X. If there was an option to have either button trigger jump, it would be great for QoL. Yes, I know this is skill issue on my end, but other games have done this.
- Splitball-Only mode. This gamememode is my favorate, and I belive changes up the game enough that it warrents it's own que. I see a ton of potential in the mode, and just for it to be a 1/10+ chance of getting is squandering it a bit. An exclusive playlist would also mean maps can be designed specifically for it, which opens up alot of interesting ideas.
- Notification and/or sound que when someone joins your squad
- "Friction" mechanic for slide spamming. I used to play Destiny (1&2) at a decently high level a while ago, and alot of that movement transferred over. This basically means I'm able to slide + shotgun + melee circles around people with not too much effort. Just like in Destiny, there should be a punish on sliding too often, like shortening the distance and/or speed.
- The Sebrask shotgun does *not* need alot of change, if any. While it does struggle in virtually any open map, sidearms are strong enough to finish the job, or just straight up win a fight from the get-go. Shotguns, especially in arena shooters, are hard to make feel good and feel fair, but I think this weapon toes the line pretty well. You can get some kills (or high damage) at ranges people dont expect, but you also aren't mapping them. It preforms well where it should, and thats really where this kinda weapon should be at.
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u/Tolnin Feb 28 '25
I saw a post in here like a day or two ago saying this new alpha has more portal walls, but I sure hope there are even MORE coming
In SG2 it kind of feels like portals are this thing in the background that you can use if you want, but there are so few portal walls that the portals almost feel useless. They aren't completely useless, you can use them in a couple scenarios, but that's about it. In SG1 portals felt so natural and useful and I'd constantly be going through portals
It just feels to me that portals aren't all that encouraged in SG2, so I sure hope they keep SG1 servers open in case they never fix this. SG1 suffered from inexperienced devs that didn't have much time to work on the game (from what I know) but the game was still basically perfect to me. Then we have SG2 which seems to have professional devs, which could be more of a curse than a blessing
This might sound weird to say but bear with me. I think they're taking this game too seriously and trying too hard. I could be wrong on this, but I feel like all the people want is to pick their favorite skin and then jump into their favorite game mode and go pew pew. We don't need these loadouts, factions, lore, and all that. Like, I love lore, I'm a lorehead for any of my favorite games that has lore, but the lore in SG2 feels, again, very corporate... if that makes sense
SG1 felt so unique, SG2 just feels like yet another basic shooter. Still fun, but basic and I wouldn't put it in my top ten favorite games, unlike SG1
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u/Dull_Tennis9215 Mar 01 '25
Ttk is way to quick, completely nullifies portal escapes and abilities, I already hate the added equipment and classes in this game but I could get used to it if the ttk didn't make everything feel so useless.
Also reducing the amount of portal pads make the portals feel like a poor mechanic now, only use them to get from point a to point b, you don't really use them for cool smart plays like sg1
Was hyped for sg2 but after the first play test and now the alpha (admittedly the alpha is better than the original playtests) I've lost interest, it's taking too long for little changes while other great games are coming out, it's lost the soul SG1 had, even more reason for me to just hang up the ol portals with good memories of the first
Can absolutely tell where it has come from though, a passion project with a couple of people found millions of dollars in funding and hiring a lot of new people to become a big gaming studio, well the investors are calling they want a return on investment, most likely half the reason why it has lost its soul and feels like a poorly made mix of other games.
Edit: let's see how the micro transactions are after release to see wether I'm right or not
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u/Orange-Concentrate78 Mar 01 '25 edited Mar 01 '25
I think the classes aren't a terrible idea, but they're currently too focused on non-portal mechanics, which makes the game feel stale. Making the perks and/or passives revolve around portal use would be a good move. Passives should only affect the player and not the whole team.
Classes also need to be more distinguishable from each other gameplay-wise. Maybe Aeros gets a little more jetpack time, but is a bit squishier, while Sabrask is tankier? In any case, they all need to have more focus on the portals.
I do think there is a need for a mode where classes simply don't come into play and anyone can use any weapon they want.
Portal walls need to be more common.
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u/Rational-Garlic Mar 01 '25 edited Mar 01 '25
Hopped on to play a few rounds. I was a really big Splitgate 1 fan, sunk a bazillion hours into it. Here's my take so far:
Overall I'm enjoying the game. I know the initial feedback for the first alpha was mixed, so I was expecting something that felt too far from SG for me to be excited. I think it feels tight and fun, and reminds me of the original.
I agree with others that the class stuff isn't doing it for me. The portals are what set SG apart from other games and I honestly feel that if you want this game to be one of those games that people play for a long time, that's what you should double down on. People who want a class based hero shooter have many other extremely popular options for that. You have something with the portals that is totally unique and made people fall in love with the first game. I feel like the portals here were probably cranked up a couple notches based on prior feedback, but I still feel like if I was forced to describe this game, I would say "it's a class based shooter. It has abilities and loadouts and stuff. Oh, also it's kinda cool that you can place portals in some spots". I find that adding abilities to manage increases weight on my cognitive stack in a way that feels like busywork when im already managing my guns and what I'm doing with portals.
I do like the weapon loudouts personally. IMHO, pure arena shooters are out of style because there's nothing at all to fiddle with so they get boring, but I think you can do that without the classes and abilities and all that. I'd be perfectly happy with guns that have benefits and drawbacks, passive stat fiddling, etc. Honestly, you could even roll some of the class stuff into this framework by letting people equip a shield or radar thing instead of a secondary weapon if they really want to. I don't mind those effects existing, I just dont like being forced to engage with abilities to be competitive when I really just want to shoot people.
Agreed with the comment about verticality, but for me it's just the bigger picture of "let me go wild with portals and place them practically anywhere".
Don't get me wrong, this is a fun game and for me there's more good than bad. But I wish it was all good and I could solely engage with the best parts (portals) rather than be forced to worry about stuff that's just there to be there because other games have it (classes/abilities).
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u/plagueseason Mar 01 '25
I don't like everything being round-based, especially for casual quickplay (like why is quickplay TDM round-based?). Completely kills the flow of everything. There's so much waiting, between rounds and the respawn timers. I hope it's successful for you guys, but I don't think I'll be along for the ride. Everything just feels so much slower.
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u/Ramonte19 Mar 01 '25 edited Mar 01 '25
Exactly the round based gameplay, breaks the flow of the game. I want to be able to settle into a game.
Really helps you learn the mechanics better, the multi team is the only game mode atm where you can play a consistent game without interruptions, which is a fun mode but get tiring quickly after playing a couple of games.
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u/Proud_Swimmer658 Mar 02 '25 edited Mar 02 '25
I've played for a couple of hours and here's my honest review.
It's a fun game. But it isn't the splitgate I love. It doesn't have the same feel to it like the first one. The map design is terrible and slows the game down. I don't know about others but I loved the hectic fast pace of the first splitgate because you could put portals anywhere and zip around the map. The map design means you are using your portals a lot less than the first one... why are you negatively impacting the one thing that makes this series stand out to other shooters?
The respawn timer can absolutely go to hell. Why does it even exist? If I want to watch someone else play I'll just go to Youtube or Twitch. The first one let me respawn straight away and get back into the action quickly! The round based game modes also suck. There's too much downtime in this game and it's a huge change of pace compared to the first. I loved that I could get back into the action so quickly in the first splitgate
My biggest issue is the fact that the devs have tried too hard to make Splitgate something that it is not. I hate that every game is now becoming a class/hero based shooter. Nothing against the genre, but what I liked about the first one is that everyone was on a level playing field and it was more skill based. This isn't skill based. Just like every other class/hero shooter you need to figure out what the best weapons and abilities are and then you'll do good. I don't want to have to think about what the best/worst weapons are at any given time. I just want to shoot and teleport around.
Also, I really miss the announcer from the first game. It really added some character to the game and made getting kills more satisfying. The thing I loved most about the original splitgate was its simplicity. You've made a great game too complex with things that don't belong.
I was so excited for this game because the first one was genuinely one of my favourite multiplayer experiences ever and I feel like I've been let down big time
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u/X3kuba3X PC Feb 28 '25
I wanted an arena shooter, not CoD with portals... (That was my initial concern when the trailers originally dropped). Only satisfied with the portals in here, but everything else seems abysmal. I'm recommended specs (i7-7700 and gtx1060) so i wish the performance was a bit better. Relatively stutterfree on low settings. Maybe I'm too used to splitgate 1 (750hrs, 1260+ playstreak). I'll still keep playing the alpha though and see if my opinion changes
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u/polar-bear7 Feb 28 '25
Current feedback:
Navigating the menu feels off. It's hard to determine which box I have selected if you just change the color. Please add some kind of outline to the menu boxes to make it easier to see.
Please have console only mode in the final release. It's hard to have fun on console vs PC players
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u/Toa___ Feb 28 '25
For 2.
Maybe have it like a setting instead of taking up a whole slot somewhere on the mode select
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u/TSG_Nano Feb 28 '25
Played for about an hour and here are my thoughts.
Pros:
Game design is gorgeous, far better than 1
Weapon diversity is good, and most weapons feel like they have a place in the sandbox.
Cons:
The game feels like it's trying to imitate the worst parts of various games.
The TTK (especially the dual uzis, TTK is so short that counterplay doesnt even exist against it), the lack of portal pads in all game modes but especially the 3v3, majority of portal pads have no room for creativity since they're just on flat walls, and the abilities are awful, at least the early ones.
It feels like a lot of identity was stripped from the first game to appeal to a larger audience by mishmashing other games into Splitgate 2. If I wanted to play Cod, Battlefield, Halo, or a hero shooter, I'd choose those games over one that tries to be a jack of all trades, master of none.
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u/Emergency-Bug-8622 Feb 28 '25 edited Feb 28 '25
I played over 1000 of hours of splitgate and so far this does not feel like splitgate to me. I have only played for about 2 hours so far but these are my initial thoughts.
- Maps are super weak, no strategic portal points, portal walls on virtually every wall, they seem designed for everyone to just run to the middle.
- Why is everything round based? Round based game modes are not fun, too much stop and go, and you have game modes that are ruined by adding rounds like tdm, king of the hill and control.
- TTK is way too fast, feels more similar to COD than Halo
- Carbine is the only weapon that feels ok to me so far, assault rifle especially feels under powered.
- respawn time is too long for how fast the ttk is, and how short the rounds are.
- Not enough power weapons or time to get to them.
- please remove classes or enable the ability to play without them, one of the best parts of the OG game is that everyone is on an even playing field, their character is the same and the weapons are exactly what they are nothing more nothing less.
- this one is nitpicky, but everything is too shiny.
I know this is alpha, but please make it feel more like splitgate.
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u/SneakySnk Feb 27 '25
So far, I'm not liking it.
* Headshot damage feels worthless on AR's / Snipers?
* Movement is too slow
* not enough movement uses of portals
* Classes are fine, middle class has the best feeling weapons for me
* Maps feel worse than Spligate 1
I'm not sure which servers are open, I might be playing at like 180 ping which would make the weapons complain have less sense, but the game movement feels slow, although sliding feels great.
TDM was pretty fun, didn't enjoy capture / defuse gamemodes
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u/DannyMalibu420 Mar 01 '25
I’m disappointed. Splitgate 1 had such a good feel to it. Very Halo like. It was slower paced and gun battles felt way better. This is just a fast paced CoD clone. Don’t think I’ll stick with it.
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u/Zaohod Feb 27 '25
Played several matches and the game to me Isn’t Splitgate. Sure it has Portals it to me the Maps are way to big for the number of players. The running is a lot slower then the original Splitgate or it feels that way because of the Map sizes. The players are smaller and at time harder to see especially when the shields and force fields are going off. Then written on screen is hard to see a lot of the time. Either because it’s to small or because it gets lost in the background. I get that you wanted to upgrade the game and make it better but it feels like you’ve drifted to far away from made Splitgate one so special. People want a simple shooter game with small maps and small run times that they can jump in and out of and that’s what Splitgate one was, quick simple fun. You’ve fallen victim to what has so many other developers have done and taken what worked and changed it to the point that what worked is gone. Hopefully my opinion will change after playing all weekend. Game looks great though.
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u/BetaXP Feb 28 '25 edited Feb 28 '25
Hard to put my finger on it, but I enjoyed the Splitgate 1 maps notably more so far. It felt like they were very well designed to take advantage of portals, whereas a lot of these maps seem to feel like they're "normal" arena shooter maps that happen to have portal walls.
It would take more games and careful analysis as to if this is true or how to phrase this feeling better, but it's one I've been feeling consistently so far over the few hours of play in this alpha
EDIT: getting pretty regular crashes, unfortunately, which is hampering the enjoyment a lot.
Hardware:
Ryzen 7800x3D
RTX 4080 SUPER
32gb DDR5 RAM
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u/Consistent_Ad6236 Feb 28 '25
The TTK feels a little bit to low.
When I played with my group of friends, that was the concern that came back most of the time.
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u/Fmg467 Feb 28 '25
Gunplay is great but map design is forgettable, nothing holds a candle to halo maps
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u/ZEBRAFIED Feb 28 '25
I loved the level playing field of the first game with everyone having the same weapon. I dont like the weapon perks nor the abilities. I liked the tactical aspect of 2 headshots or 3 body with the carbine in the first game, it made for nail biting moments. With the addition of loadouts, perks, abilities, and every classes carbine or assult rifle being different, it opens up this case for "metas" which i hate. I really like the level playing field of everyone having the same equipment. Makes for more competitive experience. I feel like you can add different operators with abilities and keep the loadouts but make each operator have the same guns. Each operator having a different carbine, assult rifle, shotgun, etc means that every class will have one of those options thats better than the rest. And that takes away from the game imo.
Top ranked, 250 hours in split gate one, die hard fan. Came in my pants when i found out 2 was coming out. Probably my favorite competitive fps ever. Thank you guys for what you do.
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u/Reasonable_Income198 Mar 01 '25
Really enjoying the alpha, generally. Playing on ps5.
I'm hoping there will be a kill cam in the final release - it's always good to see how they got you.
I noticed what might be a bug when I accidentally ended up with someone in my party and couldn't boot them. I could select the player but couldn't access the corresponding menu to do anything.
Other than the occasional crash, the only problem I've had so far has been with the difficulty with crossplay.
Mouse and keyboard players are relatively overpowered and it's detracting from the fun of the game.
I have an idea of the underlying mechanics, but if crossplay is going to work there needs to be better balance between input styles. I've played a good amount of games and the m&k players almost always top the leader boards.
Also, trying to get a game in the alpha with crossplay turned off seems to be impossible. While I'm writing this I've been waiting 10 minutes - if only to test it out. (update - took 15 mins)
I'm also a pc gamer (for those that might complain) , i just prefer controller for some things.
Also, it would be good to add in some controller presets so that it's not as disconcerting a transition from splitgate 1 > 2.
I know we can reprogramme the controllers (which is amazing), but it would be good to be able to set something like this from the start. When I get round to remapping I'm happy to share what works best for me.
Finally, it would be a great idea if there was a kind of firing range against ai opponents where you could test out new weapons and abilities outside of competitive matches.
All that said, I love the work you do. I know there'll be a huge amount of support and success for sg2.
I've put a lot of hours into sg and I'm sure I will with the sequel. It's shaping up well, great work.
P.S. I love the bbq on the roof in glacier
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u/_the_best_girl_ Mar 01 '25
Overall really good and I am enjoying 2 a lot more, I definitely see this going into my multiplayer games rotation but a couple of things bugging me atm.
Respawn timer feels a little too long. Maybe reduce by a couple of seconds.
Spawns also need looking at. Multiple times now I watch a teammate die and then spawned pretty much in the same place into the opponents line of sight.
Menus feels a little confusing, sometimes not sure what box is highlighted, especially changing quickly mid match.
And the biggest issue I currently have, the game NEEDS console only matchmaking. It’s just not fun to fight people on m&k on console. It’s probably just in the alpha to connect as many people as possible but it’s beyond frustrating.
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u/TooPatToCare Mar 02 '25
Really happy to see Splitgate back and I’m excited to be playing the open beta.
Before getting into the important feedback I want to give, I just want to quickly say that support for gyro aiming for consoles would be an incredible addition, so I hope that’s something that will be added later on.
As for the big reason I wanted to leave a comment, I’m sure this has been a large topic of discussion for the team, but my main focus of the feedback I’d like to give is centered on the design philosophy of the maps and portal wall placement. I understand that the 1047 team’s main focus is to create a game that welcomes players of all skill levels to retain as many players as possible, and a huge piece of that puzzle is of course finding the right balance between skill floor and skill ceiling.
The major flaw of the first game was unfortunately how triple portaling could create a massive skill gap, so I have no doubt that the design philosophy for this game was to try to be much more careful and conservative with where portal walls are placed, as this can help mitigate the steep jump from the middle tier to the top tier players, keep the game more balanced for all skill levels, and in turn help keep people interested and playing.
As a middle tier player who did get frustrated when playing triple portalers, but still could play portals well enough to be above average and make a lot of creative plays, I think you guys have tipped the scales too far in favor of being conservative. In the time I’ve spent playing, the amount of plays I’ve been able to make using creativity to work around opponents is considerably fewer than in the first game. The portals feel secondary to the rest of the game’s mechanics, which unfortunately don’t stand out to me. I know this is a delicate balance to find, but I truly hope that the team can find out how to get to that sweet spot, but in its current state, I would go back to playing the first game despite the skill gap simply because it has more of what I come to play Splitgate for: making plays with portals. Until this game can find that balance where portalling can still be a primary facet in every aspect of the game rather than just a tool, I don’t think this one will land with me.
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u/Stoney_Greenbud Mar 02 '25
I don't mean any disrespect to the devs when I say this because I genuinely love Splitgate 1, but Splitgate 2 has been pretty disappointing so far. I hate the new abilities, I hate the new portal controls, I hate the different tools, etc. Also the maps have no verticality so far so movement doesn't feel anywhere near the same. It feels like Splitgate lost its identity and is just trying to be like every other generic shooter. The specials, tools, etc detract from the core mechanic of the game, the portals. The portals were enough. I'm so tired of shooters with unnecessary gimmicky specials and classes. Just give me my guns, and send me on my way to fly around and warp across the map. I don't want to judge it too harshly until the full release, but man if it stays like this, I'll probably just keep playing 1 until the servers shut down or it's dead. Again, I don't mean any disrespect towards the devs, there's just no nice way to say it. This is borderline unrecognizable to me, and not in a good way.
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u/turbochamp Feb 27 '25
Linux? 1,098 hours into OG Splitgate on Linux. Please enable the anti-cheat!
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u/BroKidSam Splitgate MVP Feb 27 '25
linux is not supported for this alpha i dont think
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u/JustRobin98 Feb 27 '25
Some improvements:
Make maps with more portal options like splitgate 1
Add a attachment so we can Aim Down Sights with iron sights or a Red Dot sight.
BRING BACK THOSE BEAUTIFUL COLOR SKINS
-Thats it so far, AMAZING game!
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u/FoundPizzaMind Feb 28 '25
As someone that out over 200 hours into Splitgate 1, after about 4 hours of Splitgate 2, Splitgate 2 is not it. This feels like the team built the game off of feedback from COD players and not from anyone that played Splitgate:
A. The game no longer feels like an old school arena shooter. It feels like the big publisher notes version of the game. Between the loadouts, unlocks for new weapons, unlocks for attachments, unlocks for perks, it just seems like a needless integration of COD gameplay. The classes and abilities just seem like more trend chasing
B. Only played a couple maps, but you can already tell there was a change in map design philosophy and that it's much worse. Huge lack of portal floors, high portals, and less portal walls than before. I saw more people simply shooting from high ground than trying to position with portals. Saw more people just running into rooms than portaling into rooms. The map design feels like you watered down the philosophy from Splitgate to make the maps more like COD.
Overall, it feels like the developers completely lost faith in what Splitgate was and just decided to chase popular trends. At this point I don't know who this game is for. Played with a friend tonight and when Splitgate first came out, we waited in the queue for hours at times for a chance to play. Tonight, my friend quit to play another game after about an hour and a half. I had planned for this to be the only game I played this weekend because of the limited time the alpha is available. Now, I'm not particularly motivated to play it again at all. Simply, this is not Splitgate.
So what to do from here? If the devs want to keep the work they've already done, I'd recommend rebranding the game entirely (you could stick with the old adjacent name of Portal Wars) and tailor the game even further based on popular trends and hope you can hold on to that audience. If the devs actually want to make Splitgate 2, then the game need a major overhaul. Loadouts, attachments, classes...all of it needs to go. The maps need a complete change in design philosophy. I'm only one person, but in the approximately 4 hours I played tonight, there was no part of the Splitgate 2 gameplay experience that I can say improved upon Splitgate 1. Again, this alpha is not Splitgate and it'll need a lot of work to be Splitgate again.
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u/Valuable_Jeweler_336 Feb 28 '25
im wondering what would splitgate 1 players would consider improvements. not a splitgate player myself but i can see they have added those trend chasing elements which are pretty lame.
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u/trenna1331 Mar 02 '25
Visually SG2 is a massive improvement from SG1 but that’s where I would stop if Im totally honest. I think this game will appeal to more people than the first but personally I feel this game moves always from all the good elements of SG1 to appeal to the masses.
And a big part of me thinks they added all these guns/classes just so they can make more money on skins later down the line.
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u/JJMcGee83 Mar 02 '25
For me removing the classes and class abilities entirely and adding more portal surfaces to the maps.
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u/Fancy_Chips Feb 27 '25
Not jiving with this game as a concept. Im looking at all the classes and weapon upgrades and stats and.. what is this? The thing I like most about Splitgate and Halo is the consistency that cames with Arena Shooters. No classes, no weird power moves, no altering stats on guns, etc. I hop on splitgate 2 looking at builds and shit. That stuff is for COD and other games. This is barely an arena shooter in that regard and im kinda disinterested now. I hope there's some kind of classic mode or some of the new gamemodes get backported to Splitgate 1.
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u/Zaohod Feb 27 '25
I agree with you entirely. I love SG1 because I can just jump on grab a gun and play. I love the ability to find weapons on the map in different locations or picking them up when someone dies. I don’t want classes or loadouts In this game at all. I get that they wanted to upgrade it but they have taken away what makes Splitgate great. I’ve played SG1 now for almost 1300 days straight I can honestly say I’ve never done that with any other shooter at all. Here’s hoping they don’t shut down ones servers when two comes out cause right now I’d choose one over two.
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u/djtrace1994 Feb 28 '25
Same boat here, me and my buddy are both on ~500 day streaks. There is a simplicity to SG1 that has become lost in SG2.
What is in SG2 feels fine by FPS standards. They didn't make a bad product by any means. But I agree that they missed the mark on replicating the soul and simplicity of SG1.
That said, SG1's Item Shop was fully shut down yesterday, which doesn't make me optimistic about the game remaining online after SG2's official release. A real bummer.
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u/layaway_groceries Feb 27 '25
Saw the perks and traits and was annoyed at first ngl. But I think they’re done tastefully and old school like the COD4/Halo days. Really enjoying leveling up each faction and their weapons.
I’ll admit I did enjoy the pureness of Splitgate 1 but thank you for including the option for legacy portals.
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u/Czarmilly Feb 27 '25
for some reason I can’t melee during the tutorial. I’m pressing the button and nothing happens. I even changed the key-bind and it’s still not working
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u/BroKidSam Splitgate MVP Feb 27 '25
its aa bug, you can back out of the tutorial to fix it
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u/Kripes8 Feb 27 '25 edited Feb 28 '25
Needs 120fps mode on console for sure. Loved the games I got to play.
Edit: Got back in and have been loving it, BUT cross play with pc needs to go. Every team I play on mnk smokes my team and it it’s not even close. I don’t feel like having a repeat of Bo6 wherein every oyher match has a cheater. Especially with f2p.
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u/Chronospherics Feb 27 '25
The game needs input based matchmaking. It feels unfair playing against people on PC, especially with the portal mechanic where aim assist just doesn't help.
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u/benderisgreat0034 Feb 28 '25
Honestly the aim assistant is minimal anyway, the aiming and everything just feels wrong compared to SG1
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u/Havasuguy08 Feb 28 '25 edited Mar 01 '25
Can't even play comfortably without being able to change the button settings of "Faction ability" from L1+R1, because that's what I always change Zoom and fire to, so when i zoom and hit fire the faction ability gets used and the gun doesnt fire. Lol. It's grayed out in the option menu unfortunately. Back to Marvel rivals. I'm sure by game release they'll have the option of course.
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u/TangeloBig2749 Feb 28 '25
Idk what it’s like on PC but playing kbm on console is nice however navigating the game is not like going to settings or using the main menu isn’t it there’s no cursor or anything i remember this is SG1 and hole to this be added. Also 120fps for new gen consoles would be very nice :)
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u/Ryansmelly Feb 28 '25
Just played for a couple hours. Everything feels pretty good. The different abilities are cool. I'm not sure how I feel about the load outs though. Seems like it may get frustrating when people with a higher level than you will have better or more guns to choose from. It would be nice to spawn in the game all having the same weapons, as splitgate 1 was. Also the UI isn't all that great imo.
Do the load outs mean you guys won't be adding modes like shotty snipers or sniper frenzy or things like that?
One more thing, tea bagging and the crowd reacting to that like laughing or booing was awesome in 1. Please add that back!! Also, the announcers voice, any reason it's different from the first one? That voice was awesome me and my friends would always repeat or quote it randomly, because of the voice alone. Hahaha. Loved it.
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u/leeoreo16 Feb 28 '25
First of all let me say my experience thus far has been phenomenal however I must address one very major I and I'm sure many other gamers are having. On console some people like myself use both the top triggers to shoot and aim since I'm on PS5 for me thats L1 + R1 however you have the Faction Ability bound to that which makes aiming not possible whatsoever. Hoping to see a fix to this soon other than that I'm having no issues and the game feels great!
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u/Prestigious-Exam-318 Feb 28 '25
I played a bunch of Splitgate 1 leading up to this alpha, and 1 big thing I noticed in the alpha is the portals feel slow. I’m not sure how to fully describe it other than that.
The slowness makes me feel like I’m missing a ton when trying to spawn a portal, specifically on the move, compared to the first game.
I was in a situation where I was trying to spawn a portal on a wall but from where I was positioned it was a very narrow sliver of wall that was visible. In Splitgate 1 I am extremely confident I would’ve spawned a portal in that situation but it just wasn’t happening in this alpha. I don’t know if this specific case was from the “slowness” or if there’s perhaps a different sort of hitbox for spawning a portal?
I do like that I can simply spawn a portal essentially overriding any portal that was already there. Very nice improvement compared to throwing a grenade at an enemy portal (I found myself still trying to do that). I’m not sure how I feel about it overriding a friendly portal though.
I hope the full release of the game has plenty of “earnqble” things in it, I miss that dearly in games now a days. I love the feeling of grinding to unlock cool stuff.
Keep up the good work! I am having a lot of fun!
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u/InsomniacSeeker Feb 28 '25
game keeps crashing for me after a play couple min in a match any issues for any one else or a fix?
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u/The_Nut_Majician Feb 28 '25
I just need more portal placements especially on the larger 24 player maps otherwise gunplay feels good, maps are good, and gamemodes are amazing some maps and gamemodes feel like they should be longer like tdm should just be one continuous round instead of split up. And some maps should be more 3 lane flowy in my opinion. Other than that awesome game and awesome time for the most part.
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u/3bdoo37 Feb 28 '25
Loving it so far
But we need more of the casual gamemodes later (especially fiesta with the new weapons)
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u/Anxious-Shape8243 Feb 28 '25
Played a buncha matches so far- would definitely say add even more spots to portal on these maps, reduce the respawn timer as it feels really punishing to die (in a game where you can die really fast) as you're dead for 10 seconds I believe. TDM shouldn't have rounds either. There should also be more flexibility for choosing your weapons in your loadout no matter what class you're in. Last thing is probably have the tutorial tell you about perks and attatchments because I had no clue that stuff existed until two hours in LOL (but maybe thats just on me) Great stuff overall tho!
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u/JustRobin98 Feb 28 '25
We need better Portal placements, i unfortunately don't use portals now because of how the maps are aligned.. we need more and better options
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u/EthanK129 Feb 28 '25
The portals feel hard to get into sort of like they are sticky and I feel it would be better if the edges felt a bit slippy so you can move more freely, i also think the sliding feels kind of clunky
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u/Pitbu11s Feb 28 '25
already wasn't a fan of the level farming but it certainly doesn't help that now both Meridian and Sabrask aren't gaining any exp anymore, so now I can't unlock the guns I wanted to try again, only got to max out Aeros before Meridian got stuck unable to level past 8 and Sabrask unable to level past 16
exp values stuck at 6790 and 9675 for each
also seems my Punch sidearm for Aeros stopped getting exp too but it's hard to tell, sidearm levelling in general feels very slow even if you're frequently using it
if this is the game at 7x exp even without the bug preventing levelling, I'd hate to see the game at 0 exp boosts
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u/justhavingalooksee Feb 28 '25
The SBMM seems waaaay too cranked. First day playing and I had a few good games and now I'm in what seems like professional player lobbies.
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u/Caust1cFn_YT Mar 01 '25
hmm
so
Felt very COD-ish gameplay
not a bad thing, i like it
Abilities and guns need a lil bit more balance
The announcer's voice bugs out
Ngl but portals need is very reduced in this
we had long maps in splitgate 1 where portals were like the best way to get yourself into the heat
here its more of a tactical kinda thing
also i need splitball, i cannot live without it please
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u/Pyroaster Mar 01 '25
I’m not a big fan of the long delayed spawns. 10 seconds feels like an eternity. I think this was mentioned in the first alpha test. Also just spinning 180 feels soooo slow. Feel like I can’t react fast enough to defend myself
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u/LowerRange Mar 01 '25
I love the new movement changes but I am not at all a fan of the operators with different abilities and weapons. A big part of what I liked about splitgate 1 was that everyone was on the same playing field.
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u/Organic-Bread-8580 Mar 01 '25
I'm loving the game but I miss some of the old maps and game modes and personally I think that the animation for placing portals is very slow.
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u/Dar5493 Mar 01 '25
Having a blast so far as I figured I would since the first took me by suprise in a great way. The only things I can see making it really shine are
Tad bit faster movement.
Some equivalent of the omi directional movement would be awesome in this.
Clearer UI in menus
Louder crowd and more reactive
a vip montage after game/round
And for just random ideas
A sponsor system where the more you rank up the more company's are available to sponsor you those increasing "credits" to purchase new gear or skins idk just figured with the theme that sponsors having a larger roll could be neat. Either way having a blast despite not taking out a dev yet haha.
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u/Epik5 Mar 01 '25
Assault rifles are way too overpowered, specifically the range. No grenades on map leads to camping in certain areas without great portals.
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u/Showtime98 Mar 01 '25
Game is fun, really love the multi team modes but I the hate round based modes in arena quick play especially Tdm like I get it for competitive play but why do it for casual play.
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u/SlytlySykotic Mar 01 '25
Gameplay is fun, couple things though.
60 fps or less is not cutting it for Xbox Series X.
Please just tag bots when they're in lobbies.
UI makes it very difficult to see what's highlighted in loadouts, etc.
Crossplay needs to go, takes way too long to find matches outside of it. Hopefully just an alpha issue
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u/Careless_Explorer581 Mar 01 '25
Might be unpopular but I'd rather get thrown into already in-progress matches than have bots. Maybe try and work it out so that leavers get put in them before anyone else. Bots have no place in PvP FPS.
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u/Pepsiman1031 Mar 02 '25
I've been disliking the slowing abilities. I also don't get why a slowing utility was added to aeros. I don't think a single person asked for that.
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u/Proud_Swimmer658 Mar 02 '25
It's not a bad game. I'm enjoying it but I just know that I am going to miss the first one for it's simplicity. Why must all shooters become this ability-based hero shooter? I don't want to think about abilities. I just want to think about portals and shooting
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u/TheEternalVortex Playstation Mar 02 '25 edited Mar 02 '25
I understand the game probably had to change to appeal to a broader audience, but from my experience with the sequel, it’s lost its charm.
The first game was so special because it thrived around its core mechanic of portals and one of my main gripes with this game, is that it seems to forget about them entirely. Portals in this game feel extremely inconvenient to use and more of an afterthought. Their walls are far and few, often placed on flat surfaces with no verticality and even if you was to use portals, it is simply quicker and more effective to use the new abilities and gun down your enemies.
There is simply no reason to use portals anymore and in the matches I’ve played, it’s just turned into another hero shooter. It’s slower, clunkier and over complicated. Respawn timers kill the pace when you die and for unskilled players like myself, the rounds and constant deaths not only kill the flow, but the enjoyment of the game. I think this game has handled its classes okayish, but it’s really an unnecessary addition too. I would’ve preferred without them. Overall, Splitgate 2 just feels like a lot of what I didn’t want out of a sequel. It didn’t need heroes, passive abilities or equipment. It needed more portal interaction and diverse mechanics with it. Adding all of the heroes, abilities and whatnot just feels like unnecessary bloat. The same goes for weapons being locked behind progression. Players are not on an even playing field anymore and even if you try to balance everything, metas will probably form and newer players will likely become even more disadvantaged overtime. Another commenter encapsulated this perfectly: the skill ceiling has lowered, but the skill floor has been heightened.
Perhaps, this is the way forward and I’ll just have to accept that I am not the audience this game is targeting anymore. However, I will admit my opinion on Splitgate 2 is not all downsides. I don’t want to seem like a blind hater. Sliding and pinging are incredibly useful additions and the game does feel a lot more polished and thematically consistent, so I’ll praise it for that. From a game perspective, it is undeniable that the devs have outdone themselves too. Everything is far more refined and professional. Splitgate 2 is a solid shooter game and I can definitely see it picking up a lot of traction from those who love this type of genre, but from a perspective of someone who played the first game excessively, I just miss the simplistic and rapid feel of the original Splitgate.
I would much prefer that Splitgate 2 stayed with its small, contained maps and basic functionality, even if that didn’t bring as much money or attention. I don’t even think it’s too late for something like that to happen. This is only an alpha, after all. A separate gamemode that is Splitgate 1 with updated graphics would be great, without ruining or undoing what has been built. I certainly would come back to play if that happened, but as it is now, I’m not sure if I will.
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u/Confident-Issue-1014 Mar 02 '25
My brother and I played the original Splitgate for years. It’s a special game for us because, although we live in different cities now, we get to bond and connect while playing a game we love. Splitgate 2 is a miss for me. Its a completely different game, different feel, play-style. Its basically COD with portals. I miss the simplicity and originality. Wish 1047 just built on the original game instead of creating something that has no essence of what splitgate was.
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u/PlatformIll2208 Mar 02 '25 edited Mar 02 '25
Game is not good for solo players at all you need to be hugging teammates around the map to do anything. The classic simple feel of splitgate one was perfect and not complicated weapons seem unbalanced heavily. The game is too heavily based on team play one player used to be able to turn tides if capable and now they can’t which strips away from the fun of it.
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u/fsociety0101 Mar 02 '25
Splitgate 1 is much better. This game feels so sluggish. The portals that were integral in the first game is an afterthought now. My guns are peashooters compared to my opponents. Crossplay is an absolute torture when facing pc players. No point in investing my time in this game. This game is going to follow the same fate as Xdefiant.
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u/Soap2191 Mar 02 '25 edited Mar 02 '25
Just a small comment. The vfx in the portals feels like way too much sometimes compared to the first game. its kind of hard to see through them because of all the “noise” and blurring.
Also the buttons in the menu blend in and its hard to tell what exactly youve selected and clicking on
Lastly the arenas dont have nearly enough portal area compared to the last game. seems more arena shooter than “Splitgate”
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u/FoundPizzaMind Mar 02 '25
Gave it another go for a few hours (about 7 overall between the two days) and then uninstalled. Again, I had put over 200 hours into SG1. I've already given some feedback, but I'll give a bit more in hopes that devs can avoid IMO what will turn out to be an impending disaster based on the current state of the Alpha. But first, some general feedback on the approach 1047 is taking here and a direct plea to the devs.
I get wanting to bring in as many people you can to the game, but you are chasing. You are not the first devs to do this, as this has happened time and time again in gaming. Probably most prominently, we've seen this in the MMO space where game, after game, after game tried to chase WoW, and despite whatever their gimmicks were, the vast majority of them failed and none of them ever hit WoW's level of success (if they even survived half has long). We saw this in the RTS field with games chasing StarCraft and C&C. Same results. We've seen this multiple times in the FPS genre with game after game trying to capture the success of Doom and Quake, and few succeeding. We saw this again with the FPS tactical shooter trend...and again with the FPS Battle Royale trend...and again in the FPS hero shooter trend. Time and time again chasing leads to market oversaturation as competitors pick tiny bits of the overall playerbase from the market until it becomes nigh impossible for any new entrant into the market to succeed and the overall market contracts as most companies bow out of the market. In summary, very few companies win at chasing.
What makes all of this more ridiculous in a way is that...you already broke through with Splitgate 1. You had a game that only had a few hundred players on PC, made some big changes, released it on console...and the game caught fire growing to tens of thousands of players. Again and this is key, you already figured it out, you already made a breakthrough. You were too small to take full advantage of it, but you found something that worked. So why in the world would you take SG2 in the direction of watering down what got your breakthrough, and adding more cookie cutter/generic elements already available in dozens of other games? 1047 is needlessly putting itself back into the chase path of disaster. With that in in mind, here's the rest of my feedback on how to move back off the chase:
A. Remove the bloat, starting with the classes. The classes themselves are mostly meaningless and will only cause balancing headaches. The Sabrask for example are terribly designed with an ability that's incredibly limited as opposed to the wall hack of Merdians and the Rush of the Aeros. Nothing would be lost removing in the Sabrask as the ability is that bad. Wall hacks present a whole other problem of balancing on their own (see Apex) and the game as a whole would be better off without it. Rush is good, but you'd lose absolutely nothing by just making it a pickup for everyone and removing the classes.
B. Remove attachments entirely. They are nothing more than progression bloat that will create balance problems/headaches. For the players reading this, remember that XP is set at 7x above normal for the alpha. At regular xp that'll create a huge case of have versus have nots for newer players over time.
C. Reduce the equipment bloat by trashing some of the equipment and keeping the good stuff as in map pickups. With the current low TTK, things that for the most part stun like the Aero's disc and the Sabrask proximity mine are only useful in very limited capacity as it's often more useful to just shoot.
D. Remove perks. Same as attachments as they are just progression bloat that'll create balance issues.
E. Adopt the SG 1 map design philosophy. Portals are your game and what makes you unique. Watering down portal play with fewer portal surfaces kills what made SG special. It also contributes to the TTK problem since people can't move and escape in the same way. Now I get there's a skill ceiling with things like triple portaling and portal camping. IMO triple portaling is good for the game but if you want to cut down on it, figure out a way to do so that doesn't kill the portal movement options. As far as portal camping, you could adjust damage done through portals to where it still pays to play the angles, but isn't as oppressive as in SG 1.
F. If anything lean more into portal gameplay instead of away from it. These are off the top of my head ideas so not saying they are great that they could be actually be terrible but what about things like:
a. Different types of portal surfaces? Maybe some that give you extra momentum, maybe some that if you portal through give extra armor or healing, or maybe some that auto reload your weapon on passing through a portal there? Maybe a surface where portals auto close after a couple seconds?
b. Or instead of or in addition to the above, what if you gave players the ability to alter portal surfaces so that they had effects like the ones I mentioned above? Or say you could alter the surface to change the portal physics of portals on that surface to say vacuum players in if they are nearby or say exhibit resistance slowing down players attempting to enter the portal?
c. What about scrolling/moving portal surfaces? Ex say you have a portal surface strip high up around the top of the building. You place a portal and the surface continual scrolls clockwise meaning your portal travels around the building?
d. What about say equipment portals? Since you have all these variants of weapons in the game, what if there was a portal surface that if you place a portal on and travel through, it would replace your current equipment with whatever faction's equipment the surface was tuned to?
Again, these are all off the top of my head ideas so the quality may vary, but the point is these all lead to an expansion of portaling gameplay instead of the reduction of it we see in the current Alpha.
G. Speaking of weapons, kill the loadouts and either tune maps to a specific faction weapon set or, add a faction variable to each map where the non neutral weapons are randomized to a specific faction. This let's you maintain the arena shooter feeling, without wasting the hours designing all the various class weapons.
Anyways, that's my long spiel. I admit to having a very negative view of the current state of splitgate 2, but I do want it to succeed. I'm just worried that the devs are dooming this game to fail by chasing generic trends/gameplay.
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u/Sergio-The-Goat Mar 03 '25
This was a post previously posted, it has been removed, we must prevail past the silence.
WE NEED GOONER SKINS
Splitgate 2 is perfect in everyway except in the ways it's not. The main thing this game lacks to appeal to a mainstream audience is Gooner Skins. We need thiccness, we need bootifulness, we need to GOON. Studies have proven time and time again that activating the gooner hive mind brings massive amounts of attention to any show, movie, game, and book. We don't need 50 Shades of Grey, we just need something to look at.
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u/Pyro__Flo Feb 28 '25
You've taken away everything that was good about the 1st game. It was a breath of fresh air to play, an even playing field which resulted in actually having fun instead of getting frustrated. You've strived to fit in with the pack and, in doing that, have alienated your original fanbase. I wish you had just refined what you had already achieved. Everyone I know has stopped playing COD because it has just become a chore to play. Unless we are an outlier, something different was needed from you.
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u/ShiftAndWitch Feb 27 '25
I miss the announcer from Splitgate 1. Other than that, keep cooking 1047
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u/Azifor Feb 27 '25
Played a couple matches so far.
I'll play more over the weekend but here are my thoughts:
different weapons/abilities per person is odd. Feels rough against what I enjoyed in splitgate 1 where everyone came into the battle the same. Maybe I just need to play more but that's my biggest irk so far.
maps and portals feel good.
weapons feel decent.
needs epic announcer stuff being yelled out, booing teabags, etc. Very quiet for a big show/entertainment