OUTRIDERS – SIDEQUEST RAW GAMEPLAY



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30 thoughts on “OUTRIDERS – SIDEQUEST RAW GAMEPLAY”

  1. Nice video, can I ask you a question? I realized most of the weapons don't have recoil or not much. Do you know anything about this, like in this version it wasn't in the game and they know about it or gunplay will stay the same? Oh and an other question can we change the look of the banner and will it mean something in the game or just a fast travel point?

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  2. Great video! I'm really looking forward to this game but I do have one issue that I'm really hoping is just shown as an early build and is something that is just a default setting.

    Please ask the Devs if there is a way to change the size or color of floating damage. I ask this because I noticed from lots of videos I've watched that all damage is white therefore I cant differentiate them on screen and know what is doing high or low damage. For example; Skill damage, Gun damage, Mod damage and DOT damage all show up as white which should all have different color or sizes in my opinion so you can easily identify what is outputting said damage.

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  3. Notes to devs that hopefully read this:

    1) The turret throwing needs an indicator as to where it's being placed before you throw it. Having to aim up that high to throw it to the point where you can't see the ground isn't going to work, and it looks an awful lot like Anthems floaty weird grenades.

    2) Don't make harvesting such a pita, hold to do it kind of thing. This is something anthem got right. You can walk up to it and press a button to collect immediately, or shoot it to get it to drop immediately. Don't take players out of the game for so long. This isn't Minecraft.

    3) Add more weight to the characters movement somehow. It looks floaty and light.

    4). That rocket turret needs someway to target a mob automatically other than having to face the right way and hope it hits an enemy that doesn't move out of the way when you place it. Literally none of his rockets hit during the clips here because its just too clunky to place them, and that goes with their being no indicator like in point 1. There was one point where he did place it right, but the enemy was out of range and it just missed it, so even putting in a range indicator for this type of attack might help. Around 22:00 ish.

    5) Rewarding loot – 22:30 – Only blues for that long fight? A boss fight should reward at least one decent thing for a long fight. I'm not sure how "exotic" orange items are supposed to be, but if one of those can't be dropped for every boss, at least a few purples need to drop. NEED. Anthem, Destiny, and the Division all had this issue. Borderlands 3 had the opposite issue with too many orange legendary weapons dropping, but they also didn't have long arse fights so you would overflow with too much loot after a little farming.

    6) Talent icons should show on the weapon image icon. Gives you a quick view at what talents are on each weapon without having to hoverover them. Love the DPS up/down numbers already on them, so just expand on that.

    7) No recoil on that sniper around 29:10. Not sure how I feel about that. I think it again plays up to the floatiness the game has where everything feels light and not very impactful and crunchy. Obviously, a lot of comparisons are going to be drawn to Gears of War which is very heavy and crunchy, but thats totally missing from the game here and I think a lot of people will be disappointed by that.

    Overall, looking forward to the game. Looks like it will be fun in a party, so make that part as easily accessibly with matchmaking, as possible. Add a random matchmaking feature so you can drop in to anyones game without having to select a specific mission if you are just looking to hop in and play… AND MAKE SURE that appropriete loot drops for the right level for each player, not just whatever the level the party leader is at, so it gives incentive for people at higher levels to help new players (scale their gear down so they don't demolish all the content).

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