DIRTY BOMB UPDATE: Version 21216


(rand0m) #221

[QUOTE=Kendle;456278]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.[/QUOTE]

So basically you were just hypocritical of your own statement? Your second paragraph was all I was saying. Gunplay in DB can’t go the way of call of duty or its gonna be a waste. Quick killing in an objective bases game won’t work everyone will be dead to much and it’ll just get stupid and become a fragfest and meatgrind of spam like it is now.


(INF3RN0) #222

The TTK for headshots is really fast… the TTK for body shots is pretty fast. If someone aiming at the body gets a jump on you, your dead most of the time. A slight decrease in RoF will only upset you Kendle because you don’t want to maintain aim for a few ms longer… it will make the value of headshot aim more important/less lucky and just require everyone to always go for the head. The TTK itself for headshots still would be very fast, but someone who doesn’t aim consistently at the head will more often lose to someone who does. Also the headshot multiplier could easily be increased if it feels too long. Pretty simple stuff.


(rand0m) #223

Something I agree with inferno for once :-).


(stealth6) #224

[QUOTE=Kendle;456278]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.[/QUOTE]

Exactly most games have this boring system now. I still like the old one. We are each entitled to our own opinion.


(Kendle) #225

Like I said …

The thing is you’re all flogging a dead horse. If SD implemented ET’s putt-putt guns in this game it would compromise it’s chances of success, IMHO. I mean no dis-respect to anyone by saying that, just facing a necessary reality.


(INF3RN0) #226

[QUOTE=Kendle;456319]Like I said …

The thing is you’re all flogging a dead horse. If SD implemented ET’s putt-putt guns in this game it would compromise it’s chances of success, IMHO. I mean no dis-respect to anyone by saying that, just facing a necessary reality.[/QUOTE]

Aside from CoD… there’s plenty of games with slow firing weapons that are successful. So…


(pulley) #227

i think they only have to lower the TTK for Bodyshots

  • decrease spread
  • increase range

(INF3RN0) #228

[QUOTE=pulley;456324]

  • increase range[/QUOTE]

On iron sights or hip? I think the iron sight fall-off could use some help, but the range seems pretty solid.


(prophett) #229

[QUOTE=pulley;456324]i think they only have to lower the TTK for Bodyshots

  • decrease spread
  • increase range[/QUOTE]

I would also like to see a lower TTK for body shots. Maybe make it so it takes an extra shot or two to kill while landing only body shots.


(Hundopercent) #230

You mean higher right?


(Nail) #231

actually I think he means lower damage for body shots to lower ttk rather than adjusting rof


(ailmanki) #232

I would like to see no fall of damage stuff… This is worst ever. Your shooting a sniper in his face, but he does not die. He even manages to shoot back and kill you in one shot.

The current TTK seems ok to me, I have more the feeling that sometimes the game does lag, well I don’t see the lag. But if I die in an instant, I mean health was 100% - next moment I am dead, I suppose its cause of lag and not ttk.
Somekind of lagometer would be good.


(prophett) #233

Yes, lower damage for body shots so it takes longer to kill someone in those instances :]


(Ashog) #234

It is funny how this discussion goes in circles for almost half a year now. This will continue until SD releases a patch where they test a different HS/BS damage model. I bet SD won’t even touch RoF anymore - will be too complicated because it will probably disturb many other things, and this makes me really really sad…


(iwound) #235

This is a feedback thread is’nt it? And im interested to hear what people have to say inc yourself.
ttk feels fairly good atm. you say ttk is fine then you make suggestions to change it.
i cant say im having an issue with fops or medic. why give medic better range? hes not a soldier, hes support.
if it were down to me he’d get a catapult and nowt else.


(BomBaKlaK) #236

the range is really short !
All class got to be equal in term of range fall-off (except the sniper). I don’t like full fops games … I prefer when there is medic on the battlefield. make the game more dynamic.


(RasteRayzeR) #237

[QUOTE=BomBaKlaK;456424]the range is really short !
All class got to be equal in term of range fall-off (except the sniper). I don’t like full fops games … I prefer when there is medic on the battlefield. make the game more dynamic.[/QUOTE]

I prefer when the medics revive mates instead of believing they are soldiers or fops … overly powerful at close range is good for medics


(BomBaKlaK) #238

Medics are not OP at close range. all the weapons have about the same TTK at short distance.


(iwound) #239

[QUOTE=BomBaKlaK;456424]
All class got to be equal in term of range fall-off (except the sniper). [/QUOTE]

classes dont have a fall off. weapons do. unless i missed a memo.:rolleyes: can i throw a medic at the enemy?
equal fall off across the board would be boring.
a shorter range for medic encourages him/her to stick to groups. where they need to be. and it IS working.
“here have some medikit, now keep me safe.”


(Erkin31) #240

[QUOTE=Mustang;456070]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.[/QUOTE]

Totally agree with this.
This could bring us better gunfights and duels.