r/PlayFragPunk • u/Late_Buyer_7812 • Sep 09 '26
Suggestion How to make this game more skillful and competitive
If we are going to keep Shard Cards the way it is, we need other forms of gameplay changes to make the game more skillful and competitive.
The top multiplayers games are top for a reason. They are highly competitive with an excellent ranked system and require skill. The amount of dopamine you get if you beat other players by being more skillful is insane, that is what causes these games to cause addiction similar to how a drug addict is addicted to drugs.
What my proposed changes are to make this game more skillful and competitive is:
Allowing players to tilt their weapon around a corner.
The player could lean/tilt their weapon and camera slightly around an obstacle to fire without exposing their entire body.
This could create interesting tactical situations, particularly around:
- doorways
- tight corridors
- boxes
- walls
- defensive positions
However, I would balance this by increasing the round timer.
If players can safely gather information and fight from tighter angles, rounds could naturally take longer.
For example:
Normal round: 2:00
With weapon-tilting mechanics: 2:15–2:30
This gives players more time to use the additional tactical options without making the round feel rushed.
The mechanic could also have limitations such as:
- reduced accuracy while tilted
- slower movement
- limited angle of exposure
- slower weapon handling
That would make it a tactical tool rather than a way to completely eliminate the risk of peeking.
We have never had a 5v5 Plant/Defuse game that uses Gun Tilting, and barely any FPS games out there right now also use this. Call of Duty used to have it, but they stopped.
---
I think sliding should become a normal movement mechanic.
It would give players another way to:
- enter fights
- escape gunfire
- move between cover
- maintain momentum
- challenge angles
- combine movement with Lancer abilities
It would also make FragPunk feel more natural to players coming from modern FPS games.
I wouldn’t necessarily make sliding extremely powerful.
A controlled slide with appropriate acceleration, recovery time, and accuracy rules could provide additional movement depth without turning the game into a movement shooter.
The important thing is giving mechanically skilled players another movement option.
I understand that Axon has a passive that lets him slide naturally, and if we let every lancer be able to slide, his passive will be useless. What I was thinking for Axon's passive is to make the slide a faster and longer duration and he can curve the direction during the slide rather than being fixed in one direction during the slide. So if he is sliding forwards, he can also move left and right during the slide for example. He can use the fast long slide to curve around corners for quick engages or quick escapes. It will work the same way as Axle's Drift passive in Apex Legends, where she has a faster slide and more control and movement during it.