DIRTY BOMB UPDATE: Version 19039


(Hundopercent) #61

[QUOTE=rand0m;443049]I don’t understand your stance on “being able to only sprint forward strych”

Can you sprint backwards? I sure as hell can’t. I can run backwards…but “sprint” I dunno about that. Only sprinting forward makes sense to me and I think movement feels good, the punishment from jumping is gone.[/QUOTE]

This is more of an arcade shooter than realism. If you want to pull that weak argument I could simple counter and say can you take 4 rounds to the nog piece and still run around shooting with perfect accuracy? Can you jump and scope accurately if at all (without severely injuring your face)? Nail has already proven that to not be possible.

I wasn’t even talking about sprinting backwards, it was more about strafing. It just felt weird and it could completely be that I haven’t played in weeks and I’m just not used to the movement yet. I would like to be able to sprint while strafing and not just forward but I may have to correct that statement after I get back into the game.


(rand0m) #62

[QUOTE=strychzilla;443168]This is more of an arcade shooter than realism. If you want to pull that weak argument I could simple counter and say can you take 4 rounds to the nog piece and still run around shooting with perfect accuracy? Can you jump and scope accurately if at all (without severely injuring your face)? Nail has already proven that to not be possible.

I wasn’t even talking about sprinting backwards, it was more about strafing. It just felt weird and it could completely be that I haven’t played in weeks and I’m just not used to the movement yet. I would like to be able to sprint while strafing and not just forward but I may have to correct that statement after I get back into the game.[/QUOTE]

Touché. Well played.


(tokamak) #63

Realism isn’t the right argument, tactical depth is. Being able to run backwards fast reduces the opportunity cost in the game.


(INF3RN0) #64

Very impressed with the changes on Waterloo!


(Jonny_Hex) #65

Not really a matter of how hard it is to program, more a matter of prioritising workload vs resources. On the list for next milestone. Your patience is appreciated.


(MrEd) #66

[QUOTE=kilL_888;443144]why did you change the knife animations? specifically the left hand animation? i found the original animation extremely cool. was it too distracting?

edit: also, is it possible to add an option to disable screenshake/viewbob while reloading?[/QUOTE]

We changed the knife anims? Wasn’t aware of that O_o
As for the camera anims on reloads: yeah we can give you game options for those. It’s been on my list for ages now but I should be able to look at it very soon.


(Mustang) #67

So relieved this is still on the to-do list.


(maxxxxlol) #68

[QUOTE=MrEd;443225]
As for the camera anims on reloads: yeah we can give you game options for those. It’s been on my list for ages now but I should be able to look at it very soon.[/QUOTE]

Can we get an option for a static gun as well, the moving around is a put off.


(Hundopercent) #69

[QUOTE=MrEd;443225]We changed the knife anims? Wasn’t aware of that O_o
As for the camera anims on reloads: yeah we can give you game options for those. It’s been on my list for ages now but I should be able to look at it very soon.[/QUOTE]

Knife anims look the same to me. =/


(Verticae) #70

Or at the very least tone down the weapon animations severely when bob is disabled. It looks kinda weird as is.


(Ashog) #71

oh, thank you for update, that will be great to have!


(RasteRayzeR) #72

[QUOTE=OwNLY;443006]Well, a real crosshair would have been nice, the dot is a good start but bad for tracking…

Expecting the next update :smiley:

But now that we have turrets i miss the mines… both are annoying.[/QUOTE]

The dot is the easiest for tracking imo, but that’s a matter of taste ^^ And I prefered the female engi too, but for other reasons :wink:


(kilL_888) #73

[QUOTE=MrEd;443225]We changed the knife anims? Wasn’t aware of that O_o
[/QUOTE]

yea, if you have a universal knife animation for all classes, you definetely changed the left hand animation. prior to this patch, your left hand moved in front of the screen, spreading it’s fingers… hard to describe in words but it looked super awsome. maybe it was just the female animation that was this way?! it looked pretty sweet though but now the left hand is just at the bottom of the screen.


(MrEd) #74

I can look into it. Would you want it to remain static regardless of player speed?


(maxxxxlol) #75

I would personally.


(MrEd) #76

Hmmm… I’ll investigate that on Monday.


(prophett) #77

Would like this as well!


(iwound) #78

Id like to know why the changes have been made to Waterloo. The chokepoint relief route in-between the objectives i understand. (but disagree)
But the decision to have the the 2 c4 points as they are and remove the overhead gap and the changes upstairs is confusing.
its like its had a fun lobotomy. They bodysnatched waterloo nooo.:frowning:


(Samurai.) #79

Yes i would also love for these kind of tweaks across the game (for appropriate aspects) for those of us who care about performance/minimizing distractions rather than realism.

On a side note, i would love to give full feedback however my main PC is currently not working so only on a laptop atm till i fix it (monday hopefully)… from the small bit i did experience (and can remember):

  • Colour crosshairs are great, but like others have said the dot on it’s own is impossible to track enemies with, needs to be a tiny bit bigger and have an outer shadow like the lines do on the usual crosshair to stand out.

  • Removing ammo stations was nice, but i would love to see gibbed enemies dropping ammo again, since that was removed i rarely ever gib an enemy anymore (make it so if enemy self kills when down then no ammo dropped but if player gibs then ammo drops) and that’s a key habit for new players to get into if they want to transition into competitive gaming (gibbing obj players is crucial).

  • Layout changes on Waterloo were pretty nice, solved the terrible choke point after the 1st objective and the layout in the 2nd/3rd obj’s makes a lot more sense. Im stll not entirely sure about the double wall system on the 1st objective, just seems really stupid, maybe reworking the first wall to transparent doors that can be hacked as a side objective by both teams to open/close would be a little better. It would also be interesting to see a few more routes opened up like a way for attackers to get onto that balcony above the objective (im thinking open the right side up like you can access in TDM and have stairs that go up to the balcony area by the MG).

Can’t really remember much else maybe i will get around to posting it when i can play DB again (hopefully soon).


(Ashog) #80

Yes, the dot is currently too small. However to avoid not being able to please everyone with the size of it, I suggest the same xhair size menu item as in the previous games, if it is not yet planned.