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This has been a trade off in gaming for years, preload all your assets right away but slow down loading, or make it on-demand to get players in the game faster. Nothing other than a complete reworking of how the engine draws on assets in hard memory would 'fix' it, and it's no more a 'bug' than texture pop-in on Unreal Engine games. That's simply how it works.
But a few seconds more of loading could have smoothed things.
One of the reasons I am interested in this game is the very low requirements.
Modern games have turned into resource hogs and stable 60 fps gaming is almost a chimerae unless you get top of the line hardware.
I could have come up with a fix:
Creating a custom map where all the effects are played (and therefore loaded)...is that possible?
This is a recursive argument, though. "Modern" (by which I'm sure you mean "high-detail 3D rendered, as Armageddon is technically modern by definition) games are such resource hogs BECAUSE they have so many assets to preload. They assume that the player will probably need this or that sound or graphic, and write it to the RAM... and even then, the game might not be fully preloaded. I've played plenty of 'modern' games that pre-cache assets, and then they'll "stutter" as they write the sound of a weapon I fire to RAM, because the game didn't already do so.
There's no way to predict every single thing that the player might need in terms of assets for display/sound, and even the most insanely highly-detailed AAA studio titles will suffer from this. I point again to Unreal Engine, which is absolutely notorious for its terrible LoD system, where textures might be blurry until you're right next to them and then suddenly pop out of nowhere into full resolution. IDTech 3 (or 4), whichever RAGE ran on, was even worse. Skyrim's Creation Engine does this. No matter how recent the game is, asset caching is a ballet that even the hardest-working dev teams can't fix.
Now, you keep going "hey patch and/or fix it!" But it's not... you can't just magically fix it. Whether the developers of this game want to chime in is their business, but in lieu of official input, I'm guessing that in order to minimize resource cost, they specifically chose an on-call asset loading manner of writing the engine, and if they pre-loaded every asset, it would probably be half a minute to load into the game and take several times the RAM it does now.
Whether this design decision is one you personally agree with is quite literally your own business. Considering how basic and primitive the UI and graphical featureset is for the game, I am surprised that such a relatively minor issue is really the make-or-break.
First world problems, sure, I know.