Changes are nice. Especially throwing things 2km is very nice
TTK is low now, but I thought that’s what everybody wanted cause they complained about it in the past. I am all for the changes, I just wanna point out that at the current state the sniper is not as good anymore since you get gunned down by a rifle very quickly and the shotgun has become almost useless for the same reason 
DIRTY BOMB UPDATE: Version 18442
Thoughts to sprint-fov:
-Fov change is slightly too high? and the when you stop sprinting its pretty rapid. I dont really recognize it unless I stop sprinting and everything makes a leap to me :S
- Jumping and sprinting is with it really awkward, fov back and forth, smash zoom in and out
- Sprinting while running over obstacles (you expect to run straight over it), which let you be for a not noticeable time in the air-> fov zoom interrupts.
Question: Is the delay, from pressing sprint-button to the actual sprint animation now higher? (it gives me the feeling now^^)
EDIT: I dont suffer from any motion sickness, but it does feel really uncomfortable
I always play with default settings but now I had to turn something off: the sprint-FOV-zoom. I really tried, to test it, but I just cannot play with it. It might work for others, but I felt it made me “slower”. To dominate and be at your best, you have to be fast. And this thing just made me feel slower in my responses. Hard to describe. It wasn’t a motion-sickness thing, more a “it takes a fraction of a second to ‘get going’ (accelerate) and it feels likes it slows me down”.
The guns feel a good deal more precise and satisfying to use now, and not like I’m squirting bullets about randomly
Nice change. I’d like to echo what a few people have said already tho - the tkk feels a little too quick. I’ll give it some more time and try and get a few games in tonight, but think it would be a good idea to look into lowering the rof and see how that effects things at some point. Encouraging patch!
i like the TTK atm. Feels very good.
But if to many people complain i would say lower rate of fire but increase headshot dmg (3 Medicweapon Shots should kill).
I think I fall into the same bracket as you, I am normally pretty competent at shooters - but DB not so much. Looking forward to the open beta!
Camden is starting to take shape, and I am loving the new triangular style building covers from the concept art. Only played the updated map a few times, but combining objectives 2 and 3 is a good move I think.
The reduced spread etc, I will leave to those who have played more to comment. The medpack throwing distance is maybe a little too far, same with the grenades.
The new fov sprint change was fine when starting to sprint, but when coming out of sprint it felt a little wierd (like coming out of warp speed or something) - turned this off.
Candem look really great except for switch 2 …I hate the new configuration the fact that the washing wagon doors are closed and the new building addition make this place more cluttered and this spot has lost his openess feeling .claustrophobic +4
I like how the extra throw distance wasn’t included in the patch notes, nice surprise. 
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Love the VFX for the heartbeat sensor and radioactive gas.
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The hand lagging behind the weapon was really bothering me so thank you very much for fixing that!

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Same thing for the overheat bar! It was huge! But I suggest moving it to the bottom of the screen partially covering up the MG. You don’t really need to see the whole MG anyway, and it gives you more area to see someone on your screen.
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FOV increase while sprinting doesn’t really work with the acceleration as fast as it is. Would probably work better with the previous levels of acceleration, but now its a little too instant. I would suggest having the FOV change more gradually, but then it wouldn’t match the acceleration. I’m not suggesting go back to the original acceleration however. Great that its toggle-able for those who like it.
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I don’t like the sniper camera animation when scoped. Every time I shoot I think I need to reposition the cross-hairs, but it just goes back to the same spot. It would be nicer if there was an indicator bar at the bottom that quickly went across the bottom of the screen going from green to red or something that disappeared to let you know you’ve got another round in.
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The increased size of the ammo packs is too much. If you look at the shotgun rounds on top, they’re almost comically huge. I didn’t really see a problem with the size of ammo packs in the first place. In fact, if you were trying to match the size of the med / ammo packs, I would suggest a smaller health pack.
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Not a huge fan of damage falloff at all let alone a shorter distance. Just makes killing snipers from across the map impossible unless you’re also a sniper. Best you can do is tickle him a little bit and hope he gets bothered enough to move. If I’m going to get shot with a machine pistol from 50 meters away compared to 10, I’m still going to have a very bad day and the difference would be minimal if any.
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I’m glad the rate at which spread increases while firing is reduced, but I really don’t like increasing spread to begin with. For larger weapons like the MG and sniper, I totally get it. I just miss W:ET firing mechanics; every game since has been sub par in this.
Overall, love the changes and the direction you guys are headed!
I have no idea which direction im being hit from with this new hit indicator.
The last one was perfect (eg the etqw one), please bring it back.
What have you done to this game ?!?!?!? Seriously, I downloaded the update, get to mumble with Tschaims Pont, and started playing and then, I was like OMFG ! Nothing responds like before :
- I die twice as fast as before
- Impossible to make killing sprees
- The soldier has become useless to me
- Medics are still able to almost insta-kill me from a good distance
- I can see the red or blue dots through the walls (for a small distance only)
- Some routes have been removed that were really funny … like in Camden on the final objective
Well, all the fun I had playing the last version is basically GONE ! I feel like I’m playing a new CS:S, where you have no time to react, the first one to see kills, and you die in no fkg time. Really all the competitive gameplay seems to be removed and this update feels really weird to me … really no fun at all …
Good point : new audio samples and art pass are great !
[QUOTE=RasteRayzeR;441100]What have you done to this game ?!?!?!? Seriously, I downloaded the update, get to mumble with Tschaims Pont, and started playing and then, I was like OMFG ! Nothing responds like before :
- I die twice as fast as before
- Impossible to make killing sprees
- The soldier has become useless to me
- Medics are still able to almost insta-kill me from a good distance
- I can see the red or blue dots through the walls (for a small distance only)
- Some routes have been removed that were really funny … like in Camden on the final objective
Well, all the fun I had playing the last version is basically GONE ! I feel like I’m playing a new CS:S, where you have no time to react, the first one to see kills, and you die in no fkg time. Really all the competitive gameplay seems to be removed and this update feels really weird to me … really no fun at all …
Good point : new audio samples and art pass are great ![/QUOTE]
Hitboxes were increased, spread on most weapons were decreased, this leads to more bullets landing where you aim and people getting hit more/dying faster. It’s been suggested to now lower RoF to compensate for the lower TTK. Right now, this is the best shape the game has been in (minus wall hacks.) There is nothing competitive about random and that’s how it was before.
The reason you feel like you’re getting insta killed is because people who know how to aim are now landing their shots and not getting crushed by spread. Welcome to the majors.
[QUOTE=strychzilla;441160]Hitboxes were increased, spread on most weapons were decreased, this leads to more bullets landing where you aim and people getting hit more/dying faster. It’s been suggested to now lower RoF to compensate for the lower TTK. Right now, this is the best shape the game has been in (minus wall hacks.) There is nothing competitive about random and that’s how it was before.
The reason you feel like you’re getting insta killed is because people who know how to aim are now landing their shots and not getting crushed by spread. Welcome to the majors.[/QUOTE]
Still, I’m not that bad of a shooter, and I had a crappy time yesterday where i could barely keep a 1/1 ratio, and if I played the objectives it was even worse. I really loved the feeling of the guns in the last version because you had time to react if you were attacked and I could land sprees of 5, 6 or 7 kill with the soldier … that was fun. Now I only die, preferably 10 meters outside the respawn zone …
I’m happy with the lower spead, butthe ROF and TTK must be absolutely reduced, a lot. I will try again tonight to get a better feedback to give …
I really like the new patch. But probably for the wrong reasons. Playing rambo starts to pay off, and that’s a thing that I sadly enjoy, with the current state the game is in.
The new weapon spread is very good now! But what became worse is the TTK, as it’s too low now. I prefer long lasting fights where you have to track your enemy for a while, but that you still get rewarded for headshots. So I think (as already said many times here), a lower ROF could fix this.
Inscreased hitbox size needs more testing to say if it’s alright.
I dislike that you can throw the nades over half the map. The nades were almost right in the last build, they just needed a slightly reduced fall off.
Also throwing med/ammo packs very far is not right, I really do like the possibility in DB to throw them a few meters but not like it’s now. Switch back to the last build how they worked there, it was fine.
“Added slight fov increase while sprinting (can be disabled using EnableGameplayFovAdjust 0)”
Don’t know why this was added. I gave it a try for some minutes, but it rather confused me so I turned it off. Its existence doesn’t really bother me as long as you can turn it off via the options/config.
Camden:
I preferred the old lighting, as it was much brighter and had this autumn feeling.
Was happy to see the first tunnel in DB which is really great!
But the implementation isn’t right yet. I would set the tunnel exit behind the objective to give a rewarding backrape opportunity, because switching sites via tunnel isn’t that useful as you have to consider the fact that the entrance (on the left from the attackers view) is placed on a defender favoured position. So it’s difficult to reach.
Now from the competitive point of view (although I haven’t played a match on the new Camden yet) I would predict, that the left side (from the attackers view) is a waste of time, because it’s a very long way and later all comes down to one single door which can be hold by one defender easily. I would always attack over right or main, but never over the left side.


