Everything slow you down 
DIRTY BOMB UPDATE: Version 20076
Well, movement also includes the including of your surroundings into your movement, and in that regard db has some very nice spots.
Well, my observation is that we have some static targets,
which don´t move at all and are getting shot pretty fast (by me and others),
and we have some players who, use cover, jump, crouch and move sideways at the same time.
To me thats a pretty huge difference, especially if i see a discussion about ttk.
The players with less movement of course experience the game very “oneshot”-like,
while (with low FPS and bad crosshair options for me) the players with good movement survive longer…
[QUOTE=OwNLY;449734]Well, my observation is that we have some static targets,
which don´t move at all and are getting shot pretty fast (by me and others),
and we have some players who, use cover, jump, crouch and move sideways at the same time.
To me thats a pretty huge difference, especially if i see a discussion about ttk.
The players with less movement of course experience the game very “oneshot”-like,
while (with low FPS and bad crosshair options for me) the players with good movement survive longer…[/QUOTE]
The majority here says the current ttk is too low, so I think there also some players with “better” movement included. Either you like how it is now, or not.
2 microseconds are a whole double of 1 microsecond, yet it doesn’t help you to notice those 2 microseconds better, if you know what I mean.
The current TTK of DB is ~0.4s with Headshots, and ~0.8s into the Body.
That is even longer than the TTK of W:ET (0.3s Head and 0.6s Body).
The TTK just feels low because of some issues with the networking, performance, weapon-firing-sounds and hit-feedback.
Reminder: Fix the bugs first, then go for balance.
The average human reaction time is 0.200s, or 200ms. If you are a gamer, maybe even lower.
Lets say 150ms if you are good.
That means in a game with a TTK of ~200ms, you have NO chance to react.
But with a TTK of ~400ms, there should be plenty of time to turn around and deal some damage.
That is when the current issues with DB are fixed.
Across the current active alpha players accuracy with automatics varies from about 20% to about 35%. The percentage of hitting shots that land on the head is between 5% to 18%. That’s to give you folks some context.
I think on the dev team right now we feel the biggest issue contributing to player perception of the guns is the poor hit feedback.
[QUOTE=Anti;449751]Across the current active alpha players accuracy with automatics varies from about 20% to about 35%. The percentage of hitting shots that land on the head is between 5% to 18%. That’s to give you folks some context.
I think on the dev team right now we feel the biggest issue contributing to player perception of the guns is the poor hit feedback.[/QUOTE]
Can we get a option to see our own accuracy after the game?
I know, i keep repeating me,
but you can increase our accuracy by giving us better crosshair/HUD choices and more FPS 
[QUOTE=Anti;449751]Across the current active alpha players accuracy with automatics varies from about 20% to about 35%. The percentage of hitting shots that land on the head is between 5% to 18%. That’s to give you folks some context.
I think on the dev team right now we feel the biggest issue contributing to player perception of the guns is the poor hit feedback.[/QUOTE]
It would be really nice to have a console dump per end game of those stats or even just have them added to the personal stats tracker.
[QUOTE=Anti;449751]Across the current active alpha players accuracy with automatics varies from about 20% to about 35%. The percentage of hitting shots that land on the head is between 5% to 18%. That’s to give you folks some context.
I think on the dev team right now we feel the biggest issue contributing to player perception of the guns is the poor hit feedback.[/QUOTE]
Nice to hear the average acc. I think it was with Haxurai we we weren’t sure whether to expect QW acc (30-50%) or CoD acc (10-25%). Seeing our own percentage on the end game score board would be nice.
[QUOTE=Anti;449712]A few responses based on the discussions in the thread:
[ul]
[li]Woll3’s numbers are pretty close on the main rates of fire. The guns are actually quite close to ET/RTCW in that regard[/li][li]As far as I am aware headshots are at 200% damage still[/li][li]A lot of the audio RPM speeds on those same guns are around 700-900 RPM, so some guns can sound up to 50% faster than they are[/li][li]On screen blood effects (feedback that you are being hit) only start to appear at 50% health right now. Combine that with impact sound bugs and issues and it means that it’s not surprising when you don’t know you’re being hit or you feel like you’re going down fast. Right now our in-game feedback is bad and we want to fix it.[/li][/ul]
Those of you who feel you are having reg issues, if you can, please provide us with Fraps or some other kind of video of the worst cases where you believe it has happened. Ideally provide details of the team, date and server info to go with it so we can try and track server stats at the time you played as well.
Information like this will help us to see the issues you’re seeing and address them, as well as helping to remove any reality vs ‘what I thought I saw’ perception issues :)[/QUOTE]
Took a few laggy fraps vids tonight and caught a few ‘instagib’ moments before I ragequit :). My aim was worse than usual because I couldn’t really track at all but caught a good example of full health to nothing in literally 0.4s. If you slow it down I’m losing 25% health every 0.1s, so its slower than it appears when actually playing (1/2 a sec to die in isn’t great though). The fading of the bar might have something to do with it, if you play the vid in real time it seems to instantly go down from 100% to 10% unless you look closely (which you can’t when you’re focussing on shooting the other guy), then you can see the final 10% drop off. Slowing it down you can see it took 5 shots to kill me in, but it seemed like 2. It was recorded on WC at 19:52 on the UK veteran SW server. I also noticed a sharp fps decrease when the player count got to 5v5. I also got an example of the reverse where I appeared to instakill the opponent from nearly full health, but my teammate may have also done some damage (also WC at 19:46).
Where do I post the vids to?
[QUOTE=OwNLY;449742]That means in a game with a TTK of ~200ms, you have NO chance to react.
But with a TTK of ~400ms, there should be plenty of time to turn around and deal some damage.[/QUOTE]
Are you kidding?
Of those 400 ms, 200 ms are gone due to reaction time. Now tell me what can a person do within the remaining 200 ms?? Turn around and deal some damage? 1 headshot maybe at best? NO DUCKING WAY! 
[QUOTE=Violator;449763]
Where do I post the vids to?[/QUOTE]
You’ll need to package them up in a ZIP or RAR that is passworded. Then upload them somewhere reasonably secure (dropbox is probably safest) and then PM me the link and the password.
Thanks 
If its done like tribes ascend also unreal engine its often ping related you had guns like Nova colt with possible rate of fire much slower if you pinged higher.
As for feed back need better visual feed back when hitting, rtcw and et you had the blood/smoke puffs also helmet that clearly showed when you hit the head cs:go also has a clear and obvious effect.
This vid you can see it pretty well: http://www.youtube.com/watch?v=PkI2FUuqSYc
Yea, when it’s working! 
For those that don’t know it was down for most of the day.
Numbers here: http://forums.warchest.com/showthread.php/12785-Thompson-vs-MP40
Health was 100-140
RTCW (mp40): 0.3 HS 0.8-1.4 BS (tomp): 0.36 and 0.7 - 0.96
ET was even slower, just much less spread.
[QUOTE=OwNLY;449742]The current TTK of DB is ~0.4s with Headshots, and ~0.8s into the Body.
That is even longer than the TTK of W:ET (0.3s Head and 0.6s Body).[/QUOTE]
The thing is, these numbers don’t help my feeling.
Err no they don’t. The majority prefer the current ttk. It’s the same people saying they dont like it over and over and over.
http://forums.warchest.com/showthread.php/35641-Current-patch-Time-To-Kill-(TTK)