TOXIKK
Demo
IDK if this game is still being updated. Been playing the Free version for about 5-6 hours now. Keep finding servers with bots but consistently win (SC of 10 so far). I have over 10k hours in Unreal Tournament so this game feels pretty good. Liking a lot about it especially the customization. Few things I noticed:

1) The loading animation for your starting pistol. Why? In a game this fast paced why do I have to watch my guy load up his firearm for the first 1-2 seconds of gameplay? With how quickly you're back in the action, this is major issue...I want to fight right away and I'm getting shot left and right but I can't even fight back for the first 2 seconds after... Every. Single. Respawn. Why would you do this? (Also, who the heck jumps into battle with your weapon unloaded?). I'll concede, maybe make it for the first time you enter the level, but for AFPS this shouldn't be there for every single respawn.
I realize I'm new to this game so perhaps someone can shed light if this has already been discussed ad nauseam for some reason I hadn't considered.

Just jumped back into the game...So this is funny. You can just scroll up when you respawn to skip the animation and get back to the pistol fully loaded in less than a third of the time. If the animation is purely cosmetic can we turn it off so I don't have to cheese the game (which, since I'm old I'll constantly forget to do)?

2) IDK if the devs don't like blood (which is fine) but it serves as a very useful hit indicator. Weapons don't feel like they're do much of anything until you suddenly see the guy drop. The proper feedback doesn't feel there. I'm very much aware of the hit markers which I do have enabled so perhaps thousands of hours of older games without those have conditioned me to look for blood or damage of some sort making it very hard for me to notice them (even though I've made them big and red). Maybe the bullet hits just aren't that visible too. I'll admit I might just be old, lol.

2A) Somewhat related to the above... I noticed it is VERY hard to see the tracers of the shotgun during a fight making it pretty hard to gauge shot accuracy. Same for the assualt rifle (blanking out on name, atm.)

3) Crosshairs. Glow Strength resets after 255 (probably saved in 8 bits) so anything higher is just a repeat and 1000 is actually not the strongest since it stops at 235 (1000 - 255 - 255 - 255 = 235).

4) Bloom. I know this is subjective but is there a way to reduce it? I find bloom to be awful in most games. Just burns the retinas.

5) Ravager. Are the damage particles that spawn when using the primary supposed to appear as if they're coming out the back of the drill bit? It looks like it should spawn where the damage is being done so it looks odd. I can drill into a wall and nothing shows up on the wall, no sparks, dust, or anything, but a bunch of particle effects show up coming out the back of the drill bit. Wasn't sure if that was intended or not.