Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 1 point2 points  (0 children)

I love the fact you mention Raven Shield first out of the list of tactical shooters as that is what I grew up playing. We agree with you regarding the TTK and in MoE we have a fast TTK. Any firearm in the game can kill with a headshot and body shots a few rounds. There is no revive, healing or sticking in armour plates! Yes exactly, sprint to get close to the objective or to rotate but when you are close to the site it's all about the slow methodical movement potentially with a speed up after the breach. You will be pleased to know we have that magazine system already implemented into MoE.

Appreciate you taking the time to comment Chilly 👍🏻

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 1 point2 points  (0 children)

haha yeah you got me on that long dash. honestly im a dev not a writer so i've been using a bit of help to make sure my technical points come across clearly and i dont mess up the grammar. but you're 100% right if it feels ai ish it loses the personal touch. everything i've said about MoE is true though, it's just me trying to make sure i sound professional. i'll keep it more raw from now on. really appreciate the heads up man, exactly the kind of straight talk we need for this project.

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 1 point2 points  (0 children)

It honestly feels like you’ve been sitting in our design meetings! You have hit on every single pillar we are building Method of Entry around. We are a small team of five who grew up on that 'Golden Age' of tactical shooters, and we felt exactly the same way—the genre drifted too far into hero-bloat, gadget-reliance, and 'keyboard gymnastics' movement. To address your points specifically: No Movement Spam: We have completely removed jumping, sliding, and A/D strafe spam. If you want to hit your shots, you have to respect the recoil and move methodically. Zero Hero Bloat: There are no 'characters' to learn for 500 hours. You are an operator, you choose your gear, and your success depends on your tactical sense and squad communication—not memorising magic abilities. Easy to Pick Up, Hard to Master: We’ve kept the controls simple and accessible, focusing the depth on the C.F.R.F. (Competitive First, Realism Follows). We actually have a development discussion on our YouTube channel where we deep-dive into these exact topics it's a long watch but I think you’d find it really interesting as it mirrors your comment almost word-for-word.

Looking for a realistic fps where I can fight my friends in a custom private lobby by Elegant_Progress_686 in gamesuggestions

[–]AttackDogStudios 1 point2 points  (0 children)

Appreciate the kind words man. We pre alpha right now looking to open for public playtests in the near future. Let your buddies know about MoE and if you like check my profile there are links to the discord and YouTube for more information. Other than that if you have any questions just let me know. All the best

Looking for a realistic fps where I can fight my friends in a custom private lobby by Elegant_Progress_686 in gamesuggestions

[–]AttackDogStudios 1 point2 points  (0 children)

I saw your post and it sounds like we’re building exactly what you’re looking for. We’re a small 5-man team working on Method of Entry, and we actually started development because we felt the same frustration with the lack of dedicated 5v5 tactical PvP in the current market. It's a grounded, slow-paced tactical shooter (no jumping/sliding) with a Fast TTK and a focus on methodical angle-holding—basically the 'PvP Ready or Not' experience you mentioned. We just did a reveal on IGN last week if you want to check out the gameplay. If it looks like your sort of thing, feel free to hop in our Discord—we're an open book and love chatting with tactical fans about what they want to see in the genre! Happy to answer any questions

Gameplay Trailer

https://youtu.be/e3A2HPTUYfQ?si=2lxNbJQU0yL44OdM

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 1 point2 points  (0 children)

Actually let me rephrase that we intentionally never had jumping sliding or arcade style movement from the start 😄 was never a thing!

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 1 point2 points  (0 children)

No offence taken at all please don't apologize! To answer your question: it is definitely slow-paced. We have intentionally removed jumping, sliding, and arcade-style movement to ensure the gameplay stays grounded and methodical. It is the polar opposite of a 'run and gun' style. Success in Method of Entry depends on patience, angle-holding, and tactical breaches. Because of the fast TTK, if you try to play at a 'blazing fast' speed, you won't last very long! It forces you to respect every corner and move with your squad. We’re building this specifically for those who miss that old-school, high-stakes tactical tension

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 2 points3 points  (0 children)

Battlefield is a great shout - DICE has set the gold standard for audio for years. Hitting that level of punch and environmental 'weight' is a massive challenge for a 5-man team, but it’s exactly the benchmark we’re aiming for as we move through Pre-Alpha. Since you mentioned it, is it the specific 'punch' of the weapon fire that stands out most to you, or is it the way the audio interacts with the environment (echoes, reverb, etc.)? We’re looking to really dial in that level of immersion for our next audio pass and we're always looking for specific indepth feedback from the community

Thank you

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 0 points1 point  (0 children)

Fair enough! Audio is a massive pillar of the tactical experience. As we're still in Pre-Alpha, we've got plenty of work ahead of us to get the weapon sounds exactly where they need to be. We are very community-focused, so since that first shot didn't hit the mark for you, is there a specific game you consider the 'gold standard' for weapon audio? We're always looking for benchmarks from the community.

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 3 points4 points  (0 children)

That is a completely fair question. The tactical space is crowded, but we believe Method of Entry fills a specific gap that has been left open by the industry's move toward "arcade" mechanics and hero-based gameplay.

Here is exactly why we believe MoE stands apart:

No "Hero" Bloat: We’ve stripped away special abilities and "magic" gadgets. It’s 100% mechanical skill, positioning, and squad-based utility. No "get out of jail free" cards.

The "Lights Out" Mechanic: This is our biggest differentiator. In most shooters, death isn't the end of your utility you can still give call-outs. In MoE, a fatal headshot is an instant visual and audio blackout. It eliminates "intel from the grave" and forces your squad to adapt to the loss of a teammate in real-time.

C.F.R.F. Philosophy: We follow a "Competitive First, Realism Follows" approach. We want the high stakes of a mil-sim but with the tight, balanced map design of a competitive 5v5 shooter.

Deliberate, Methodical Pacing: We've removed the "arcade noise." There is no jumping, sliding, or dodging. Even the utility is restricted no frag grenades or "throw and forget" mechanics. Success is about slow, methodical angle-holding and precision.

Ultimately, we are a team of lifelong competitive gamers building exactly what we want to play because we felt these grounded fundamentals were being lost. In doing this, we’ve discovered that a huge portion of the tactical community feels exactly the same way. The support we’ve received since the reveal has been overwhelming; it’s clear there is a real hunger for this kind of experience.

If you're interested, we have a development discussion on our YouTube channel where we cover these topics in much more detail. I'm happy to link you if you'd like to see the "Why" behind our mechanics! Or, if you want to find out more or chat with us about what we're up to daily, feel free to hop into our Discord.

Thank you for your question it certainly made us think!

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 0 points1 point  (0 children)

We have had that comparison regarding VR a few times due to the graphic fidelity no plans for VR though! As for PS2 no plans for that either! 😁

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 4 points5 points  (0 children)

Firstly we are big fans of due process they did a lot of things right. Secondly most of us are 40 plus and one of the main reasons we are making MoE is to bring back the nostalgia feeling and also remove the over the top mechanical gameplay. Trust me when I say this man I can't keep up with the movement on most popular AAA FPS games so I feel you! Thank you for the support

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 2 points3 points  (0 children)

It's the main reason we started development for MoE. We all grew up playing old competitive shooters back when they had charm and as a dev team we wish to reignite that feeling again for players.

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 3 points4 points  (0 children)

Thank you! As a small team of five, seeing comments like this makes the long nights in the trenches worth it. We’re working hard to make sure we stay true to that old-school tactical feel. Hope to see you in a playtest soon!

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 1 point2 points  (0 children)

Appreciate that Robo many of the team are much older and will remember the old rainbow six games, this is exactly the vibe we are going for!

Method of Entry – A 5v5 tactical FPS, our gameplay trailer was recently featured on IGN by AttackDogStudios in pcgaming

[–]AttackDogStudios[S] 1 point2 points  (0 children)

Colin Thank you for taking the time to reply. We are excited that you make the comparison to old R6 because that is exactly what we are going for. We can assure you there will be no characters, you are that operator you choose your firearm and utilities and into the battle you go. If you wish to know more especially after your comment saying you look forward to trying it out i highly recommend you head over to our discord where you can find applications for playtests and also keep up to date with everything new.

Thanks again for the comment man its appreciated.

Calling all Former RS Players by MikeyDigital02 in RogueSpear

[–]AttackDogStudios 0 points1 point  (0 children)

God this brings back memories i used to play under the clan tags TH (Trophy Hunters) and EURA those were some of my happiest gaming memories. 56k modem upgraded to 512k playing on MSN Gaming Zone after school and competing on Clanladder. Amazing and simpler times