I’m not entirely opposed to it, but I think it should be half or maybe less.
I was on the defending team for this; I’m not sure if the attackers were using all the routes. I didn’t get a chance to attack on that map before the scrim ended, so I’m not sure. In any case, the map does seem fairly long for stopwatch play. The trend in ET was towards shorter maps, sw_goldrush definitely produced better stopwatch games than standard goldrush.
Also, that MG at the second barrier is quite powerful for defenders, particularly to disable the tank since nearly everyone is missing grenades.
That was more or less the first scrim I’ve played, so some uncertainty on my gameplay feedback.
We all agreed the head shot hit sound should be more obvious and the simplest improvement would be to swap the head/body sounds.
[ul]
[li] The Aus server has crashed every night I’ve played on it.[/li][li] Headshot sounds aren’t loud/clear/satisfying enough.[/li][li] When the game gives me binding hints they often indicate the wrong/default key, e.g. “[K] for kill” when I have it rebound to another key.[/li][li] I don’t think it’s obvious enough when an enemy needs gibbing.[/li][li] Reload or sprint when ADS takes you back to ADS after - this feels very wrong to me. Maybe make this an option to keep everyone happy?[/li][li] Cancel reload on sprint would be handy (like CoD).[/li][li] At the end of the game I couldn’t quit using the menu, had to /quit in the console.[/li][li] Playing with a large ping seems pretty playable - nice work.[/li][li] Game start countdown (after ready up) was too long - 5 to 10 seconds feels like enough to me.[/li][li] Had a lot fun![/li][/ul]
Agreed - was a bit hit and miss (pun intended).
Agreed.
Agreed - one should be enough.
Completely agree - the complication adds nothing to the game.
I feel like the problem is that there’s 3 speeds: walk, run (normal speed) and sprint. Why not sprint all the time, and walk sometimes (for stealth)?
Edit: I should elaborate a bit here: I don’t see a reason to run instead of sprint, as there’s no penalties for sprinting. There’s no sprint bar or delay when shooting or going into ADS that I can see. Unless these penalties are coming in eventually, I don’t see why you wouldn’t just sprint everywhere.
I felt this too.
I actually disagree, I found ADS very handy for long distance. Probably only used it 20% of the time.
Absolutely - I feel like people will build external tools to mimic this if it’s not built into the game.
[ul]
[li]Playing with a large ping seems pretty playable - nice work.
[/li][li] Game start countdown (after ready up) was too long - 5 to 10 seconds feels like enough to me.
[/li][li] Had a lot fun!
[/li][/ul][/QUOTE]
Seconded, I think 3 seconds would be plenty for start countdown.
I also noticed that as a medic, I could drop a healing station during warmup. That is probably a bug.
[QUOTE=noname-;464348]
I feel like the problem is that there’s 3 speeds: walk, run (normal speed) and sprint. Why not sprint all the time, and walk sometimes (for stealth)?
Edit: I should elaborate a bit here: I don’t see a reason to run instead of sprint, as there’s no penalties for sprinting. There’s no sprint bar or delay when shooting or going into ADS that I can see. Unless these penalties are coming in eventually, I don’t see why you wouldn’t just sprint everywhere.[/QUOTE]
I agree, everyone should sprint all the time.
To clarify; I really like playing at speed sprint. I don’t want limitations/penalties added.
Is there a separate sensitivity for ADS? Sensitivity feels too low when I’m in ADS.
DB ADS gives quite a significant decrease in bullet spread vs “from the hip” fire which is good but would prefer to get similar spread from just crouching/hip fire (maybe add a penalty for crouch spam abuse, hola haste).
PayDay2 has changeable settings for ADS vs free-look sensitivity which works quite nicely. I know most of the guys here used to have sens toggles in their configs for ET so making a similar UI setting would be good for regular users.
Haven’t really played since a couple of updates back but it would be interesting to note when the Aus server crashes. For example, does it crash on a specific section of the map or just at random times?
Not trying to pin-point major map bugs but Ders, do you remember the “shoot the exploding wall” server crash bug on Adlernest?
I remember that issue, tank firing would trigger killing the wall entity - if someone already killed it then trigging an entity that no longer existed would cause a crash.
The DB server crashes have happened at various times in the map, on more than one map. I have no idea what each player was doing at the time of if there was some common cause in their classes/activities/whatever. I expect the best lead for devs would be the several coredumps (and maybe logfiles) from the server.
[ul]
[li] The Aus server has crashed every night I’ve played on it.[/li][li] Headshot sounds aren’t loud/clear/satisfying enough.[/li][li] When the game gives me binding hints they often indicate the wrong/default key, e.g. “[K] for kill” when I have it rebound to another key.[/li][li] I don’t think it’s obvious enough when an enemy needs gibbing.[/li][li] Reload or sprint when ADS takes you back to ADS after - this feels very wrong to me. Maybe make this an option to keep everyone happy?[/li][li] Cancel reload on sprint would be handy (like CoD).[/li][li] At the end of the game I couldn’t quit using the menu, had to /quit in the console.[/li][li] Playing with a large ping seems pretty playable - nice work.[/li][li] Game start countdown (after ready up) was too long - 5 to 10 seconds feels like enough to me.[/li][li] Had a lot fun![/li][/ul]
[QUOTE=noname-;464348[ul]
[li] Game start countdown (after ready up) was too long - 5 to 10 seconds feels like enough to me.[/li][/ul][/QUOTE]
In previous releases there was a voice over mission briefing during the countdown in LB. I expect that will eventually be present on all maps and is why the countdown is that long.
Yea I found this very helpful to know finish reading forums and Alt-Tab back into the game when the voiceover starts, 20-30 seconds is just about long enough, but whatever it should always be consistent.
[QUOTE=DerSaidin;465274]I remember that issue, tank firing would trigger killing the wall entity - if someone already killed it then trigging an entity that no longer existed would cause a crash.
.[/QUOTE]
i may or may not of abused this many times
Listening to the same 10 seconds of instructions every time a round starts would be super annoying.
A brief message for the first objective would be fine (“don’t let them steal the tank” => ~3 seconds), like ET.
Also, in ET we weren’t frozen in place. I don’t mind so much if I’m doing something (running to the front line) while the message is playing.
I certainly wouldn’t have a countdown longer than 3 seconds.
[QUOTE=DerSaidin;465413]Listening to the same 10 seconds of instructions every time a round starts would be super annoying.
A brief message for the first objective would be fine (“don’t let them steal the tank” => ~3 seconds), like ET.
Also, in ET we weren’t frozen in place. I don’t mind so much if I’m doing something (running to the front line) while the message is playing.
I certainly wouldn’t have a countdown longer than 3 seconds.[/QUOTE]
Not defending the long countdown, just pointing out why I think it’s there…
We could certainly do with something shorter or more dynamic instead of just stare at each other…