Bullet Damage


(ImageOmega) #41

I am with you guys on all possible solutions, decreasing spread or otherwise. I think you’re right though that it may not be the spread that is causing the missed shots, but either “antilag” or some buggy feedback regarding bullets registering.

Pretty sure everyone is in agreement that 4 headshots is one too many though. Thus, headshots, alone, is where bullet damage would need to be increased.


(Apples) #42

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

(tangoliber) #43

I like 4 headshots, but I think its better if even more bodyshots are required, so that the headshot bonus is more significant.
I won’t complain about 3 headshots though.


(tangoliber) #44

[QUOTE=Apples;426880]
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[/QUOTE]

Personally, I would reduce spread, reduce RoF, and increase bodyshot health (but keep hs health at 4 shots).


(Valdez) #45

Personally I think with the way the gun mechanics are right now, would make spectating the game very dull. People like to see multiple kills, this game just does not allow you to run off multiple kills with one clip. I am just imagining how boring a frag video would be for this game. Don’t get me wrong I already really enjoy Dirty Bomb, but it needs to be more exciting from a spectators view and increasing the amount of kills that you can get per clip would help a ton. Right now it feels like I am using the machine gun from quake live.


(Hundopercent) #46

They don’t really need to change the numbers too much. Headshots need to do 40 dmg a hit and that will help quite a bit.

The problem I think people are running into is you land 2-3 headshots right off the bat and then between hit reg, tracking, and weapon bloom/spread/cof (whatever word this community uses) your 3rd - 4th bullet takes too long to hit the dome and you end up wasting 10+ bullets just trying to finish an injured player.

2 kills per clip, for me, isn’t enough. I think we should be able to rage 3 people per clip. It makes for really nice highlight reels and a higher display of individual skill. Right now if you get into a 2v1 you’re ****ed period because it takes so long to kill someone.

I still think the hit registration is inflating the TTK as well. There are plenty of times where I hear 5 - 6 headshots before someone dies, others where I hear 4 and then I die and they have 44 hp left.

The guns feel good when you shoot them, I don’t think RoF needs a tweak but headshots need to do more and body shots should be in the 6 range.

Perhaps 18/40 (that way Soldiers take +1 body shot) soldiers could do 20/40 so they are stronger (I still think they need a panzer in order to make them viable.)


(Hundopercent) #47

Me and you are on the same ****ing page here Valdez. I like it.


(acQu) #48

Yeah i think too. If it just focuses on fragging and a bit objective or teamplay (give ammo, give health), with main focus on frags (just my perception), then i would like to see nice ui feedback regarding special achievements in frags for players, as well as for spectators, when they spec that person. I have these japanese slay style ui fonts in mind there. E.G. you make two successive headshots and you get an ui popup, which indicates you just made a combo of headshots. If you are on spree, i would like ui representation for this as well. Just to make it a little more spectacular :slight_smile: Unfortunately i kinda forgot these specific font styles i have in mind there, it can be mostly found in japanese hack and slay adventure games.


(tokamak) #49

The medic in general is a known exploit and I assume it will be addressed in the next patch.


(nailzor) #50

Medic = Exploit? Heh, not so much. Do I think the medic class will be changed down the road? Absolutely.

But to get this train back on track as it is speaking more about damage and not medic class, I like the idea of 3 headshots to kill an enemy, this makes me think of mechanics in many other games that have been tried and tested and successfully were a large part of the game.


(Ecano) #51

I’ve voted for “Leave It the Same” but would prefer to vote “Reduce it for long distances” currently imo is too high.


(nailzor) #52

I actually think it should be the same at long range, a headshot is a headshot, a body shot is a body shot, still gonna hurt! Currently I feel at long range I am simply wasting ammo as it takes too many bullets.


(Evil-Doer) #53

You do know that long range the damage is WAY less? In fact it’s half the damage than at close range.


(mikeX) #54

I would sign that!

As a first adjustment I would suggest not to increase the damage but to lower the spread.


(BomBaKlaK) #55

+10 Better headshot reward (3 headshots to kill) or less spread !


(Strifee) #56

Look at it even further. 4 headshots to kill someone is quite hard, but what happens when you come around a corner and you see 2+ players. What are the actual chances of being able to stand a chance at getting multiple kills within a clip. Obviously if you come up behind them, pretty good chance to get a couple, but if they see you, it is pretty hard due to the shear number of hits it would require to kill multiple compiled with the actual bullets in clip.


(nailzor) #57

As a Twitch caster my boss-man Warwitch and our team look for these mentioned “highlight reels” of individual skill (along with the epic multi-panzer/airstrike kills of RTCW).

Logically, if a player has the capability to take down 3 enemies with 1 clip, then the people he is fighting also have this capability as well - that’s why when a player starts raging faces and dominating 1, 2, 3 opponents in a row then pops some pistol kills when he runs out of main cliip. This individual skill is awesome to see and the viewers love it too.

With the damage as is, it would be a bit stale from my casting perspective.


(Strifee) #58

[QUOTE=nailzor;426977]As a Twitch caster my boss-man Warwitch and our team look for these mentioned “highlight reels” of individual skill (along with the epic multi-panzer/airstrike kills of RTCW).

Logically, if a player has the capability to take down 3 enemies with 1 clip, then the people he is fighting also have this capability as well - that’s why when a player starts raging faces and dominating 1, 2, 3 opponents in a row then pops some pistol kills when he runs out of main cliip. This individual skill is awesome to see and the viewers love it too.

With the damage as is, it would be a bit stale from my casting perspective.[/QUOTE]

Exactly what I was trying to convey thank you sir.


(HellToupee) #59

[QUOTE=nailzor;426977]As a Twitch caster my boss-man Warwitch and our team look for these mentioned “highlight reels” of individual skill (along with the epic multi-panzer/airstrike kills of RTCW).

Logically, if a player has the capability to take down 3 enemies with 1 clip, then the people he is fighting also have this capability as well - that’s why when a player starts raging faces and dominating 1, 2, 3 opponents in a row then pops some pistol kills when he runs out of main cliip. This individual skill is awesome to see and the viewers love it too.

With the damage as is, it would be a bit stale from my casting perspective.[/QUOTE]

I’ve seen people do that in the game as it is now.

Plus highlights in rtcw was not the fragging but the clutch objective moments, stuff like the last person alive grabbing the foward spawn flag just as the spawn wave counts down, or the mad dashes to defuse etc. Its like blue plates in tribes makes great montages but often just don’t matter.


(nailzor) #60

[QUOTE=HellToupee;426990]I’ve seen people do that in the game as it is now.

Plus highlights in rtcw was not the fragging but the clutch objective moments, stuff like the last person alive grabbing the foward spawn flag just as the spawn wave counts down, or the mad dashes to defuse etc. Its like blue plates in tribes makes great montages but often just don’t matter.[/QUOTE]

Yep, but for this thread I was focusing more of the topic at hand, damage and kills.