DIRTY BOMB UPDATE: Version 20076


(-iWi-) #141

[QUOTE=rookie1;448929]





---------------------------------------------------------------[/QUOTE]

Omg , … thanks a lot guys ! :wink:


(rookie1) #142

all ready :P:wink:


(-iWi-) #143

Well , I deeply apologize my confusion.
I’ve got my “cowboy”!!! :):cool::slight_smile:
Works fine . Sorry once more time .


(Ashog) #144

Is it me or did anyone notice that the sniper 2 rifle behaves a bit strange? Dunno what it is but feels like more spread, shooting it just feels more random than Vassili.


(pulley) #145

Ashog is right but i thing its because of the high ROF working together with the headshot multiplier. Sometimes a Opponent dies after 2 seconds like 3-4 headshots. Maybe just lowering the headshot multieplier would work out fine.

I dont think SD can change the ROF. They would have to record everything over again.


(RasteRayzeR) #146

This would not change much for the sounds as everything is recorded bits by bits, but changing the ROF has a direct impact on the feeling you get from firing. I like a high ROF because you feel like you are some badass havok wreaker, and the game needs more of that IMO


(Anti) #147

In a lot of cases we’re still going through matching sounds to actual weapon speeds. A lot of guns still play more shot sounds than there are shots fired, which adds a lot to the high ROF feeling.

Just to be clear, ROF didn’t get increased this patch as some have suggested. It is the same as last patch.


(pulley) #148

ya anti we know or I know that you didn’t change it. For me it feels just right. Headshots should always be a big advantage!

But i see why people are complaining about it. It just makes the gap between casual gamers and us bigger. You actually see it in the stats. 3-4 players dominate the complete team. All others hardly get a positive ratio.


(Violator) #149

Had some good games last night, until my brain got tired - I even had a 10 kill streak on LB at one point :o. Some players (like pulley above :D) are just impossible to track though and hit yet seem to kill you in one shot, but I put that down to skill which is how it should be - the hpb pwning lpb problems (dying round corner thing) doesn’t seem anywhere near as bad as a few months ago, or I’m getting used to it / better maybe.

The low TTK can be frustrating sometimes and the intensity of the game to avoid it (or cause it to Ashog :)) makes my poor head go into meltdown after about 3 rounds. On attack especially, there isn’t really any time to pause because of the short spawn times (obj mode, not the SW mode with its new spawn times which I haven’t played yet in the new patch) so its a bit ‘live fast die young’ for me at the moment - fun for a few rounds but after that brain says no :).


(rand0m) #150

[QUOTE=Violator;449251]Had some good games last night, until my brain got tired - I even had a 10 kill streak on LB at one point :o. Some players (like pulley above :D) are just impossible to track though and hit yet seem to kill you in one shot, but I put that down to skill which is how it should be - the hpb pwning lpb problems (dying round corner thing) doesn’t seem anywhere near as bad as a few months ago, or I’m getting used to it / better maybe.

The low TTK can be frustrating sometimes and the intensity of the game to avoid it (or cause it to Ashog :)) makes my poor head go into meltdown after about 3 rounds. On attack especially, there isn’t really any time to pause because of the short spawn times (obj mode, not the SW mode with its new spawn times which I haven’t played yet in the new patch) so its a bit ‘live fast die young’ for me at the moment - fun for a few rounds but after that brain says no :).[/QUOTE]

Must be nice having a good game. We can’t do that in America. Lack of alpha testers, still a HUUUUUUGE problem. Still.


(Violator) #151

Yeah noticed that the NA players have become even more scarce, not sure why this is, or why there weren’t too many in the 1st place.


(Kl3ppy) #152

There quite a lot NA guys but since at least a month ago, I’ve not seen them :frowning:


(woll3) #153

To me it seems that there is a big difference in perceived ROF and the actual ROF because of sound and netcode, so i did some testing today, and the actual ROF for Medic 01s SMG is 619rpm(5HS Kills) and Artys AR is 545rpm(4HS kills), RTCWs Mp40 had 600, the Thompson 500(3HS without Helmet), in ET it was 400 for both, i guess everyone can do the math now themselves from here, and we are nowhere near the actual ROF of the Guns in Reality nor other Games, also big thanks to Anti for confirming my close measurements and providing me with the correct values.


(Ashog) #154

The math is that DB RoF is still higher than RTCW (which was pretty brutal but fun, but not even an SD game) and much higher than ET and ETQW.
The major thing is not even RoF itself but the exaggerated low TTK. Lowering RoF is mainly aimed at increasing the TTK, not just because we primarily hate the high RoF. High RoF was more or less fine in Brink, the problem is that it got overshadowed by crazy spread and slow movement in that game.


(woll3) #155

Looks like i was wrong.


(Samurai.) #156

If my memory servers me correctly, most of the ROF’s are only 5% higher than ET according to one of the dev’s in game a little while back.

The main reason lowering ROF is good, is that it emphasis’s and rewards accuracy right from the beginning, putting more importance on hitting every bullet than spraying and hoping 1 out of 5 hit which should be punished to an extent. Naturally this will increase TTK for bad aimers more than the TTK for good aimers which = positive outcome.

At the same time rewarding headshots via more damage compared to bodyshots also needs to be balanced with the right ratio of damage to further split the good and bad aimers apart. I feel like possibly body damage is too high right now, would be ideal if we could be given statistics to discuss all this rather than based on feelings and comparisons to other games.

Overall i would like to see a slightly longer TTK (not as high as it previously was - but a middle ground) through balancing these issues above… i feel like you can die pretty quickly from numerous body shots atm from many of the weapons.


(Ashog) #157

Exactly - talking about headshots to kill without mentioning bodyshot damage, nor distance for kill is not proving much.

I also think that body damage is too high now, it should be much less favourable than headshot damage to reward good aiming and to stimulate nabs like me to track head better.

In practice it is very complex an issue to explain/prove/describe in one sentence - much better way is to check one’s feel of it.

I played all three discussed games for many years and my feel just tells me that currently DB feels more “1shot1kill’y” than any of them. I may of course be wrong but it seems I’m not the only one then.


(Bangtastic) #158

ye sometimes you cant even shoot because you crossed the line of fire, and you already match with opponents crosshair up.


(warbie) #159

Agreed. I think it’s a combination of the damage the weapons do and the more random, narrow, maze-like maps in DB. In RTCW and ET I always had a sense of where my team were and where the enemy can come from and most encounters were head to head. In DB there’s a great deal more being taken by surprise and getting shot in the back and side - something I usually associate and get rage quittingly frustrated with in CoD and BF.


(Kendle) #160

And just to counter the above few posts, DB is still less 1-shot-kill than CS, BF and COD, to name just 3 insanely popular FPS’s. The current TTK / weapon behaviour is the best of any patch IMO.

That’s not to say more couldn’t be done, I do feel there’s not enough distinction between head and body damage, spraying at the body is still too effective compared to tracking the head. Reducing ROF might help but I’d want that to come with a head-shot damage increase as well to maintain the quick TTK for good aimers.