Things I found in solo testing:
With the TFC scope mechanic in place it is impossible to fire at a rate faster than once every 2 seconds. I recommend that a minimum % charge before the sniper actually "zooms in." Having the vision scope on the right click but having no bearing on the damage is disorienting. You can also get stuck scoped in by alternating the left and right mouse buttons. I'll take a peek at the TFC-style scope code to see what could be cleaned up tomorrow.
Grenade explosions have an absurd range. I can literally throw a grenade at the intel on 2fortclassic and am affected by the splash at the spawn door. If you check the radii of the explosives in gg2, you'll notice that the splash radius is divided when checking for nearby instances.
The nailgun has virtually no range when the scout is running forward due to lack of momentum shots. it literally looks like his range is shorter than that of the flamethrower. Compare it to the medic's gun and holy shit.
Deto's singular grenade doesn't detonate his smaller grenades. Don't know if that was intentional or not.
Grenades: should they get pushed around by explosions (other than their own)?
Grenades aren't affected by momentum shots. Don't know if intentional or not.
Some form of indication as to when the next grenade can be thrown or that a grenade is able to be thrown. Guesswork isn't always the best idea.
Health cabinets restore grenades? yes/no
when playing as the civilian, if you touch the gate to reach the target the instant you start to swing your umbrella, you will get an error
action number 1
of Step Event
for object StabMask:
Error in code at line 8:
at position 10: Unknown variable x
I recommend you destroy the stabmask when the owner dies.
That's all I got for now :V
Freaking hell this new Sniper is awesome. Heal patches are buggy though, they only give you a new grenade if you also get your ammo refilled and Engy gets their ammo reset to 8.
Oh well, i think i need a TODO list