Brashnir, are you playing the game single player, split screen, or online 3p?
Things like infinite-spawns between waypoints, and the bomb placement to kill ant hills... they really work perfectly fine for multiplayer. I rather like the rush of sneaking my Battle armor in, and using my energy explosion to thin the enemies near an ant hill, followed by relying on the cover of my teammates to give me enough time to plant the explosive.
If everyone could just, say, pick Jets, sit on a building, and kill the thing without ever needing to go near it, that'd be kinda bleh, given the different classes.
They smartly built in functionality that gave their armor class decisions some purpose. This particular EDF isn't just about shooting with yourself and 1 other friend. It's also about skill management, specialization, and teamwork, all with changes to the framework that support the new elements.
Except for stringing multiple old stages into 1 new set area, the mission objectives don't really bother me. There were quite a few times in 2017 where I wondered why I was kicked out of a map, only to go out, switch stuff, and go through more loading, to be in the same basic area. (Like that 3 part underground cave mission to destroy the queen.) I don't think my enjoyment of the game would change, if each of these checkpoints was broken up into a seperate mission, really. It'd just make me stare at more loading screens...
I'm easy to please with controls, so I can't chime in on that too much. I can say I STILL want to reload with the triggers and L/R buttons however. Pushing in the analog stick for running and rolling would have been nice, but I guess having it all on buttons... give you the option to use an arcade stick too? (LoL, like anyone should want to?)
I agree with the "Bullet sponge" UFOs and such, though. While I do think they needed to be adjusted for multiplayer, I'd have prefered there to be more of them, rather than few with stronger armor. Or maybe just making each port destroyable seperately, rather than giving them flat-out more heath.
The auto-save hasn't been a problem for me yet. I've never noticed having to go back through a stage again, when quitting out from splitscreen multi. Sounds like maybe a glitch? I always quite from the results screen, and have not had an issue.
And the only time mission position has bugged me, is when those bomber spiders go outside the stage, and STAY there. Yeah, that's pretty annoying. Never had an issue otherwise, however; I normally just meet the checkpoint, and then pick my own personal position for fighting afterwards. Save for the Big spiders, and items getting stuck outside of the stage barrier (nooo, my wep drop!), which has only happened once or twice in almost 10,000 kills, it's never been an issue.
I wonder if playing the older EDFs would have made me more jaded? Coming off R.A.D and EDF, I feel like I have a good appreciation of sandlots design style (which I enjoy quite a lot), but I don't feel it's so strong that I hate any changes to it. This EDF is missing a lot of what I liked about 2017 (Save for "Ops", the teammates aren't anywhere NEAR as memorable, and the story is REALLY missing a lot of the heart that the old "You'll pay for making me lose my family!" grief that the old soldiers gave off), it makes up for it in ways I wouldn't have expected to work for the franchise.
I'm impressed with how much some moments feel JUST like 2017 (Exploding bugs causing them to fly up-back, while sometimes staying in neutral stance, staring you down, proving their superiority, lol... or pausing the game, to watch as a flaming corpse ROCKETS off both splitscreens, due to a suprising, random impact), as if these different devs knew EXACTLY what they were doing at some points, to where it's creepy.
So yeah, in closing, can't agree with the game being "bad"; it brought back exactly the feeling my brother and I had while playing 2017, or watching each other play through the story of R.A.D. It added some modern day lumps (B.sponges!). but band-aid's them up with some satisfying gameplay changes (class specialization and customization!), that more-or-less equals "More EDF! More EDF!"