the recoil is far too high at hipfire. tried redeye and its horrible.
Closed Beta update v31970: Wall-Jumping, Lobby Tweaks, Mercs, Maps, and more
The speed of the lobby is a lot nicer now!
Any update on picking more then 3 players while in game?
Edit: Also any update on HUD updates?
finally sat down and tried the new patch. while the WJ is a neat addition, its basically worthless in its current form. i know a lot of that has to do with the maps not being catered to it, but its really just a gimmick currently. the speed boost isnt worth it, and there’s no real advantage to using it anywhere.
the lobby is still awkward, and when joining a server in progress, it just sort of sticks you in it for 15 seconds. i also get stuck in a loading loop occasionally, which ill make a bug thread about.
Tested it now, you can’t defuse together. :mad: I’m speechless SD… I can only hope that’s just temporary until it gets fixed.
Pretty sure you can but the stack is capped i.e. five engineers no longer go at 500% speed, it’s maxed at something like 150%, but I’m sure Smooth will correct me if I got that wrong.
Multidefuse is a must!
From my experience of clutch games (not in Xt)
usual multi defuse is 2 engies. i think that should make a nearly max-speed (whatever that percentage is)
Ye, those spread growth rate modifications make the guns feel better. Either that or the 10% hitbox size increase (or both), but I can hit stuff more consistently now.
Hitbox widths were increased by around 10% (as you said) and spread growth rates reduced by around 20% 
Can’t really put my finger on the spread mod, because I burst fire a lot, therefore I can’t really “feel” those rate adjustments right away, unless they’re really drastic, or I forget my finger down on the mouse. They do add up to the sense of (more) consistent hit groups though.
[QUOTE=spookify;492646]After game screen too long!
Fast, quick pubs! Keep it going boom bam![/QUOTE]
We plan to rework most of the end game review process, it’s pretty placeholder at the moment.
[QUOTE=spookify;492646]After game screen too long!
Fast, quick pubs! Keep it going boom bam![/QUOTE]
I’ve got to agree. Personally, I don’t give a rip about ANY xp stuff at ALL. I skip past all of it every time. I want to go to see chump and BMXer’s k/d ratio and see if I at least got a positive k/d ratio, asap. I saw I got an in-game badge about a midair kill once and I thought that was cool. Seeing those type of badges replay at the end would mean more than the narc-style xp tally to me. Basically, I think I’d like to see the overall awards screen for most kills, etc. then the next one which shows everyone’s stats and possibly have all the personal xp stuff put on one of those two screens instead of all those other xp screens.
Tried it out very briefly. The wall kicks do nothing in the games current state. Can you reach higher areas? Can you evade? Can you move faster? No, it doesn’t do anything other than let you kick off walls. It’s new and still being tweaked but don’t add wall kicks for the sake of adding wall kicks. There needs to be a purpose, which means your maps will, again, need redesigning. The kicks should increase speed, elevation, and launch you in the direction you are facing. In addition, if you want to add some flavor, after a wall kick your first 2 well timed jumps can keep the momentum before slowing down. This will eliminate people moving across the map too quickly, in addition to giving players the option to rotate to another site or flee an unfavorable combat scenario.
After hours of TF and switching to XT it was depressing with how tight the maps felt, how slow the movement felt, and overall how bland the game feels. The sad part is this is a console port with more freedom of movement and innovation than a pure PC FPS. You guys have a lot of work ahead of you and with your directionless design style you’re not making it easy for yourself either.
[QUOTE=krokodealer;492626]Multidefuse is a must!
From my experience of clutch games (not in Xt)
usual multi defuse is 2 engies. i think that should make a nearly max-speed (whatever that percentage is)[/QUOTE]
It would be pretty cool if you (the admin) could adjust this for clan matches etc.
I agree with you that the walljump mechanic needs more work, as does the rest of the movement system, but I think they’ve stated pretty clearly that this was just a first try implementation. You’re wrong in saying that it doesn’t currently serve any gameplay purpose though. You can actually reach several “higher areas” using it currently, including a very useful flanking route on whitechapel that is only accessible through walljumping. It’s also somewhat useful for evading in certain circumstances (while reloading, when you can’t take cover behind a wall, for example) and INF3RNO showed in the separate walljumping thread that it is possible to use it to move slightly faster than just sprinting.
If ppl wanna walljump all the time, they’ve got TF (walljumping makes more sense in there aswell because of the tech). Not sure what’s with this “make Xt more TF” trend lately.