DIRTY BOMB UPDATE: Version 16460


(Stoffifee) #41

The .ini-files were replaced, true. But ofc there is a noticable fps drop aswell.

This is what i get so far:

cap -> real fps
90 -> 83
120 -> 111 (being alone on the server, staring at the ground)

Cheers. :slight_smile:


(Maca) #42

Yes, I had no edits in the files, it used to be capped by the game’s own defualt in 90fps and now it’s about 83.3 in low player count servers. If 83.3 is new cap, it’s still much more irregular than what it was before, because previously I pretty much stayed in 90fps no matter the player count. Now it jumps around 83 in low players servers and is much more erratic in full servers.


(Ruben0s) #43

Yea. I had my fps locked at 120. After the patch it’s 111.3.


(slaG) #44

new patch less fps


(chrawr) #45

I like the patch.
Grenades feel like they are going in the right direction and same for the weapons.
I can’t really say that I am experiencing the fps issues that most seem to have. Might be because I never reached the cap properly anyway before.
It actually feels like it runs a bit better for me with the new patch. Maybe some sort of placebo effect :slight_smile:

Sometimes I forget this is actually an alpha, really nice work.


(Violator) #46

Had to redo my config again but got back to similar 30-40 fps I had before eventually. Whitechapel was lagging more than normal.
Like the new nades, no more powerball :slight_smile:
Still can’t track due to lag issues, seemed even worse last night until I got used to it but still pretty random.
Arty - didn’t try it myself but it lasts a fair amount of time, I felt I should have died more when I was actually in it - up the damage perhaps?
Turrets not as effective, seemed easier to take down as well.
Eng smg seemed less effective, but soldier MG was better.
Ended up as a ā€˜milk ghost’ on Whitechapel (I joined server during last obj). I was invulnerable (invisible too I think) but could not pick up ammo packs or damage anyone until I /killed.


(chippy) #47

I’d say that the turrets are as effective as they we’re before, one just have to be more thoughtful on where to put it.
I have not noticed any sort of decrease in the SMG (Is it really an SMG? In the killfeed it sure looks like a heavier deal), in fact, based on last night, I think it’s way better.


(potty200) #48

Potty did you recheck and lowered all your gfx? I

I wasn’t using the lowest settings before. I have turned them all down to make it semi playable again.


(Kendle) #49

I thought the Engie’s gun was supposed to be an Assualt Rifle, and the Medic’s an SMG? tbh they’re too similar for my liking, if the Engie’s weapon is an AR I’d like it to have more damage at the cost of a slower ROF and / or more recoil, mainly to differentiate it.

qftw, DB is already more polished and playable than Brink, pretty bloody amazing for an alpha :smiley:


(MrFunkyFunk) #50

Only played an hour or so last night but aside the performances issues I like the update.

  • Nade physics feels good, we’re not playing tennis anymore.
  • With the new hitbox, turrets are indeed very fragile (which I think is good to some point).
  • Spread reduction is nice overall, I haven’t tested assault yet but I’m curious how it affects its mg.
  • Knife damages are still a bit high, still allowing a lot of knife kills (Mostly happens because some maps sections are so compact you can literally bump into and jump at people like a ninja at every corner).
  • Still timed out on the first join of the day.
  • Noticed a few modifications on some maps (like WC where I still hate the chapel ammo obj, might as well give us swords if you want so many people fighting in such a tiny room) but overall I’d still like more ā€œopen/largeā€ maps.

(BomBaKlaK) #51

totally agree with this ! the chapel is still really tiny … not really fun.
and +200 for More open and large maps !


(xarQi) #52

well big maps are good for public , but not for competitive 5vs5 for example


(MrFunkyFunk) #53

I wasn’t speaking at all of ā€œ50km sq big mapsā€ but larger spaces where you have room to move, not 1m wide corridors/streets full of objects (cardboards, flower pots, borders, …) that stop the momentum. I know it’s a choice between game flow and aesthetics, to stick to a sem-realistic theme (and to fit ā€œmodernā€ standards) but I can’t bring myself to like it.

Edit: it’s mostly a remark in regards of pub servers. Of course that in a lower player count competitive setting it’s less of a problem.


(shirosae) #54

Before I forget, just had an odd moment on London Bridge, UK Objective server #1.

After a revive on the last objective, I wasn’t able to sprint, and movement seemed really sluggish. Thrown ammo packs weren’t appearing in front of me, and I couldn’t seem to reload. Arty fire still worked, and I could still fire my gun and score kills. Last couple minutes of the map, around 21:40 GMT.

Not sure what people could see; there was a bit where I charged a couple people and dropped both even though they were facing me, I suspect maybe you couldn’t see me, whoever you were.

Thoughts on the update:

Guns are so, so much better. Feels much quicker and more fluid with the kills.

Performance has dropped a bit, but it’s still mostly playable for me. Being able to fill up so much ammo as FOps is really nice. Not being able to call in Arty on the EV is a little frustrating when it creeps forwards and keeps interrupting the laser targeting, but I’m not sure if that’s a balance thing or not.


(iwound) #55

Had some great games tonight. The arty adds so much atmosphere. Will absorb and report.


(Ruben0s) #56

[QUOTE=shirosae;428890]Before I forget, just had an odd moment on London Bridge, UK Objective server #1.

After a revive on the last objective, I wasn’t able to sprint, and movement seemed really sluggish. Thrown ammo packs weren’t appearing in front of me, and I couldn’t seem to reload. Arty fire still worked, and I could still fire my gun and score kills. Last couple minutes of the map, around 21:40 GMT.

Not sure what people could see; there was a bit where I charged a couple people and dropped both even though they were facing me, I suspect maybe you couldn’t see me, whoever you were.

[/QUOTE]

I had exactly the same bug today.

http://forums.warchest.com/showthread.php/34792-Weird-revive


(Mustang) #57

WTF happened to the lovely TTK with bedtime story?

Why did we go back to insta-drops again?


(INF3RN0) #58

[QUOTE=Mustang;428973]WTF happened to the lovely TTK with bedtime story?

Why did we go back to insta-drops again?[/QUOTE]

You can headshot people more often now ;o! The patch is freaking awesome bro.


(xarQi) #59

the what? what is it


(xarQi) #60

[QUOTE=Mustang;428973]WTF happened to the lovely TTK with bedtime story?

Why did we go back to insta-drops again?[/QUOTE]

the what? dont get what u mean