Mind you, I understand we're beta testers for a reason and my burning anger at playing an awesome game for a week then having it ripped away and replaced with world of dreadnought 2.0 steps backwards has not abated. That all said here is my constructive feedback.
-more ships and more modules. can't complain here it's awesome
-multiplying the range by 10. 70km engagement is still stupid short for space ships. but it feels better then 7, which was just pathetic
-more modules, especially the ones like fighters that emphasize the size of these vessels.
-larger teams. I like the options It feels quite different from LoL and that is always a good thing.
-healers are more powerful at start. I have to say this is the biggest improvement in my opinion. starting with beam amp/auto beams rather then offensive modules get's people into healing which is important since support classes are usually maligned as unrewarding in most games. People learn early on that they're weak, then people get trashed when the team loses, so they stop playing and thus only a few progress to the later ranks where the supports are on par and teams are suddenly desperate for good ones.
-Tier system. It's been tried, it's unpopular, it's grindy and drives players away. Kill it. You guys are smart enough to build a better system.
-Maintenance. I should think that as game designers building in a mechanic that forces players not to play would be a stupid move let me make it clear.
-forcing more experienced players into noob brackets because their average income can't sustain constant play DRIVES NEW PLAYERS AWAY (and kills your game)
-building in reasons to stop playing/take a break DRIVES PLAYERS AWAY IN GENERAL (and kills your game)
-if I have an hour to play after work I should be allowed to play that full hour, I've bought a founders pack, I've supported your game I shouldn't have to wait in a repair bay. Honestly, when I see stuff like this i'm immediately drawn to the next game in my steam que that isn't going to impose some arbitrary, poorly thought out mechanic on me. I'm a soldier, I work longer, harder days them most people and when I choose to play a game in the time I have between work and family I desire to spend that full time engaged, not sitting in an artificial loading menu.
--Edit to address something brought up in the post below.
Maintenance does not actually prevent you from playing. however, at the legendary tier average income, from greybox's own estimates and backed (so far) by personal experience/observation cannon sustain constant legendary tier play except by the best players. thus, legendary players are required to drop to lower brackets and noob stomp in order to sustain legendary play. furthermore, this effectively prevents them from playing that tier what I called 'an artificial loading menu, or waiting in the repair bay'.
--Edit ends here
-Xp + cash -> 'free xp' coverter words cannot describe the fiery burning hatred in my soul for this system. It's low, lower then dirt low. It's the slap in the face after the soul-sucking initial grind that shouldn't be here. I understand this is a business and needs to make money. There are other ways to make money without shooting the player base's faith in the head.
-no secondary weapons at Tier 1. It's stupid, I want them back, especially for ships like tacs and arty cruisers that needed those close-in weapons.
-no officer briefs at Tier 1. It's stupid, at the very least give new players 4-8 to play with so they get used to them
-playing ships that have nothing to do with the ships they unlock.
-all the ships of a given type should be in a line and the exp you earn (if you insist on this stupid tier system) should be immediately applicable to the next ship. This way players feel like they have an ever increasing wave of momentum. Every game builds towards their final goal, nothing feels wasted, and they can spend time honing the play-style the love. Instead what we have now is a system of constant depressing restarts where you build up to the top only to be busted straight down to the bottom every time you hit a new ship (and where old ships are constantly being tossed out never to be played again). On top of that you have to hone other skills and other ships simply to play the ones you actually want. There's plenty you can do with linear progression since the main tree can have branches to ships that fit different niches that way you have a main line of successive upgrades and side branches of equally powerful/viable ships that are meant to coexist in battle because they do different things or do the same thing in different ways. furthermore, this means that the ships you make are never obsolete, which frankly wastes less of your time as designers.
-'strength' bars. convert all the shiny bars for speed/armor/firepower, etc in to numbers. They're misleading in the current form
-no dreadnoughts/corvettes at start
-this is a HUGE mistake because it means new players are thrown into lobbies without tanks and without assassins. they already have a lower base skill level and less modules on the ships they have, denying them entire integral classes of ships only helps widen the gap between them and a dude that's played a week longer. case in point: when I started playing a week before 2.0 I opened with a 4 game win streak because I was able swap into any roll my team needed
contrast this with my first 4 games in 2.0 which was 3 losses and 1 win because my team had no counters to the enemy sniper fest all we could hope to do was 'snipe better'. Even though I did well individually it didn't matter because 'try harder' isn't a strategy, especially for a new player.
-less avatar options at start.
-I have to say this is just a low blow. the options were already so limited I could count them on one hand I would have liked to see them expanded and some premium ones added. Also, again, i'm a solder I want head gear for my uniform.
-"Do not bring forth an argument that can be disproved with a 10 minute google search."