DIRTY BOMB UPDATE: Version 21216


(pulley) #101

[QUOTE=MrFunkyFunk;453654]I don’t know that player, what team did he play for? Or was a modder?

[li]Again I don’t know if it’s perfs related or if you reduced the size of the head hitboxes (it’s surely a factor in it, since it’s probably back to what it was months ago. That’s the problem when increasing “forgiveness” like this, you get used to it and when devs make a step back we need to get our old marks back. I noticed a whole lot less headshots from everyone yesterday lol), but for some reason my aiming feels off. Like it’s somehow “lagging” behind my crosshair. It’s hard to explain but in this patch I really feel like the best way to kill someone is to just stand still and go for bodyshots (it’s faster than footsteps dancing).[/li]Which bring me to an old topic of mine: I’d really love a little less spread again.
.[/QUOTE]

less spread +1 :slight_smile:


(pulley) #102

ya thats right. I also have to say i never play objective to favor my team. I dont wonna waste my time for other, for me its go increase my skill and so i play selfish at public…


(Samurai.) #103

I think the most obvious time for me to notice the strength of weapons on a level playing field is when i merc’d in a scrim against “Playing Ducks”. Basing stats off pub is pretty terrible imo - im pretty sure if all the decent players just played recon SMG we could skewe the stats to imply that was the best weapon in the game.

Based off my in game feel i would hardly say medic SMG is the best weapon, if anything it’s the weapon you probably have to work the hardest to get a kill with, it really pushes you to be accurate and hit headshots consistantly which is partly why i like using it so much, as it encourages you out of a “comfort zone” aiming mode. But when it is a level playing field to an extent in a scrim you really do notice the strength of certain weapons dramatically over others.

The two most powerful classes in terms of weapons are the Soldier (most OP - Conker = :eek: ) and then next the FieldOps (Both primarys) although i’d say the FieldOps is at a decent balanced level right now in firepower it’s more the abilities letting this class down. Even though they are the most powerful, i find the game turns into an “easier” mode and therefore even less fun for me to play, so i stick to the class/weapon set that i feel pushes me to concentrate, be accurate, efficient and hit headshots. Also the size of the maps favour SMG’s over every other type of gun so you can’t expect us to all use AR’s/LMG’s/Shotguns when SMG’s are clearly the better gun for the majority of situations.

I will add more feedback on the patch after further play time, but right now immediate response is:

  • Visibility passes (fog / character models) = awesome i can see clearly now! :smiley:
  • Adjusting head hitbox to player models = awesome, i feel like it has adjusted the TTK ever so slightly and created a noticeable divide in how quick different skilled players can kill you now which is great.
  • Map layout to Waterloo terminus 1st objective at first impression seems very nice, so glad we are back to 1 wall again.

(tokamak) #104

“Only the best players play Death Knight, the class itself is totally balanced”


(Anti) #105

[QUOTE=Samurai.;453668]Basing stats off pub is pretty terrible imo
[/QUOTE]

I’m not, I just showed you some pub stats, I can’t post every Echo chart I ever make on the forums it’d take way too long :slight_smile: We do have to balance for both 5v5 and pubs though, so neither focusing on one or ignoring the other is an option.

I did compare 5v5 versus pubs. The K/M rate is almost identical, that doesn’t change between comp and pubs really. Average accuracy was more equal than on pubs, with the SMG somewhere in the middle of the range, although they were very close. It was still the best automatic weapon for head shots though.

The distributed accuracy in 5v5 though, the more helpful stat, seemed to show a bigger discrepancy than pubs in favour of SMGs, across the board most players in 5v5 tend to do better with it than other guns aside from MG01 and AR03.

The difficulty with this stat was the stacking of Medics in 5v5 versus other characters and the small number of 5v5 games played, it means I’ve had a very small sample to work with relative to pub games.

This is something that will be addressed in future and once we see more 5v5 play we’ll be able to evaluate again, but for the time being from what we can tell the effectiveness of the gun is pub play compared to 5v5 is still pretty similar.


(chippy) #106

I’d swap for the objective class anytime! (I’d consider myself as a fairly skilled player but you know… ego and all that :))

I always go for the objective classes. I’ve never been a “medic” kind of guy in any of the games I’ve played. However, since a few weeks back I’ve found myself playing medic 7/10 times because there is only 1 on the team at the time.


(Hansi) #107

It would be nice to have access later after the release to the own hit stats as a player (they can be private to avoid stat bitches). But it would help players to improve. And you could make it an optional paid service and make some money with it :slight_smile:


(OwNLY) #108

Samurai did it again and said everything. Nice.
Pretty strange that most comp players here think alike…

As i observed in the last matches i have played,
medics are not even played enough to get a push with a lot of revives going.
So nerfing them would be a bad idea. Here are my thoughts about the classes before the recent patch.

You are forcing me to do that.
My machine is an “old”
AMD Phenom II X4 945 Quadcore with 3.0 GHz, 8 GB RAM and a NVIDIA GTX 460.
Battlefield 3 on low details gives me stable 70-80 FPS, that pretty ok for a slow paced game.
But here in DB…

/edit: BTW WHERE ARE MY CROSSHAIR OPTIONS?!
I SWEAR I WILL DOWNLOAD A CHEAT FROM AA TO GET ONE INJECTED OR CONFIG CHEAT EVEN FURTHER!!!


(MrEd) #109

[QUOTE=OwNLY;453708]You are forcing me to do that.
My machine is an “old”
AMD Phenom II X4 945 Quadcore with 3.0 GHz, 8 GB RAM and a NVIDIA GTX 460.
Battlefield 3 on low details gives me stable 70-80 FPS, that pretty ok for a slow paced game.
But here in DB…[/QUOTE]

Yeah I understand, even with all that you’re only getting 57fps in that screenshot. Aside from jokes we are working on it and will continue to do so until we hit our minspec targets with a visual quality that’s acceptable too.


(Samurai.) #110

[QUOTE=OwNLY;453708]
/edit: BTW WHERE ARE MY CROSSHAIR OPTIONS?!
I SWEAR I WILL DOWNLOAD A CHEAT FROM AA TO GET ONE INJECTED OR CONFIG CHEAT EVEN FURTHER!!![/QUOTE]

Just for my sake im asking as i read this from a lot of your posts… what crosshair options are you requesting? The colour, dot or cross and the 3 set sizes seem adaquete to the majority of us here in the alpha at this stage, what more are you seeking?


(pulley) #111

I think OwNLY should really delete his config and try editing Ingame Settings. Im shure he will not notice a big FPS difference… Beside that the LEGO Settings dont at all effect the FPS…


(OwNLY) #112

Something like number 9, like full crosshair with gaps and a dot like when you jump, just static.





Or just a static CounterStrike crosshair…

My problem with the dots:
The small dot gives me pretty nice tracking aim,
but completely destroys my twitch aim because i lose it out of sight when aiming fast.
A bigger dot / full crosshairs gives me nice twitch,
but destroys my tracking because its fully covers the enemy.
Changes in the Crosshairalpha gives me the same effect.
/edit:
the 2nd most fun in DB i had with a pencil-drawn crosshair on my screen
the most fun/best stats/accuracy i had with no crosshair at all… :rolleyes:

Nice to hear that, but i hope you understand i won´t play the game that much.
And i don´t want to spend my money on a new Machine when i can wait a few months (Battlefield 4),
then the prices will be a lot better.


(Anti) #113

We definitely want to add more options to the crosshairs as we go, it’s just not top priority right now.


(OwNLY) #114

Is there no chance to edit them on my own?

The only things i really need in a game are good FPS and proper aimsights/crosshairs.
Lucky me…


(rapid_shot) #115

Maybe I’m not understanding when the weapon momentum arm sway would occur, but this option doesn’t seem to do anything. What am I missing here?


(en2ie) #116

Not played in a while, but I like this patch.

Good:
the white ring around the grenades
grenade damage
hud has way less clutter (although icons seem huge)
death ghosts look nice
the rimlighting helps alot
atmosphere on camden
helicopter landing on camden (and the end of level flyaway - nice touch!)
bullet trails from ev mg (not sure if these were there last patch, but I like them)

Bad:

Not played enough to comment on the rest, but keep up the good work SD!


(sammi3q) #117

Hate being at a place with terrible download speed. i’m at .3mbps


(Dthy) #118

This patch feels nice, alot smoother. Liking the simplistic Hud now aswell.


(Ashog) #119

Totally loved the patch.

Especially nerfing rambo medic and bringing nades to the normal level. For those who love XP I noticed that medic XP grows like on drugs if being a busy bee reviving and tossing medkits (what you should do as medic), I suspect the same for FieldOps too but haven’t tried it yet. Regarding nades, I’d advice to Anti not to make any hurried conclusions on them, as some people (especially on the SD floor :wink:) may be experiencing a short contrast shock between the patches - give a bit time to get used to new nades and really test it. I haven’t observed any significant rise in nade kills yesterday.

I also like sniper changes very much. He was really useful again for example in both attack and defense on Waterloo. For our gather team yesterday it was really necessary to use more tactical command/spotting to direct our sniper to neutralize the enemy sniper. He is a real danger now and it became a real necessity to keep an eye on him and deal with him asap, else he would halve the defenses/attack in no time. Really loved the importance now dedicated to him. By this buff you wanted to boost his KpM but you also achieved boosting his tactical importance.

The icons and objective indicators are very useful and blend better into the scenery. I haven’t noticed the icons for medipacks/ammopacks like someone mentioned above but really looking forward to check em.

I am not totally convinced about removing the second gate on Waterloo though - I think it had a certain tactical potential and brought diversity to the game. Oh well.

The endscreen stats are a good touch but one needs to be able to override the scrolling of slides in order to manually go to a preferred slide of stats using one of the buttons above.

What a bit disappointed me was that one needs to press Z in order to activate IFFs with nametags for players (even teammates), but from the posts above I saw that this is hugely under construction now, so let’s wait. I would prefer to see names of teammates and enemies at short range at all times, especially when incapped.

The biggest annoyance yesterday for me were the unfixed Camden steps. These almost invisible steps on the ground are just about everywhere and you always bump into them and this stops your movement. You have to jump in order to proceed forward. In certain cases (like in left defense bunker on 1st stage) it can cost you life as you peek out from the bunker to the tracks and try to backpedal into the bunker again under fire - you stop on such a step there and die because of that. But perhaps it belongs to another bug thread and maybe is even getting worked on.

As for clutter, I can’t comment on that since I use res of 1920x1080. I also can’t confirm on megaslow performance, even though I still use GTX285 GPU. My fps is usually between 60 and 130 on all low (meaning I can neither comment on ambient/graphical changes).

I must say that the server megalags and inability to ping/join EU servers at times is getting really troublesome. Several people have experienced it since months and especially yesterday, and it is unclear whether it’s Multiplay or our own routing/ISP.

Edit: saw that Camden collisions and server issues are on known issues list already.


(Hundopercent) #120

[QUOTE=Anti;453649]It’s not just Echo data that we use to balance the game, we have a number of ways of evaluating the game and its balance before making changes, these are:

[ul]
[li]Anecdotal player feedback (i.e. forums and IRC)[/li][li]Structured player feedback (i.e. surveys, Q&As)[/li][li]Observation of people playing[/li][li]Playing the game ourselves[/li][li]Echo stats[/li][li]Heat Maps[/li][/ul]

We consider all of these when we make changes.

In the case of the Medic it’s not just play time that has driven our changes, it’s just the most obvious example. As some of you have stated we’d expect to see more Medic action than other classes, but not to the extent shown above.

As we stated much earlier in the alpha DB’s Medics are supposed to fill a support role, not be the best soldier on the battlefield. Not only was the Medic being played more than we expected it to be but we’ve seen he’s clearly the best combat class right now, and players tend to focus on fighting with him rather than supporting their team.

Some examples prior to the patch:


These Kill per Minute rates for the main weapons of recent weeks put the Medics SMG as the second most effective weapon in the game, by quite a margin. Obviously MG1 and the Sniper Rifles need looking at too, but in fairness to Dazzler he can’t heal himself :smiley:

That higher kill rate could just be down to the Medic staying in the game longer due to his self-abuse of med packs :tongue: However accuracy and head shot % also show the Medic SMG as probably the best gun in the game.



Now average accuracy values like that could be heavily dependent on who is using which gun, especially in a small player pool like this, so they’re not super valuable. We do have more detailed charts though to investigate this further, that look at the distribution of accuracy for each player with a specific gun.

Distribution of Accuracy
Series 1 = SMG 1, Series 2 = AR 1


Distribution of Head shot %
Series 1 = SMG 1, Series 2 = AR 1


Here you can see that the average accuracy across all players is higher with the SMG than AR, as is the head shot percentage, albeit not by a lot. this means regardless of player skill or who the player is the SMG appears to be more accurate, before you even figure in its higher than average RoF.

In this case the combination of our own play, player feedback, observation and data suggested the combination of very good gun and Medics mostly self healing is why they’re so heavily played. The class isn’t doing what we wanted it to do and ultimately isn’t balanced well enough.

This is why we made the changes we did. As with all changes these are just a test at first, based on what we’d seen previously. We’ll now observe these changes, get more feedback and gather more data and in the end we’ll see what effect they have and if it’s right for DB.[/QUOTE]

So you have a high amount of comp players who play medics, probably some of the best shooters this game will see (some proven in the world) and you’re balancing the class from the stats of those players? Players that have over a 45% LG in Q3. You’re grabbing feedback from private IRC channels and forums from players that are far below average and using it to balance your game? People that have no understanding of balancing what so ever?

You should evaluate your decision making process as I find it a bit absurd, you can’t gather any accurate data with 40 - 50 people playing a fraction of a day. Of the 40 - 50, 25% are probably comp players which most people know is a grossly inflated representation compared to released games.

We’ll see how long this “test” goes. I find it somewhat appalling that you will force us to test things that don’t make sense, however, you won’t test things a majority of us would like to see implemented (ex. sprinting while reloading + specials + cooking nade.)


I’ll provide more feedback on the other changes when I can play a game on NA servers and on a map that is less painful than experiencing the holocaust first hand. Canary feels like you’re playing in a curved toilet paper roll.