Howdy from "AnCapistan"!
Been awhile since this user has done one of these for something like this, and am by no means "done" (played until satisfied) with this particular beta test, however, some brief thoughts on what the studio should do are as follows:
(Sidenote: Is this user the only one with a feeling of this being "different" in terms of the actual "feel" and "look" of the play-style and graphics compared to the original? Played the original from pre-launch to just recently and have both shirts so this user has seen it all come and go, however, this user doesn't know if it's the invisible "hit-boxes" or firing patterns of the weapons, or size of the enemies, even ones from the original, but something "feels off" about it all, like it's not as "crisp" and "smooth" as the original, in terms of movement and battle. Anyone else with these thoughts?) It may just be the bright (unrealistic) color scheme taking the immersion out of this user of the armor, weapons, and layout, but this user digresses and may be overthinking it.
Point one, is that it takes too long for a "super" to be charged, which seems to be a common complaint around here, at least in "PVE" (this user hasn't done PVP yet in this beta) and has been mainly playing this version of "Defender" in "Sentinel", and comparing it with the original form (this user "mained" a Titan master-class and has experience with all three of the original's sub-classes) and whilst this user may not have a stop-watch or program monitoring the charge-rate for "supers" for empirical evidence of this claim, inductive and deductive reasoning are all that's needed, this user feels, to go along with such a claim.
Point two, regarding the "Sentinel" sub-class for Titans, this user doesn't "feel" the same with one as this user did with "Defender" from the original, in that, the skill-web could be redesigned a tad, but that's just this user being obsessive compulsive, aside from that, a major complaint from this user is that the "super" use with "L1" and "R1" being "tapped" to use the defensive "super" as an offensive one (run with a shield and hit targets with it or, in place of grenades when in "super" mode throw the shield at enemies), and "holding" the "L1" and "R1" trigger-buttons to create a "Ward of Dawn" as a defensive maneuver should very well be separate skills to be "spec'd" into and out of in the skill-web, as too many users will no doubt mean to do one, and cause the other instead, potentially ruining run-throughs. At the very least, if they are to be packaged together, as long as there is "super" energy left, maybe allow users to switch between an offensive shield and a ward if not separating the two in the skill-web.
Point three: Is it this user only, or is anyone else having to redo their skill-web for things such as the type of leap or barrier one would like to have for say, the "Sentinel" sub-class? It seems to reset to the default set-up from when one first boots up the tutorial mission.
Point four: There does seem to be a lack of heavy ammo dropping in "PVE", such as the playable "Strike" mission, and namely only two or three enemies seem to drop it, not that grenade launchers even do much anyways, the shotgun still feels out of place as a "heavy" and the launcher doesn't seem to be worth it in terms of damage produced ("plz buff" post).
Other than trying to avoid the "elitists" coming out and calling other users "scrubs" and the like for suggesting this, this user doesn't really want to touch on the "difficulty" of the tutorial mission and the "Strike", in terms of attempting to "one-shot" them both due to the more-or-less subjectivity of the nature of such claims, however, even this user who has done it all in many a program feels (with the "average" user, first-timer or not) may feel beleaguered with what should be simpler, "easier" missions and the defensive shields ("not meaning the "super" for "Sentinels this time) for the average character and enemy seem "off" compared to the original product's enemies, and their recharge-rates. Perhaps taking down a turbine, and letting users know where the gears are and how to get to them in the final part of the first mission would help, as well as toning down or eliminating some of the enemies and gigantic moving gears in the "Strike" mission would help the "average" user, new-comer or not. This user has a sense the general "feel" from the "community" of users here on the forums is that this is a beta that there either isn't much to do, or what there is to do is not worth it when juxtaposing the skill-needed and time-needed for the difficulty with the content as well as the rewards received to justify doing it well very much, in frequency or in magnitude, potentially driving away customers via a negative "word-of-mouth".
With all that posted above (and more to come in the coming days) from this user, this is still something that this user will follow and attempt to enjoy in the proverbial "umbrella" of franchises this user is a fan of being engaged with on a daily or weekly basis and has high hopes for the future of what should be (if it still goes according to the publisher's plan that leaked a few years ago) a decade-long commitment to all aspects of this franchise. Git-'r-done and DELETE these OBSOLETE enemies of the Light and show "C-E-R-O M-I-E-D-O" in the face of the Darkness!
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Point five: TAKE FALL DAMAGE IS TOO SENSITIVE!!! Would be able to make the same drop in the original and survive, maybe not even get any damage whatsoever, but take-fall is creeping up on this user, and others, too much in frequency and magnitude (plz nurf post).