Closed Beta Update V36382 (26.06.2014)


(Anti) #41

Which bit? Combat should feel way less random now.


(spookify) #42

The reward for HS being taken away… You lowered the skill ceiling…


(Silvanoshi) #43

Hi folks!

Some people have reported problems with loading the game or connecting to servers after yesterday’s update. If this is the case for you, and you have customised your configs, please follow the steps here.


(RasteRayzeR) #44

Played a bit today and three points come to my mind:

  • the shotguns are incredibly powerful (almost ridiculous)
  • the MG nest feel so great ! But they are way too OP. I could spawn block a team in waterloo with it.
  • the tab score board is aweful (at the moment)

Otherwise the game feels more fluid, action is good, hit-beeps and announcer voices are awesome. And welcome to our new community manager !


(prophett) #45

This^ (10 char)


(FireWorks) #46

Im so sick of all the pros here, that go no clue of how math is impacting the gameplay. Anti brings up a lot of logic consequences from a developing standpoint and time after time gets some unthought criticism cause people want it as hardcore as possible. So hardcore that the game is not even fun to them anymore.

You dont hit 100% of your shots right on target (go bot!). You will miss shots even with zero spread, zero recoil, zero flinch or whatever. Especially on fast targets like there are in DB.

That little tidbit by that you miss your targeted head (and think you hit cause you are soooo much of a pr0 fr4gg0r) might make you hit air or a body. It results in drastically less damage. If your oppenent does it actually better, you are dead while hes left with a lot of hitpoints displayed on his healthbar. Even funnier is the other way around when you aim for his body and get some bullets landed on his head for 2.5x damage. Be it spread or just a quick “evasive” move in the wrong directiong. Suddenly the opponent drops unexpected. It just feels random.

Sure you can ramp up the headshot multi to 100 and call it a headshot training mod but for a shooter, most people expect to drop their target after a couple of bullets.
Say 4Headshots for a kill. Meant 10 bodyshots before. So you got dropped often enough, when already pumping up half a clip in his back. Or you missed the last headshot and still needed 3 more bullets to hit the body. 3Dings and still not close to a kill.
Now with 2x multi it would be 8 body shots.
Or the other way around: If you say 10 bodyshots for a kill, youd need another 5th headshot now.

Its more than rewarding to aim for the head, but youll also drop your target if not all of your bullets hit the target. You call it lowering the skill ceiling, I call it a proper move in the right direction of making this a shooter that is actually fun to play, even and especially for you too.


(Kendle) #47

Agreed, gun play feels more consistent because there’s less disparity between head / body, near / far etc. There’s still enough to reward aim, but not so much as there was before when you could insta-kill someone one minute then feel like you’re firing rubber bullets the next. Add in meatier gun sounds and, it feels like, meatier guns, and all in it’s a very nice step in the right direction IMO.


(rapid_shot) #48

I played for about 45 minutes last night with a friend that just got into the beta last night and about 30 min this afternoon. I’ll mix some of what he was telling me (since he won’t join the forums) with what I’ve seen since March 2013.

My friend’s thoughts:

  • Movement speed was way too high since it only took him seconds to get around places
  • He thought it was especially too fast with the knife out as he probably had more kills with the knife than any other weapon
  • Because the movement speed is so fast, he found it very hard to track people and actually land enough hits (hence why he often resorted to the knife and was surprisingly effective)
  • The game just seems like a typical run-of-the-mill shooter. Nothing stood out to him as special about the game.
  • He thought there were WAY too many mercs to chose from and said “Just give me like 5 classes and let me choose which weapons and perks I want to use.” (Side note: was Kira removed? Maybe I’m blind but I didn’t see her when I was playing last night or this afternoon)
  • Snipers seemed useless to him because of the map sizes and how fast it takes to get from cover to cover.

As for me:

  • I dislike the help up feature greatly. It just further nullifies the reason for a medic. In the future, can we expect to hand out weapons and ammo if we hold down a button long enough?
  • The lack of ammo seems to be a huge problem. Even as field ops I had a hard time keeping my all my ammo. I would like to see ammo drop when you kill someone.
  • I agree that movement might be a little too fast now. I think last update you guys had it right.
  • Wall jumping and long jumping is so “meh” that I can’t think of any practical use for it in battle. It’s really one of those “Look at what I can do!” features that no one actually uses.
  • Maps are way too short. I believe that a really good player should be able to get ~50 kills on defense before the round is up. Right now it seems to be around 20-25.
  • I really don’t mean any offense to whoever animated the “writhing” when you go down. It probably wasn’t your fault. But it looks far more like a baby wailing about losing it’s teething toy than someone hurt looking for help. It’s rather comical, really. Maybe the new planking?
  • I’m still sad to see classes and class based objectives go. It’s much more of a TDM with, oh yeah objective than it is an objective team based game.
  • The game when it’s anything less than 5v5 is a completely different game. I can’t pinpoint what it is right now, but I would never play on a server unless it was at least 5v5. Last night it was 3v3 for a couple rounds and it just wasn’t fun at all even when I was doing ok.
  • I still hate having to pick my three favored mercs every time I go into a round. Make it at least 5 and I think I’ll be much happier.

(amazinglarry) #49

I know what you’re saying, but when things like this are first implemented it’s easy to come to those sorts of conclusions.

For example, against some better players who have had time to incorporate the advanced movement into their play, I’ve seen it used VERY effectively… mostly against me haha.

I’d say that at least for this feature, give it a bit more time and revisit it.


(spookify) #50

[QUOTE=FireWorks;503220]Im so sick of all the pros here, that go no clue of how math is impacting the gameplay. Anti brings up a lot of logic consequences from a developing standpoint and time after time gets some unthought criticism cause people want it as hardcore as possible. So hardcore that the game is not even fun to them anymore.

You dont hit 100% of your shots right on target (go bot!). You will miss shots even with zero spread, zero recoil, zero flinch or whatever. Especially on fast targets like there are in DB.

That little tidbit by that you miss your targeted head (and think you hit cause you are soooo much of a pr0 fr4gg0r) might make you hit air or a body. It results in drastically less damage. If your oppenent does it actually better, you are dead while hes left with a lot of hitpoints displayed on his healthbar. Even funnier is the other way around when you aim for his body and get some bullets landed on his head for 2.5x damage. Be it spread or just a quick “evasive” move in the wrong directiong. Suddenly the opponent drops unexpected. It just feels random.

Sure you can ramp up the headshot multi to 100 and call it a headshot training mod but for a shooter, most people expect to drop their target after a couple of bullets.
Say 4Headshots for a kill. Meant 10 bodyshots before. So you got dropped often enough, when already pumping up half a clip in his back. Or you missed the last headshot and still needed 3 more bullets to hit the body. 3Dings and still not close to a kill.
Now with 2x multi it would be 8 body shots.
Or the other way around: If you say 10 bodyshots for a kill, youd need another 5th headshot now.

Its more than rewarding to aim for the head, but youll also drop your target if not all of your bullets hit the target. You call it lowering the skill ceiling, I call it a proper move in the right direction of making this a shooter that is actually fun to play, even and especially for you too.[/QUOTE]

This is a very mad rant and I really dont know the point haha!
Bring on the math if they go over it… It takes an additional Headshot (5*) fine that instead of 8 body shots make it 13 or 15… With the ROF so high and the spread and bloom so low now TTK is very fast.

It looks like SD is trying to find a happy mix. I can already notice better 1 v 1’s but I also notice a intense 1 v 1 with a lot of lrlrlr that seems to take forever…

Phoenix needs what 7 headshots now?

Saw 5?

Thats fine but very hard for the higher skilled player to beat a Fragger that is hitting all body… It was stated that SD wanted this gap between the mercs but I dont think it should be this low that a fragger spamming my toe can kill me with zero headshots vs my 5…

There are some amazing shots in this game but I havent seen anyone get better then a 4:1 kd yet. I have seen one 3:1 only once…
The balance of the mercs and mercs to counter mercs is a little unbalanced. I dont even see Fraggers getting high KD or really helping their team at all… If they cannot flat out Frag whats the point of a fragger?


(spookify) #51

[QUOTE=rapid_shot;503229]I played for about 45 minutes last night with a friend that just got into the beta last night and about 30 min this afternoon. I’ll mix some of what he was telling me (since he won’t join the forums) with what I’ve seen since March 2013.

My friend’s thoughts:

  • Movement speed was way too high since it only took him seconds to get around places
  • He thought it was especially too fast with the knife out as he probably had more kills with the knife than any other weapon
  • Because the movement speed is so fast, he found it very hard to track people and actually land enough hits (hence why he often resorted to the knife and was surprisingly effective)
  • The game just seems like a typical run-of-the-mill shooter. Nothing stood out to him as special about the game.
  • He thought there were WAY too many mercs to chose from and said “Just give me like 5 classes and let me choose which weapons and perks I want to use.” (Side note: was Kira removed? Maybe I’m blind but I didn’t see her when I was playing last night or this afternoon)
  • Snipers seemed useless to him because of the map sizes and how fast it takes to get from cover to cover.

As for me:

  • I dislike the help up feature greatly. It just further nullifies the reason for a medic. In the future, can we expect to hand out weapons and ammo if we hold down a button long enough?

  • The lack of ammo seems to be a huge problem. Even as field ops I had a hard time keeping my all my ammo. I would like to see ammo drop when you kill someone.

  • I agree that movement might be a little too fast now. I think last update you guys had it right.

  • Wall jumping and long jumping is so “meh” that I can’t think of any practical use for it in battle. It’s really one of those “Look at what I can do!” features that no one actually uses.

  • Maps are way too short. I believe that a really good player should be able to get ~50 kills on defense before the round is up. Right now it seems to be around 20-25.

  • I really don’t mean any offense to whoever animated the “writhing” when you go down. It probably wasn’t your fault. But it looks far more like a baby wailing about losing it’s teething toy than someone hurt looking for help. It’s rather comical, really. Maybe the new planking?

  • I’m still sad to see classes and class based objectives go. It’s much more of a TDM with, oh yeah objective than it is an objective team based game.

  • The game when it’s anything less than 5v5 is a completely different game. I can’t pinpoint what it is right now, but I would never play on a server unless it was at least 5v5. Last night it was 3v3 for a couple rounds and it just wasn’t fun at all even when I was doing ok.

  • I still hate having to pick my three favored mercs every time I go into a round. Make it at least 5 and I think I’ll be much happier.[/QUOTE]

  • I agree with the movement speed in some sense. Initial movement speed is to high.

  • Sniping really isnt useless in a pub and really good snipers can carry the team.

  • The Help-up is weird but 5 seconds is 5 seconds either you have it or you dont so as long as it doesnt cancel out the insta revive from a medic why not.

  • 5 mercs would be better


(Hundopercent) #52

I’ll give this a run this weekend. Hopefully I last longer than a few maps.


(chenapan) #53

wow, BIG update with LOT of changes indeed. especially on the shooting mechanics… i cant say in a bad or good way yet… feels indeed a bit more consitent… but a bit more conventional too
point is anyway … we are quite a lot to whine about maps for some time now… map are bad… but now with this new shooting mechanics they are juste broken…
a lot of games i played where totally unbalanced with choke pointed ****ed up and a lot of spawnrape… it doesnt not surprise me as they were “fine tuned” to make the game “balanced’” with the former shooting mechanics… ( fine tuned does not mean good map / fun map )

Here what i really think now, as i already pointed out and suggested once : you should continue your work on shooting mechanics because at core you are making a FPS and you want // we want a great feeling and balance on this side
now give us a white box with TDM mode… make a lot of stats out of it. test test test shootings mechanics, balance weapons and mercs in this white cube… and ONCE you are happy with what you have and the majority of us think it is fun and are happy with it THEN go back to map design :slight_smile: and this time think BIG ,EPIC, and VARIOUS OBJECTIVES

:smiley: all in all not unhappy with this update ( long awaited by me) especially as it introduce a lot of changes and underline some clearly broken aspect of the game right now

i really enjoy new sounds and all your arts !! ( just not the new stat screen at the end of the game ( red and blu rly ?)


(Violator) #54

First impressions:

Guns feel better on the whole than the last patch, though less emphasis on HS so lower skill level needed I guess (hence I was doing a lot better ;)). Hope it doesn’t become too CoD-like though…

Shotguns seem a tad OP - Fletcher’s seems like a quite effective sniper weapon at medium range, he was very underpowered before so we need something in the middle :). Sticky bombs seem a lot better.

Still very easy to spawncamp attackers in Terminal start spawn :(. I think this illustrates the main problem very well. Can cover all the exits here + the top of the stairs above. With trickjumps can get into the room on the right as well and really lock it down :(.


New ingame tab layout is a bit confusing - can’t see what class mercs are, bit hard to see what merc everyone is out of the 3 as well. We all seem to have an SD logo (will this be a clan image)?

IFF and obj markers are a massive improvement (mainly that they aren’t massive any more :)).

Like the fact that engies arm and disarm, construct etc. quicker.

Loading / saving squads - nice.

Help-up is pretty good after initial fears it would make meds more redundant - high risk and meds were still doing their thing (most players didn’t realise they could help up though or didn’t want to).

Most players seemed to have a much lower ping (10-50, I was averaging 10-11) :o

Controls all got reset again (:mad:) + postprocess still gets set to yes.

Not sure about the rough road texture in Terminal, esp. around the wall. Wall fire-jet things nice.

Flood bug fixed on Underground w00t :smiley:

Good job on the new sound assets.

Really need an auto-balance option…


(et4player) #55

I haven’t played DB in ages… Uploaded the update…well it’s still a TF2 copy with the slow CS movement :frowning:
The game is promising, performs very well on my rig, but not interesting. I’ll wait for another update.
All the above is imho


(Mangosteez) #56

[QUOTE=Silvanoshi;503184]
[li]
[/li][li]Stoker
[/li][ul]
[li][*]Now carries the Simeon .357 Revolver as a secondary
[/li][/ul]

[li]
[/li][/QUOTE]

He still has a Caulden after the update.


(INF3RN0) #57

Ugh, still no map rotation servers?


(Kendle) #58

Played what seems like 8+ hours today, best patch in a long long while. Gun-play is better than it’s ever been IMO, certainly feels much more consistent.Generally feels like I hit what I aim at and damage what I hit, which I haven’t been able to say about DB for some time.

Only issue now is we’re still on 2 maps. Great as this patch is, we need the rest of the maps back IMO. Not sure what’s to be gained issuing a massive patch and then sticking to the same 2 maps.


(spookify) #59

I was on one?


(ragnak) #60

I just wanted to say that this update is ridiculously bugged:

  1. Audio is a disaster (was A LOT better pre patch):
    a) Sound loops (when i hear people shooting when they are not)
    b) Screwed up volumes (rats/birds being super loud, its really hard to locate people by sound which wasnt as bad pre patch).

  2. Stuttering/lower fps than pre patch

  3. Menu lags as hell

  4. Gun play doesnt feel any better and even worse at times (i couldnt stand using skyhammer for more then 5 mins). Not happy with weapon balance as well but thats pretty easy to solve most of the time(and i probably didnt play enough to make an opinion).

  5. Ammo stations are not working most of the time(it was the same pre patch tho)

  6. Models are still jittery next to the walls/on stairs.

  7. Spread increase when spriting (i know that it have nothing to do with a patch but WHY WOULD YOU DO THAT)

  8. Tons of crashes (was fine pre patch)

  9. Cant see mines (im pretty sure i could see them pre patch)

Thats just from the top of my head from a 1/2h of gameplay. I hope that you are not planing to start open beta this year, it will end badly :(.