I put this again here because it is the general thread on it, my answer must be more appropriate here :
i dont see how upping the damages and reducing the RoF would kill any long TTK ?
I mean, it’s two linear parameters, up one and lower the second and you still get the same TTK, except its even more focused on tracking abilities and less on spray and pray, isnt that what we want?
Twitch shot will be rewarded if you can precisely aim at the head quickly when you see an enemy, this first bullet you land can give you an advantage, tracking will be rewarded because 1) if the enemy has better tracking than you he can still manage to take you down in 3 bullets even if you landed the first on his head and 2) because you’ll be able to kill more people per clip as the clip will last longer.
I dont know, for those who know me I’m NOT AT ALL a CoD fan, but still, here it’s like I’m shooting icecream out of my gun, the general feeling of the game is good, pace is good, but the inability to kill is frustrating (yeah yeah I’m not a super duper shot I know, but I can still hold my own and I know how to aim most of the time, but killing should feel more in sync with the pace of the game, here i feel like its artificial long TTK by not rewarding the aiming, thats not how I would’ve seen this game). Yelling that DB will become CoD if the bullets are more powerfull without even taking into consideration that the RoF and spread is adjustable is weird… I mean I like tracking peoples head and such, but what I want in a game is fun, and fun is generated mostly (to me) by the impression that the game isnt artificial and that each kill is a reward, dancing is cool, but I dont see how artificial spray and pray gunfight that lasts 5 minutes and where everyone escape, eat their medpack and come back for another 5 minutes of shooting ice balls, I dont see how it bring fun neither reward “skill”.
Someone talked bout quake here or in another thread, in quake you have to master movement, quick shot (RG, RL prediction) and tracking (LG,PG) in order to be decent, why would DirtyBomb only focus on tracking (with high spread guns, this is somehow a paradox) and situational placement (camp a door and you can effectively kill more than one enemy, but try to break thru by playing fast and aggressive and you usually are dead meat)? Well I think we all have our ideas, but at least if a concensus isnt possible here I would like to be able to try different settings, thats what the prealpha is for IMO, and I’m pretty sure the points of the “higher dmg lower rof” people are not less valid than the others’, at least I dont see them less valid.
So far the options are :
- Leave it how it is
- Reduce the spread to see how it adjust
- Raise the headshot modifier
- Raise the general damage (including hs and bodyshot) and reduce the RoF