DIRTY BOMB UPDATE: Version 21216


(Volcano) #61

iff nameplates still show up if you hover over someone and pressing z doesnt remove it
the c4 planted indicator needs to go and the countdown time should be in seconds not a percentage
i see the deagle firing limiter has been removed, something for those deagle only users
from what ive seen from 1st phase victoria im okay with the changes still needs more work though

the blueness has been removed ^.^
i like this patch so far


(BomBaKlaK) #62

name plate indicator for friend is important, when you talk on teamspeak you dont know witch player it is.
the press to see option it a bit rude, no enemy plate and no marker except when spotted is nice.


(Anti) #63

[QUOTE=Wezelkrozum;453559]Hahaha :smiley: I haven’t drunk anything and even I am euphoric about the new patch!
I am glad they fixed a lot of issues from the previous patch and show they’re experimenting a lot in the new patch. Well done SD![/QUOTE]

Don’t worry, we are bound to screw it up again next patch :wink: :smiley:


(Volcano) #64

im getting both friendly and enemy name plates bomba


(BomBaKlaK) #65

yes but you still need to press a button; nope ? a fix option can be cool
At least Is it possible to have some “cfg option” to “fix” it ? some people have already make some macro.

Some cfg side options can be really col for UI

  • Objectives Icon size
  • Name plate size
  • name plate “on/off”
  • Friends icon size

If this options are available via some cfg tweak that’s good for me.


(INF3RN0) #66

The hud does have scaling issues, but reading the patch log it seemed like they already knew that. I really like the simplified theme for the hud though. The icons are clear, but with some down scaling they won’t be very distracting. I expect the opacity and extra customizable features for the hud to come eventually, but again I really like what’s happening.


(Aseph) #67

[QUOTE=BomBaKlaK;453580]yes but you still need to press a button; nope ? a fix option can be cool
At least Is it possible to have some “cfg option” to “fix” it ? some people have already make some macro.

Some cfg side options can be really col for UI

  • Objectives Icon size
  • Name plate size
  • name plate “on/off”
  • Friends icon size

If this options are available via some cfg tweak that’s good for me.[/QUOTE]

Please bring back the class indicators for teammates as well as nameplates, or make an option for it. Not knowing where the nearest medic/ammo is gets quite difficult.


(rookie1) #68

-turret friendly : if ennemy merc right behind you it wont shoot him but if hes a tad a side of you it will shoot him and will damage/kill you also
-nickname appear too slowly on aiming char ,on friendly(doesnt work on ennemy) Z key make it appear at any time and distance
-liked the blue arrow on friendly

didnt fully liked : the new ghost (may be too color saturated)


(INF3RN0) #69

Something good to know also is that VSAYs for “I need” ammo/medic place icons above packs and I think the class itself. I know it does it for the packs.


(Seanza) #70

Just played 2 maps and here’s my thoughts so far;

Visbility (in general) seems improved.
HUD notifications are as annoying as they used to be. I want to be able to change their transparency via the in-game menu, not via some config editing :frowning:
Waterloo Terminus map changes are the mutt’s nuts.
Dead teammates don’t always show up as a heart for revives, sometimes just a triangle like their normal state.

Look forward to playing this more, if I get any time before I go on holiday on Sunday.


(Volcano) #71

i really think that anysort of customization you lot do in your config should be available in the menus under an advanced tab that way you wont have people complaining that this player has this advantage because hes turned his game to playdough when he has the ability to do the same


(Jonny_Hex) #72

I’d like to encourage everybody to try to not base feedback on the results of locally modified config files. Ultimately, any intended customisation options will be available in the menus.


(Volcano) #73

i’m using the low setting preset jonny


(Jonny_Hex) #74

Sorry volcano, I support your notion that valid customisation should be available in the options menu, and should not require config hax. Badly worded, I admit, but my intention was QFT.


(Mustang) #75

It’s quite simple, we will just keep pestering you until all our hax become in-game menu options. :smiley:


(chippy) #76

Quick thoughts from a few maps played tonight:

The skins - Love it. Keep going in this direction! This is something that I personally noticed: At certain distances, it’s hard to distinguish what class I’m looking at. “Ouh, let’s get that sucker. Huh? THAT was a sniper?!”

Maps - I need to play them a bit more before I can give any real solid feedback. The small changes here and there feels good initially though. This combined with better visibility for the models makes the game twice as fun as before for me.

Weapons - For me, personally, the recoil changes doesn’t really matter that much compared to before. But the grenades, hallelujah! At last they feel as useful the explosions make them look. You still need to be pretty precise with them, but at least we don’t have to shove them inside somones pocket for it to do damage. The artillery/airstrike I haven’t really notice any big change to be honest. Need to use it and actually be caught out by it some more to form an opinion. I noticed I was being more cautious when I saw one of them going down though.

Interface & UI - This seems to be what people will be talking about the most for this patch. What’s the deal with the ring around the grenades? I honestly don’t get them. Love the new icons, but the size, color and opacity needs to change. The triangles above my teammates could easily be scaled down by 50% if you bumped up the alpha all the way up to 255. The large objective icons (i.e. the ev ones) could also benefit from being scaled down by at least 50%. Also, when being a medic or fire support, the icons showing who needs healing/reviving/ammo are really hard to distinguish due to them being the same color and also quite washed out ones at that. I like when they were bright yellow. I don’t mind the size though. Also, the ring that appears around med- and ammopacks on the ground when you need it is not working. It blends in with the environment and 8/10 times I miss it. I also believe you can make the “radius” of when each IFF is picked up in the viewport by at least 30-40% by default. I would also love to see a different color combination when you ammo or health is running low. I tweaked the config files to get the ammo flashing at a sort of red/pink tone when low and would love to see a better warning color for the health rather than the blue flashing. The blue is fine for the health to begin with, but going from blue to a blue flashing when low on health isn’t nearly as clear as going to i.e. red instead. Specially when the health bar right now is very small.

I know that you are working on some custom options for the user within the menus on this (or am I wrong?), but you can get away with alot of changes here by default without anything feeling left out.

Will be back with some more shizzle when I’ve had the chance to play it through some more.

Love the new PDA placeholder with the “technoob” in it. :slight_smile:


(Jonny_Hex) #77

Absolutely. Couldn’t agree more.


(rand0m) #78

Downloader broken?!? I keep going from 2mb/s to 9 bytes. On 2 different connections…


(Hundopercent) #79

Another medic nerf is not going to solve your problem. The reason medics are played more often than any other class is for multiple reasons.

The current objective design is to zerg a site and have a battle of attrition vs a battle of tactics and skill. Since the spawn times are off and most of the objective placements poor it often turns into a TDM until somehow someone gets the objective completed. Medics are the best class at TDM and this is inflating their numbers.

Spawning with full ammo, short spawn times, and the ability to heal yourself, why wouldn’t you play a medic? It’s the best class in these situations. Nerfing the class isn’t the fix. Fixing your maps, objective placements, and spawn timers is a stronger fix than nerfing the class. Normally, I would say buff other classes to bring them up to the level of the “OP” class but medics aren’t OP. They’re actually the weakest class in the game taking the least amount of bullets and having to shoot the most in order to kill a target. I intentionally try not to play the soldier because I feel that class is retardedly OP.

With all that said, the notes look good, hopefully I can actually playtest them in a server with more than 3 players.

On a side note, I feel your approach to making the classes balance is flawed. No one playing soldier? Lets make them have an objective, too many medics? Lets make them worthless. Not enough Snipers, lets make them kill faster.

You guys really have a problem with forcing players to play the game a certain way instead of letting us the enjoy the game the way we want to. You want more people to play other classes? Make them more attractive and fun to play. That doesn’t mean add a slew gimmick items either. I hope this is constructive enough for you as I have sent a few of you messages on how you would like me to respond and you have yet to reply. If not, see you next month after my next ban. :rolleyes:


(INF3RN0) #80

[QUOTE=strychzilla;453605]Another medic nerf is not going to solve your problem. The reason medics are played more often than any other class is for multiple reasons.
[/QUOTE]

Medics aren’t nerfed at all though. If anything they are more balanced with the slower healing rate, and they can’t over self-pack with the pack mechanics. The smg now also has 40 in a clip so you can easily get multikills. Self healing got nerfed, but since medic’s now have a highly capable weapon it makes a lot of sense. Problem is that most people complaining it got nerfed just want a medic super class. Medics still can frag very well, heal/revive teammates, and heal themselves after all.

I thought that was the intention too, but Anti said otherwise. Equalizing class roles via abilities instead of weaponry is what is lacking overall imo. I’m hoping to see all classes serve a definitive purpose for the team with their abilities and not just weapons or forced obj play soon.