Question to SD, is there anything you guys want to hear more feedback on? Right now it feels like we’re getting a bit repetitive on our end. Are there points in the games you guys have doubts about and feel are underlit in our discussions? Or would saying such things be skewing the feedback?
Closed Beta Update V36382 (26.06.2014)
Haven’t had internet until now so haven’t played yet but:
The movement speed being “too fast” should be solved by simply making the maps bigger and better.
Please remove the move faster with knife thing. It is stupid to make people keep switching weapons every time they want to move across the map. If maps get bigger this will start becoming a problem. Dirty Bomb isn’t a game that has a goal of being really realistic; it isn’t something you go part of the way on.
Don’t like the hit-location modifier change. Consistency should be gained by making the weapons more consistent, not by lowering the skill ceiling. Gunplay is the consistency problem. Games with harsher modifiers feel much more consistent, and probably still will after this update.
It feels like SD knows what the problems are, but aren’t addressing them correctly.
Hoping the long jump works well, because the idea doesn’t seem good to me. Especially since i play with a toggle crouch.
[QUOTE=Scarhand;503450]Haven’t had internet until now so haven’t played yet but:
The movement speed being “too fast” should be solved by simply making the maps bigger and better.
Please remove the move faster with knife thing. It is stupid to make people keep switching weapons every time they want to move across the map. If maps get bigger this will start becoming a problem. Dirty Bomb isn’t a game that has a goal of being really realistic; it isn’t something you go part of the way on.
Don’t like the hit-location modifier change. Consistency should be gained by making the weapons more consistent, not by lowering the skill ceiling. Gunplay is the consistency problem. Games with harsher modifiers feel much more consistent, and probably still will after this update.
It feels like SD knows what the problems are, but aren’t addressing them correctly.
Hoping the long jump works well, because the idea doesn’t seem good to me. Especially since i play with a toggle crouch.[/QUOTE]
Overall movement speed is too fast but the knife movement is amazing!
Also where are the numbers on the stat profile… I just have a circle with no numbers…
For what it’s worth;
- gunplay seems better
- dont like faster movement with knife, highly derivative, I also seem to overshoot the body I’m trying to quick gib as a consequence.
- score screen is an eyesore.
- no change to spawnwave or times, makes me want to cry.
- no drastic changes to maps, also a tearjerker.
- audio for rats etc is just mental, the new hitsounds inc headshot appear to have went back a year.
- trainyard 1st objective being a capturable is boring and seems to be trying to make the objective easier rather than fixing the spawntimes and/or location.
- carryable objective taking both hands again seems to be going back a year - what’s up with just picking up by running over and leaving the holder to shoot?
Dont want to sound too critical, as I appreciate there’s a shed load of work went into this and that not all of it will be apparent - but just cant get past playing the same poorly considered maps with the same symmetrical spawntimes leading to really infuriating games.
Not played (or posted on here) in a while but I thought I would jump back in and see how things are developing. Note that these opinions are not based on this update versus the last one, but more like a build from 6 months ago.
Positives:
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Startup menu / assigning mercs to squads / changing camos. All very slick great job with this, especially with the ability to save squads.
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Servers with players!!

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The shorter maps are better, although I did love the whitechapel elevator objective.
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Movement / shooting seems a little tighter than I remember and less random.
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Effects and sounds for airstrikes / fire are nice.
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Incapped animations
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Hud is better than I remember, I actually look at the minimap too now.
Negatives:
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Sounds just doesn’t pack enough of a punch for me, although its slightly better than before.
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I don’t like the wall jumping. I just find it unnecessary and do it by accident alot :rolleyes:
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I also don’t like the crouch jump further thing, although that is because I find it really hard to perform.
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The rat noises, took me ages to realise what they were. I would ditch the rats entirely.
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I can revive players but im not a medic? this just devalues the medic.
This is from only playing a for a few hours though.
Keep up the good work SD.
First Contact attempt post patch:
Open Nexon launcher = Game not responding
Reopen= loading… ok going try to play now 
WTF is that music in the backgroud with strange sound thats is weird ??? ok for the music but that weird sound in it …awefull !!!
and it was all distortionated = option… slide master from default 10 to middle …still Bad but Quieter
Press PLAY =small box open need to create your squad //huh but where ? click here and there Ah ok found ! 
See all these new characters kind of floating …yerk ! love much much the way it was before
Ok I picked my 3 choices = click play
few bar on top …hum do i have to click on this …huh must be on Servers list lower, k clicked…Humm
didnt see match making 
Ok server list loaded O one server with 11 players cool whos on it ? click clic clic clic clic anything…nothing …it frozen ??? O No!
Never mind CTRL-ALT-DEL close …maybe another day :S
All that to say it didnt go well…I I really liked much much more how it was before patch for that part …with the better looking Mercs and animated not floating fuzzy static mercs
so mb another Day I will try again to try the most important 
Ok, you seriously buffed Vassilli? The already strongest merc is now even better?
What I like in the new build:
- weapon sounds(Proxy’s SMG) I don’t have the feeling to shoot a pin gun anymore, when I fire my trusty SMG
- I haven’t read the change log of the current build, but it seems like Proxy got reasonably buffed, or she just got her spread(on the SMG) reduced(which is kind of a buff too I guess)
- the announcer/commander. I can see where this is going. It adds a lot of atmosphere. More of it please.
- the additional “stuff” you put on the maps(mostly CDA-stuff) I can not emphasis enough how much needed those little touches are. As much as I like London in RL, in a game it just gets boring after a while, and it doesn’t sets DB apart from any other standard FPS game out there. I want a much more altered(alternative) version of the city.
- this strange, threatening, ambient sound. Even though I just couldn’t figure out, WTF is causing it. But you guys better get a patent on it, or Paramount(or whoever owns the rights for the Terminator franchise now) will sue your butts for stealing the T-1000’s sound/theme
I thought it’s from the Gatling gun, from the Gatling-Merc, but I’m not sure about that.
- the new “helping up” mechanic
What I don’t like in the new build:
- definitely Trainyard’s 1st, now capture objective. Gameplay wise it’s ok, but from a logical standpoint hacking makes a lot more sense. I think it would’ve been enough if you guys would just have changed certain numbers in the hacking mechanic(time it takes to hack, the pace in which it would reset itself, range from where you can hack, etc)
- the team overview (“tab page”) looks quite chaotic atm.
Why?
They cause no harm and add to the atmosphere and setting, just need their audio to be slightly more subtle.
It’s not really the idea of them, as yes they do help flesh-out the setting, but we something we want to do is improve the readability of the environment art from a gameplay perspective (more on this in the future)… so they might take a little holiday, or go to Croydon or something.
tbh they look like cardboard cutouts and it can be really jarring to see on a pretty looking map.
Why is nobody talking about the cardboard pidgeons?(Though maybe I’ve missed something; after all we are already on page 4 here) And what is this black grain on the ground supposed to be?
Body location damage modifiers: What are the modifier percentages per bodypart?
[ul]
[li]Headshots now deal 200% damage (down from 250% damage)
[/li]> [li]Shooting anywhere on the legs now deals 80% damage for most weapons (from 75% upper legs & 50% lower legs)
[/li]> [/ul]
On the paper, this two changes seem very good !
Well today I could Played didnt crash,Launcher isnt Has Bad as first Said
I Like the 3 squads that we can save
MB pre patch was nicer tho but funtional side some good sutff in new patch
Played 2 x Trainyard …But all too new cant comments yet
Edit : more to come
-Like run with Knife …
[QUOTE=Mustang;503578]Why?
They cause no harm and add to the atmosphere and setting, just need their audio to be slightly more subtle.[/QUOTE]
I agree it really fits well in an abandoned area. But they need to be a bit realistic like for example climbing quickly off a bin or something instead of only running in a straight line. Ofcourse this will have the lowest priority!
Quote Originally Posted by en2ie View Post
I would ditch the rats entirely.
We are of an identical mindset on this particular point.
Are you seriously answering this comment when you have this one 8posts before ?
Question to SD, is there anything you guys want to hear more feedback on? Right now it feels like we’re getting a bit repetitive on our end. Are there points in the games you guys have doubts about and feel are underlit in our discussions? Or would saying such things be skewing the feedback?
:rolleyes:
Just some random thoughts:
The overall merc speeds and gunplay feels pretty good and fast now.
I like Rhino’s new minigun sound, but hate the rats. 
The sounds for when abilities are recharged and ready to use again strike me as being too quiet and/or the “wrong” sound.
I like the reworked objectives as they are a little more clear now (bomb plant instead of multiple hack, and line instead of pie indicator of progress)
I you use toggle to ironsight and it breaks out of that for a reload it then returns to ironsight. This always struck me as odd. Maybe I’m used to another game where it doesn’t do that.
I can’t stand the reload interrupt for some reason. I had to turn it off. When I reload, I often press sprint afterwards and I’d rather my character just walk until the reload is done. I’m glad I could choose the way this works. Please leave it as an option.
I have no idea how to long jump. Is it a jump and then crouch thing? Same time? I tried it a few times and I’m not sure I ever pulled it off. I might not be able to do this with my keybinds I’m thinking.
