Adjusting Reload Times...


(PixelTwitch) #1

Hey guys,

Just a really quick post to share my issue with adjusting reload times at this point of development, especially such small changes like the one we recently saw with the KEK-10.

Rarely in Dirty Bomb does a weapons reload speed effect the outcome of a fight. The only exception to this is on weapons with much longer reload times such as the K-121, Blishlock, Snipers, Shotguns and Pistols. The reload speeds on SMGs, Machine Pistols, ARs and Battle Rifles are all so short that even switching to your secondaries is not always needed, specially when you master the reload cancel.

So with that said, I believe you need a VERY GOOD reason to mess with the reload times. People that have been playing this game for a while have locked in the muscle memory for the majority of these weapons and any changes, even small ones, do very little to effect balance while doing a lot to the feel. Not being able to rely on your muscle memory is a direct path to frustration.

I totally appreciate that this is BETA and things are likely to change but at the same time I personally do not see the benefit in cases where reload times are tweaked by such small amounts.

Again, The length of a reload rarely factors into the outcome of a fight and certainly not to the point where it was worth destroying the muscle memory of the current player base. In this case a single bullet reduction, 2 RoF difference and even 10 units lower range could have all been alternatives.

Please never put micro balance in front of kinesthetics. We have already seen many weapons that felt good to use reduced to clunky feeling messes. This is not about power of a weapon either, the caulden pistol now feels horrible to use compared to almost all other pistols and just because its now better “balanced” does not mean it was the right changes that where made.

Thanks,


(Bangtastic) #2

yeah the changes often seem marginal. Maybe those changes add up to better balanced game in future…

agree on the caulden, the recoil is ridiculously high


(Szakalot) #3

not sure, adjusting reload times is an easy way to affect weapon’s DPS, without pissing people off. a 10% change might not seem like a lot, but you typically have to reload after each duel, and that extra 0.2 sec on kek makes you 0.2 sec slower on each engagement.

in a big fight with a lot of medics reload times matter a lot. I find a huge difference in my ability to remain aggressive as Phoenix with kek +drilled, vs. Bushwhacker without drilled.

its also beta, and new mercs are being introduced, abilities are changed in their mechanics, lot of balancing to go before things will be set in stone.


(PixelTwitch) #4

while I completely understand where you are going I have to say i cannot remember a single where that .2 seconds would have made a difference (even less then .2 seconds when you reload cancel). Only against complete noobs would I ever attempt to reload in a fight. Normally its SMG -> Pistol -> Melee or Escape. Even when I do choose to reload in a fight its often going to be with the pistol.

Where the reload does effect, is in getting moving again after a fight or even the .2 second delay to a revive if you decide to reload first. If that was the intention I still see no reason to nerf a bushwhacker to effect a medic and stuff, so basically, I am sticking to what I said, I feel it was more hassle then it was worth for everyone involved.