[A modest proposal] Re-work some times. Artillery-like weapon recoil and engy class build/plant time


(BlackFoxglove) #1

So, It’s been a while now that I’ve installed Dirty Bomb and I’ve come up with these toughts about some of the game mechanics that I whish to share with you.

Don’t you think that some of the times are way to fast for the purpose?
I mean, play a battle in Chapel with 8 Skyhammers in defense and you will be tempested by airstrike every second, play at Trainyard and your preciously planted c4 at the Blocker Carriage after two hours of dying and respawning will be defused by an enemy Proxy/Fletcher/Bushwacker in no time.

Back in the ET days repairing the tanks and defusing the dynamites took some times and it was tense when you sneaked about with your engineer in the enemy base to plant the bomb, but if you succeded the defenders would have an hard time to defuse the thing with the pressing attack of your team.

On the other and the Field Ops had to wait a little longer to call airstrikes and artylleries, and the entire thing was more visible, making it a matter of skill to call down a good fire support and not a random smoke grenade tossing.
When the number of strikes was unbalanced they even added the cool feature to impede another airstrike to be called with the message “Too many aristrikes en route”, less bombing madness, more live firefighting with small arms.

So I’m wondering about three proposal, tell me what you think.

#1: Increase the recoil time between a Fire Support request and another, make it a little more visible but with a wider area of effect

#2: Add a buffer that stop too many Fire Supports to be called at the same time by the same team, calling more on coordination and precision and less on massing the strikes.

#3 : Decrease the “Action speed” (Time needed for disarming, construct, etc.) for everyone, keeping a discrete bonus for the engineering classes, but non so unfair. I don’t mind about planting, feels quite right, but everything else in my opinion should be a little re-worked.

If, as I can think, you think that maps would be too little to a time re-work like this, I wouldn’t mind even if maps were a bit larger and the various mission a little more convoluted (more objectives, more distance to cover with the EV).

I don’t claim it is perfect, but it’s a proposal and an idea.
What you think about that?
Maybe togheter we can do some good :slight_smile:


(nonchalantSaber) #2

I’m all for a decrease in the amount of air strikes. It just gets stupid after a while when you can’t even hear your own team talk. Everything is just “AIRSTRIKE INCOMING” or “HERE COMES ARTY”.

Followed by explosions. Lots of explosions. 4th of July level of explosions.

Boom.


(CCP115) #3

I feel as though engineers shouldn’t defuse so damn fast, but that’s the only issue with times I have.


(AKULA) #4

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YESTERDAY SOME FAGGOT ARTY CALLS AIRSTRIKE ON OUR SPAWN INSTA KILLS OUR WHOLE TEAM FFS .


(Kintak) #5

Arty call-ins are difficult enough to use that they don’t need to be nerfed. If anything they need to an ease-of-use buff to be useful outside of a SINGLE situation, which is playing defense on an EV map. Also completely useless indoors, meaning Arty essentially has no second ability in many important areas and on Underground almost entirely.

Skyhammer call-ins are fire-and-forget easy and extremely obnoxious. You’d think that this would be balanced by cooldown, but multiple Skyhammers makes cooldown a moot point.

Placement and defusal times for non-objective characters are fine. Defusal for objective characters seems a bit too fast considering that the defusal will remain partially completed even if they die. Seems more like it was balanced around dying resetting the entire defusal. Makes it so you only have to lose sight of C4 for a second to have to redo the whole thing.

EVs need more life and longer repair times in general. Two Artys or Skyhammers will keep an EV disabled almost indefinitely unless the opposing team has an objective character and instantly repairs it. Would also be nice if standing next to an enemy EV prevented it from moving, which would make for intense last-second final-stretch plays.