DIRTY BOMB UPDATE: Version 17437


(Maca) #281

[QUOTE=INF3RN0;436656]I just don’t see us getting anywhere without first addressing these issues:

  1. Spawn waves+longer (to give any sort of incentive to work as a team vs run head on tdm frag2win)
  2. Creep spread (to enable aim skill to help factor into allowing class hierarchy to be less lopsided)
  3. Sub/side-objectives and forward spawns (to have actual class specific map synergy and give them more purpose and motivate full map usage)
  4. Map layouts (creating ways to motivate engagements to be more evenly spread out by creating 2-3 appealing defensive zones to prevent obj camping from being the best choice)
  5. Promoting more importance of abilities to all classes (not including soldier) to give more of a reason to play them besides the gun they have[/QUOTE]

This is a very good list


(tokamak) #282

EXACTLY. People wouldn’t have much of a problem with having inferior combat power if it means that they could actually mean something as a medic or as any other class. But right now the class abilities are weak and that means that the guns of each class matter a great deal to players. SD then only dug themselves further by taking the class abilities that made the class powerful in combat and nerfed them along with the value they had to the team.

Take away the medic’s self-heal if that is an issue, give them back their instant heal (it really wasn’t that bad when applied to team-mates, it was a great deal of fun), give them more resources to actually BE a medic and nobody will complain about being a medic. Give the solder health, amour and a BFG and all the people who don’t like the inferior power of the medic will play the soldier and enjoy being supported by the people who actually like giving support. And here’s another thing. Armour for a soldier makes more sense than health, it further differentiate the weapons and it makes both the covert and the soldier specialists at killing other soldiers. This creates a very interesting need to prioritise your targets moving us even further away of being a game of repeated duels.

Pull the classes further away from each other and the whole nitpicking over how the weapons compare simply becomes less relevant. I’m not saying irrelevant, I’m not!

A short rule of thumb:

The combat power of a class needs to be evaluated on the basis of it’s capacity to support the actual intended role of that class.

This should be the prime basis on what the classes should be build upon. It means that the combat power is relevant indeed, but it should only be relevant in the context of the actual class role and not in the context of a fair 1v1 fights. If you do that then the entire game will indeed revolve around 1v1 fights.


(INF3RN0) #283

I just really want the meaning of “good medic, good engineer, etc” to mean more than that they are good at shooting the gun, but rather playing the class in a way that noticeably impacts their team and utilizing those same abilities to get kills as well. This doesn’t mean giving buffs or sitting behind a soldier dishing out medpacks, etc. Picking a class only becomes a conscious choice where in you know exactly what value your bringing to the team by playing it, and you are able to develop different play styles per class based off how they function. I really think it would be a great innovation to allow for different variations per class or pseudo classes to help add even more options. The main thing I see is that people aren’t very willing to venture out of old habits even when it comes to just discussing ideas, but I really would prefer putting in the extra effort to make something more original and complex actually work. Like I said already though, there’s a lot of other factors that are indirectly affecting the feeling that classes serve important roles that probably should be fixed first.


(Hundopercent) #284

[QUOTE=Kendle;436571][B]I have an issue with all this talk about a Medic must be able to beat a Soldier if he has a fraction of a percentage point better aim.

No he mustn’t.

The Medic’s team’s Soldier should be able to, but not necessarily the Medic himself. That’s team-work.[/B][/QUOTE]

That most definitely is not team work. That is rock paper scissors MOBA/MMO crap. Team work would be a medic setting up a crossfire with an Lt in a room to kill 3-4 people pushing in. Doing strafe rotations so your teammate can reload while healing and you switch out and fire, then you heal and reload while he switches out and fires. That’s team work.

The mentality that the medic needs to be innately weaker because he’s a utility class is bogus. That’s one of the reasons why League is so damn awesome. You can play most chars however the hell you want. I remember AD Janna, AP Alistar, AP Soraka all “support” classes that if they chose, could play a carry. I even played AP Yi a bit and performed well.


(INF3RN0) #285

That is an example of team work yes, however you don’t need classes to do that. That’s the kind of teamwork you get in every game that doesn’t have classes. Maybe you can clarify if you only want the extent of class roles to be separate from solo gun play or if class ability should be factored into how well a class can function individually. Maybe you would want all classes to be very equal on an individual level in terms of shooting capability, but only have their abilities effect teammates so that we wouldn’t need to balance out the advantages of the abilities for solo play? Just curious what you think about that.


(Hundopercent) #286

Because if team x decides to run rock and paper and team y runs scissors and paper. Team y has a higher % to lose because of game design not skill.

I’ll use Camden as an example. We run 3 Sold 2 medic. Our initial push will almost always get us the first lever activated because their is no way your 2 meds and 2 Lt’s are going to stop 3 soldiers barreling into a room post volley. Even if you have better aim and teamwork. It doesn’t matter, it’s too much damage and too much health for you to frag and gib. Even if you take out 1 - 2 soldiers they will get picked up and you will be reloading while the soldiers just hold W and left click.


(Hundopercent) #287

I think it’s stupid to even suggest that. It doesn’t make sense from a gaming standpoint and you would be, again, weakening 2 classes (can’t use their ability on themselves but every other class can use theirs solo unjustly.)

This is being over thought anyway, I’m not saying the medic should trump the soldier in all combat, I’m just saying give the medic a fighting chance by increasing headshot damage. Why does it take the medic 5 headshots to kill a soldier but the soldier only needs 5 body shots. That’s ridiculous. 3 headshots for the medic keep the body damage the same and it will be a lot more balanced. Tighten the accuracy up a bit too so it isn’t so random.

I just think it’s poor and lazy design to continuously increase the health and damage of a specific class so that way it “has a role” on the field. Give it something unique like power weapons. That would be his specialty not that you can wipe out a ****en team by holding W and left click while devouring a chalupa that’s brainless, sloppy, and the opposite of skill play…


(Hundopercent) #288

[QUOTE=tokamak;436639]I’ll be the one to bite that bullet then and say that there should be classes superior in combat and there should be classes inferior in combat. Those superior in combat, IE the soldier, needs to have that role and he should have a distinct edge in combat. People who are primarly concerned with efficiently fragging as well as controlling shootouts should always want to play him.

Other classes have other roles, we have two support guys, one objective lemming and one intel/saboteur. These roles need to be deepened out further as well. Shooting needs to be important but it should mainly serve their ability to carry out their roles to the fullest. Class abilities should not be a little chore you do in between combat.[/QUOTE]

It sounds like you want to play TF2 and if that’s the direction SD wants to go than I picked up the wrong game. TF2 gets dull fast because not only do you have to pick and choose your battles (depending on RPS), the server determines the class you’re going to play. Again forcing players to play the game a certain way instead of giving them the freedom to do what they want. Want to play a heavy and the other team is rocking 3 snipers? Gg just leave the server and go join another one because you won’t get **** accomplished.

Edit: Sorry for the spam I just respond as I read.


(INF3RN0) #289

That’s not what I meant, sorry I didn’t write it more clearly. I was just asking if you would find it appealing if all classes were essentially the same in HP, weaponry choices, etc. Their abilities however would not be able to give them any personal advantage, but only help their team. So because every class was essentially the same individually and couldn’t use their abilities selfishly, you would pick classes based just off of how their abilities helped the team at a given point and nothing else. I think this might be what the RTCW players want because that game had a fairly limited pallet of content. I can see it working, however I don’t know if I would want to just take the easy route to avoid making a more complicated game just to avoid the difficultly involved in getting it to work.


(Valdez) #290

[QUOTE=strychzilla;436673]
I just think it’s poor and lazy design to continuously increase the health and damage of a specific class so that way it “has a role” on the field. Give it something unique like power weapons. That would be his specialty not that you can wipe out a ****en team by holding W and left click while devouring a chalupa that’s brainless, sloppy, and the opposite of skill play…[/QUOTE]

The soldier already is unique, he has two weapons with large clip sizes, two grenades and a conc. That should be enough, balance his weapons dmg so they are comparable to others, make his health 100. The soldier will still have a very important role in this game. Also feel free to up his movement speed so it doesnt feel like you are operating an 18 wheeler.


(tokamak) #291

That’s funny because I was about to use TF2 for contrast. You’re talking about R/P/S here and TF2 would be the perfect example of a R/P/S shooter. Pyro beats spy, heavy beats scout, soldier or sniper beats heavy yadda yadda. And that’s okay in that context because just like say, WoW, each class is defined by their combat role rather, they don’t have a meta role in the same way as in ET.

In a SD game, combat IS a role, just like ‘objective’ is a role and ‘healing’ and ‘logistics’ and ‘recon’ are roles. They are all roles that transcend combat. There are no hard-counters at all. There’s no ‘this class beats this class’ because the roles serve something more important than just nailing frags.

Your concern for RPS reveals a distrust in the notion that a shooter can be about more than just fragging.

Let’s roll with your example. 3 soldiers and 2 medics beat four ‘light’ classes in defense. Aside from the fact that you’re already starting with having the attackers outnumber the defenders, you’re also showing the ultimate example of a perfectly concerted laser-focused piece of teamwork to come down on an underprepared defense, and ASIDE from the fact that I see no reason why a counter effort of 3 soldiers and 2 medics having exactly 50% chance of beating their counterparts, let’s just see what other assumptions you’re making:

The question we then want to ask is: “Should this be rewarded or not?” In my view I’d say, yes, having 5 people employing a relatively complex and organised tactic should be really hard to beat by 4 players. In a competition setting this would be the full team being absolutely organised.

Should they always win? No. Of course not. This isn’t Brink. But a good aimer trumping five players making a well-organised attempt shouldn’t happen either.The current response is to make the class difference trivial, that way you just get 4 players against 5 players which makes you win, say, 60-80% of the time with aiming skill being the biggest determining factor. It’s by far the easiest way to solve this problem and it’s also the quickest road to making DB a thirteen in a dozen shooter.

If it’s truly that easy to keep a soldier revived while he’s doing an irreversible objective then it’s obvious there’s something wrong with the objective. The soldier being consistently revived is not the problem, in fact, consistently revived soldiers is something that should be encouraged rather than nerfed.

Or let’s just remove the classes altogether and relabel this game Counter Bomb London Offense


(Valdez) #292

[QUOTE=tokamak;436683]

Or let’s just remove the classes altogether and relabel this game Counter Bomb London Offense[/QUOTE]

I am assuming you are saying my suggestions would not give enough class distinction. Guess it depends on what kind of a game we are trying to make here. If were are trying to make a tf2 clone then you are absolutely right, if we are trying to make a game where all classes have an even chance to kill eachother in a 1v1 situation then my suggestions would fit.


(tokamak) #293

In TF2 the objectives are just excuses to have two teams converge on a single point and have their combat roles expressed as much as possible.

I’d like to believe we’re working on something bigger than that. Combat roles should only be a part of larger whole. Combat itself should just be a role among other roles. And once we admit that there’s absolutely no problem with having one class excel at the brunt of all combat situations.


(Bananas) #294

Something interesting to think about for design. Does there need to be a class that excels in “fragging”? You could just balance it so each class gets utility that gives them advantages certain ways, but have no firepower or health advantages. Not that I mind either of those things, just thinking out loud.


(tokamak) #295

Well let’s start with giving the soldier utilities that aren’t firepower or health advantages then

I just think that the idea that each class needs to be able to have a equal chance of beating any other class in a fair fight is highly limiting. It makes it impossible to have truly meaningful and unique archetypes in this game.

What’s wrong with say, having the engineer be the weakest combat class in the game? What damage would that do? It would only mean that he, as an objective class, becomes more dependant on his team, or in other words, the team becomes more responsible for seeing him through to the objective. It means that actually completing the objective takes an entire team rather than one hero-engineer with a steady hand.

Where is the real harm in that?


(INF3RN0) #296

Valdez the thing is that both ET and ETQW kept adding more to the class variation aspects of a very similar formula and they were nothing like TF2. I don’t think we want TF2 because it is an extreme form of class based teamwork. I’d personally like it to be a more important element than what your used to in RTCW myself, but definitely not to the point where it over takes the game. You’d like simple because your used to it and your concept of anything else is too extreme for it to seem appealing, however a lot of us simply want to expand upon things because we’ve dealt with more complex functioning games that proved a lot of things worked. There is a middle ground out there after all, which I think were trying to find with DB.


(Bananas) #297

That might be interesting to try to be honest. Put in a test soldier that has the soldier 1s (I think that’s the one out of the game right now) primary weapon (the non giant gun), a deagle or machine pistol. Lower his health to normal. Give him 1 nade (could be changed to 2 if needed later). Give him an average movement speed. Throw in flash or concuss nade for utility, but lower cooldown by a little.

Honestly, I think it would be interesting to try. That would still be a very deadly loadout, without the giant machine gun or health advantage.


(Hundopercent) #298

[QUOTE=tokamak;436683]That’s funny because I was about to use TF2 for contrast. You’re talking about R/P/S here and TF2 would be the perfect example of a R/P/S shooter. Pyro beats spy, heavy beats scout, soldier or sniper beats heavy yadda yadda. And that’s okay in that context because just like say, WoW, each class is defined by their combat role rather, they don’t have a meta role in the same way as in ET.

In a SD game, combat IS a role, just like ‘objective’ is a role and ‘healing’ and ‘logistics’ and ‘recon’ are roles. They are all roles that transcend combat. There are no hard-counters at all. There’s no ‘this class beats this class’ because the roles serve something more important than just nailing frags.

Your concern for RPS reveals a distrust in the notion that a shooter can be about more than just fragging.

Let’s roll with your example. 3 soldiers and 2 medics beat four ‘light’ classes in defense. Aside from the fact that you’re already starting with having the attackers outnumber the defenders, you’re also showing the ultimate example of a perfectly concerted laser-focused piece of teamwork to come down on an underprepared defense, and ASIDE from the fact that I see no reason why a counter effort of 3 soldiers and 2 medics having exactly 50% chance of beating their counterparts, let’s just see what other assumptions you’re making:

The question we then want to ask is: “Should this be rewarded or not?” In my view I’d say, yes, having 5 people employing a relatively complex and organised tactic should be really hard to beat by 4 players. In a competition setting this would be the full team being absolutely organised.

Should they always win? No. Of course not. This isn’t Brink. But a good aimer trumping five players making a well-organised attempt shouldn’t happen either.The current response is to make the class difference trivial, that way you just get 4 players against 5 players which makes you win, say, 60-80% of the time with aiming skill being the biggest determining factor. It’s by far the easiest way to solve this problem and it’s also the quickest road to making DB a thirteen in a dozen shooter.

If it’s truly that easy to keep a soldier revived while he’s doing an irreversible objective then it’s obvious there’s something wrong with the objective. The soldier being consistently revived is not the problem, in fact, consistently revived soldiers is something that should be encouraged rather than nerfed.[/QUOTE]

That was a real scenario not fake and it was 4v5 vs Lts because Euros run sweepers and Lts. It’s the only thing I could base it off of. So it’s not a made up scenario or anything it’s just how it’s played.

I’m sort of done talking about this because we’re going back and forth with no real progress and I’m just exhausted about it but I thought I would leave this here because this pretty much expresses exactly how I feel.

Up to 5:11

“Small in scope, epic in gameplay” - Apply this and you got a winner from me and I’m sure a lot of other players.

I’m using TF2 as an example just because I find the game to be very simple yet the art style is fun and the gameplay is rock solid. Though I’m not a fan of it I can’t discredit it as a good game and still today it has a healthy population of players - 55,574 avg 65,653 peak Team Fortress 2. Simple game, awesome gameplay.


(maxxxxlol) #299

I’m going to uninstall pretty quickly if they move to a more R/P/S style. Someone shouldn’t be able to kill me just because he chose a certain class.

The med situation is so totally overblown at the moment as well. Don’t think the self healing or the way the packs worked was the problem imo.


(Bangtastic) #300

[QUOTE=maxxxxlol;436714]I’m going to uninstall pretty quickly if they move to a more R/P/S style. Someone shouldn’t be able to kill me just because he chose a certain class.

The med situation is so totally overblown at the moment as well. Don’t think the self healing or the way the packs worked was the problem imo.[/QUOTE]

Exactly my thoughts. IMO it doesnt really feel like a real fps shooter to me. I never enjoyed this game. Not to mention that the presentation of the game is for my taste a no go, but back to topic(tbh i have no idea where this disussion is going).

I think the RPS element has still better use in other genres, than in a FPS. The better aimer, brainer should win simple. I mean RPS is good for rpgs or rts, but thats a different story. If i didnt want influence my character directly… i would play Starcraft 2 or some other non FPS game.
Only game i enjoy with RPS elements in a shooter is Nuclear Dawn FPS/RTS hybrid. Thats my point^^