DIRTY BOMB UPDATE: Version 17437


(Valdez) #241

[QUOTE=strychzilla;436475]Their is more money in micro-transactions, i.e. guns, scopes, skins, loadouts etc than large purchases, i.e. 10$ for a merc loadout. I only price them that high because it’s a new model, weapon, everything. I can’t see them selling those mercs cheaper than 10$. If it was any other game I would say it would be more towards 15 - 20. We don’t really have an idea of how the store will function and probably won’t for awhile, which is fine. I do think we need to figure out this class uniqueness/over nerfing/bitter from xxx game **** though asap.

Is SD even open deleting the sniper class and merging it into Soldier and just make them the best at all combat ranges and scenarios (like they should be?)

Is SD open to making every class an even playing ground and let ultimate teamwork determine who is the victor and not this class > this class < this class making skill less of a requirement?

These are important things to handle earlier rather than later. =/[/QUOTE]

Very good questions, I would love to know the answers.


(ImageOmega) #242

[QUOTE=strychzilla;436475]Their is more money in micro-transactions, i.e. guns, scopes, skins, loadouts etc than large purchases, i.e. 10$ for a merc loadout. I only price them that high because it’s a new model, weapon, everything. I can’t see them selling those mercs cheaper than 10$. If it was any other game I would say it would be more towards 15 - 20. We don’t really have an idea of how the store will function and probably won’t for awhile, which is fine. I do think we need to figure out this class uniqueness/over nerfing/bitter from xxx game **** though asap.

Is SD even open deleting the sniper class and merging it into Soldier and just make them the best at all combat ranges and scenarios (like they should be?)

Is SD open to making every class an even playing ground and let ultimate teamwork determine who is the victor and not this class > this class < this class making skill less of a requirement?

These are important things to handle earlier rather than later. =/[/QUOTE]

RAD Soldiers charges $5 for the most expensive recruit/merc. Their system of using RAD Bux is probably a good base of what we can expect for Dirty Bomb. I think more than $5 is going to be a lot for simply purchasing a loadout. If each of the 5 classes has 3 or 4 loadouts, that might mean we have to purchase 1 or 2 if there is no way to earn them in-game. That can be a lot of dough! Or, they take a “buy all for once price” approach which would include current and future loadouts (ie: Smite).

Regarding unique classes, runes, and loadouts I do agree that the more complex the system the more balancing will have to be done. Which can be a good thing (ie: more unique units in StarCraft 2) or a bad thing (ie: a constant and never ending nerf/buff process like WoW). I understand that balance tweaks will come to every game, but I do not want to see certain loadouts become the flavor of the month and then nerfed into oblivion. This is disappointing as a player.

Runes, in my opinion, are not the way to go. When you start tweaking base damage and abilities based on how much you grinded and leveled then I think we are taking the fun out for newer players. If they wanted to grind or level up a character I am certain they would rather play an MMO. At least that’s how I feel. The only game I think that kind of made unlocks fun was Battlefield 3. It was exciting to get a new weapon, but I never ever felt that I was underpowered with the choices I already had at my disposal. For instance, switching to your secondary becomes a necessity in BF3, and I kept on the “grind” of leveling up my character until I got the magnum for my secondary. Immediately upon getting this upgrade I did instantly become an imbalanced powerhouse, but instead had a more efficient and effective sidearm for situational use. In fact, I think Battlefield 3 does a lot of things right when it comes to its classes and ranks/leveling system.

I like Strychzilla’s idea of unique perks to their, already, special abilities. In fact I posted something similar to this in my “Meet the Medic” thread where I mentioned a combat medic who’s healing mechanics differed from a regular medic. I think this provides some extra flavor and variety, but I guess this is already what Splash Damage is doing, but just with the other classes. The new Lt. has an arty instead of an airstrike and the new engy has mines instead of a turret. I like these differences and it really makes me wonder which will be the more popular choices. Maybe we can continue to shape and improve these abilities before we start adding runes or the like. Passives would be interesting too, but I think we may be adding an element that feels forced and tacked on rather than something that actually improves and adds to the gameplay.

Answering Strych’s other questions: I think there is a place for all five classes, especially a differential between Sniper and Soldier/Assault. The sniper in the game right now does not feel very fun or rewarding for some odd reason. I think that is because of how the recoil and holding the breath mechanics are handled. Again, I look at TF2 to see how both fit into the game very well. I know these are apples and oranges as far as games, but the way each game handles the class can be similar. The sniper works VERY well in TF2 and in the early competitive scene it was almost a surprise at how effective Snipers became. An entire team’s coordinated attack and efforts could be stifled because a sniper caught a headshot on their medic before he could let off an uber charge. It became a necessity to hunt down and take out that sniper or have another sniper out snipe him.

If we can just get the sniper to be more effective by removing the artificial holding of your breath and super out of control sway then we’d have a game changer on our hands. Finally, copying this over may not be a choice, but it is interesting how being scoped and “charging” your shot for TF2’s sniper adds to damage. Body shots should be 2 shots to kill, but a consistent recoil (and less sway) should make this more doable. Headshots should always be one shot, one kill.

The Assault/Soldier should be the ultimate killing machine in medium/close range. This means pushing with the soldier becomes an important tactic. This gives a class that newer players could feel confident in killing with, but may not choose because he does not have the “cooler” special abilities they may feel more inclined to use. Veterans would use this class as intended, but obviously the synergy of a team behind him would be the reason why he becomes so effective and, essentially, a mobile turret. It is these reasons why I can understand different run speeds for different classes, thus making the assault the 16 Wheeler of the group, but let’s not go too overboard with this. There should still be some mobility with this soldier of fortune.

Finally, I don’t think every class needs to be on an even playing ground. I think body shot wise, certain classes (more specifically guns) should do different damage. HOWEVER, every class should be able to kill with the same number of headshots with NO DAMAGE DROPOFF at range. I think different damage to headshots and damage dropoff at range are two things that need to go and would immediately make the more skilled feel rewarded for getting the pots and pans to clang. So, maybe that is the even playing ground you’re hoping for anyways? I definitely am.

Better teamwork is also determined by who has the best class makeup or utilizes the classes the best. For instance, in RTCW you did not have to run a panzer, but if you had a good one, you could expect some attacks being stuffed harder than a Thanksgiving Turkey. Dikembe Mutumbo would be proud! Thus you need people playing their roles effectively, more so than who can get the most headshots. That is, after all, why this is a class based shooter and not BlackOps with objectives/escorts.


(Anti) #243

[QUOTE=nailzor;436435]
but i feel that the players with over 1000 posts that don’t even log hours of gameplay per week will sway the decision on these forums.[/QUOTE]

That does a disservice to us to be honest, the idea that all we’re capable of considering when we look at the forums is post-count :frowning:

We judge each argument’s merits, we mix them with our own, we look at the practicalities of implementation and the risk associated with it and then we decide what to do. Sometimes that means our decision will match suggestions from the forum, sometimes it means we ignore feedback either because we disagree or because we have no choice (too difficult to implement for example). That’s it, who said what has no bearing on our decisions.

There is no hard and fast rule that says that is true. It depends on the platform, audience and game. We have a good amount of data to help us make decisions on that stuff, and we’ll obviously do tests of our own.

We’ve considered reducing the number of classes before and will probably do so again, but right now we’re not planning on cutting any classes.

I think our belief is still the same as it ever was, all classes should be on an equal playing field but in certain circumstances some classes should have the advantage over others. If you use your Medic or Engineer ‘the right way’ you should be able to beat an Assault character in a fire fight (if the players are of equal skill), if you use them the wrong way you won’t. The player has to understand the circumstances in which their character excels and then make the most of that.


(Bangtastic) #244

[QUOTE=ImageOmega;436477]HOWEVER, every class should be able to kill with the same number of headshots with NO DAMAGE DROPOFF at range. I think different damage to headshots and damage dropoff at range are two things that need to go and would immediately make the more skilled feel rewarded for getting the pots and pans to clang. So, maybe that is the even playing ground you’re hoping for anyways? I definitely am.
[/QUOTE]

Exactly, at least let the bullets travel far distances before it drops off. I mean you shoudlnt be able to 10000 per cent one hs ppl over the whole map as in cs. Long-range combats gets just a matter of luck, and you can only control it to a certain point but the bullets do less damage.
Class should play on equal terms, there is no point of having a weak engineer and covert, nice to have them, but they are pretty useless compared to the others.

Wow five dollar per merc… thats alot, ok it depends on the variety and number of mercs but still. I think there should be a special premium status to purchase. You can create some video footages, like the milestone vids, special minimaps, different HUD designs, better chat, no advertisments, better friendlist, a more powerful launcher design? etc. You can make money out of every pixel on the screen. In bf3 this videos are called “tips n tricks” but they are just gameplay footage with dev commentary about stuff no one is interested in. Still the majority loves it lol. I mean DICE and EA are really deceiving the ppl, but some ppl really want to be deceived, and dont forget ppl want to increase their own value for their game. It doesnt really matter whether the content is good. And ppl are more likely to pay even more.

There should really like different kinds of mercs, such as vip/premium mercs which cost triple the price, with no really difference, ppl will buy it only because it is tagged as vip/premium or whatever, and ppl think that its better only because its more expensive. They have the feeling that their value of their game is higher, than ppl with the cheap five dollar mercs! Take this and attach this strategy to everything, no really difference, only slightly changes np. Only a matter of how you present the better content to the players (apple).

You should do this stuff… ppl will complain, but everyone will buy it lol^^


(Hundopercent) #245

Do you have any ball park numbers? Right now for RAD soldiers you’re selling preset loadouts for 4-5$ and that’s small scale. I would assume it would take more time for a game that’s a bit more mainstream and thus pick the price up a bit.

[QUOTE=Anti;436507]
We’ve considered reducing the number of classes before and will probably do so again, but right now we’re not planning on cutting any classes.[/quote]

That’s unfortunate. I can only see you guys making so many sniper rifles and utility items before certain loadouts become worthless. The second sniper loadout is already a hot turd compared to the current one and the current sniper will rarely see comp play in the games current state as it is.

[QUOTE=Anti;436507]
I think our belief is still the same as it ever was, all classes should be on an equal playing field but in certain circumstances some classes should have the advantage over others. If you use your Medic or Engineer ‘the right way’ you should be able to beat an Assault character in a fire fight (if the players are of equal skill), if you use them the wrong way you won’t. The player has to understand the circumstances in which their character excels and then make the most of that.[/QUOTE]

So you honestly think, that a medic can beat a soldier if played correctly and they’re both of equal skill? I’ve shot soldiers in the face 4x and still lost because it only takes them 3 bullets to kill me and only 2 of them have to be headshots. If you expect the medic to run around and med pack himself in order to score kills to revive their is seriously no time (or ammo) for that **** in a scrim (even pubs.) People spawn way too fast they’re better off tapping and just running back. The only reason the medic is even remotely viable is because you have high caliber players in your alpha. If you were to let casual players test it out they would play the medic once and then leave it on the back burner because they are weak.


(Anti) #246

[QUOTE=strychzilla;436515]Do you have any ball park numbers? Right now for RAD soldiers you’re selling preset loadouts for 4-5$ and that’s small scale. I would assume it would take more time for a game that’s a bit more mainstream and thus pick the price up a bit.

That’s unfortunate. I can only see you guys making so many sniper rifles and utility items before certain loadouts become worthless. The second sniper loadout is already a hot turd compared to the current one and the current sniper will rarely see comp play in the games current state as it is.

So you honestly think, that a medic can beat a soldier if played correctly and they’re both of equal skill? I’ve shot soldiers in the face 4x and still lost because it only takes them 3 bullets to kill me and only 2 of them have to be headshots. If you expect the medic to run around and med pack himself in order to score kills to revive their is seriously no time (or ammo) for that **** in a scrim (even pubs.) People spawn way too fast they’re better off tapping and just running back. The only reason the medic is even remotely viable is because you have high caliber players in your alpha. If you were to let casual players test it out they would play the medic once and then leave it on the back burner because they are weak.[/QUOTE]

I didn’t say that in any of the cases we’re actually there yet, we still have a lot of balancing to do, but these are what we’re aiming for. If Medic needs a buff or change then he’ll get it, if sniper rifles need improving then they will improve, if the Recon class needs alternate guns then we’ll find a way to give them them.

What we have in the closed alpha right now is only a stepping stone towards what we want the game to be. It’s an indicator of how it will end up, but it’s not the final game.


(Hundopercent) #247

[QUOTE=Anti;436517]I didn’t say that in any of the cases we’re actually there yet, we still have a lot of balancing to do, but these are what we’re aiming for. If Medic needs a buff or change then he’ll get it, if sniper rifles need improving then they will improve, if the Recon class needs alternate guns then we’ll find a way to give them them.

What we have in the closed alpha right now is only a stepping stone towards what we want the game to be. It’s an indicator of how it will end up, but it’s not the final game.[/QUOTE]

Sounds good and I’ll hold you too that. :stuck_out_tongue:


(tokamak) #248

Hold on a second. There’s two things going on here.

  • The relevance of teamwork in a game
  • The relevance of class abilities in a game

They overlap but they’re two different issues. Brink’s teamwork wasn’t just based on class distinction, it was also in the shooting mechanics. Brink had a low individual player potential and that turned it into a number’s game, elements like in a game of Risk started to matter.

You can still have a game where teamwork hardly matters yet has highly distinctive classes. It would only mean that the abilities would be more self-serving and offensive oriented.

DB as of now has class abilities as a garnish on top of shooting mechanics. I think that’s the wrong course. It makes the game too similar to just about anything else on the market. The last change, the soldier becoming more important through receiving an objective rather than expanding on his role in combat, shows that desire for keeping the basic shooting game as levelled as possible.

And sure there are people here that really want the game to be about who is the best aimer. I can respect that but I don’t think that’s what will keep most folks around on the long therm. Either they already have a game that suits them better or they simply get bored with it.

W:ET doesn’t have very distinct classes but it does have vehicles and deployables which matters a great deal. DB doesn’t have those ignoring the turret and that leaves us with rifles, more rifles and very tacked on class abilities. This means that 9/10 times you’ll have to out-shoot someone rather than outthink someone.

EDIT: Oh and frankly every time you see post-counts being mentioned it’s used as a means to detract from the argument. As if it’s something to be ashamed of. Having it on display feels more like a liability to constructive debate than anything else.


(SockDog) #249

I think you underestimate the userbase of these forums. For the record, I don’t like the idea of building up any skill unlocks. If you want to introduce skills for players then design elements within the game that allow actual skills have a greater impact. That could be something as simple as knowing that bursting while crouched is more accurate than spraying wildly (rather than letting someone unlock a low spread skill). To something which, perhaps it’s gimmicky, could be to match a displayed code on the C4, doing so without error would give it a 5sec faster plant, make an error and it takes 5sec longer, leave it and it takes a default time.


(ImageOmega) #250

[QUOTE=Anti;436517]I didn’t say that in any of the cases we’re actually there yet, we still have a lot of balancing to do, but these are what we’re aiming for. If Medic needs a buff or change then he’ll get it, if sniper rifles need improving then they will improve, if the Recon class needs alternate guns then we’ll find a way to give them them.

What we have in the closed alpha right now is only a stepping stone towards what we want the game to be. It’s an indicator of how it will end up, but it’s not the final game.[/QUOTE]

Anti, any idea if headshot damage will be evened out across the board? Like I mentioned in my previous post it would be nice of headshots were all the same number of bullets/damage (or at least very close) with no damage droppoff for headshots at range (or at least a much longer range).

I think this could put classes on an even playing field based on skills you suggested. A player has to play his class correctly for sure, but also a player with superior aim is also rewarded.


(Hyperg) #251

Toka speaks my mind (yet again). In an class & objective-based game like this, you have two coordinates, aim and class support. The two sets clearly overlap but they’re far from coinciding, as far as player base goes. As long as you find the building blocks that would allow a player to move within that space, all should be fine. There’s little need to skew either the sets or the blocks with additional stats.

If an engie is able to build stuff lightning fast, but can’t kill a gang of rabbits jumping at him, why not let this happen? On the other side, give him some engie-pimped guns and let him wreak havoc, but the class will suck at its role. It will still be fun tho because like in an rpg game, some ppl like to set u on fire, while others prefer to embed an axe into your nervous system.

This doesn’t need to branch out into a hud full of tech trees and skill points and such, rly.


(Hundopercent) #252

[QUOTE=Hyperg;436532]Toka speaks my mind (yet again). In an class & objective-based game like this, you have two coordinates, aim and class support. The two sets clearly overlap but they’re far from coinciding, as far as player base goes. As long as you find the building blocks that would allow a player to move within that space, all should be fine. There’s little need to skew either the sets or the blocks with additional stats.

If an engie is able to build stuff lightning fast, but can’t kill a gang of rabbits jumping at him, why not let this happen? On the other side, give him some engie-pimped guns and let him wreak havoc, but the class will suck at its role. It will still be fun tho because like in an rpg game, some ppl like to set u on fire, while others prefer to embed an axe into your nervous system.

This doesn’t need to branch out into a hud full of tech trees and skill points and such, rly.[/QUOTE]

I believe a lot of us agree that a mastery tree or skill system isn’t what we’re looking for.

However, I am against some random peon killing me because the class he chose has retard strength and their is nothing I can do about it but run around corners to heal myself so I can finish him off just to move up and see the enemy team spawning and moving in again. That isn’t teamwork and teamwork doesn’t consist of I’m > than you because my class is supposed to be, that’s pretty much the exact opposite of teamwork.

Teamwork is everyone is on a level playing field and the team with superior coordination, aim, and strat wins. Not the team with the better class comp. That should be a small factor and will limit the creativity of strats.

I’m confident that Valdez and Leethal as medic/Lt can beat any other Medic/Lt combo atm because their teamwork is ridiculous. If you change it and start throwing some king mattress warriors at them the outcome could change and not because they’re better players but because it would take extra bullets for them to kill the solds and the solds needing less shots fired to kill them. How exactly does that promote teamwork? It creates an unnecessary imbalance.


(Hyperg) #253

Your example with the 2 meds vs 2 sollies kinda validates my argument there. A solly that has both survivability and damage is exactly what you shouldn’t have.Same as for a medic that can kill you fast and heal self and heal others. Same as for an engi that has same hp as you, deadly accuracy with his gun and a sentry on the rooftop. And the list can go on.

There can be a jack of all trades in a class, or an assumed setup of perks, as you pointed out with the item cost constraints. This can be a valid space of mutual agreement where ppl can have wars where each class kills each class equally.


(ImageOmega) #254

[QUOTE=Hyperg;436543]Your example with the 2 meds vs 2 sollies kinda validates my argument there. A solly that has both survivability and damage is exactly what you shouldn’t have.Same as for a medic that can kill you fast and heal self and heal others. Same as for an engi that has same hp as you, deadly accuracy with his gun and a sentry on the rooftop. And the list can go on.

There can be a jack of all trades in a class, or an assumed setup of perks, as you pointed out with the item cost constraints. This can be a valid space of mutual agreement where ppl can have wars where each class kills each class equally.[/QUOTE]

Sounds like you both want the same thing, you’re just saying it differently. I do think that there should be loadouts for classes that would promote a player being better at supporting his teammates rather than killing. But, when it does come down to combat aim and movement should take precedence over anything else.

This is not a one on one duel where you get to run around a map and control items while playing cat and mouse. You’re not tricking your opponent through an elaborate rouse…you’re fighting. So, being able to “out think” your opponent is about knowing when to engage and when to not, moving in a manner that makes it hard for the enemy to track, out positioning an opponent so you gain the edge, and absolutely having better aim.

I hope if there’s one thing we can agree upon is that if you have a class like the engineer who gets more “toys” for support instead of using his gun to do the supporting that these extra abilities aren’t the one hit wonder that make it easy for anybody to get a kill regardless of skill. This is what Modern Warfare does and a system like that is atrocious. It may be novel and neat to call in that Helicopter that guns people down for you, but sooner or later it gets old that you are dying to something other than a player out gunning you in the moment. A great example of this is the perk “martyrdom” that was introduced which dropped a grenade upon death to devastate your unsuspecting killer. That is the worst kind of random killing ability to be introduced.

I do think there is room for class separation and still having viable teamwork. This is a 5v5 or 6v6 game afterall. Making medics even with everyone else would bring back the days of 5 medics and 1 obligatory engineer. Having the class distinction forces teams to be smart about class choices and have a need to run a spread of the classes because that is what is most effective and efficient, not just because of an artificial limitation such as a tournament not allowing teams to run more than two of the same class. The problem, currently, is that the classes still need to be tweaked to fully realize this. I also think that all the classes should be combat viable based on their ability to keep the crosshair on the melon. Again, that brings me back to even headshot hits for kills across the board.

I think Syndrome from the Incredibles said it best, “When everyone’s super, no one will be.”


(Humate) #255

Dear SD weapon balancing people…

I seriously cant hit anything with the medic rifle.
Well I can, but it feels like using a can of spray paint.

That said, please keep fops2 rifle the way it is and balance around that.
Thanks. xoxo


(ImageOmega) #256

[QUOTE=Humate;436557]Dear SD weapon balancing people…

I seriously cant hit anything with the medic rifle.
Well I can, but it feels like using a can of spray paint.

That said, please keep fops2 rifle the way it is and balance around that.
Thanks. xoxo[/QUOTE]

Might be that 200 ping of yours. ;]

I agree with Humate though. I think we have done enough polls and threads to suggest that we’d like to see a reduction in weapon spread. The overwhelming consensus has been in favor of this. The other night Valdez and I did some duels and it seemed like it was just taking a long time (and sometimes a full clip) to get a single kill off when we both started close range and ready to engage. That doesn’t seem right, does it?

Gives me an idea…maybe Anti could spectate a couple people dueling and see if there’s any numbers/stats/data to be gained by that. And, by a couple people I mean Valdez and whoever because I think he will give you the most accurate feedback and be able to express when it was poor shooting or an unknown factor.


(Humate) #257

Could be a ping issue. Wouldn’t surprise me if the other pingers had similar stats.


(warbie) #258

The problem I have with a classes that have clear advantages in combat, like a soldier with an uber gun and plenty of health, is that it adds nothing interesting to the game. What’s the pay off?


(ImageOmega) #259

I was just thinking that maybe a problem with the soldier is the slow base movement speed of everyone else. For example if a soldier starts firing on you and you backpedal or strafe to cover you move fairly slow and thus get shot up or killed. There are probably a few more examples where an increased based movement speed (sprint speed is fine) would be more beneficial to the game and help balance things out such as classes and guns.


(Hyperg) #260

You get to help Chuck Norris in a fight.