3 things SD should change


(Ashog) #41

[QUOTE=INF3RN0;449154]1. TTK (via RoF) You can do anything else you like such as recoil, etc- but a low RoF prevents this from being CoD (100 guns that are essentially the same). A fast TTK should only be from headshots. I wouldn’t mind high rof weapon alternatives, but it definitely shouldn’t be the default.

  1. Maps (More separated defensive zones, less random objects, more vertical levels, more non-square rooms, contestable side objectives, interactive environments for tj’s)

2.5. Bring class importance to the team via map roles (side objs) or actual benefits towards the main objs (don’t just throw in a 6ft cooridoor and call it good though). Expand on the concept of these side objs and be creative! I miss them a ton.

  1. Movement speed is fine, however there’s not a lot you can do. I’d love to see something relating to acceleration gain from ramps, etc or simply be able to jump up onto a table/luggage bag without it knocking me backwards from clipping.[/QUOTE]

Totally agree, especially on the 1st point. Currently it is so absurd that the AR kills you faster than a sniper action. Why having snipers then, a logical question? :slight_smile:

Seriously, being dead in a fraction of a second only just because you noticed an enemy 0,3 seconds later is a bad game to me. Not an SD game anyway. Please decrease the RoF!!

The second point I would change is grenades. As I said many times, the importance of grenades is drastically lower in this game than in any previous SD games. The splash damage of grenades is still too low, ca. 1 meter diameter, which renders them barely usable and removes 30% of fun from the game for me. Absense of nade timer also doesn’t help.

These are 2 points from me.


(Kl3ppy) #42

[QUOTE=Ashog;449193]Totally agree, especially on the 1st point. Currently it is so absurd that the AR kills you faster than a sniper action. Why having snipers then, a logical question? :slight_smile:
[/QUOTE]

When i played vs onyx i was pretty damn fast dead. He was sniper and i was medic/FOPS :frowning:


(warbie) #43

Gets my vote.

  1. Maps. More open spaces and a greater choke point focus. Less objectives. Teams should be together and clashing head on and objectives should be hard fought over, rather than cheaply given away just so we can get to the next.

  2. The lethality of classes should be the same.


(zeroooo) #44

[ul]
[li]lower the ROF! --> longers the TTK
[/li][/ul]

[ul]
[li]remove all things that slow down, for example after some jumps or if you throw medpacks…
[/li][/ul]

[ul]
[li]speed up this damn EV :o
[/li][/ul]


(RasteRayzeR) #45

[QUOTE=zeroooo;449211]

[ul]
[li]speed up this damn EV :o[/li][/ul][/QUOTE]

Or make it actually driveable xD


(MrFunkyFunk) #46

Again a sum up of all the already existing threads & debated points.
It’s short since it has been said over & over again for quite some time.

  1. Maps (It’s my number one demand in all these threads)

  2. Defined & fun class roles. Sort of related to 1) since at the moment we lack things to do on maps that would make every class shine in its own right.

  3. TTK. Make it higher (low rof, etc) and make headshots really matter by lowering body shots damages. (Altho I doubt I’ll see this happen since the game’s approach seems to be an open modern generic one).


(BomBaKlaK) #47

[QUOTE=MrFunkyFunk;449215]Again a sum up of all the already existing threads & debated points.
It’s short since it has been said over & over again for quite some time.

  1. Maps (It’s my number one demand in all these threads)

  2. Defined & fun class roles. Sort of related to 1) since at the moment we lack things to do on maps that would make every class shine in its own right.

  3. TTK. Make it higher (low rof, etc) and make headshots really matter by lowering body shots damages. (Altho I doubt I’ll see this happen since the game’s approach seems to be an open modern generic one).[/QUOTE]

Biggest issue is also the Maps for me, claustrophobic, linear, no side obj who really matter, etc … and this dam TTK


(prophett) #48
  • lower body shot damage (drastically reduce dmg to shots below the waist)
  • triple spread while jumping
  • allow sprint while reloading

(Rex) #49

My major points would be:

[ul]
[li] Enable tracking based shooting with as low spread as possible[/li]
[li] Implement a movement system which fills the gap of missing strafe jump[/li]
[li] Adjust all maps to the new movement, give us possibilities to use it in interaction with the map[/li][/ul]