Here is my question.
For every decision I imagine there is a good reasoning behind it. So, what's the reason for the map changes Zipper did? More specific, what was the reasoning behind changing the attacker and spawn on SVER map so you can't spawn on the other flank anymore? What was the reasoning for doing the exact opposite on Valor map? What was the reason for moving the console on SVER H and closing the door on SVER G? What was the reasoning to not give full roofs to Raven or close the front entrances to the boats?
And then what was the reasoning for not touching the SVER 4th platoon front-line, or moving the hellies on 3rd so they are not destroyed with one Sensor Shell? What was the reasoning for not putting a rock on Valor 1st platoon?
CJ Heine said the changes will try to make the game more fun. Do you think that goal was achieved with the changes done to the maps?
I was wondering if SOCOM IV will support co-op through out the entire campaign both online and offline. I just feel co-op is a feature that A LOT of developers leave out of their game that is pretty much essential for any online game these days, IMO. Look forward to more news on SOCOM IV in the future!
PS: My name is pronounced, "JAM-err-ida".
Is there any possibility of reworking the respec system so that you can respec one skill point at a time? I personally find that every time I respec, the vast majority of my skill points go right back where I had them before. Moving one at a time at a faster rate would require players to remain commited to their overall class, but let them fine tune their abilities more easily.
When in a queue, SVER players appear as orange dots, Raven players appear as blue dots, and Valor players appear as green dots, this has always been a good measure of how many soldiers present in each faction, and how many are needed to start a game. With the implementation of Multi-queue, the dots we see in the queue via multi-queue might seem to randomly vanish due to other games they queued for (via multi-queue) stating first. This can be confusing to many players who see players in their queue disappear in mass numbers and discourage them as well as create the perception that multi-queue has a problem, could there be some way to represent the players in a queue that queued via multi-queue as different colored dots (or some other way to distinguish them) to prevent such confusion?
Could there be a way to make it clear to players which mode has the priority in multi-queue? This would prevent confusion or frustration by players who see their queues are full but not starting, it would help them understand its because their queues don't currently have priority.