I don’t see how instakill is good for competitive play. Noone will play it because CoD / BF do it better.
Current weapon mechanics poll
Being able to land headshots is nice and has some prestige but I don’t believe it is what defines the value of a player. In an arena shooter it would, and in CS as well, but I’d like to believe we’re in it for something more than putting the cursor at the right spot.
What is insta kill in this game atm (aside from shotgun and sniper HS?)
I don’t see how 2+ second TTKs is good for competitive play. No one will play it because Quake and UT do it better (it’s a poor excuse.)
UT only had HS for the sniper rifle, quake doesn’t have headshots, and I’m not 100% sure on painkiller (I would doubt it though.)
I would agree with you if this wasn’t an FPS, but it is an FPS and thus aim is very important to the prestige of a player. Obviously team work and personality add to it but most spectators are in for the face rage not because some guy revived 3 people really well.
Interesting… What’s your thinking behind that?
I feel the sniper in the first build brought more in terms of counter sniping.
It punished the player that liked to take successive shots mid-scope, instead of unscoping and re-aiming.
The former relies on vision and stance, the latter relies on movement/cover and predictive aim.
In the first build, (at least from memory) it was more lenient in taking quick successive shots using the unscope method on every shot.
But now theres a bit of a delay (when taking back2back shots) which is enough time for the target to move out of the way(could be a bug i dont know).
That said i havent touched the sniper in a while.
[QUOTE=strychzilla;432466]What is insta kill in this game atm (aside from shotgun and sniper HS?)
I don’t see how 2+ second TTKs is good for competitive play. No one will play it because Quake and UT do it better (it’s a poor excuse.)
.[/QUOTE]
I think he is referring to TTK being too fast statistically especially when it comes to body shot TTK. Do you like fast firing reflexive headshot kills or slower firing headshot tracking kills? Also do you think body shot and head shot damage should be drastically different? The problem with changing one thing is that it completely changes everything, so every aspect has to compliment the other. I personally like low RoF, low body damage, high headshot damage- all of which is made achievable by lower overall spread in order to get closer to the technical TTK. DB would have a much faster TTK if the creep spread was reduced, especially since headshots would be more consistently attainable. That’s why I only voted for creep reduction at this point, because I can definitely see the CoD similarity if both are altered simultaneously.
That’s why I said lower RoF, lower spread, high HS damage. TTK should remain the same if not longer for other classes even if you get 3 headshots since the RoF has been decreased.
The game has for me 30-40 FPS in a game with about 8 players, and the networking has still some issues.
There is no way i can vote for anything, since the game doesn´t perform smooth enough to give exact balance feedback.
Fix the performance, then i can provide you with feedback. Running echo now will bring in inaccurate results.
Reducing spread is always nice, but at some point you have to stop, or you don´t need ADS anymore.
Nice poll,
although it is impossible to cover all options for all weapons on all classes in one poll.
But in general one can see that spread and rate of fire seem to be too high for most of us, while damage seems to be quite ok on most weapons. Which I can only confirm.
[QUOTE=scre4m.;432511]Nice poll,
although it is impossible to cover all options for all weapons on all classes in one poll.
But in general one can see that spread and rate of fire seem to be too high for most of us, while damage seems to be quite ok on most weapons. Which I can only confirm.[/QUOTE]
Well the poll is under the presumption that the same type of weapon balance will remain, as they all are meant to function differently based on class. This was a general consensus based on people’s feelings of the overall system as it currently stands. IE, the same weapon balance would remain, however the overall mechanics could be swayed more in one direction or another if that’s what people felt would benefit the game.
[QUOTE=strychzilla;432342]I’m mostly medic, that’s why I want a higher HS damage. I am not able to engage a soldier 1v1 because I have to land 5 headshots to kill him and he can kill me with 5 body shots. It was over nerfed and needs to be fixed.
[/QUOTE]
Did it come up in your mind that it might be wanted by SD that some classes have more HP and are harder to kill? Imo its good that classes are different even with the HP and weapons they use.
[QUOTE=OwNLY;432499]The game has for me 30-40 FPS in a game with about 8 players, and the networking has still some issues.
There is no way i can vote for anything, since the game doesn´t perform smooth enough to give exact balance feedback.
Fix the performance, then i can provide you with feedback. Running echo now will bring in inaccurate results.
Reducing spread is always nice, but at some point you have to stop, or you don´t need ADS anymore.[/QUOTE]
This is a very good point. As long as the performance isnt stable (my fps varies from 110 - 60/70) you cant clearly say if the damage is too high/low, spread to high/low etc because the outcome of a fight could be influenced by the poor performance of the oponent/myself.
This is a very good point. As long as the performance isnt stable (my fps varies from 110 - 60/70) you cant clearly say if the damage is too high/low, spread to high/low etc because the outcome of a fight could be influenced by the poor performance of the oponent/myself.
Some players have access to Camden, which is a blockout map.
This map will give you over 200 fps in its current state.
no thanks. If I wanted useless medics and OP soldiers I would go play tf2. Killing should come down to skill, not who is lucky enough to run into a crappier class than their own.
That’s fine and dandy but let the higher skilled player choose his outcome not the class selection table.
This is a very good point. As long as the performance isnt stable (my fps varies from 110 - 60/70) you cant clearly say if the damage is too high/low, spread to high/low etc because the outcome of a fight could be influenced by the poor performance of the oponent/myself.
I get 180+ constant w/lightboost so it runs pretty smooth for me (could still be smoother.) The only time it goes to **** is when it’s a 12+ player server.
This earns an enormous WTF?!?
The medic determines the pace of a TF2 team. You team wins or loses quite often because of the medic’s skill and timing. Therefore the medic is often seen as some sort of quarterback in TF2. Only becaus the mechanics for playing medic are limited its miles away from being useless.
And OP soldiers? really? did you ever play TF2? The Soldier has no real discipline he excels in TF2, apart from protecting the ‘useless’ medic. He has mid HP, rather low damage and is quite mobile at cost of much health.
I really love those people here, who have absolutely NO idea about a game and compare it with DB. pls if you compare, compare with games you already played.
Surely a higher skilled player would learn the pros and cons of each class and adjust his style of play accordingly to be as equally as effective at one class as he is with another. I welcome more differentiated classes as long as they are balanced, having different HP levels does not automatically make one class more or less weaker than another, he may be quicker or slower, may have stronger or weaker gun and stuff like that.
[QUOTE=scre4m.;432620]This earns an enormous WTF?!?
The medic determines the pace of a TF2 team. You team wins or loses quite often because of the medic’s skill and timing. Therefore the medic is often seen as some sort of quarterback in TF2. Only becaus the mechanics for playing medic are limited its miles away from being useless.
And OP soldiers? really? did you ever play TF2? The Soldier has no real discipline he excels in TF2, apart from protecting the ‘useless’ medic. He has mid HP, rather low damage and is quite mobile at cost of much health.
I really love those people here, who have absolutely NO idea about a game and compare it with DB. pls if you compare, compare with games you already played.[/QUOTE]
wow. way to not understand my post at all.
[QUOTE=Humate;432468]I feel the sniper in the first build brought more in terms of counter sniping.
It punished the player that liked to take successive shots mid-scope, instead of unscoping and re-aiming.
The former relies on vision and stance, the latter relies on movement/cover and predictive aim.
In the first build, (at least from memory) it was more lenient in taking quick successive shots using the unscope method on every shot.
But now theres a bit of a delay (when taking back2back shots) which is enough time for the target to move out of the way(could be a bug i dont know).
That said i havent touched the sniper in a while.[/QUOTE]
Thanks for the feedback.