This is by design to give the weapons a sense of weight and momentum. We may look at options in the future to make gunplay less cinematic for players who find it distracting.
DIRTY BOMB UPDATE: Version 16460
Don’t worry no one is more annoyed by this than the programming team! Unfortunately, wrestling the physics is one of our worst persistant hangovers in the move from idtech. (see ragdolls in walls for other comedy headaches!) We’re revisiting the collision systems again atm so hopefully more smooth goodness will be with us all soon.
I’ve had a chance to play a bit more, and some of the stuff I said in the previous post doesn’t quite hold up:
I’ve now played a bit of FOps, Medic, and Eng.
The FOps gun is now great. It shoots straight, and so it drops people in a pretty predictable timeframe. I really need a dot crosshair and a better head hitsound to say more, but it’s feeling really good so far.
Eng feels about the same as it was. I can’t seem to get along with Medic anymore; I’m not sure if this is a change to Medic or if it’s just everyone else now going Soldier/FOps instead of everyone else going Medic.
Actually, that’s a point. I try to pick whatever class the team is lacking (like yesterday on stopwatch London Bridge when the rest of my team happily ignored the full-HP EV waiting at the barricade to deathmatch at the defence spawn as non-Engineers), which left me playing Medic lots yesterday because almost everyone had stopped using it. There are only so many times that you can run through enemy lines while three people incessantly scream MEDAK until they selfkill as you pull your paddles out over them, only to be shot in the back of the head and respawn in the embrace of a new MEDAK chorus.
Spread creep down more, please. I can’t see any point balancing anything else with them until they’re consistent enough to be useful.
Grenades feel better, I’ve been able to place them more accurately. As has everyone else apparently, as a fifth of all corners I turn appear to have a grenade waiting to instakill my face.
I’ve been finding the lack of spawn waves on defence really annoying; pretty much any time I hold back to form a push with my team, the other team start moving in to spawncamp. I can usually evade that, but then the spawning players are spawncamped and killed, we haven’t formed a push, and so I’m back where I started. If I move in to defend the spawn, it’s a many v 1 situation, and I’m probably playing medic (because probably no-one else is) so I might as well be shooting dice.
I want a higher spread creep with a faster recovery. It may result in an overall spread reduction, I don’t mind. That’s the only way you can make burst fire have sense. Right now you’re not truly bursting, its much more close to single fire.
Having weapons that could switch between single shot, semi-auto (three consecutive shots per mouse-click) and full auto would also be bliss for players like me. In Raven Shield I found myself constantly toggling between the three modes depending on the situation.
Maybe individual spawns aren’t the answer, a compromise between waves and individual spawns is possible by using five second spawn windows for the defenders. They still keep (roughly) the same respawn time of 10 to 15 seconds they have now but they’ll always spawn in intervals rather than gradually. Spawning in groups will make it harder to spawn camp.
Spawn shields also don’t need to be absolute. If you turn it into a, say, 50% damage reduction then you can make it last longer without breaking the game. Like 10 seconds or something. And if you want to make it really elegant you could impose a fall off in the damage reduction.
btw Tok, semi auto is one bullet per trigger pull without manually reloading a shell, three rounds per trigger pull IS called burst fire
Oh cheers. I’m rubbish at that terminology. Anyway, one - three and full are modes in RS and I miss them.