A few more things:
*Camera shake on re-scope with sniper - initially didnt bother me, then it started to get annoying.
*Sniper MP ammo - my memory is retarded, but does it have less now? Had to resort to no-scoping a few times.
*Lag - feels like im playing in quicksand, compared to other builds.
*Directional hit indicator - mentioned twice already… bring back the etqw one you had previously, thanks.
*Switching to secondary to avoid the reload movement penalty didnt work on quite a few occasions. Possibly ping/lag related.
DIRTY BOMB UPDATE: Version 18442
Im getting used to the sniper shake after all … works fine imo and I really prefer that rather than a constant movement and the hold breath option
Bit late for feedback maybe, but haven’t had time to play that much and always need some rounds to get the impressions. Lots of this has been mentioned already, so this is just some personal quick comments:
- Whitechapel is getting really good now, like the new battles around church/EV and construction area a lot better than before
- Waterloo also plays pretty well, but I haven’t seen anyone using the second pump yet.
- Camden updates are great - I love the building art style there, the canal looks cool, things looks a lot better all over.
- Was a good idea to merge Camden second/third objective, love the train wagon and even the final objective is starting to get quite interesting.
- I don’t really notice much effect from the FOV change, except a tiny change when I stop sprinting. Haven’t turned it off but don’t see much use of it either.
- I’m starting to really really hate the superlow TTK - dies a lot faster and a lot more. Sucks when getting revieved and you don’t even get the chance to look around before you’re down again. But it’s okay to test it a bit more - but if it stays, I’m out.
- Don’t really like the reduction to 12 slots on most servers, but ok for a while more if you wanna test it. But I would like to get 16 slots back on objective server soon - the stopwatch guys can keep 12 if they want.
- New Canary version is good, but will comment that in the other thread.
- Carryables are hard to pickup at times, but think you said you worked on that.
- Finally saw some rats on whitechapel - nice
- The team indicator lights works pretty well, to my own surprise - was a bit sceptical at first but so far they seem to work fine.
Frankly, I liked the guns and gameplay in the previous patch a lot better, so looking forward to see what you do in next patch.
Flashbangs are still useless as their stun time is still too low. I’d say they’re perfectly done in CS.
The gunplay is broken because the TTK is ridiculously short. 2 patches ago it was great, now - totally uninteresting to me 
I hope RTCW fans are happy now.
Getting there, but TTK is still longer than many modern games, and still a tad longer than RTCW IMO, but as long as it stays about where it is and doesn’t veer back in the other direction I’ll certainly be happy.
What really
I though it ws pretty fast currently, but it’s not consistant somehow because I get killed almost instantly and other time it takes ages :rolleyes:
i agree. the main culprit is medic with main weapon which kill me almost instantly. others seem fine.
Yeah, still too fast for me. I’m not really concerned how the ttk compares to most current shooters, just how much fun I’m having with this one - and everything’s too random and benny hill like at the moment. It’s at the point where if someone gets the drop on you and gets a few hits to your side or back that it’s barely worth quickly trying to twitch to face them. Encounters when bunches of people bump into each other are worse - with deaths happening uber quick. It’s like a whole element of what made ET fun is missing as prolongued clashes between teams with medics picking up teammates just doens’t happen. The fact that DB’s ttk is longer than current shooters really doesn’t mean much when their ttk is ridiculously short.
+1 I often rage because as a recon I get sniped by the medic faster than I could ever kill him, whatever the distance.
[QUOTE=Ashog;443156]The gunplay is broken because the TTK is ridiculously short. 2 patches ago it was great, now - totally uninteresting to me 
I hope RTCW fans are happy now.[/QUOTE]
got the same feeling … miss the previous patches
[QUOTE=Ashog;443156]The gunplay is broken because the TTK is ridiculously short. 2 patches ago it was great, now - totally uninteresting to me 
I hope RTCW fans are happy now.[/QUOTE]
I’m pretty sure it was mentioned by multiple players that the RoF needs to be lowered (which will raise the TTK and extend clip/fire time.) I thought we were passed the grouping of players…
Yeah ROF decrease would be nice…
I think there should also be a slight recoil increase tho as the lower rof will incidentally make recoil more manageable I presume.
That’s because the medic has the most accurate (recoil/spread) primary weapon.
From left to right medic, fieldops, soldier (I didn’t check the shotgun and for the sniper it’s not needed)

Agreed RoF or damage. But I actually posted the image for those who want to know the spread/recoil of the (auto) weapons 
You must be trolling, cause the fops weapon is still too strong and medic is the most effective killer so no need to give him an even better weapon. In my opinion the fops is also the best sniper as sad as it sounds.