shotguns do massive damage, they’re supposed to. 22 bullets hitting you at once will do more damage than 1
seems some people don’t understand how weapons work
Closed Beta Update V37682 (11th August 2014)
is SD on vacation this week? Havent hardly seen anyone…
This Patch only came out 2 weeks ago… That’s It!! Seems like months ago… We lost a lot of people with this one 
[QUOTE=spookify;508540]is SD on vacation this week? Havent hardly seen anyone…
This Patch only came out 2 weeks ago… That’s It!! Seems like months ago… We lost a lot of people with this one :([/QUOTE]
I’m really surprised how low the player count is. Usually we had pretty good amount of players after an update. But this time, there is only 1 server with players.
Had a few fights with MP vs shotgun, where I felt the aim to be pretty tight and accurate, and still got destroyed. Didnt quite make sense, but its ok.
As far as TTK goes, I think it feels pretty good, in terms of potential. There are certain weapons I feel its bang on perfect… There might be a few weapons that are a bit too lenient in terms of body-damage, but I’m sure they will be fixed (at least I hope so). 
[QUOTE=Nail;508535]shotguns do massive damage, they’re supposed to. 22 bullets hitting you at once will do more damage than 1
seems some people don’t understand how weapons work[/QUOTE]
Do me a favor and stick to ARMA forums. That sort of input is useless to everyone.
It seems fine to me- though I do find that headshots = very consistent multi-kills compared to the past. Imo a lot of this has to do with the claustrophobic maps and 16 slot servers. You’re taking damage from a lot of people in a very small area so it’s going to feel like ttk is faster than ever.
On the shotgun topic, why did we never test a pellet multiplier system? Headshot damage on a shotgun is illogical unless it’s a slug, but a damage multiplier based on the percentage of pellets that land in the hit box sounds like the best solution to me.
[QUOTE=Nail;508535]shotguns do massive damage, they’re supposed to. 22 bullets hitting you at once will do more damage than 1
seems some people don’t understand how weapons work[/QUOTE]
If we are talking reality. Lets bring up a pistol shot to the head… Not once, twice or even three times to kill a player. Not to mention the fact another player, who isn’t a medic with much first aid skills, can go up to someone who has just had 4 shots to the head and encourage them back to their feet. 5 seconds Later they are fully fighting fit again and those 4 bullets in their skull mean pretty much ***** all!
So back to shot guns. They do TOO much damage over range. Reward bad players and Yes in my eyes they ruin the game along with the awful heart beat sensors.
Not really, i don’t mind them having reasonable midrange damage, it’s the one hit kill at close range that is BS.
I wouldn’t mind having the heart beat sensor blip the wall hack at a reasonable interval (4-6s?) in a 360dg sweeping motion and then include an alternative recon mode where you’d self-destruct it in order to reveal everyone on the map for 5seconds. That way it would be useful without being a constant wall-hack for fragging only.
you have destroyed the game so ****ing much!
guys, if you wanna see how real alpha in progress works,
check blizzards heroes of the storm!
bb SD and ****tybomb
[QUOTE=zeroooo;508829]you have destroyed the game so ****ing much!
guys, if you wanna see how real alpha in progress works,
check blizzards heroes of the storm!
bb SD and ****tybomb[/QUOTE]
Looks like an LOL rip off…
Not sure if you noticed but DB is a First Person Shooter…
[QUOTE=spookify;508836]Looks like an LOL rip off…
Not sure if you noticed but DB is a First Person Shooter…[/QUOTE]
Lets not turn the thread into a ragey one now 
To zero’s point, as we’ve stated before, when we refer to alphas and betas we do so in the sort of terms many studios do, internally, in the industry. This means we’re giving you the game to try before features are locked down, systems are complete or polish and optimization has been added. We don’t do this for promotion purposes (which is why there is still an NDA), we do it because we want feedback at the earliest possible point on what we’re building, something we didn’t get the chance to do on a project like Brink.
Blizzard’s HotS alpha is indeed polished and awesome (hunting a key myself!), but it’s a game at the very very end of its dev cycle and its ‘alpha’ is primarily being run for balance and infrastructure testing as well as marketing (no NDA) purposes.
Is our approach a good one? We think so, it should result in a much better game than we might have had otherwise, but for those of you that have got to see more of the guts of the game dev process than ever before I can understand why this has seemed a pretty confusing process, something we’re always trying to improve.
HoS has been in production for five years now. It lifts the engine and controls of Starcraft 2 so there really is only gameplay balance left to test.
I can’t wait though. The first MOBA I’m actually interested in. But comparing that to a shooter build from scratch in half the time is just unfair.
[QUOTE=spookify;508836]Looks like an LOL rip off…
[/QUOTE]
Blizzard invented Dota as a WC3 mod. LoL is a carbon-copy of that mod and now the mod has become a genre in and of itself Blizzard seeks to reclaim it.
I hope they succeed.
While I can see the potential benefits of this approach I do feel that much of the potential has been missed.
Yes, you do eventually make balance changes to the things that are complained about on the forums but you seem to go out of your way to select the most round about way of doing it possible. The recent shotgun nerf is a prime example of misunderstanding peoples concerns, Your current way of balancing weapons in general also suffers from this.
Obviously you need to work on getting the patching process fixed first but you have the great ability to quickly tweak damage and balance on almost a daily basis. This would allow more crazy experiments! Even when it comes to movement speeds, jumping systems, spreads… EVERYTHING?!
This is something that will not be acceptable when you have lots of people playing but right now it was going to be perfect. So yea, while the alpha system you choose has a lot of potential I don’t think that you guys have used it to anywhere near that potential.
Well this was super odd… my mouse acceleration feeling got fixed. How it happened was I tabbed out of game and then back in to find my game resolution had scaled down. I re-applied my correct resolution and the mouse returned to normal 
[QUOTE=PixelTwitch;508847]While I can see the potential benefits of this approach I do feel that much of the potential has been missed.
Yes, you do eventually make balance changes to the things that are complained about on the forums but you seem to go out of your way to select the most round about way of doing it possible. The recent shotgun nerf is a prime example of misunderstanding peoples concerns, Your current way of balancing weapons in general also suffers from this.
Obviously you need to work on getting the patching process fixed first but you have the great ability to quickly tweak damage and balance on almost a daily basis. This would allow more crazy experiments! Even when it comes to movement speeds, jumping systems, spreads… EVERYTHING?!
This is something that will not be acceptable when you have lots of people playing but right now it was going to be perfect. So yea, while the alpha system you choose has a lot of potential I don’t think that you guys have used it to anywhere near that potential.[/QUOTE]
What they did to shotguns was the best thing they have done in years! They are still very powerful, the people are stupid fast and the medic chick is OP… What the did was take away some of the rambo shotgun aspect…
All Shotgun people needed to do was bounce around and sprint into the body and one shot kill someone…
So you are taking advantage of parts of the game that either arent complete yet or performance lags…
Work still needs to be gone on maybe things including player collisions, wall jumps, player speed/acceleration and much more…
We talked in the game when you raged about the shotgun I was specing you… Two Body shots fair close to close range and no insta kill. Both were body shots I pointed out. I said aim for the head and I forgot what you came back with… A headshot might have downed them right?
Shotguns should be 2 shots to the face at close range. Its as simple as that… They can speed of ROF or Damage to balance it.
This 1 shot face crap is not cool and half the time if you are in a different country server then you dont even see the person anyway… Bounce Bounce Bounce dead…