2 major changes regarding squads


(Jurmabones) #21

I use to feel the same way as OP but as time goes on, I like how Dirty Bomb is for the most part. If you could use 5 mercs there’d be no choice or sacrifice in your loadout, you’d always have what you want and need for any map.

Now, getting rid of merc-specific quests, that I think would be a solid chance that could let you always choose your 3 mercs out of what you want to play, not what missions require.


(watsyurdeal) #22

I don’t get why they won’t increase it beyond 3. After all the mercs are back, we’ll have a total of 20. And there’s more on the way, so at some point that 3 merc limit is going to greatly hinder the game if isn’t already.

I feel like just having a deck of 5 with whatever you want would actually work really well. And if they wanna keep the F1, F2, and F3 keys as the only ones we’re allowed to use, I have a solution for that too.

F1 - Shows your current card
F2 - Previous card
F3 - Next Card

Press F1 to check what you’re using currently, and then press F2 or F3 to cycle though. And on top of that, a little menu can pop up in the corner or something.[/quote]

The main design reason is to have players make what they feel is a meaningful choice. You limit what they can choose which makes what they choose more important compared to if they could just have everything. The same logic is applied to how Loadout cards are created in regards to their weapon and augment allocations. They require you to make a meaningful choice by having to sacrifice one thing for another. It’s extremely common in game design.

You might not agree with that game design and simply want everything or just access to a lot more. But I think the devs drew the line at three simply because it allows you to choose a good amount without giving you access to everything.

You and I might not enjoy having to make a sacrifice but that’s most likely their logic and it’s a common one since it creates a bit of strategy and depth where there normally wouldn’t be any.[/quote]

But the problem is it only works well for 5v5, where a coordinated team will make up for what you don’t have.

On public servers…come on, you already know what I’m going to say. Skyhammer’s who don’t throw out ammo, Aura’s who don’t revive, Proxies that DM all day instead of planting and defusing.

The flaw in their logic here, is they are expecting people to work together on a pub, but it’s a casual environment. The only people who will take it seriously are the higher level players, or people like me who have the “if you want it done right do it yourself mentality”.

Not only that, but having more than one loadout card for the same merc is fair because the augments are so different, and they’re progressively becoming harder and harder to decide on. Phoneix was a watershed release, so many of his cards actually had good reasons to be used over the popular Crotzni loadout with Get up and Drilled. And not only that be certain weapons are definitely more situational, like the PDP, MOA, Grandeur, Shotguns, etc.

I get what Splash is trying to do, but a lot of their decisions really do not make sense, a lot of rng and almost brutely forced teamwork (like that ammo idea I had for example, how often do you run out, and either aren’t close enough to an ammo box or a Skyhammer that actually does his job).

I feel like this is one of those things that will become even more important later on if Splash gets to the holy shit 30 mercs amount.


(FurriesAreAwesome) #23

[quote=“Watsyurdeal;82861”]The flaw in their logic here, is they are expecting people to work together on a pub, but it’s a casual environment. The only people who will take it seriously are the higher level players, or people like me who have the “if you want it done right do it yourself mentality”.[/quote]I’m sure it’s not at the same level as the 1337x0r d00dz who can run solo into a room of 6 enemies and get 6 headshots and exit unscathed and only play competitive because the rest of us scrubs just aren’t good enough to be bothered with, but I do see a fair amount of team work on the public servers.

I do regularly see medics reviving people and passing out health, I do see people passing out ammunition, I do see people spreading out to cover objectives from multiple angles, I do see the engineer classes planting, defusing, and repairing.

You don’t see it from the players who are new, but that’s to be expected - they’re learning the game. The new players pick up the teamwork aspect pretty quickly, especially when they see other players doing it.

And yeah, you do get those teams that are just playing team death match with 7 snipers and you, but it’s pretty rare. Suffer through the round or leave and find a new game.

Sky hammers not dropping ammo? Just ask. A lot of them will think, “Oh, whoops, I totally forgot” and then you’ll be swimming in the stuff. Is there a new player on your team that seems confused? Let him know that you’d be happy to answer any questions. He might not even know the key for typing, so let him know that, too. Is there an Aura on your team that isn’t dropping a healing station? “Hey Player, can you drop your healing station near the X? I could really use it.”

Want your public match team to have more coordination? Then don’t sit there and complain. Help coordinate. Act as team captain. Tell your team where the enemy is weak, where you plan to hold a position for a while, gently remind the engineers to focus on the objectives, etc., etc. A good captain in a public match can turn a losing game in a landslide victory.

Remember: YOU are the experienced one. You have a lot to offer. Other players will greatly appreciate the help and information.


(Amerika) #24

There vision is for people to work together and to eventually learn. That’s the whole point of making a meaningful choice. It makes us discuss topics like this when there normally wouldn’t be.

I would change it too. But I definitely understand and don’t fully disagree with the logic even if it wouldn’t be my first choice.


(Nail) #25

I liked it when we had selectable squads, 3 mercs per squad, 5+ selectable squads, set up what you need per squad and dere ya go


(watsyurdeal) #26

[quote=“FurriesAreAwesome;82881”]I’m sure it’s not at the same level as the 1337x0r d00dz who can run solo into a room of 6 enemies and get 6 headshots and exit unscathed and only play competitive because the rest of us scrubs just aren’t good enough to be bothered with, but I do see a fair amount of team work on the public servers.

I do regularly see medics reviving people and passing out health, I do see people passing out ammunition, I do see people spreading out to cover objectives from multiple angles, I do see the engineer classes planting, defusing, and repairing.

You don’t see it from the players who are new, but that’s to be expected - they’re learning the game. The new players pick up the teamwork aspect pretty quickly, especially when they see other players doing it.

And yeah, you do get those teams that are just playing team death match with 7 snipers and you, but it’s pretty rare. Suffer through the round or leave and find a new game.

Sky hammers not dropping ammo? Just ask. A lot of them will think, “Oh, whoops, I totally forgot” and then you’ll be swimming in the stuff. Is there a new player on your team that seems confused? Let him know that you’d be happy to answer any questions. He might not even know the key for typing, so let him know that, too. Is there an Aura on your team that isn’t dropping a healing station? “Hey Player, can you drop your healing station near the X? I could really use it.”

Want your public match team to have more coordination? Then don’t sit there and complain. Help coordinate. Act as team captain. Tell your team where the enemy is weak, where you plan to hold a position for a while, gently remind the engineers to focus on the objectives, etc., etc. A good captain in a public match can turn a losing game in a landslide victory.

Remember: YOU are the experienced one. You have a lot to offer. Other players will greatly appreciate the help and information.[/quote]

You are assuming I am not already using my mic…even when I tell people to do something, they only listen so often. And I don’t see the point in arguing with them when I could just do it myself. That’s really what it comes down to, I’d rather just do the job myself than try to sit there and convince someone what they should be doing this or that. It’s easier to just worry about why I’m doing and how it contributes at all times.

And I get people are new but this game is not that complicated. I don’t see why I should have to expect others to pick one of the other 13 mercs, when it’s easier to pick up the slack myself.

It’s not a matter of skill so much as it is, do you wanna win this shit or not, then let’s do it, JUST DO IT.

And quote isn’t working, dammit


(Demolama) #27

Pub play for me hasn’t changed since RTCW, either I play Skyhammer or I run out of ammo, and I do not like to run out of ammo


(FilterDecay) #28

This. The reason this limit is in place is to get us to play together. Teamwork gets it done (unless you all lemming into a airstrike)


(Eox) #29

I’m against giving more merc slots. You’re not supposed to bring everything you need. You have to make choices, adapt yourself to the map, and count on your allies to fill the gaps when needed. This is part of the game’s strategy.

I’m not against the second idea though…


(Demolama) #30

Pubs are a greater source of unknown variables than 5v5 comps and because of those greater unknowns we are seeing a lot of players who would rather just quit than continue to hit a brick wall for 20 minutes.

So what is the source of their frustration? It is due to the fact that teams are not given the right tools to overcome tough situations. As it stands right now if no one places a Nader or a Fragger in 1 of their 3 valuable slots (not including the 1 lost due to a quest) the chances of a team defeating a corner camping Rhino/Aura combo is very very slim.

Now no one is saying that players should have unlimited access to every merc while in a match, but every team should be given the ability to counter any situation caused by unknown merc combos, but as it stands right now we do not.

This is why I proposed a 5 archetype system where you enter the merc of your choosing to fill a specific class role. This system would increase the chance at least someone on your team did bring either Nader or Fragger to counter that Rhino/Aura combo

OR they could just give everyone access to a grenade, which is the easier solution


(K1X455) #31

[quote=“Demolama;82827”]
But I was later told by Pixel said that SD mentioned several times that the 3 merc limit was imposed due to a limited amount of client side information that is sent to the server. Thus for every person on the server not only is their choice of the three mercs sent but also their augments, which for example tells the server that it needs to increase the splash damage radius for this person but not that person and send that information along to every client on the server. This information, along with client side hit detection that needs to be sent to the server for verification, there may not be enough room for 5 slots or even servers with greater than 8 v 8 without a serious overhaul of the engine’s design, which ultimately may lead to greater lag due to the increase in amount of information sent over the internet. If their long term plan is to add more mercs and more load out cards(with different augments) they may not be able to do it.
[/left][/quote]

Well, if this was the reason, it goes to show why we get stuttering and delayed hit detection in game because the same information is being sent and processed at a repeated instance. I have suspected that the netcode behind the UE is unoptimized for the pace at which the game is played; or it may be due to the design of the game which is dependent on sent information. Further, some processed information shouldn’t be repeatedly processed, or if it has to by way of security, a more efficient method of performing client side and server side data will make a performance hit on the game.


(watsyurdeal) #32

Random thought @K1X455 maybe it’s echo and ngs being used at the same time?


(XavienX) #33

I’m sorry but unfortunately I don’t really like this idea. Kind of defeats the purpose of having players have teamwork. If you have 5 slots then there will be less teamwork since one person can have all the different mercs to do different jobs.


(K1X455) #34

@Xavien my reply here