I think a toggle on z will be a good candidate.
DIRTY BOMB UPDATE: Version 21216
As I said for me personally I’d like it always on (or press-to-hide), others might like toggle or press-to-show.
Yes ! +40000
Simply - I believe that low TTK games reward skill and teamwork to play objectiv in the game. 
[QUOTE=Humate;454061]The actual ttk (the fastest possible time to kill), is fine.
The average ttk is too quick.[/QUOTE]
I’m pretty happy with the TTK in the current build, the headshot thing was bugging me but this seems better now (dealing and receiving damage btw).
Feedback:
Played for about 3 hours yesterday on US, and there was a common theme in the combat - Bait and Switch
Coming from ETQW, switching priority targets mid-fight isn’t an issue when outnumbered.
In DB, I find as soon as the first target concedes, and retreats its quite difficult to beat the second opponent who already is delivering damage.
Perhaps I’m a complete scrub, or perhaps theres some merit to this feedback…
Had that a few times tonight also, think it was probably more by accident than tactics though.
I guess this sort of thing is likely to be balanced nearer to release.
Yeh dont have an issue so much with it as a tactic, its smart play.
But the game does negate the basic strategy of prioritizing medics to avoid revives.
Its quite difficult to re-prioritise when they join the fight a split second later…
I have an idea about exp. First of all ofcourse it’s useless (i mean saving it after match + that levels). The second thing is cut down the value, we don’t need so much 00000
kill - 5
assist - 3/2
finish(?) - 1/2
ammo/med pack - 1/2
important obj - 10/15
etc.
It’s more clearly and looks more pro than another 1kkkk useless digits. We are tired MMO games, we are here to kill them all.
Ahh, thanks! It looks great, but now that I know what it is, it will be distracting. :mad:
On a similar note, any clue if there will be an option to disable putting down your arms and gun while running?
[QUOTE=rapid_shot;454290]Ahh, thanks! It looks great, but now that I know what it is, it will be distracting. :mad:
On a similar note, any clue if there will be an option to disable putting down your arms and gun while running?[/QUOTE]
Not at the moment.
The disable options don’t stop the weapon bob and random arm spazzing when moving forward at normal speed (not sprinting), not sure if a bug or another one to add to the list.
[QUOTE=MrFunkyFunk;454001]I’ve been wondering something ever since the stationary mg buff.
I think it has already been asked/suggested ages ago by some testers: why aren’t the mgs buildable secondary objectives?
They’re really deadly, making them buildable by an engineer would add some depth on some maps (and make them destructible, in addition, why not, of a additional cover destructible too. Either with smaller C4 charge or weapon fire).
I remember some suggesting more hackable side objs too (like the cameras networks on some maps).
Wouldn’t it be fun if a cvops could hack a single camera to transform it into a stationary sensor or a radio player-controlled device spotting players he can see through it? Again, destructible and rebuildable.
There are also a lot of “closed” windows on all the maps, couldn’t the assault blow some of them? Or a cvops hack them (if they are CDA devices)?
And of course I won’t mention the destructible walls/sideroutes, hackable spawns etc we know from previous obj games.
There are a lot of original and simple ideas out there that could give people more options when they play imo.[/QUOTE]
80% of the time I play objective class to get the job done and move forward. So Im engie and assault class many of times. With more secondary builds and destructible objectives would be mucho fun for these classes.
Great update. Lots of changes and improvements.
somehow i feel the play is tighter, almost slower and non lemming like.
could be some of the level changes. though i still think waterloo last objective is unbalanced in favour of attack.
again on waterloo the new barrier near spawn cap at the end of the tunnel is a shame. what once was a great battle area has become boring like the last objective.
it was perfect and was my favourite area in the whole game. goodbye split route you will be sorely missed. 
whitechapel at the chapel is also seeming to be a walkover.
still not finished a full level on camden, but just seems prettier everytime.
smoother and better looking, no not me the game. 
enjoying some of the little touches like the changing rats speed , they still get me every time.
[u]Change List[/u]
All Levels
[ul]
[li]Updated map and character lighting[/li][li]Continued optimization passes on all levels[/li][li]Lots of bug fixing and polish on all levels[/li][/ul]
- Waterloo is better but still meh. LB is still trash. WhiteChapel needs to be deleted and you guys need to move on. The map is awful and without a significant redesign of the entire map it will always be awful. All the rats, birds, papers, and art passes are a waste of company time and should be used on better maps.
Whitechapel
[ul]
[li]Updated objective spawn times[/li][/ul]
Camden
[ul]
[li]Continued terrain & art pass[/li][/ul]
Canary Wharf
[ul]
[li]Continued gameplay blockout iteration[/li][/ul]
[U]- The map in it’s current state feels like WhiteChapel level. Too linear, then too open, spawns are in awkward locations, over all it needs a lot of work in a lot of areas. It feels like you guys should focus more on simplistic maps because, currently, only 1 maybe 2, are worth playing.[/U]
[u]User Interface[/u]
[ul]
[li]Big overhaul of IFF and Objective HUD - (still WIP - try pressing Z!)[/li][li]Added new Objective Progression HUD - (still WIP)[/li][li]Added High Quality Materials video option[/li][li]Improved UI performance throughout[/li][li]Updated End Game Results screen[/li][/ul]
[U]Since you said WIP I will not comment but I will put this SS here of what we don’t want to see. The end results screen has a weird delay when trying to switch between the tabs up top.[/U]
As you can see in the SS the HUD indicators make it increasingly difficult to make out you’re already difficult character models. On top of that my weapon is the size of a Minotaur’s leg taking roughly 22 - 25% of the screen. It would be nice to have it either tucked in a bit and moved to the right or the size reduced (both preferably.)
[u]General[/u]
[ul]
[li]Implemented first pass of increased character visibility[/li]
- Need about 10 more of these and we might have something here. So far, better than before, thank you for taking the time to get this looked in to.
[li]Improved first-person weapon handling animations throughout[/li][li]Polished and fixed many third person animations[/li][li]Fixed visibility issues with player IFFs[/li][li]Fixed bug with AirStrike projectile damage radius being too small[/li][li]Hit beeps no longer play for knife hits against the environment[/li]
- Thank you
[li]Hit beeps now properly respect friendly fire rules[/li]
- Double thank you
[li]Improved damaged EV visual effects[/li][li]Updated blood puffs and on-screen hurt VFX[/li][li]Fixed the post process effects for the Concussion Grenade[/li][li]Updated the look of the Death Ghosts and fixed several issues with them[/li][li]XP is now awarded for the amount of health given by a medic, rather than a fixed value[/li][li]Increased XP given by various class abilities[/li][li]Fixed several issues with the Quick Ability (Q) key[/li][li]Tweaked ironsight positions for many weapons[/li][li]Updated character face for Alan “Vassili” Lewis[/li][li]Updated character model and textures for CJ “Arty” Weng[/li][li]Added gameplay option to disable non-gameplay effecting camera animations[/li][li]Added gameplay option to disable 1st person weapon momentum arm sway[/li][/ul]
[u]Balance[/u]
[ul]
[li]All Medics are now receive health at a slower rate from healing items[/li]
[B][U]- Medics need to be buffed to compensate this nerf along with the ammo nerf. You’re taking the wrong direction when trying to balance classes. You’re removing fundamentals instead of buffing uniqueness and quality gameplay.
The best analogy I can give is you’re playing Jinga with the classes, gameplay, and map design. You keep taking little things away here and there and well, you know what happens in the end.[/U][/B]
[li]Increased proximity mine cooldown time[/li][li]Reduced turret lock-on range[/li][li]Updated mounted guns to be a little less laser-like[/li][li]The TEC can only be detonated when using the camera[/li][li]Increased flashbang fuse time and effect duration[/li][li]Alan “Vassili” Lewis now spawns in with only one Sensor grenade with a shorter cooldown[/li][li]Increased frag grenade damage and radius[/li][li]Slightly increased magazine size for many automatic weapons[/li][li]Reduced the length of reloads for many weapons[/li][li]Sped up Shotgun fire, pump, reload timings[/li][li]Increased the bolt-action speed for the Sniper Rifle[/li][li]Reduced view kick when ironsighted or scoped[/li][li]Reduced head hitbox size to more closely match the player model [/li][/ul]
So how would people feel about a 20-35% reduction in body shot damage?
The main reasoning for me is to increase the average length of a firefight, which I personally find more fun and have appreciated in previous SD titles.
This would also effectively increase the headshot multiplier to x2.5-3 from it’s current level of x2 which people have been asking for since the head hitbox size was reduced tipping the balance away from trying to aim for the the head because due to spread/netcode it’s more effective to go for body shots.
As long as it came with an increase to the headshot multiplier. For me, and compared to many other successful FPS’s, the average length of a firefight is perfectly fine right now, the last thing I want to do is go back to putt-putt guns and fights that take so long it’s a toss up whether you die of boredom or bullet damage first.
I’d like to give that or something similar a try. Yesterday I mustered up enough enthusiasm to give DB a go again after quite a long break and found the same frustrations as before, with pot shots from a distance taking off enough health to leave me virtually crippled being a regular occurrence. Cue either being finished off quickly by someone close by or finding somewhere to hide and waiting for health to regen - the first being annoying and the second being boring. So I start being more cagey and hiding more, shooting people from across the map or finding sneaky spots to get the jump on them and shoot them in the back or side and my kill/death ratio goes into positive figures again, but I’m not really enjoying it, it’s not what was great about RTCW and ET. There’s just no flow or length to the encounters, no time for teamplay.
But I thought the problem was that RoF let’s you kill someone with body shots too quickly. Not that they are necessarily too high (except maybe on soldier).
