[QUOTE=Raviolay;443586]IMO
I could do with some more sensitivity stages in-game, I attempted to play at 5600dpi sens setting 1 was too low and 2 is a little fast. Now sticking with 800dpi with sens setting 10.[/QUOTE]
Would just like to help you out there by going into the console and typing “SetSensitivity” followed by the value you want, you can use any sensitivity… such as “SetSensitivity 10.3”, you don’t have to be restricted by the in game menu’s.
[QUOTE=Anti;443686]Out of interest, of those of you struggling to find some ‘stickiness’ to DBs game play, despite enjoying the weapons now, do any of you still actively play games like ETQW, RTCW or W:ET on publics?
[/QUOTE]
i wouldn’t say i’ve had much issue with ‘stickiness’ to DB’s gameplay but i have found myself playing a little less DB and a little more ETQW occasionally now from time to time, mainly due to the GG tournament (wanted to familiarize myself with the general mechanics again). I have to say there are a few things that stick out to me when playing QW and comparing it to DB… (these are just initial impressions or aspects that stick out to me from a little playtime).
Pro’s of ETQW over DB
[ol]
[li]The movement system in ETQW is crazy fluid and smooth, DB feels so dull, restricted and flat.[/li][li]The HUD in ETQW is really nice compared to DB, but i presume this is just a placeholder HUD as it needs a ton of work![/li][li]The maps in DB are just crazily cluttered (adding boxes/crates for the sake of filling an open space/corridor) and quite narrow/restrictive at times (encouraging teams to split up down different pathways). In qw they are very open (I know it was intended for vehicles but even infantry only it becomes really nice) reducing the amount teams have to split up (Camden is probably the best map in DB imo for being open). [/li][li]Forward spawns are just not functioning at all really in DB like they should, they provide crucial “mini objectives” to defend/capture in ETQW, the mechanics requiring interaction and there is no scale where both teams can tip the balance - you either capture it in 1 go or not at all - more people involved = faster capture is preferred as well - they should also be located in areas with cover rather than in the middle of the battleground. [/li][li]End game stats - just do it like ETQW. Remove all the stupid K/D/A stats that everyone can see as no-one really wants this, and it doesn’t help the gameplay by making players more conscious of their stats. Just leave it to having the awards tab with VALUES that display the no.1 player for that award and then each player can hover mouse over that award to see their own value (that no-one else can see) - aspects like this should be kept simple and efficient rather than wasting resources testing out every possible combination of revealing players stats to everyone. Personally i don’t even like having it below the scoreboard during the game, they had this kind of stat tracking function in ETQW Pro as you played it was at top of screen, i just couldn’t play with it, it was too distracting and made you too conscious of how you were playing so always kept it off. (<- and this is coming from a player that if i must say doesn’t do too badly k/d or general stat wise during most games). [/li][li]Recognising when players are gibbed or not. In etqw it is really easy to tell with the odd movement animation of downed players, in DB for some reason i don’t even consider gibbing anyone since you removed the ammo and i haven’t quite worked out why i don’t gib anyone anymore.
[/li][li] There’s no background story/convincing setting for why we are fighting in DB. It just seems a little plain/boring right now… the characters/storyline need a ton of personality or reasoning for why we are trying to win the map either by defending or attacking. I never really noticed this specifically in QW probably as it had this underlying story, but in DB it just sticks out how plain/pointless the maps are - there’s no context/link between the maps through a logical or believable storyline - or its not obvious to me. [/li][li] Player models are easily recognisable without the use of lights in QW and the silhouettes are easy to see when you are hitting the head/body etc. [/li][li] Trick jumps - QW had a ton of them that were actually useful in gaining an advantage on the map, these need to be added to DB maps![/li][li] I find myself being way more alert or aware in QW than in DB. Aware of spawn times, having to interact when dead to tap out and respawn otherwise i miss the spawn wave, taking more notice of minimap with the radar etc. [/li][/ol]
Im sure there are more things, and im not saying that DB doesn’t have any pro’s over QW i’d list them it’s just i could do with sleep now. Most of these points above are just my general pov as well in terms of feedback but thought i’d try put them all in one place rather than split them up and add them to each topic.