MAC feels a little unwieldy. Here are some possible enhancements that would make it more usable in my opinion:
- Cancelling charging by switching the primary weapon. This would be a pretty intuitive mechanic.
- Zoom-in feature to aid in aiming (a possible function for the laser firing mode key).
- Charge indicator embedded in the crosshair. Although probably an obvious suggestion, would merge easily visually and wouldn't hurt.
Dispersion seems a little underpowered for me too. That issue aside, I would like the possibility to reload the weapon halfway through the magazine (again, laser firing mode key). This would be useful in many situations.
Shield overcharge is a minor annoyance for me since it encourages collecting shields instead of having a deathmatch.
I would cap the maximum shield lower, although I think that shield cap and drain are ideal variables to be configurable by the host. Any server specific configurations could be viewed when joining it anyway.
I am not an experienced 6-DoF player and don't have a feel for how the weapon mechanics might play out at higher skill level so it would be interesting to hear about the current design considerations behind the weapons.
One of the more significant gameplay issues for me is how the networking should be handled. Currently it is rather frustrating to try scoring a hit with Atlas while having 200 ms latency and very harmful for other weapons too.
Apparently UDK client-side prediction works fine for movement but nothing seems to be done about firing weapons. I guess this will be addressed when moving to UE4.