2,8GB this time. May the KB/s be with me!
Closed Beta Update V40323 (11th November 2014)
That’s less then previous right?
It said 10 minutes for me; then I came back to work…
To bad we never got to see stats from previous patch 
o well
2 questions…
where is the friendly fire?
and why is the “join player” lag now bigger than before?
Phoenix really needs an smg buff … headshots ringing out like big ben … 5 … 6 … at a time and still getting leathered by just about anyone that looks at me 
I’m getting the ‘join player’ lag even when players don’t join - it will freeze for a sec randomly 
First impressions are nade spam is an issue now as we expected - nader can really rain spam down.
Found movement speed seems to be slower? Also have had to drop my mouse sens down to 11 from 15 to get the same effect, very strange.
The new Dome layout - I like the trick jump routes but its like Fort Knox :). Those MG nests and the easily buildable gates make it hard to get into. a Proxy / Nader or two can lock it down quite easily. The last obj is better with the extra cover, esp. via the main right-hand route.
TTK seems even shorter - Proxy’s shotgun is a 1-shot machine.
The S/W server I found it hard to track anyone but not so bad on the obj server.
I got 2 Epic cards + a Rare on my first 3 :o However seen this bug report - http://forums.warchest.com/showthread.php/41973-Latest-Patch-Bugs!-11-11-14
The two epics are for fragger (one with a 3-burst smg and another type of smg, the 3-burst is actually quite nice with very little spread but didn’t have a lot of luck with the other). The rare was for Nader and was awful - way worse than the default :(.
[QUOTE=Violator;514378]I’m getting the ‘join player’ lag even when players don’t join - it will freeze for a sec randomly 
[/QUOTE]
thought it was just me due to Gsync but yea I am getting random pauses also…
i dislike very much how slowed down is the weapon switch now. i hate playting slowpoke games like this.
i dont mean having CPMA instaswitch. but we gotta have much faster switch, why even change it? I actually thoought that it was slow in the previous versions.
this is the core of playing. if i have to wait half a second after i pressed my bat, or shotgun, no thnx this is boring.
nader needs a nerf in nades speed, nades quantity, and cooldown.
damage i like.
but c’mon. why didnot you guys (SD) thought of this. it is an obvious thing: increase damage for nader - you gotta nerf his nades in rof/speed etc. this is abc. STRANGE =|
- TTK look shorter especially for the shotguns (really powerfull now)
- I like proxy with an SMG.
- You really need to remove underground and terminal from the map rotation … most boring maps (especially underground)
- Still got a lot of lags (connection lags are really painfull … )
- Waiting other maps improvement.
Dôme :
- Tricks routes on dome 1rst obj are nice but the transmit point is really weird and to easy to defend, I like to see a little room as “ETQW - Island” but just in the middle as it is is a bit weird, and that’s really easy to lock the place with mines or nades.
- 360° MG are really weird I dont like them. or maybe that’s only the places.
- Only maps without a big claustrophobic feeling, can’t wait for the other maps to be wide as this one.
Only played one SW match on Dome, so not a thorough test by any stretch. That said, if this is a map designed for SW then I’m literally in the wrong game. Two full holds on the first objective - if i’m not mistaken symmetrical spawn times of 30s, so no offense bias. Defense spawn locations far too close to the obj transmit point, far too many buildings overlooking the objective, almost impossible to lock down. Stupid mechanic of having to pick up not one but two jugs and run the gauntlet - really has taken the doc run objective type, inverted it, and made it the most boring to behold. 360o spinning MGs…gah.
Seriously cannot believe that this was considered the best way to make a SW mode map.
[QUOTE=PixelTwitch;514383]I despise Dome…
Every last bit of it…[/QUOTE]
It’s the reference map for all the other maps, I like the obj number, the size, the tricks routes, but this map is far from good. Still not even a good map in this game … maybe one day.
This update is Meh … Nothing really new, gameplay change a bit but still nothing really interesting to keep the players.
If “Darwin!an update” mean something about evolution, I don’t see anything going this way …
I really like terminal :x
I like that a lot of the mercs abilities feel more defining, arty is scary when i dont notice it and suddenly boom.
The molly now seems to work as area denial, I mostly jumped it and ignored the damage pre patch if it was on the route i wanted, especially as gunfights have such high damage, didnt make much odds.
Nice to see more medic station auras, shotgun in the mix or a few hs’s with most guns drops anyone hiding in it. I often still bull head the player tho… probably why i die a lot. Shooting the healing station if you are fighting the other player just means more time they are shooting at you.
Shotgun felt nicer i think, still swapped to an smg on proxy as soon as i saw it on the card, so much fun.
Not sure about dome, i reallllyyy like the trick jumps… i think i mention that every post :c, and its new, so people are still gravitating down the main route through the gates - which stay up the majority of most games. I want to see what happens in competitive matches with teams really abusing the side routes to get up and around the defenses as a squad, because they just dont get covered much. But in pub, currently, i dont think people are organised enough on it (and never will be, its pub!) I got one behind the enemy lines for a drop because they had pushed up to the gates. After that they just hung back shooting the rest of the team and i could no longer ninja in the back, a few guys taking a different route might be able to make more headway.
I hate nader.
She casually destroys almost all the stations/drops/mines in quite a large area.
Her martyrdom aoe is freaking huge, if you close range kill her, you will pretty much always die. (shotty, cqc on corner…) - just feels like it bogs the game down a bit, and if you get forgotten about in combat, can just lie there till either you spawn again or someone comes over. boom.
If you know roughly where an enemy is… lay down a carpet of grenades and you will normally damage or kill at least 1 person.
Passageways vs nader gl = you die.
Its like firing mines.
she does quite a lot of sustainable damage to the ev.
I dunno, i play mostly light characters… her grenades entering the area i am in, even roughly, normally means i come out with little health left, or dead.
Also - card rarity stuff seems to be a bit crazy, i think i have 1 common, 2 epics and a rare card.
Also, if i get a nader card with larger aoe or more damage aoe, i will probably only use that character, i can play suppeerrr casual and still sit near the top of the kills with her as she is now.
Big props for the different weapons on cards tho, makes it a lot more exciting.
Still Rage Doll Dead Bodies!!!
If you next a server and go to lobby and try to rejoin a server you still cant… It times out…
Spam!!
Was the annoying breathing sound removed? I can actually play now without being annoyed out of the game. Well, almost anyway. That martyrdom with Nader is just plain stupid.
Skill ceiling dropped to zero… TTK dropped to zero… Spam up 100% and aiming down 100%…
Played it for 10 minutes, then i crashed and didnt bother to return. How do you do it SD, that each patch not only does not help the game, but also make it worse 8D (didnt like TTK at all. There are a lot of low ttk games already that are better than DB so i kinda dont see a point).
Well good luck with that open beta, you will need it.