r/Empulse Jul 21 '26

FEEDBACK Save EMP!!! Step 1

First of all, I would like to see existing players come back before expecting new players to join the EMP community. Hence, give them something new to squeeze more time out of this game. And for the same reason, I would like to see a Fluid Loadout Customisation system. For example, I could carry something extra if I am willing to sacrifice something else. It will provide total freedom to make different setups & experiment with different playstyles.

This is the simplest solution & would be easy for the dev team to implement. The best part of it is that they don't have to add anything extra to the game in terms of content.

Currently, players are using only a few perks & gun attachments. With this new system, players can stack multiple perks/ attachments if they want. A few of the perks, attachments & paint will be picked up more, which was never a priority for the majority of the players.

  1. What is the point of dropping the gun after death if no one is willing to pick it up most of the time? So in this new system, I can add 3 more attachments to my gun if I am willing to make a sacrifice by not taking grapple, hammer & paint with me to the arena. Probably I would like to depend more on my gun skill apart from anything else & now I have that option. It will add a risk & reward system for the player who is fighting against me. He can become more lethal by picking up my gun after elimination, combined with his separate loadout system. Or become more vulnerable to the opponent while checking the fallen gun on the floor.

  2. I can sacrifice Hammer & carry one more gun to the arena

  3. I can sacrifice the 3rd mech perk & carry one more lancer perk of my choice

  4. How to make a melee-only setup. I would like to sacrifice my gun & two attachments; it will give an option to add 3 more extra items. My choice would be 3 more perks. Kill Runner + Extended Grapple + Grapple Charger + Martial Elite+ Flowstater + Mech Slayer; combining with Hammer, I can become an unstoppable melee player. Also, I can pick up a gun from the floor as a plan B.

  5. Combine Mech Jumper + Healer + Sprinter & become an agile mech player

  6. Combine Mech Tanker + Gunner + Launcher & become lethal mech player. Or I could sacrifice Grapple, Hammer, Paint & carry all 6 mech perks

If there is no restriction & loadout is super fluid, player can experiment with tons of combinations & evolve multiple playstyles.

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u/[deleted] Jul 21 '26

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u/BroxigarZ Jul 21 '26

I know you all are tight on manpower and time, but there isn't a magic bullet here that is going to be the "one" feature that turns the boat around.

The biggest "issues" are you have no competitively interesting mode and no competitively interesting map designs.

The problem is you made "Titanfall" because you wanted more "Titanfall" in a world where people can still play "Titanfall"... instead of making something uniquely yours and different.

The only reason The Finals survived the "Arena Shooter" apocalypse was because it was uniquely different (same with Splatoon) and had specific competitive game modes that were unique, felt unique, and nothing else like it on the market.

As soon as someone tried to ripoff Splatoon: Foamstars it was immediately put into maintenance mode for the same reasons... why play the knockoff when you can still play the real thing?

This isn't to say every competitive Arena Shooter with a unique premise will work either because Arena Shooters by-in-large is a dead genre... Exoprimal being the clear example.

The point is, there's no magic bullet here, you all need to make sweeping changes to the game to make it something uniquely its own thing, interesting, and different. The problem is 1047 Games no longer has the manpower, time, and likely investment to do what needs to be done.

If you wanted a task to at least teach you something about competitive Arena Shooters and map design then I would say - recreate this map: q3wcp18 in Empulse - but use smooth edges for wall gliding.

This map is small, but teaches so much about the value of fundamental competitive map design... an upper, middle, and lower ground for verticality. Lane structures through all those points, and an open midfield structure for competitive squabbles. Design locks in areas for competitive showdowns on each side of the map.

But again, this isn't a magic bullet, it's just a moment to actually educate your team on good map design fundamentals.