Thoughts on the Super People Early Access
00:18 “dual edge sword”, 1:53 class RNG, 3:20 attachment RNG, 4:31 defining play styles, 5:07 balance issues, 6:11 weapons, 8:36 should you try it?
I have been with Super People since beta. These are my combined thoughts from then until now
Summary:
I see the class purchase system as a "dual edge sword". I guess in some ways it can mitigate the super sweats but then it puts more of an RNG element on the outcome of the game. I dislike the RNG more than the super sweats
Classes have too broad of a roll system with the weapons. I think it should be more defined. The example I gave was the Marine rolling AR's and DMR's. That is because the M16 is technically a DMR in this game. It has the same range as the SKS and the others. I could see the Marine as being a special forces marksman with that suppressor trait
Sniper should only roll DMR's or snipers
In the time I have been playing, I hardly ever see suppressors or barrel attachments in general. I think that its a problem that you have to rely on the personal box for those. I like traits like the one the Marine has.. Damage with suppressors. I think it should stick around but the ground loot could use a change
Teleporter and the power slide are the examples I gave for a balance check with this game
The weapons themselves should get a stat change to give the specialized classes more options. An example I gave there was giving the UMP more range.. Make it the long range SMG for the SMG specialists
It is free to play so I would say give it a try. That is the great thing about F2P. You can give it a try and see if you agree with the reviews or opinions of others
https://www.ign.com/wikis/super-people/Super_People_Classes
https://store.steampowered.com/app/1190340/SUPER_PEOPLE/