DIRTY BOMB UPDATE: Version 17437


(iwound) #121

Is it feasible to have two classes that use C4?


(nailzor) #122

Rather it just be one in my opinion. I think this is a part of the update that has a lot of attention, but other items are not to be overshadowed :slight_smile:


(Humate) #123

[QUOTE=warbie;435334]I don’t think taking the C4 away from the engie works. It’s a nice idea and gives the soldier more of a place on the team, but opens up more issues than it fixes. Now the engie is in a weird limbo. What’s worse than being an objective whore? Being half an objective whore (plus blowing stuff up was always the most fun part). So now we’re going to start shoehorning in extra content to fix something that wasn’t broken? Deployable crates and armour buffs to give them something to do? Or even approach the class in a different way and play as a roaming rambo (more ramboness being what DB really needs ;)).

I don’t have a suggestion to sort this out at the moment other than reworking the maps. The role the soldier used to have was crowd control - punishing multiple targets at choke points. But DB doesn’t really do choke points and currently he has no panzer equivalent. This is why he isn’t needed, not because he doesn’t have an objective.

//edit. Loving the patch otherwise! :)[/QUOTE]

I think it does but the reasons behind it arent obvious.
Some of it has to do with various class compositions, and their overall avg damage output. A team that runs multiple engie1s will have a hard time gaining area control to complete the objective vs a balanced class composition.

Ofcourse this can be mitigated somewhat by buffing the engie back to what it originally was, but then players will start bitching about shotguns and no skill.

As for the engie itself, it still has repair and defuse objectives. Its not in any limbo.


(warbie) #124

Class composition is partly what I’m worried about. On C4 objectives I can’t see the attacking team bringing an engie along full stop - it’ll be the the medic and soldier train /o\


(.Chris.) #125

Be mindful we only have 1 version of each class at the moment too, the other engi is a lot more viable for use on attack, plus either of the engis are a good idea for placing mines and turrets once a C4 has been planted to slow down the defence reaching it.


(Ashog) #126

Well, after some testing I’m afraid the game is unplayable for me. Weapons overpowered (soldier, medic), RoF too high, ttk is approaching zero. Sniper is totally dumbed down. Soldier hp reminds behemoth. Will wait for next patch, hope it reverts the changes.


(Mustang) #127

My average life expectancy after pressing fire was less well under a second.

No fun… :frowning:


(Bangtastic) #128

[QUOTE=Mustang;435951]My average life expectancy after pressing fire was less well under a second.

No fun… :([/QUOTE]

the thing i do is insta leavin the server, coming back later^^ stacked teams will be stacked^^ at times when better players playing im around 5/30 which is pretty frustrating, and sometimes rounds with 27/18 :slight_smile: especially when u want to play just a few matches ^^ im not the one who stays for 5 rounds on a server^^


(Valdez) #129

Maybe SD can pull up the demos from this game, then they can look into the problems ashog was talking about. game time was probably between 21:00 - 21:40.


(Violator) #130

The problem wasn’t stackage imho - we had plenty of decent players on our team, it was the lockdown in the docs room as per my other ‘meatgrind’ thread. What always happens on that obj is a concerted push through the front door, which has 3 coverable defense points - the crates at the back, the side door + the side corridor. Even as a mighty soldat I was getting mown down going through that deathtrap along with my poor teammates :). The doc room itself is a central supply station from all sides making tough times for attackers. The right hand side door leads you right past the enemy spawn with little cover in the courtyard area. The back route (sniper platform) seems the best option but we never really got a push going down there. Valdez also mentions the pickup time issue in the other thread - I did manage to get the jug a couple of times with 10 hp left but died just after as I ran for my life :). I would say reduce the defense options through the front door (I think these were fine when it was insta-pickup), move attackers spawn back to being at the EV or just behind, or move def spawn back a tad. For snipers, its all close-quarters so no real options for them. Maybe add some cover outside the front door so they can counter-snipe down the corridor of death a bit more effectively.


(Ashog) #131

I think the problem is not the map, the problem is last patch’es weapon and hp balance tweaks. It suddenly abruptly became no fun to play. I guess the balance before the patch was so delicate that even small changes of this patch have ruined it for me. Tells me once more that the tweaking should be very delicate and proceed in small steps one by one.


(Kendle) #132

For me the weapon balance in this patch is better than the last, which was better than the one before. TTK’s are getting shorter, but they’re still a long way from zero, probably still longer than RTCW, the grand-daddy of objective shooters. I’m certainly still doing the side-stepping tap-dance of boredom in most gun-fights. For me the guns are just about lethal enough to not to put my fist thru the monitor in frustration, but only just.

The thing is I think SD really need to decide which way they want to go with this. Do they go the low damage, long TTK route, and appease a few 100 ET and ET:QW players, or do they go the shorter TTK route that most other games employ? As long as the guns are accurate short or long TTK makes no difference skill wise, the 2 just promote different skills (tracking as opposed to twitch). The question is which is going to have the wider appeal. I suspect the shorter TTK model.

At the end of the day however we / they have got to accept some people are going to say “sorry, this game’s not for me, ciao”. I guess the true test will be when it goes open beta, because at the moment this Alpha, as far as I can see, is mainly ET:QW players, and with the very greatest respect I don’t think that’s a representative view of the wider gaming community.


(Ashog) #133

I would go the opposite direction (for longer TTK) but I agree, SD should decide for themselves soon which direction they go and stop messing with our minds :slight_smile:


(Kl3ppy) #134

I like the TTK right now. At first I was like, **** it, stupid crap but after some matches I really like it.


(nailzor) #135

I like current patch, aside of soldier changes (and remove the carriables)


(Hyperg) #136

Ppl are having a chat about the latest patch, which some of us are trying to follow (not to mention SD). It would be really nice to keep that stuff out of it, thx.


(iwound) #137

^ what he said. give us lab rats some cheese.


(Hundopercent) #138

The problem is SD is forcing class differentiation instead of letting teams/players pick the class they want. Not enough people playing soldier? Lets add C4 to the soldier and buff his HP. That’s not the correct move imo. Give the soldier a Panzer, give him a reason for people to pick the class and not force them to pick it. It’s a terrible design mentality to force players to play the game you want it played (restricted terrain movement, let me jump on the ****en car.) Let us play the ****ing game the way we want to play it. Offense will now never have a sniper or Lt because the teams will be Sold (this guy will have to rotate multiple classes to be effective), Eng, Eng, Med, Med (for EV missions.) Is the next step going to be add objectives for snipers and Lts?

The medic is also further devalued as a class because of the inflation of soldiers being played. It takes 5 headshots to kill a soldier or 10 body shots while the soldier only needs 5 body shots to kill a medic. It feels like the devs are getting man handled by medics and want to buff every class to kill them in .3 seconds while the medic takes .6+ and uses double the ammo and has half the ammo of every other class. Might as well just remove the medics primary weapon and force me to only use the pizza bag to heal people since that’s obviously what you want medics to do.

The recent spread reduction changes were nice but it still doesn’t fix the the problem. If you hit forward in a gun fight you should also hit K directly afterwards because you just doubled your weapons spread. Tighten that **** up and increase headshot damage. Remove this retarded objective carrying **** while your at it. If you don’t want people to sneak in and steal the objective (another skill that you apparently have a problem with) then make it so you have to stand next to the objective for 1 - 2 seconds before you pick it up and toss it on your back. The soldier can run around with a king size mattress on his back but he is forced to carry around a 5 gallon milk jug. It doesn’t make sense and it makes pushing an objective frustrating more than enjoyable (Camden Heli Pad area)

On another note, why the **** can I not type a | in game? Can that get fixed in the next patch please? It would be greatly appreciated.

I should just add this to my sig or copy and paste it in a notepad so I don’t have to keep retyping it.

If you want this game to be successful, make it simple. Stop over complicating this very easy genre. Every class should be equally capable of killing each other. There is no reason why I should have to land 5 headshots on a class yet some drooling **** face can kill me in 5 body shots because he picked the magical unicorn class. We shouldn’t be forced to use 4 different classes because you are incapable of making the classes unique and useful. Who’s the mastermind over there that wants equal class representation in a 5v5 game with 5 classes? That’s retarded and it will never happen. If you wanted equal class representation then you should have did 3 (at most 4) classes for a 5v5 or 6v6 game. Remove the sniper class all together and make it a different load out for the soldier. The soldier could be your super utility class and either snipe, panzer, etc. He should be the most effective at every scenario, that should be the soldiers strength, not having 20% more HP and damage than other classes, and just be a big fat drooling idiot with no negatives. I bet if you made that change you would have a lot more people playing soldier…

Enough bitching from me, I’m sure I will receive another swarm of negative rep informing me this is an alpha.


(Maca) #139

+1 to what Strychzilla said


(spookify) #140

I also agree with Strychzilla.

May the better shot win! I look for games that reward skill. I played Medic in the Tuesday Pug and it was really hard to kill Soldiers and almost impossible to kill 2 in a row. I am still having trouble with the movement. When I strafe and aim it still doesn’t feel right to me and I find myself over compensating. This is really the only game that I have had trouble keeping someone in the middle of my screen.

I also have to say that Panzer and Rnade type weapons are amazing in the right hands. Even though you maybe a better shot if that panzer or rnade takes and gibs 2 people that person did their job. RTCW you could take out everyone! ET was a little harder but still very useful in the right hands. I ran Panzer in ET TWL Beta Championship on Supply Depot and we rolled haha!

Maps are a little small for sniper. Not like Assault in RTCW. Covy was good in ET but again didnt really use it as a sniper class.

Its still alpha I keep telling myself. As for the Movement and not keep people in the center of my screen that baffles me.