In some attempt to get the train back on track i'll do a bit of a review of SM and hopefully we can talk about that. Star marine's gameplay as it is now is fairly simple, 4 guns a sidearm and a grenade and 2 armor types are implemented, you go around capturing points by hacking computers during which you're vulnerable to being shot in the back, caps happen faster the worse your team is doing. You can stop bleeding/heal fully using medkits you can replenish around the map. If we're going to make comparisons to other shooters in general it's not very like call of duty or battlefield, but more like the old rainbow six games or the neotokyo mod mainly for the focus on tight corridor gameplay and relatively slow movement speed.
The main place it diverges from other shooters with similar mechanics are it's zero g areas. In zero g you lack a stable firing platform reflected by significant inertia on your aiming abilities but gain far more angles to ambush from and options to evade and try to beat people's tracking speed. You can move very fast under EVA boost. its quite fun and reminds me a bit of shattered horizon through for the following reason it's a bit different.
The game heavily rewards concentrated fire, spraying at enemies while your bullets dent all the different bits of their armor won't get you anywhere, you need to pick one spot and make sure all your bullets land there to get a kill. The effects of leg and arm damage aren't implemented yet either which means shooting arms and legs is mainly a damage sink right now. Depending on how precise you are enemies will fall in 2 bullets or 48, something that leads to an initial feeling of long time to kill but later leads to a feeling of counter strike like precision being rewarded, crosshair positioning matters quite a bit.
The game provides a fairly long range radar that shows you any nearby enemies that are making noise, this includes sprinting and shooting. I think it's a bit too long, the game needs suppressors and more options with this radar but i do like how it encourages being careful and working with teamates. The UI is missing a few elements like grenade and medkit counts. It could use more features in general, shields and stealth options are an obvious direction to go in. Some mines or c4 would be nice for the typical battlefield usage in addition to blowing up ships in the PU. The charge sniper is interesting but very poor for close range which most of the game takes place in especially considering the view shake upon taking damage, it's good for catching people on EVA by surprise though. The shotgun i haven't had much luck with put people have put it to good use against me so it's what it is.
It feels fairly janky when running up against corners or watching people run into walls with lip on them(example in the sm video i posted earlier at 3:30) as the animations tend to spazz out a bit, vaulting and mantling is a bit unreliable as well. When that isn't happening there's the occasional issue where your gun will be forced holstered or a medkit you use doesn't register. Right now the game doesn't let you lean when not right up against cover which is definetly something that should be allowed anywhere. Otherwise animations feel good as does catching someone in the head with a well placed burst.
Overall its a fun game, it doesn't stand up completely alone yet but it's competent and the main issues being lack of weapons/features with some jank certainly leaves a clear direction for improvement.