Thanks so much for the very detail feedback, I will try to deal with it one at a time.
1. Weight is something being added right now as well as proper implementation for all stat modifiers. Weight will defining acceleration and deceleration values as well as turn time ( turn time represented as either degrees per second, how long it takes to turn 180 degrees, something like this, and speed of hockey stop turn. )
2. The tracking for weapons and accuracy in regards to friendly or enemies needs some work still. We were not able in time to add an accuracy nerf to the Sniper when at a certain window of time the Player inputs a dodge. Sniper Accuracy is also meant to have decrease at short range, but we again not able to implement in time.
3. Counter-Measure has reloading UI element, UI in general is still really bad xD, I am going to work on 4th iteration for our vertical slice.
4. I could only afford to commission just a few tracks, this project is funded solely from my pocket, but we will try to get more tracks to you guys soon and address the down time not having music. The voice acting is all placeholder and is terrible because it is done by me doing impressions of Metal Gear characters lol. We have many voice actors who are asking to work and we will get to proper VO!
5. Yes, I 100% agree, melee has been a big focus for me on Combat Rework3, we didn't add blocking while range mode because of controller limitation but have solution now. Mouse and Keyboard, wea re going to open up blocking and parry in Ranged mode. Controller will need compromise with combo button press, 'LB + RT / LT' will fire rockets, 'LT alone' will block, RB fire aux weapons, something like this. I am also working to see if we have a key free for Quick Melee so that we can quickly transition from combat mode with a single button.
6. Boss was overtuned because I did the classic developer thing of 'I play this build for 80 hours and it's too easy, people will think this is too easy' and ended up make the Boss do too much damage, have too many capabilities, too much AP and HP, and probably not fun to fight. :(
7. STAGGER currently is still being adjusted, there are weapons that can do something call 'Heavy STAGGER' that we still need to add, we will definitely make tweaks based on Player feedback
8. More free form melee attacking like Batman series games ( just example) is not something we are looking at, we are going to try and solve the issue of multiple enemy engagements in melee with a better method of targeting. We are also allowing now for Players to use Hard Lock in Melee and Ranged and to cycle targets like in Gundam vs Zeta Gundam
9. HEAT capacity (baseline level) has been increased by about 60%, I agree the restriction was unfun.
10. Melee combat moves are still in-progress, going to add defensive actions that can cancel melee attacks like dodging. AI will also support these tactics
Appreciate the feedback, if you have anymore we would love to hear from you and I hope to address these issues because I 100% agree with the problems. Feel free to message me here or join Discord community where we are active on feedback :). Thanks so much for taking the time to write all this, means a lot to our team!