DIRTY BOMB UPDATE: Version 21216


(Hundopercent) #201

I agree. The only flow the game has right now is hold W until the obj is completed or sit back and farm kills from the other players pushing forward. If you kill 3 - 4 people those 3-4 people will be back shooting you in the face before you can even find an lt/medic for hp/ammo.

If you miss the spawn wave you miss it. Dont let people hang on to respawn. Can we test that and see if it helps?


(Anti) #202

We have a fair amount of damage fall-off to lessen the issues of long range shots like this, so it sounds to me like it’s the accuracy at this range that is the issue. The guns are very accurate so you get hit for a lot of these ‘chip’ shots. I’m not sure a body shot reduction would help with this.

I do think shifting to spawn waves, so there is potentially more time between enemy groups, might help a bit though. How do you find SW right now (with waves) compared to Objective mode (hybrid system)?


(BomBaKlaK) #203

[QUOTE=Anti;456142]We have a fair amount of damage fall-off to lessen the issues of long range shots like this, so it sounds to me like it’s the accuracy at this range that is the issue. The guns are very accurate so you get hit for a lot of these ‘chip’ shots. I’m not sure a body shot reduction would help with this.

I do think shifting to spawn waves, so there is potentially more time between enemy groups, might help a bit though. How do you find SW right now (with waves) compared to Objective mode (hybrid system)?[/QUOTE]

the fall-off of some weapon is a bit to much in comparison (medic) to the rest (I don’t include shotguns)
and Field ops 02 is really OP for example. (all the rambos use it)

let’s try another weapon balance next patch.


(Hundopercent) #204

[QUOTE=Anti;456142]We have a fair amount of damage fall-off to lessen the issues of long range shots like this, so it sounds to me like it’s the accuracy at this range that is the issue. The guns are very accurate so you get hit for a lot of these ‘chip’ shots. I’m not sure a body shot reduction would help with this.

I do think shifting to spawn waves, so there is potentially more time between enemy groups, might help a bit though. How do you find SW right now (with waves) compared to Objective mode (hybrid system)?[/QUOTE]

Not sure, most players are on OBJ not sw. Is sw true spawn waves where if you miss it you wait 20 sec?

-iphone


(Hundopercent) #205

[QUOTE=BomBaKlaK;456145]the fall-off of some weapon is a bit to much in comparison (medic) to the rest (I don’t include shotguns)
and Field ops 02 is really OP for example. (all the rambos use it)

let’s try another weapon balance next patch.[/QUOTE]

Nerfing isn’t the fix. Buff the other weapons up. Rambos will always Rambo nerfing the load out they pick isn’t going to do anything but make them use another.

-iPhone


(BomBaKlaK) #206

[QUOTE=strychzilla;456150]Nerfing isn’t the fix. Buff the other weapons up. Rambos will always Rambo nerfing the load out they pick isn’t going to do anything but make them use another.

-iPhone[/QUOTE]
yeah ! That’s what I want to say. :wink:


(Nail) #207

damage fall off is one thing to look at, bodyshot damage is another imo


(rand0m) #208

SW doesn’t have spawn waves right now tho anti. These aren’t true spawn waves. If a player misses spawn he shouldn’t get the chance to respawn whenever and pick when to spawn, make it a classic spawn wave to where if they miss spawn they’re waiting for the next wave. Also it’s time to start looking at spawn waves per map and possibly start testing that or just take it one step at a time. But closer to release or even beta/open beta spawn waves per map will be needed.


(Hundopercent) #209

I wasn’t sure if this was needed at first but the more I play the more I have to agree you. We will need different times for objectives and maps. There are some objectives where Defense needs a longer spawn time.

Also, true spawn waves are not implemented on SW and should have been implemented a few months ago from what I recall. Can we get this in the next update please? I really think this will help a lot and not make it feel like a zerg/meat grinder every objective.


(pulley) #210

[QUOTE=BomBaKlaK;456145]the fall-off of some weapon is a bit to much in comparison (medic) to the rest (I don’t include shotguns)
and Field ops 02 is really OP for example. (all the rambos use it)

let’s try another weapon balance next patch.[/QUOTE]

There will always be a rambo class. But the games just feels terrible with more FOPs then Medics… And those Shootgun Low Aim Nub players like samurai are really annoying XD


(zeroooo) #211

True!

its not fun to play 8v8 with 6 of 8 players play fops, -.-


(BomBaKlaK) #212

[QUOTE=zeroooo;456228]True!

its not fun to play 8v8 with 6 of 8 players play fops, -.-[/QUOTE]

it’s almost full of fops sometimes … and they don’t give you more ammo … Rambo style !


(warbie) #213

heh so true


(BomBaKlaK) #214

I really think there is fall-off and spread issue.
Fall-off to short on most of the weapons (medic especially) need it a bit longer, not so much to prevent longshot like anti said.


(Mustang) #215

The issue some people have with long distance killing with non-sniper weapons is a complete red herring to what I was talking about.


(MrFunkyFunk) #216

I don’t understand the hate for long distance shooting. The maps are already so cramped there aren’t many areas where people are able to do it, it doesn’t require a degree in movement to be able to almost completely avoid those areas. There are already plenty areas that encourage “melee” fights.
I can’t stand the fall-off and spread we currently have, in addition to the maps, I feel like the goal is to enforce close encounters.

Players like weapons they can use in all situations, now most of the players fall back to the fops which has the two loadouts with weapons that are reliable in almost every encounter.
Honestly, who here doesn’t like the feeling of the fops weapons? Those are amongst the less worse we currently have at our disposition.

I still believe, possibly wrongly, that a lower rof & lower body damages would mitigate the mixed feelings over long-distance shooting.
Allow only precisely aimed shots to deal great damages at a distance (in addition to a tighter spread on most weapons).

Let’s not penalize the dedicated aimers.
Let’s give the new comers something to look for: a learning/mastering curve.
In the past, players thrived to get better by learning the aspects of a game, now everything has to be handled to them on a silver plate to avoid frustration.
It probably sounds elitist and it might be, sorry.


(BomBaKlaK) #217

yep you say it right mister funky.


(stealth6) #218

Also agree with MrFunkyFunk, prefer lower rof and decreased damager per bullet to increase TTK rather that increased spread.

Much prefer being beaten by a guy that could keep his mouse focused on my head, rather than a guy just aiming in my general direction and getting lucky.


(rand0m) #219

Just scrap all the weapons and at a Thompson and an mp40. But in reality weapons need to be closer in relation then they currently are or players these days just goto the weapon that best fits everything rather then playing classes. Bring the classes closer together in terms of body damage/fall of damage. Who cares if they’re a medic or field ops. They should both have the same opportunity to kill. This is the only way to reinforce class play in my opinion. That’s why people played classes in other games as well. There wasn’t such a huge difference in the ttk across the board. Introducing way to many weapons and 1-2 being superior is just going to cause all kinds of problems that were seeing now. Here’s the opportunity to fix.


(Kendle) #220

Another thread degenerates into a TTK discussion …

You lot really need to accept that the ET / ET:QW style putt-putt guns that take forever to kill someone are largely at odds with how most other FPS’es behave. If SD follow that model DB will remain a niche under-played game. The TTK right now is fine.

For the case in hand, over-abundance of F/Ops, buff the Medic’s SMG a bit, give it a bit better range, tweak the F/Ops damage fall-off a tad so we don’t have F/Ops out-sniping Snipers etc. The current gun play is pretty good, and the weapons are all fairly accurate, so it’s not like DB is a noob game, it’s just doesn’t adhere completely to what many of you are used to.