Dirty Bomb Closed Alpha Progress Update - August 6th 2013


(ailmanki) #121

[QUOTE=Anti;460915]The player performing the action has a different tool depending on the speed, E.G. Pliers = 20% speed, Wrench = 50% speed, Blow torch = 100% speed.

Recognizing the speed of an opposing player is tougher though, that’s going to require knowledge of that character, but maybe there is something we can do for that as well (although this is the same problem you’d have now in identifying the combat threat of any character).[/QUOTE]
Maybe have a device to show each ones power? Like pressing Z now to see the name.
http://dragonball.wikia.com/wiki/It’s_Over_9000! Like that scouter in Dragonball.


(Volcano) #122

in competitive i feel you’re going to have to make each others skills even otherwise the player/team that has played more will have the out right advantage not because they are more skilled but they have the higher levels in disarming and ****.

as for what ailmanki said about viewing the skill levels just use the score screen since its interactive no need to overload the playing screen with that amount of info


(Hundopercent) #123

I am one of what feels like the few comp players that are actually open to this idea. This pretty much gives the freedom back to the players which is something I am 100% for. The difficulties you may run into, which I’m sure has been mentioned already are.

Defense just got harder. No more gibbing the engi/sold for a defensive reset etc. I think proper spawn waves are even more important now than before.

If I interpreted correctly, are you saying that the cocaine medic can now use a more mid range weapon? If so, that is an excellent change imo.

Something to keep in mind, with this change, Engineers will pretty much be an extinct class. To curve this, I would suggest engineers have 3 frag nades with the removal of frag nades from other classes. This will make them a very strong pick for defense (can also be abused on plant based offensive objectives.)

Do you intend on giving other classes special grenades? Smoke/heal for Medics, AoE Denial for Lts, and large disorients for Solds (please nerf flashbangs already?)

I don’t really have much to say but wow. Which is probably what you guys wanted to hear instead of bitching so congratz. :slight_smile:

I personally can’t wait to test this out.

(3 Sold 2 Med will be beast for attackers now.)


(chippy) #124

I’m open for it! It’s going to be interesting to see how it plays out. As long as this is a test to figure out how to make each class more unique and suited and not a permanent change (which I guess some people think it is?) I’m all for it.


(Volcano) #125

smoke nade should go to the covie and it is coming eventually, i think there was a suggestion of making a revive nade sometime ago, fops denial already has his arty and airstrike. im interested to have something like caltrops in for the covie ( also suggested some time ago)


(rookie1) #126

I think its a permanent Goal…unless test failed and it doesnt work as expected than I guest decision will be reversed


(INF3RN0) #127

[QUOTE=strychzilla;460977]I am one of what feels like the few comp players that are actually open to this idea. This pretty much gives the freedom back to the players which is something I am 100% for. The difficulties you may run into, which I’m sure has been mentioned already are.
[/QUOTE]

I’m fairly skeptical, but I’m pretty much on the same page. I expect a lot of stuff pertaining to the classes will change, otherwise it will need to change. It should be a very different experience when the patch hits, but I’m not sure whether it will be lesser or just plain different. Hopefully we get something good out of it even if a lot of it turns out badly.


(krylonshadow) #128

I typed up a giant wall of text and lost it all so I’m gonna be comparatively brief.

I like the idea, and I applaud you guys for taking risks and experimenting with new ideas. If it doesn’t work out, we can always go back to the drawing board. I have a possible solution to address some of the issues with the idea.

Here’s my proposal:

Every character has two slots for abilities. Each character only has two special abilities. For example, Skyhammer has Ammo Packs and Air-Strike. However, either slot can be equipped with Frag Grenades. Similarly, either slot can be equipped with objective items (C4, Pliers, etc.). The slots can be swapped during character selection, including when waiting to respawn.

What this accomplishes:

  1. Anyone has the option to use grenades. However, they will have to sacrifice an ability to do so (you could then have grenades replenish, but increase the cooldown to avoid spam).
  2. Anyone has the ability to use objective items. However, they will have to sacrifice an ability which will then encourage them to complete the objective and to rely on their team more.

I also like the idea of having some kind of standard to determine what kind of weapons a character can use. Maybe they can have stats that reflect their ideal weapon stats (and weapons that vary too much will be less effective), or maybe they can have a stat for each weapon type that determines how effective they are with that type. Or, to make it more “character” like, they can have stats like Weight, Height, etc. So a very heavy character would be able to carry multiple heavy weapons (like MG and AR) but their range and/or firing rate would not be so high. Similarly, a tall and thin character might be good with mid-ranged weapons like SMGs or rifles, or instead could use a sniper rifle which is pretty heavy along with a pistol which is relatively light. This idea needs a lot of fine-tuning but I think the core idea is good since it focuses more on the “character” and gives him/her more of a personality profile instead of a class restriction.


(Ashog) #129

[QUOTE=krylonshadow;460984]Every character has two slots for abilities. Each character only has two special abilities. For example, Skyhammer has Ammo Packs and Air-Strike. However, either slot can be equipped with Frag Grenades. Similarly, either slot can be equipped with objective items (C4, Pliers, etc.). The slots can be swapped during character selection, including when waiting to respawn.

What this accomplishes:

  1. Anyone has the option to use grenades. However, they will have to sacrifice an ability to do so (you could then have grenades replenish, but increase the cooldown to avoid spam).
  2. Anyone has the ability to use objective items. However, they will have to sacrifice an ability which will then encourage them to complete the objective and to rely on their team more.

I also like the idea of having some kind of standard to determine what kind of weapons a character can use. Maybe they can have stats that reflect their ideal weapon stats (and weapons that vary too much will be less effective), or maybe they can have a stat for each weapon type that determines how effective they are with that type. Or, to make it more “character” like, they can have stats like Weight, Height, etc. So a very heavy character would be able to carry multiple heavy weapons (like MG and AR) but their range and/or firing rate would not be so high. Similarly, a tall and thin character might be good with mid-ranged weapons like SMGs or rifles, or instead could use a sniper rifle which is pretty heavy along with a pistol which is relatively light. This idea needs a lot of fine-tuning but I think the core idea is good since it focuses more on the “character” and gives him/her more of a personality profile instead of a class restriction.[/QUOTE]

This is a much better proposal/solution to a NON-EXISTING grenade problem of the current game state, compared to what SD has proposed in the next patch. I’d rather test krylonshadow’s version.


(INF3RN0) #130

Ashog loves his nades people! :D:D:D


(rapid_shot) #131

I’m a little late to the show and just wanted to give my 2 cents regardless of what everyone else has said since I don’t have the time or patience to go through all posts.

Requiring a certain class to achieve tasks is part of the fun of team work. Person A has their job and person B has their job. Each completing their objective makes it either easier to advance the match or advances the match directly.

My main concern with giving all characters the ability to complete objectives is that it will change the entire game. Planting c4 is difficult enough as it is, but now every character on defense can disarm. This will cause a ripple effect through the rest of the game changing plant times or spawn locations or map layout or the c4 wait duration just to balance this out and next thing you know, you have an entirely different game than what you set out to make (which is probably true with this update either way).

I’m all for testing this out and I’ll withhold final judgement (as should everybody) until I’ve actually played the update, but my initial reaction is: huh? I mean, you guys picked “Captures the magic of ET”, “Not had this much fun since wolf: ET”, and “The new, old school FPS” to be on the front page of the game’s site and this update describes nothing like the aforementioned game besides objective similarities.

Now if this update is more “hey testers lets test this out” and not “this is the direction we’re thinking of going”, then I retract my statement and say “LETS TEST”, otherwise its a sarcastically enthusiastic thumbs up.


(Pytox) #132

Reminds me of Brink :rolleyes::tongue:


(Ashog) #133

The idea in Brink was good but implementation imperfect. The problem was mostly the Heavy. It was so slow that you could fall asleep before getting to the frontline from spawn. I personally think that only two speeds would be enough - normal (“heavy” classes/characters) and fast (rest of classes/characters). In Brink they had to separate the speeds into three groups due to game design idea to have heavy, normal and light bodytypes. And in order for them to make a visible difference in speeds they had to come up with large speed differences - i.e. a very slow and very fast moving bodytypes, else noone would notice the game implications of having selected various bodytypes. In DB these bodytypes can be tied to characters/classes (partially already so with tinier female characters). And there doesn’t have to be 3 of them - 2 speed levels are imho enuff.


(.N.E.R.D.) #134

And regardless if Brink was good or bad if you bring up totally new ideas people will always oppose you. That’s cause due to a simple fact. Humans are retards :wink: We have a good saying in Bavaria concerning this. “Was der Bauer nicht kennt, frisst er nicht” :wink:


(Ashog) #135

hahahahaha


(rookie1) #136

•Specific map objectives force players to ignore their preferred play-style in favour of the class that can do the objective,

True that I change my char to do objectives but is there a way to mix my gamestyle with my desire to do objectives ,not being the best fragger :tongue: without allowing all chars to do objectives where this lead to less teamplay necessary


(prophett) #137

I’m not for having characters with different speeds


(Loffy) #138

Plus there. I do not like it either. It makes me reject those classes. (The slower ones of course.)

I like speed.

:armadillo :


(INF3RN0) #139

Are you afraid of the fast classes being too strong and the slow classes being too weak? I think speed can do a lot for weapon balancing myself.


(prophett) #140

Pretty much what Loffy said. (ie - Brink)