Closed Beta Update V40323 Merc, Ability & Weapon Balancing


(Silvanoshi) #1

The wait is over, the Merc, Ability & Weapon balancing notes for update V40323 are now live! Whether you have a specific Merc you want to check out, or plan to consume ALL THE INFO; we hope you enjoy the details and maybe even learn a little bit more about why that Merc performed better/worse when you took them for a spin in this new update.

One point that we would like to highlight is that characteristics such as spread are actually rather complex in how they operate in-game. There are many different factors that come into play, which means that direct comparisons become walls of text rather than 1 number. To make things more straightforward, we’ve provided percent based changes. Some of these percentages seem really rather large, but don’t worry, the initial values were rather small to begin with.

It will definitely be interesting to see how your initial thoughts match up against the changes. Do they align? Did you notice all of the changes on Mercs that you had a chance to test?

GENERAL

[ul]
[li]Increased view kick when getting shot by ~40%
[/li][li]Removed explosive damage reduction when crouched
[/li][li]Reduced back peddling speed by 10%
[/li][li]Ammo crates in the maps now supply ammo every 1s (was 2s)
[/li][/ul]
MERCS
AURA
Healing Station

[ul]
[li]Increased cooldown to 25s (from 20s)
[/li][li]Made the healing station only heal team-mates (rather than all players)
[/li][li]Increased healing rate to 50hp/s (from 30hp/s)
[/li][li]Reduced healing radius to 280u (from 320u)
[/li][li]Increased station health to 140hp (from 70hp)
[/li][li]Reclaiming now only returns 80% cooldown (from 100%)
[/li][/ul]
Defibs

[ul]
[li]Increased charge time to 1.4s (from 1s)
[/li][li]Increased minimum health revive to 40hp (from 30hp)
[/li][li]Increased minimum charge damage to 40hp (from 25hp)
[/li][li]Reduced maximum charge damage to 100hp (from 125hp)
[/li][li]Increased range to 115u (from 105u)
[/li][/ul]
PROXY

[ul]
[li]Increased health to 90hp (from 80hp)
[/li][li]Increased damage hitbox sizes by ~3%
[/li][/ul]
Proximity Mine

[ul]
[li]Increased cooldown to 25s (from 20s)
[/li][li]Reclaiming now only returns 80% cooldown (from 100%)
[/li][li]Reduced arming time to 3s (from 3.5s)
[/li][li]Increased detonation time to 0.7s (from 0.6s)
[/li][li]Increased damage to 150 (from 100)
[/li][li]Increased damage radius to 240u (from 208u)
[/li][li]Increased required insta-gib damage to 120hp (from 100hp)
[/li][li]Increased explosive momentum push to 85,000 (from 50,000)
[/li][/ul]
NADER
Grenade Launcher[ul]
[li]Increased cooldown to 8s (from 6s)
[/li][li]Increased fire interval to 0.7s (from 0.6s)
[/li][li]Increased explosive damage to 90 (from 60)
[/li][li]Increased direct hit damage to 90 (from 80)
[/li][li]Increased explosive damage radius to 192u (from 176u)
[/li][li]Increased grenade projectile initial speed to 2,200 (from 2,000)
[/li][li]Increased explosive momentum push to 67,000 (from 46,000)
[/li][/ul]
Martyrdom

[ul]
[li]Increased fuse time to 0.7s (from 0.6s)
[/li][li]Increased explosive damage radius to 240u (from 208u)
[/li][li]Reduced required insta-gib damage to 120hp (from 200hp)
[/li][li]Increased explosive momentum push to 100,000 (from 60,000)
[/li][/ul]
PHOENIX
Healing Pulse

[ul]
[li]Increased cooldown to 12s (from 10s)
[/li][li]Reduced healing radius to 450u (from 600u)
[/li][li]Increased healing rate to 50hp/s (from 35hp/s) - Self healing remains at 7hp/s
[/li][/ul]
Self Revive

[ul]
[li]Increased cooldown to 60s (from 50s)
[/li][li]Increased revived health to 100hp (from 30hp)
[/li][/ul]
Defibs

[ul]
[li]Increased charge time to 1.4s (from 1s)
[/li][li]Increased minimum health revive to 40hp (from 30hp)
[/li][li]Increased minimum charge damage to 40hp (from 25hp)
[/li][li]Reduced maximum charge damage to 100hp (from 125hp)
[/li][li]Increased range to 115u (from 105u)
[/li][/ul]
VASSILI[ul]
[li]Reduced base movement speed to 420ups (from 430ups)[/ul]
[/li]Heartbeat Sensor (Vassili)

[ul][li]Increased cooldown to 20s (from 15s)
[/li][li]Reduced spotted duration to 1.5s per pulse (from 3s)
[/li][li]Increased number of pulse to 5 (from 4)
[/li][li]Increased spotting radius to 600u (from 480u)
[/li][/ul]
FLETCHER[ul]
[li]Increased health to 110hp (from 100)
[/li][li]Reduced base movement speed to 420ups (from 430ups)
[/li][li]Increased damage hitbox sizes by ~3%
[/li][/ul]
Sticky Bomb

[ul]
[li]Increased carry count to 4 (from 3)
[/li][li]Increased throw impulse to 1,280 (from 1,200)
[/li][li]Increased damage to 90 (from 80)
[/li][li]Increased explosive momentum push to 67,000 (from 48,000)
[/li][/ul]
BUSHWHACKER[ul]
[li]Increased health to 110hp (from 100)
[/li][li]Reduced base movement speed to 410ups (from 430ups)
[/li][li]Increased damage hitbox sizes by ~3%
[/li][/ul]
Turret

[ul]
[li]Increased Turret health to 140hp (from 100hp)
[/li][li]Reduced set-up time to 3s (from 3.5s)
[/li][li]Reclaiming now only returns 80% cooldown (from 100%)
[/li][li]Increased lock-on time to 0.7s (from 0.6s)
[/li][/ul]
SAWBONEZ[ul]
[li]Increased health to 110hp (from 100)
[/li][li]Reduced base movement speed to 410ups (from 430ups)
[/li][li]Increased damage hitbox sizes by ~3%
[/li][/ul]
Health Packs (Sawbonez)

[ul]
[li]Increased cooldown to 10s (from 8s)
[/li][li]Increased throwing impulse to 850 (from 700)
[/li][li]Increased healing rate to 80hp/s (from 50hp/s) - Self healing remains at 10hp/s
[/li][li]Now heals 20hp on direct hit (from 10hp)
[/li][/ul]
Defibs (Sawbonez, Aura, Phoenix)

[ul]
[li]Increased charge time to 1.4s (from 1s)
[/li][li]Increased minimum health revive to 40hp (from 30hp)
[/li][li]Increased minimum charge damage to 40hp (from 25hp)
[/li][li]Reduced maximum charge damage to 100hp (from 125hp)
[/li][li]Increased range to 115u (from 105u)
[/li][/ul]
REDEYE[ul]
[li]Increased health to 120hp (from 100)
[/li][li]Reduced base movement speed to 410ups (from 430ups)
[/li][li]Increased damage hitbox sizes by ~3%
[/li][/ul]
IR Goggles (Redeye)

[ul]
[li]Increased maximum IR duration to 13s (from 10s)
[/li][li]Increased maximmum cooldown to 15s (from 12s)
[/li][li]Reduced required time to spot to 1s (from 1.15s)
[/li][li]Increased spotted duration to 5s (from 3s)
[/li][li]Increased spotting FOV to 35 degrees (from 25)
[/li][/ul]
Smoke Grenade

[ul]
[li]Increased cooldown to 25s (from 20s)
[/li][li]Increased smoke radius to 300u (from 250u)
[/li][li]Increased smoke duration to 10s (from 7s)
[/li][li]Increased dissipation-from-explosion-damage health to 140hp (from 100hp)
[/li][/ul]
SKYHAMMER[ul]
[li]Increased health to 120hp (from 100)
[/li][li]Reduced base movement speed to 400ups (from 430ups)
[/li][li]Increased damage hitbox sizes by ~6%
[/li][/ul]
Airstrike

[ul]
[li]Increased cooldown to 90s (from 60s)
[/li][li]Reduced marker explosive damage to 100 (from 120)
[/li][li]Increased marker explosive damage radius to 240u (from 150u)
[/li][li]Increased Airstrike projectile damage to 250 (from 220)
[/li][li]Increased Airstrike damage radius to 400u (from 230u)
[/li][/ul]
Ammo Packs

[ul]
[li]Increased carry count to 4 (from 3)
[/li][li]Increased throwing impulse to 850 (from 700)
[/li][li]Increased cooldown reduction on direct hit to 5s (from 3s)
[/li][li]Now remain in world for 30s (from 25s)
[/li][/ul]
ARTY[ul]
[li]Increased health to 120hp (from 100)
[/li][li]Reduced base movement speed to 400ups (from 430ups)
[/li][li]Increased damage hitbox sizes by ~6%
[/li][/ul]
Artillery

[ul]
[li]Reduced lock-on time to 0.7s (from 1s)
[/li][li]Reduced time-to-impact to 2s (from 2.5s)
[/li][li]Increased projectile damage to 150 (from 80)
[/li][li]Reduced projectile damage radius to 240 (from 448)
[/li][li]Increased projectile spread radius to 160u (from 144u)
[/li][/ul]
Ammo Packs

[ul]
[li]Increased carry count to 4 (from 3)
[/li][li]Increased throwing impulse to 850 (from 700)
[/li][li]Increased cooldown reduction on direct hit to 5s (from 3s)
[/li][li]Now remain in world for 30s (from 25s)
[/li][/ul]
STOKER[ul]
[li]Increased health to 120hp (from 100)
[/li][li]Reduced base movement speed to 400ups (from 430ups)
[/li][li]Increased damage hitbox sizes by ~6%
[/li][/ul]
Molotov

[ul]
[li]Initial explosion damage increased to 50 (from 30)
[/li][li]Initial damage radius reduced to 115u (from 128u)
[/li][li]Increased flame max duration to 15s (from 10)
[/li][li]Increased flame damage to 25 per tick (from 15)
[/li][li]Increased tick interval to 0.25s (from 0.5s)
[/li][li]Increased flame radius to 160u (from 105u)
[/li][/ul]
Ammo Station

[ul]
[li]Increased cooldown to 25s (from 20s)
[/li][li]Reduced time between resupplies to 1s (from 1.5s)
[/li][li]Reduced ammo pickup radius to 130u (from 160u)
[/li][li]Increased station health to 140hp (from 70hp)
[/li][li]Reclaiming now only returns 80% cooldown (from 100%)
[/li][li]Reduced bounds of the Ammo Station to make it easier to deploy
[/li][/ul]
FRAGGER[ul]
[li]Increased health to 150hp (from 140)
[/li][li]Reduced base movement speed to 385ups (from 390ups)
[/li][li]Increased damage hitbox sizes by ~2%
[/li][/ul]
Frag Grenade

[ul]
[li]Increased cooldown to 25s (from 20s)
[/li][li]Reduced fuse to 3s (from 3.5s)
[/li][li]Increased damage to 160 (from 100)
[/li][li]Increased damage radius to 240u (from 192u)
[/li][li]Increased required insta-gib damage to 120hp (from 100hp)
[/li][li]Increased explosive momentum push to 88,000 (from 50,000)
[/li][/ul]
THUNDER[ul]
[li]Increased health to 160hp (from 140)
[/li][li]Reduced base movement speed to 375ups (from 390ups)
[/li][li]Increased damage hitbox sizes by ~5%
[/li][/ul]
Concussion Grenade

[ul]
[li]Increased cooldown to 25s (from 20s)
[/li][li]Increased maximum concussion duration to 4s (from 2.5s)
[/li][li]Increased maximum flash duration to 2.7s (from 2.5s)
[/li][/ul]
RHINO
Minigun

[ul]
[li]Increased optimal range to to 700u (from 500u)
[/li][li]Reduced minimum spread to 3.5 degrees (from 2.5)
[/li][li]Increased maximum spread to 15 degrees (from 12)
[/li][li]Increased spin-up time to 0.7s (from 0.6)
[/li][li]Increased firing duration to 5s (from 3s)
[/li][li]Increased overheat duration to 5s (from 3s)
[/li][/ul]

WEAPONS

[ul]
[li]Reduced all recoil when firing from the hip by ~30%
[/li][/ul]
MOUNTED MGS

[ul]
[li]Increased optimal range to to 1,550u (from 1,540u)
[/li][li]Increased vertical recoil by ~50%
[/li][li]Increased horizontal recoil by ~340%
[/li][li]Increased minimum spread by ~480%
[/li][li]Increased maximum spread by ~15%
[/li][/ul]
ASSAULT RIFLES

[ul]
[li]Raise times increased to 0.366s (from 0.3s)
[/li][li]Reduced movement speed multipliers to 87.5% (from 92.5%)
[/li][/ul]
M4A1

[ul]
[li]Reduced optimal range to 1,300u (from 1,500u)
[/li][li]Increased vertical recoil by ~30%
[/li][li]Increased horizontal recoil by ~10%
[/li][li]Increased maximum spread by ~10%
[/li][/ul]
BR-16

[ul]
[li]Reduced optimal range to to 1,450u (from 1,650u)
[/li][li]Increased vertical recoil by ~5%
[/li][li]Increased horizontal recoil by ~30%
[/li][li]Increased minimum spread by ~5%
[/li][li]Increased maximum spread by ~20%
[/li][/ul]
Dreiss AR

[ul]
[li]Reduced optimal range to to 1,550u (from 1,750u)
[/li][li]Increased vertical recoil by ~10%
[/li][li]Increased horizontal recoil by ~90%
[/li][li]Increased minimum spread by ~30%
[/li][/ul]
Timik-47

[ul]
[li]Reduced optimal range to to 1,400u (from 1,600u)
[/li][li]Increased vertical recoil by ~5%
[/li][li]Reduced horizontal recoil by ~30%
[/li][li]Increased minimum spread by ~20%
[/li][li]Increased maximum spread by ~15%
[/li][/ul]
Stark

[ul]
[li]Reduced optimal range to to 1,400u (from 1,600u)
[/li][li]Increased vertical recoil by ~5%
[/li][li]Increased horizontal recoil by ~25%
[/li][/ul]
MACHINE GUNS

[ul]
[li]Raise times increased to 0.466s (from 0.4s)
[/li][li]Reduced movement speed multipliers to 82.5% (from 87.5%)
[/li][/ul]
MK46

[ul]
[li]Increased optimal range to to 1,300u (from 1,100u)
[/li][li]Increased horizontal recoil by ~25%
[/li][li]Increased minimum spread by ~15%
[/li][li]Reduced maximum spread by ~20%
[/li][/ul]
K-121

[ul]
[li]Reduced optimal range to to 1,450u (from 1,500u)
[/li][li]Reduced vertical recoil by ~5%
[/li][li]Reduced horizontal recoil by ~45%
[/li][li]Reduced minimum spread by ~5%
[/li][li]Increased maximum spread by ~10%
[/li][/ul]
MACHINE PISTOLS

[ul]
[li]Raise times increased to 0.266s (from 0.2s)
[/li][li]Reduced movement speed multipliers to 95% (from 97.5%)
[/li][/ul]
MP 400

[ul]
[li]Reduced optimal range to to 750u (from 950u)
[/li][li]Increased vertical recoil by ~20%
[/li][li]Increased horizontal recoil by ~120%
[/li][li]Reduced minimum spread by ~15%
[/li][li]Increased maximum spread by ~25%
[/li][/ul]
Tølen MP

[ul]
[li]Reduced optimal range to to 800u (from 1,000u)
[/li][li]Increased vertical recoil by ~25%
[/li][li]Increased horizontal recoil by ~180%
[/li][li]Reduced minimum spread by ~10%
[/li][li]Increased maximum spread by ~25%
[/li][/ul]
Empire-9

[ul]
[li]Reduced optimal range to to 800u (from 1,000u)
[/li][li]Increased vertical recoil by ~15%
[/li][li]Increased horizontal recoil by ~280%
[/li][li]Increased maximum spread by ~25%
[/li][/ul]
PISTOLS

[ul]
[li]Raise times increased to 0.233s (from 0.2s)
[/li][li]Increased vertical recoil by ~10%
[/li][li]Increased horizontal recoil by ~10%
[/li][/ul]
M9

[ul]
[li]Reduced optimal range to to 800u (from 1,000u)
[/li][/ul]
DE. 50

[ul]
[li]Reduced optimal range to to 900u (from 1,200u)
[/li][/ul]
Simeon .357

[ul]
[li]Reduced optimal range to to 950u (from 1,250u)
[/li][/ul]
Caulden

[ul]
[li]Reduced optimal range to to 850u (from 1,150u)
[/li][/ul]
Selbstadt .40

[ul]
[li]Reduced optimal range to to 750u (from 920u)
[/li][/ul]
Polzmuth .44

[ul]
[li]Reduced optimal range to to 950u (from 1,250u)
[/li][/ul]
SHOTGUNS

[ul]
[li]Reduced movement speed multipliers to 92.5% (from 95%)
[/li][li]Increased headshot multiplier to 1.5x (from 1.2x)
[/li][li]Reduced fire interval to 0.7s (from 0.8s)
[/li][/ul]
Hollunds 880

[ul]
[li]Reduced projectile count to 11 (from 16)
[/li][li]Reduced per shot damage to 88 (from 96)
[/li][li]Increased optimal range to to 300u (from 180u)
[/li][li]Reduced minimum spread by ~20%
[/li][/ul]
Remburg 7

[ul]
[li]Reduced projectile count to 12 (from 17)
[/li][li]Reduced per shot damage to 96 (from 102)
[/li][li]Increased optimal range to to 300u (from 180u)
[/li][li]Reduced minimum spread by ~20%
[/li][/ul]
Ahnuhld-12

[ul]
[li]Reduced per shot damage to 80 (from 88)
[/li][/ul]
SNIPER RIFLES

[ul]
[li]Reduced movement speed multipliers to 85% (from 92.5%)
[/li][li]Increased sniper scope sway when moving by ~45%
[/li][li]Increased sniper scope zoom to 20 degrees FoV (from 25)
[/li][li]Increased vertical recoil by ~10%
[/li][li]Increased horizontal recoil by ~10%
[/li][/ul]
MoA SNPR-1

[ul]
[li]Increased damage to 75 (from 70)
[/li][/ul]
PDP-70

[ul]
[li]Increased damage to 45 (from 40)
[/li][li]Increased fire interval to 0.266s (from 0.233s)
[/li][/ul]
FEL-IX

[ul]
[li]See general sniper rifle changes
[/li][/ul]

[ul]
[li]Grandeur SR
[/li][li]Increased damage to 40 (from 35)
[/li][/ul]
SUB MACHINE GUNS

[ul]
[li]Raise times increased to 0.333s (from 0.3s)
[/li][li]Reduced movement speed multipliers to 90% (from 95%)
[/li][/ul]
SMG-9

[ul]
[li]Reduced optimal range to to 900u (from 1,200u)
[/li][li]Increased vertical recoil by ~15%
[/li][li]Increased horizontal recoil by ~150%
[/li][li]Increased minimum spread by ~15%
[/li][li]Increased maximum spread by ~10%
[/li][/ul]
Hochfir SMG

[ul]
[li]Reduced optimal range to to 850u (from 1,150u)
[/li][li]Increased vertical recoil by ~20%
[/li][li]Increased horizontal recoil by ~180%
[/li][li]Increased minimum spread by ~15%
[/li][li]Increased maximum spread by ~5%
[/li][/ul]
KEK-10

[ul]
[li]Reduced optimal range to to 950u (from 1,250u)
[/li][li]Reduced vertical recoil by ~10%
[/li][li]Increased horizontal recoil by ~70%
[/li][li]Increased minimum spread by ~10%
[/li][li]Increased maximum spread by ~10%
[/li][/ul]
Crotzni

[ul]
[li]Reduced optimal range to to 950u (from 1,250u)
[/li][li]Increased vertical recoil by ~15%
[/li][li]Increased horizontal recoil by ~70%
[/li][li]Increased minimum spread by ~5%
[/li][li]Increased maximum spread by ~10%
[/li][/ul]
SubMachineGun_05 (we’ll get that name on there eventually!)

[ul]
[li]Reduced optimal range to to 900u (from 1,200u)
[/li][li]Increased vertical recoil by ~20%
[/li][li]Increased horizontal recoil by ~90%
[/li][li]Increased maximum spread by ~25%
[/li][/ul]
MELEE

[ul]
[li]Removed backstabs from all weapons
[/li][/ul]
Beckhill Combat Knife

[ul]
[li]Increased range to 100u (from 95u)
[/li][li]Increased primary ‘slash’ fire interval to 0.55s (from 0.4s)
[/li][li]Increased primary ‘slash’ damage to 40 (from 20)
[/li][li]Increased secondary ‘stab’ fire interval to 1.0s (from 0.7s)
[/li][li]Increased secondary ‘stab’ damage to 80 (from 50)
[/li][/ul]
Stilnotto Stiletto

[ul]
[li]Increased range to 100u (from 95u)
[/li][li]Increased primary ‘slash’ fire interval to 0.55s (from 0.4s)
[/li][li]Increased primary ‘slash’ damage to 35 (from 25)
[/li][li]Increased secondary ‘stab’ fire interval to 1.0s (from 0.7s)
[/li][li]Increased secondary ‘stab’ damage to 90 (from 55)
[/li][/ul]
Cricket Bat

[ul]
[li]Increased range to 115u (from 110u)
[/li][li]Increased primary ‘swing’ fire interval to 0.85s (from 0.566s)
[/li][li]Increased primary ‘swing’ damage to 55 (from 30)
[/li][li]Increased secondary ‘overhead’ fire interval to 0.95s (from 0.8s)
[/li][li]Increased secondary ‘overhead’ damage to 80 (from 60)
[/li][/ul]
Carryable Objective

[ul]
[li]Increased range to 115u (from 110u)
[/li][li]Increased primary ‘swing’ damage to 90 (from 80)
[/li][/ul]


(spookify) #2

I really like the feel of the Guns… I hate Shotguns just take them out!

PHOENIX was already weak and then you make him weaker? Put that Gun damage back to 9! Or 10 whatever it is… Its at 8 right now right?
Healing Pulse

Increased cooldown to 12s (from 10s)
Reduced healing radius to 450u (from 600u)
Increased healing rate to 50hp/s (from 35hp/s) - Self healing remains at 7hp/s

Please fix! Remember when Phoenix in a very very good shots hands was good/average at the same time?
Phoenix is not a medic! that Heal is useless…

FFS stop reducing the Self Heal Rate on people… Give Medics 100 HP and let them go against a 150 or 160hp merc…

What does this mean: Increased damage hitbox sizes by ~6%
The Merc’s hit boxes are bigger?

After all the positive feedback on how weapons feel is your next step Damage dealt?


(Sun_Sheng) #3

Couldn’t agree more. The biggest problem with the game (in my eyes) is that it’s a glorified team deathmatch with very little consideration given to objective gameplay by the players. The worst thing that could possibly happen in that context is to weaken the meds and increase the TDM classes. Now there is pretty much zero reason to play med and every reason to join the kdr whores who can be located having a deathmatch around wherever someone who was foolish enough to pick up the objective, happened to drop it before getting shot in the head from 8 different angles :frowning: :frowning: :frowning:


(Destroy666) #4

Not sure why weak mercs like Phoenix are weakened even more and overused like Bushwhacker are strengthened. But despite that, looks like a good change.


(spookify) #5

Was there something done to taking a hit?

Blood or Camera animation???

Sometimes when I get hit it feels like my aim goes 90 Degrees straight up! Its a heck of a hit!

Also the audio when you get hit needs to scale… I got hit once for 10 or 20 HP and it sounds like I was near death! I was like WTF!


(Scarhand) #6

[QUOTE=spookify;514599]I hate Shotguns just take them out!
[/QUOTE]

+1, shotguns are much too strong


(Szakalot) #7

[QUOTE=spookify;514604]Was there something done to taking a hit?

Blood or Camera animation???

Sometimes when I get hit it feels like my aim goes 90 Degrees straight up! Its a heck of a hit!

Also the audio when you get hit needs to scale… I got hit once for 10 or 20 HP and it sounds like I was near death! I was like WTF![/QUOTE]

Read the FIRST LINE OF balance changes…


(spookify) #8

ah yes!

I had to put it into an English to American translate but I get it now!

Increased view kick when getting shot by ~40%

Yeah thats crazy… but might increase skill ceiling as good players can over come that…

All in all these updates are amazeballs but spammy…


(Szakalot) #9

View kick is purely ‘view’; it doesn’t actually affect your aim, just like in ET

EDIT: apparently NOT (see later in thread)


(BomBaKlaK) #10

This !
carrying obj is a pain in the ass to carry, nobody want to do it in pub, it’s not working at all imo (we need a good old mechanic as it was before, carrying and shooting and if possible dropping to give the milk jug to a mate) … most part of the objectives are boring due to the global maps design (obj access to restrictive, no sneaky routes) … So we all go TDM !

And corridor based (yes dome is also a bunch of corridors …) that’s absolutely boring !
Make some natural space more wide space with a bunker in the middle or somthing I don’t know but only corridors, corridors and more corridors that’s a real pain in the ass …

Remember the idea in ETQW :

  • 1rst obj more open with multiple access hard to defend
  • 2obj is a transition between first and last obj, with multiple access but a bit more restrictive than the 1rst one.
  • 3rd and last obj in a close space with a main wide access and multiple sides routes, and little room or space (not as little as the transmit in dome) totally defendable and hard to attack without a real team play to finish the map.

Then you play most of time 100% of the map in pub (not always stuck on the first obj like brink did), and even if you fail on the last objective you play on all the map and the tension is going up in a crescendo and an epic final fight. In DB there is nothing of this. That’s why I really dislike the actual maps and that still the problem number one in this game.


(montheponies) #11

but to be fair, your idea of a good map and mine are probably at odds. what you’ve described sounds like a great pub map. Going back to RTCW (again i know) Tram was my favourite pub map by far as it had all the elements you describe - an initial objective, mixture of wide open spaces and sneaky back routes - followed by a second harder objective, the actual doc run. It never ever got played in SW competition.

Very rarely do you get maps that suit both Objective and SW, mp_beach managed it, and again had all your elements (blow a wall, then move inside to reach the basement, grab the docs and then a mad rush to transmit, right beside the axis spawn) - but it also could be completed without blowing the wall or grabbing the forward spawn flag - in that regard it never felt like the map was forcing you to serially play through it - if you could get over the wall (using a variety of known tricks) then you could sneak in and choose ur moment to run the docs home. I hate how all the maps we play force the first objective, then the second objective and finally the third objective. Absolutely no choice you WILL fight in this part of the map, and then afterwards not return to it (which add to the maps feeling small).

I swore i wasnt going to rant about maps again, as Dome has shown me that if nothing else no one either is listening or caring about the feedback.


(Szakalot) #12

I feel like what we are missing the most is forward spawns. Additional spawn points that can be contested bring exactly the type of open gameplay montheponies describes. You can try to advance steadily, and grab the spawn; or make a dash for the actual objective.

Moreover, spawning-related objectives are the only objective that even a k/d whore would be interested in completing, as it brings them closer to the action. Finally, spawns can be re-captured, granting defense something to fight over, rather than just camp chokes.

Delivery objectives are definitely lacking at the moment. The only exciting delivery objective is in bridge (I liked the train’s 2nd obj delivery, just not the delivery point itself, which was super exposed), and its only because its a ‘steal’ rather than ‘deliver’ which is almost always more exciting. Unfortunately, bridge’s deliver running distance is way too short, and does not allow for an interception from newly spawned defenders (Ice, beach, goldrush).

Perhaps we can split delivery and steal objectives, where steal objectives are heavier, slowing down the merc who picks them up?


(Sun_Sheng) #13

[QUOTE=montheponies;514635]

Very rarely do you get maps that suit both Objective and SW, mp_beach managed it, and again had all your elements (blow a wall, then move inside to reach the basement, grab the docs and then a mad rush to transmit, right beside the axis spawn) - but it also could be completed without blowing the wall or grabbing the forward spawn flag - in that regard it never felt like the map was forcing you to serially play through it - if you could get over the wall (using a variety of known tricks) then you could sneak in and choose ur moment to run the docs home. I hate how all the maps we play force the first objective, then the second objective and finally the third objective. Absolutely no choice you WILL fight in this part of the map, and then afterwards not return to it (which add to the maps feeling small)…[/QUOTE]

+1
One of the most enjoyable things for me in ET, was developing tactics. Trying the unexpected and countering it equally, etc. That’s something that’s completely missing from the game …I’ll add it to the list of things I pray for each night before sleeping


(Glottis-3D) #14

so, is this why it takes so long now to gib a dead person? is this interval waited after a weapon switch to melee weapon?

all the pauses and delays in current weapon switching are annoying.


(Szakalot) #15

[QUOTE=Glottis-3D;514646]

all the pauses and delays in current weapon switching are annoying.[/QUOTE]

I can support a heavy weapon for fragger or thunder being slow to pull up, but rest of the increased delays is annoying indeed.


(BomBaKlaK) #16

[QUOTE=montheponies;514635]but to be fair, your idea of a good map and mine are probably at odds. what you’ve described sounds like a great pub map. Going back to RTCW (again i know) Tram was my favourite pub map by far as it had all the elements you describe - an initial objective, mixture of wide open spaces and sneaky back routes - followed by a second harder objective, the actual doc run. It never ever got played in SW competition.

Very rarely do you get maps that suit both Objective and SW, mp_beach managed it, and again had all your elements (blow a wall, then move inside to reach the basement, grab the docs and then a mad rush to transmit, right beside the axis spawn) - but it also could be completed without blowing the wall or grabbing the forward spawn flag - in that regard it never felt like the map was forcing you to serially play through it - if you could get over the wall (using a variety of known tricks) then you could sneak in and choose ur moment to run the docs home. I hate how all the maps we play force the first objective, then the second objective and finally the third objective. Absolutely no choice you WILL fight in this part of the map, and then afterwards not return to it (which add to the maps feeling small).

I swore i wasnt going to rant about maps again, as Dome has shown me that if nothing else no one either is listening or caring about the feedback.[/QUOTE]

Yep I speak more for the pub side, cause actually this point is lacking for the DB success. And it’s much easier to modify the maps with some restriction for the SW mode than the opposite. But yes what you said is my main concern, we don’t have any choices in DB, there is no capturable spawn, no command post, side obj are broken or boring, and tricks jumps are almost inexistant for sneaky routes. There is nothing more to do than TDM …

then give us a TDM server to wait for better OBJ / SW maps !


(Nail) #17

I don’t see the weapon change lag mentioned, I find it quicker than real life by a huge amount, almost instant with MW, and with Nader, switching to thumper is instantaneous for me and with increased mag swap time (too fast imho) I can’t fault what I’ve tried


(Szakalot) #18

Its not noticeable if your merc has quick draw, but otherwise pulling a knife, or the main gun is really slow: it also makes abilities harder to use.


(tokamak) #19

Glad to see explosive momentum being increased. No idea how much those units mean but I’ll try it out.


(xdc) #20

reduce diminishing returns on jumping (allow another jump) and increase air control to allow more feel of freedom and tricking. wall jumping shouldn’t reduce the players speed and should give an initial boost. Movement along with map design makes me feel too static in this game, there needs to be more dynamic movement and freedom

disappointed how the mercs were slowed down, but the increased hitboxes are a better move