Bugs & Ideas
Suggest features and report bugs, and upvote the ones you want most. The most wanted ideas move to the roadmap.
- 4
In the newer version of SP the teleporter class got a upgraded hatchet, which had the an explosion wherever the hatchet hit and you where able to push away people behind a tree out of cover for example. Right now the hatchet is basically a useless ability. If possible could we get that effect back, and if there is no files for that specific one we had, maybe its possible to code the shotgun masters flashbang knock back to the hatchet to have a similar effect without any flash effect.
- 3
Grenades, Molotov cocktails, flashbangs, and smoke grenades should be integrated into the selection wheel alongside energy bars. This would make the interface much more ergonomic, intuitive, and convenient to use. This feature was part of the original SUPER PEOPLE game.
- 3
home ground : tress and walls For the perk to activate, you have to touch a wall or a tree. If possible, I think it would be much better if it could activate when you're standing behind a tree or wall within a distance of around 1.5–2 meters. Otherwise, I find it practically useless in its current state. It's unrealistic to expect players to remember to touch a tree during a fight just to activate the perk. In addition, I don't think it's balanced compared to similar perks. With all due respect, I hope you consider this feedback.
- 2
Compared to other classes, the cooldown for the Driver’s ability is far too long. While most ultimate abilities have a cooldown of around 80 seconds, the Driver must wait 60 seconds after exiting the vehicle before the cooldown even begins to reset. Being left completely vulnerable for 60 seconds after exiting the vehicle feels highly unreasonable. I suggest reducing the time one must wait after exiting the vehicle—before the cooldown for summoning the Monster Truck begins—to somewhere between 30 and 45 seconds.
- 2
The Demolition character offers so few advantages that no one plays it. Although some improvements have been made, the cooldown for the Demolition rocket launcher needs to be reduced further—from 10 seconds down to 7 seconds. The RC car also requires a damage buff; it should deal up to 80 damage on a direct hit. Furthermore, the rocket launcher’s crosshair does not align with the weapon’s actual aiming point, making it difficult to use. This needs to be fixed so that both aiming points are perfectly aligned.
- 2
I'm curious why the gas soldier was nerfed, and I want a rollback I'm curious about the criteria for balancing I've reached a point where I wouldn't die just by sitting still and eating a kit in the gas I understand that most squad rankers have increased snipers or nucers to use gun experts, marines, drivers, or gatling soldiers, so I'm curious why so many users don't use gas soldiers For a better game, I think the standard for buffs and nerfs should not be based on how much people demand them, but rather on buffing characters that are not used much (like the Gas Soldier Demolition) and nerfing the ones that are used frequently, so that players can combat using a wider variety of character combinations—this is the right direction the game should take
- 2
**Request to Improve Server Latency and Fairness for High-Ping Players** I'm a player from Thailand. Would it be possible to improve the server latency and reduce ping? Currently, my ping is around 280–350 ms, which makes it extremely difficult to compete in an FPS game, especially against players with very low ping. This creates a significant disadvantage and makes the gameplay feel unfair. I really hope the development team can look into this issue and improve the experience for high-ping players. Thank you for your hard work and support!
- 2
Right now there is a very limited amount of spots for the Super Soldier and Legendary ranks. 1 for super soldier 9 for legendary. I think it would a lot better if the top 3 are super soldiers and 20-25 are Legendary as the other ranks are unlimited, I think it's better to give more players the opportunity to occupy those limited ranks especially as the player base grows.
- 1
At some point, the Monster Truck suddenly stops and won’t work at all. When I summon a new one, it floats in the air. I can’t drive it, but my teammates can, and there’s no engine sound while they drive. When this happens, the Driver often ends up running around with just a gun and no skills.
- 1
1. Removal of Live Pings In battle royale games, I believe that "live pings" should not allow opponents to track the locations of me or my teammates. When a live ping is placed, it reveals my movement path; furthermore, it can expose my position even when I am hidden inside smoke or within the "sea fog" created by a character's ultimate ability—often leading to my death. The very purpose of smoke is to prevent enemies from seeing you, and live pings effectively break this mechanic. It is unacceptable for a single ping to completely neutralize an ultimate ability 2. Increase the time required to revive Marine teammates At level 3 of the "Comradeship" (or equivalent) skill, the revival time feels far too short. As a result, the opposing team—who managed to down an enemy—gains almost no advantage from doing so. Furthermore, because revivals happen so quickly, combat encounters become unnecessarily prolonged. I suggest increasing the time required to revive a downed teammate to 5 seconds, and to 10 seconds for reviving a teammate who has been fully eliminated (killed) 3. Buffing Airdrops In all the time I’ve spent playing, I’ve only ever looted an airdrop once—and that was just because I was completely out of healing items. Airdrops should feel like true supply drops; they ought to contain Legendary or Mythic-tier weapons, or feature higher-grade exclusive gear, making them valuable enough for players to fight fiercely over them 4. Removal of the ability for Marines to see out from within their own smoke screens While this is described as a unique ability for the Marines, it feels far too overpowered; I believe it should either be removed or rebalanced
- 1
Personally, I believe a game's lifespan is linked to its social attributes, which in turn is linked to its female player base. Currently, the game's player base consists mainly of veteran players. How can we attract more new players? The answer is a must-play for beginners: the Bomber Girl; 1. Anyone who knows how to unleash a nuke can play the Bomber Girl. New players only need to learn how to use her ultimate skill to contribute to the team, ensuring a fun experience for them instead of being instantly killed by skilled players; 2. Currently, due to a low player count, players of all skill levels are grouped together, resulting in strong players being paired with weaker ones, leaving the weaker teams with no chance to fight back. I believe changes to the Bomber Girl can alleviate this situation, giving weaker teams a chance to compete; 3. Reduce the cooldown of the Bomber Girl's ultimate skill or increase its damage, or both.
- 1
The Sniper class suffers from extremely low mobility and a near-total lack of defensive abilities, putting it at a significant disadvantage in direct combat—though, admittedly, this is an inherent characteristic of the class. However, given the high-mobility nature of the game and the frequent presence of visual-impairing effects, the Sniper’s damage output often feels insufficient. This has led to frequent criticism and backlash from other players in standard matchmaking. I offer the following suggestions: 1. Reduce the cooldown of the "Precision Bombardment" skill, increase its damage, or perhaps implement both adjustments. 2. The fact that the "Flashbang Trap" also affects the Sniper is absurd. Since the class is already weak against enemies closing in for close-quarters combat, having one’s own trap cause a severe blinding effect on oneself is counterproductive. I suggest modifying this so that the trap either has no effect on the Sniper or its impact is significantly reduced. 3. As previously mentioned, the Sniper’s mobility is poor. I propose adding a feature that allows the Sniper to maintain stable ballistic trajectories and weapon steadiness while jumping or moving—even without the scope engaged. This mechanic—reminiscent of the "tactical hold-and-fire" technique used with the AWM in the popular domestic title *Delta Force*—would greatly enhance the player's sense of satisfaction and the visual appeal of the gameplay.
- 1
1. After using the ultimate ability, the weapon fails to reload to its full 5-round capacity; instead, it only reloads a single round before stopping. 2. Given the fast-paced nature of *Super People*, the ultimate’s firing mechanism is too vague. It should either fire toward the player’s current aim point (while scoped in) or provide a clear indicator of where the projectile will land. 3. The current "siege mode" feels absurd and makes the character far too clunky. 4. The requirements for summoning the siege vehicle are overly restrictive. It should be possible to summon it directly, rather than having to search for a flat surface—the current setup creates such a long delay that by the time the vehicle is finally deployed, the fight is already over.
- 1
now, when we use a regular capsule, we up grade a ability we already have or get a random ability we don't have.But for lots of legends,key ability always determines the fighting strength, such as camaraderie of Marine and the roll of gatling soldier. Sometimes, even after searching lots of resource points, I still don't have the key skill which is frustrating. So I wonder if we can make the capsules' function aquiring an ability point, so the players will be able to learn the ability in an order that they perfer. Or we can let the players pick a skill as key skill before the game get started, then when capsules matching these skills are used, players will have priority in obtaining the key skills they pick.
- 1
if the m2 was attached to aim only or ads only , Titan won't be able to set up the barriar.
- 1
As mentioned earlier, the TTK (time to kill) is short. This may be due to the base damage values of the weapons themselves, but it also appears to be influenced by the additional damage buffs granted to each class Therefore, it might be a good idea to try reducing the weapon's attack power by about 5%–10%, or lowering the values provided by additional attack power buffs However, the figures should not be lowered too drastically all at once, as has been done in the past. Instead, adjustments should be made gradually—by about 5–10% at a time—while maintaining ongoing communication with users.
- 1
Right now, there aren't many players using the jetpack soldier because fuel is hard to get consistently. In last year's version, fuel could be added to personal tactical packs, which might help fix the problem of too few people playing the class.
- 1
Can coins and blueprints from bot mode be retained after the match? It would make bot gameplay much more enjoyable. Please support saving match records. Let us farm coins and blueprints in bot mode. I love fighting bots on max difficulty.
- 1
Please add the game to “GearUP” for the RU community!!!
- 1
Molotovs are weak, dont deal damage, they`re more used to spot people than anything else Flashbangs take a year to explode unless youre using that agent that has a passive with Grenades dont ever nock anyone even when they land on they feet, also they are super lightweight you can never hit where you supose to And smokes if you dont smoke your partner twice sometimes you can see shit inside of the smoke if you use only one
- 0
30 seconds too broken compared to other chars.
- 0
I think it would be great to bring back some of the old game systems, such as **Standard Matches** and **Ranked Matches**, and make them available across **all game modes: Solo, Duo, and Squad**. These systems were an important part of the original game experience and could bring more variety and depth to the current matchmaking.
