Closed Beta update: The Kira Update (2 April 2014)


(badman) #21

Play nice, fellas.


(delete) #22

Dang, was hoping she’d be a 7 foot tall Valkyrie warrior maiden with a cleavage you could ski down.

Cool guns though. BULLPUP~


(DarkangelUK) #23

Holy ****, you thought that was a personal attack? Bloody hell dude you’re in for a big shock when you hit the real world.

I’ve played on the US server, no warping or glitching, a few US folks play on the EU server, i’ve not seen posts or in-game chatter of warping or glitching. Common sense assumes that if you’re the only person reporting and complaining about it, then [fill in the blank here]. Guess it just pisses me off the way you talk on these forums, quite self-entitled and an asshat… there you, there’s some personal attacks for you.


(Zarlor) #24

The new audio is very distracting now. It’s too loud when something isn’t that close. It’s very hard to judge gunfire locations now.

I’m not sure I like the huge hit indicator now. I thought the sounds for body and headshot were making it clear enough for me already.

I could take or leave the new gib feature, I’m not a huge fan of the ulrtaviolence like bloody gibs in TF2… I guess it makes it easier sometimes to tell if someone is merely incap or gibbed however.

The new merc Kira is pretty fun. That orbital strike is epic!


(FireWorks) #25

I didnt get to test the new update yet, but turning of gibs/ragdolls/etc was the first thing to do in TF2. Its standard in any fps config, but yeah too violent for me anyway. People just disappear when i blow them up :stuck_out_tongue: Tbh the “no blood feature” was a big reason to play QW cause some of my school mates were totally into blood and gore and it felt a little too much like puberty.

Nice to destroy corpses but pls give an option to switch it off :slight_smile:


(spookify) #26

[QUOTE=FireWorks;494116]I didnt get to test the new update yet, but turning of gibs/ragdolls/etc was the first thing to do in TF2. Its standard in any fps config, but yeah too violent for me anyway. People just disappear when i blow them up :stuck_out_tongue: Tbh the “no blood feature” was a big reason to play QW cause some of my school mates were totally into blood and gore and it felt a little too much like puberty.

Nice to destroy corpses but pls give an option to switch it off :)[/QUOTE]

I agree there should be an on and off. I also think there needs to be a bigger contact of who is gibbed or not. If a person has a low graphic cfg it is hard to tell. Heck half the time I dont even know if I am or not and I sit there dead for longer then I should waiting for spawn.


(INF3RN0) #27

[QUOTE=spookify;494079]Please work on net-coding!

Edit: If not Net-Coding the SLI interaction with xT.

People are not fluid in my game. Glitching and teleporting and pure craziness that hurts my eyes.[/QUOTE]

Could you record it? I don’t have any netcode issues or teleporting, etc. Could be your ISP? Did you disable SLI? It sounds client side.


(BAMFana) #28

Really like Kira. Both her rifle and pistol are fantastic and in combination with her fast movement speed makes playing her a blast. Her ability seems really weak, though. The only real use I’ve found for it is preventing defuses on certain maps and blocking a choke for a very short while. Given how powerful her weapons are, I guess it’s fair that her ability is comparatively weak.


(INF3RN0) #29

A lower RoF on her main weapon is really needed. You don’t need to track at all with it, which I think you should considering it’s a burst rifle and not a sniper. The re-targeting on her orbital strike is a bit useless really. I think it would work better like the airstrike or barrage.


(prophett) #30

Maybe being able to set a start and finish point would be more useful (and leave you less vulnerable). 1st click is where the strike starts, 2nd click is where it stops.


(Glottis-3D) #31

I like orbital laser! how nuch damage does it make?


(.Chris.) #32

This would be nice idea, would you make it move between the points at the same speed each time though or have the strike last the same period of time and slow or speed up depending on the distance between the points? So you could have a short slow moving strike to cover an entrance/objectives or a long fast moving strike to damage a lot of players on an open route or something?

Or perhaps have it move a constant speed and if you do a short strike it only takes up a percentage of your ability charge/cooldown?

Either way I’m not sure about the current point it everywhere you like whilst using it method, maybe if you had to pre-draw the route before it came down would make it more of a skill to predict enemy movement patterns and such, at the moment it just feels bit too easy to just chase players with it when they’re in the open.


(Glottis-3D) #33

yes, i’d like to have a charge time, so you dont expose youself too early.
and predraw is a nice prediction skill i agree


(prophett) #34

[QUOTE=.Chris.;494156]This would be nice idea, would you make it move between the points at the same speed each time though or have the strike last the same period of time and slow or speed up depending on the distance between the points? So you could have a short slow moving strike to cover an entrance/objectives or a long fast moving strike to damage a lot of players on an open route or something?

Or perhaps have it move a constant speed and if you do a short strike it only takes up a percentage of your ability charge/cooldown?

Either way I’m not sure about the current point it everywhere you like whilst using it method, maybe if you had to pre-draw the route before it came down would make it more of a skill to predict enemy movement patterns and such, at the moment it just feels bit too easy to just chase players with it when they’re in the open.[/QUOTE]

I was thinking that the duration of the strike would remain the same but the speed would depend on the distance between the two way points (would need a max way point range, obviously).

Also like the prediction idea.


(Violator) #35

Vio-beam is nice though I found it tricky to know if its hitting or not (there is the red X but the fx on the beam make it hard to see who its hitting). Bullpup gun seems like another pro-only weapon - headshots deadly but virtually no bodyshot damage. Scope is strange with the wobbly green xhair, did seem more accurate hipfired. Pistol wasn’t good enough to land any hits with, like the new sound fx though.

Liked Bushwhacker’s new audio though I always pictured him as an Aussie?

Increasing spread until you let go was interesting, reminded me of the old MG in Q2 (though that was mainly vertical recoil only) or CS:S. The bullpup you really had to burst fire to hit anything.


(BAMFana) #36

The beam is very easy to avoid and trying to guide it onto other players is an utterly suicidal way to play. Whenever I see someone on the other team with the orbital laser controller out, I just think to myself “thanks for the free frag buddy”.

There’s definitely something wrong with the scope, impossible to hit anything with it. The pistol is actually pretty good, does a lot of damage on each shot, but needs careful aim.


(k1ruaa) #37

Well, you’re not forced to re-target it, but I think it’s a cool feature. It may look a bit weak but imo it can be good against pushes of 3/4 mercs in some situations.


(spookify) #38

I think the orbital strike is a little weak and needs to be widened just a little bit. Possible to the size of a gate entrance not a door entrance.

Side Note: I disabled SLI last night and the game ran amazingly smooth. I hate to disable SLI so I hope SD can come up with a fix for this problem. I will report this in the bug section.

Side Side Note: Is anyone still having problems picking up enemy merc’s visually on some parts of some maps? The map where you blow the wall and have to run into the covered area then out into the open again I was having a hard time picking people up around the garbage piles and around that area. (Area Right before you enter the trains to blow up)

I am still seeing a lot of notification on my screen that are blocking my view so I hope we can turn those off in the future also.

When is a server que going to be added? Servers were full last night and I had to keep clicking refresh :slight_smile:


(.Chris.) #39

In a lot of instances I’d agree but other times I’ve been caught out with little to no chance to counter and if it’s close to you it’s really distracting and hard to see anything else which is annoying. It’s only really on trainyard I found it be like this though. I’d like to see how having to pre-define a route would work after first playing with the current method some more.


(trickykungfu) #40

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