I Agree with you. But, if the game is suposed to be PvEvP, make it fair for both sides.
Ok, antag plays against 4 raiders
Antag has a entire army of grunts/elites/looters/captains/brawlers/snipers to back them up.
If the match overcompensates a antag just because of his lower mmr, makes it unfair to raiders. Even for a full squad of raiders, that makes the match a whole bullshit.
Grunts will not stop shooting untill they kill you. Their weapon will never jamm. Elites will shoot as soon as they get wounded and will take like 80% of your health (if you are lucky enough). The ammount of aleph requirements skyrockets 50-80% above the normal.
Low Blow for example: 5+ engineers spawning and they can drain the pressure in less than 5 secs even with 5+ alephs on the generator.
Things like that made many of my friends quit. The AI is broken when it's above 60% dificulty, playing as a raider feels like a punishment at that point.
Idk... I just want MSE to listen to us and stop making changes on their own. the best thing for me and I believe lots of players think the same was, the mind game involved on CQC.
That's what hooked me the first time I played. My very first match was against a lvl 300+ alicia on low blow. I had no Idea what to do but when I got my very first kill on cqc against a antag, that felt so good.
When you used to fight elites for aleph to complete objectives was the challenge that made the game so fun.
But now... If you're losing a cqc, roll and drop aleph bombs.
If someone grapple you, you're more likely to survive, even if thrown against a wall.
Idk... The game used to be fun... now is just a: play 5 matches and wait for another day to play again kinda of.
I already told you about some ideas to make match difficulty easier in exchange for giving enemy NPCs semi-random traits
I have never gone passed 50%, but below that, I think grunts usually jam their weapons once out of every three reloads
Are you saying you that 'the game has become less fun, because CQC is less skill-based with the addition of aleph bombs and non-lethal grapples; the task of searching and extracting aleph from elites has become extinguished now that aleph spawns separately from elites; and that the daily rewards system is less enjoyable now?'
I felt like their were positives and negatives to the change to grapples depending on how you look at it: Assault Elites with invulnerability are much more easy to deal with for raiders, which makes it harder for antagonists; Doldren's in general were nerfed significantly, because well-timed grapples after using astral form were a major part of their strategy and this has made them less effective against characters like Mikah, who has extra health and can teleport if she has a chance to react. I would argue that grapples can still instakill if you throw enemies off the map.
I feel aleph bombs can undermine raider builds and characters devoted to crowd suppression and the role in general.
However, even with automatically lethal grapples and the absence of instant aleph bombs, there were already weapons, characters and talents that could give players the upper hand in CQC e.g. H.I.V.E.'s plague, Ayana Kwena's Legacy, both of whom could fire their weapons in just a single move, Loaht's ability. Also, though this is small, on the last stage of 'No Reservations,' snipers are the only source of aleph.
What I can agree with you (to some extent) is that the daily rewards system needs to change. I'm not saying I like the old-old design where you could earn blueprints daily by completing certain missions, which is what I think you were referring to. I feel ambivalent to the five daily rewards per day you can earn from any mission, what really frustrates me is the anticipatory design it lacks from it's previous form: When I started playing Spacelords, it was in solo queue and the learning curve was intimidating, but what the daily rewards could vary from regular blueprints to rare blueprints; what made it anticipatory and what made me login to Spacelords was to see if today's daily rewards offered a rare blueprint, because they were pretty much a random occurrence that would happen every week or so. If they brought that back, a good chunk of Spacelords replayability would come back, I know it.
I also wrote about reward system ideas: sections 4b, 4c and 4d
https://www.spacelordsthegame.com/community/index.php?topic=31748.0