DIRTY BOMB UPDATE: Version 21216


(Hundopercent) #121

[QUOTE=Anti;453671]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.[/QUOTE]

Isn’t most of the 5v5 play half comp half peon? How can you get any accurate numbers from that? There is no way man…


(BomBaKlaK) #122

Yep reloading + Sprint is really needed, I rage every time about all this slow down stuff, especially this one


(INF3RN0) #123

Imo they should balance the weapons with a series of aimbot tests in full strafe. Then from there take into account class abilities. Other factors aside from the weapons are obviously in play during a game, but as long as the weapons are functional statistically outside of the game then of course players aren’t reflecting their maximum potential.

I doubt we will see the game really pushed to its limits until CBT/OBT when the most current top esports players/teams play the game; which hopefully they will be interested in actually playing.


(maxxxxlol) #124

Now that we have the bomb markings on the ground can we get c4 like it was in rtcw/et. Throw it down and arm with pliers. Multiple people make the arming quicker. Kills immersion with your whole character being taken over.

I know the HUD is not finished. But having **** in the middle of the screen will always suck. We have the objective in the top left now. If people need to see what they need to do put it all in the limbo menu. Make a better map, have the objectives on the map and when you click the objective it shows you a picture or something.

Was excited seeing the no sway option. Disappointed to see the characters still have Parkinsons. drawgun 0 please


(MrEd) #125

It adds a (purely visual) sway to the gun when turning. It’s a nice touch for adding weight to the animation but some people find it distracting.


(Kl3ppy) #126

Is there a way to move the notification when you carry the objective? Its annoying when its close to the crosshair. Or can I turn it of somehow?


(pulley) #127

Played a bit yesterday.

The Patch is nice, not much to complain about!

But 1 thing :slight_smile: I really dont like the Medic health regen now. It was a nice Idea to lower his ammo. For the next patch i would like to see him with even less ammo 1 Full Clip + half Clip or maybe only 1 Full clip but with instant health regen!

I really like playing FieldOps now. For me he is the most powerfull class atm! Medics and Soldiers dont really stand a change at infights!


(tokamak) #128

[QUOTE=pulley;453843]But 1 thing :slight_smile: I really dont like the Medic health regen now. It was a nice Idea to lower his ammo. For the next patch i would like to see him with even less ammo 1 Full Clip + half Clip or maybe only 1 Full clip but with instant health regen!
[/QUOTE]

That’s horrible. All the medic then needs is a cabinet or a field ops to turn him into a solo maniac again.


(pulley) #129

ya but thats how i think it should be. Medics are still able to rambo but also have to come back for ammo.
I think a offense push should start with a soldier or a FOP and the Medic as backup. So he is able to heal. You will only achieve this on a public server with limiting the Medic offense Power.
With the soldier and FOPs having the much better weapons SD are on a good way to make this happen!


(BomBaKlaK) #130

Nerfing the medics is not a so good idea.


(spookify) #131

You still need a squad of Medics not medic to keep a push.

Pubs are so much different and I dont think people are thinking what a good team and spots and stats can put together in this type of game…

The Crossfire is going to be so intense that its is going to be hard for even a team of medics to make a push…

Medics are key to a stopwatch game.

This brings me to this point if you are going to make medics so weak, not want to rev and not heal or be able to survives when rev’ing then whats the point in gibbing… If I know the other team only has 2 medics and rev’ing is hard I am not going to waste my bullets to gib (Which was the main thing in ET).

I think you should bring in a ET or RTCW map and compare game play with echo. I know for a fact that a lot of my friends would play this game a lot more or actually play it if there were some old school maps.

ET and RTCW medics have it right. Instant health packs and rev body shields and great rev needle hit boxes.


(Samurai.) #132

Personally from my perspective, the changes to medic were interesting.

In response to some of the suggestions of further lowering the medic ammo, i would say that is insane, take into account the rate of fire of an SMG and you want to give him 1 clip? basically killing the core of the game right there:

less medics = less revives/teamplay = less people alive all the time = more time idle for everyone (no revives) = less fun.
Although a lot of people hate the stereotypical “rambo” medic class you have to look at it from a different perspective. The ability to play “rambo” medic only occurs because there is a significant skill gap between the players on the server, when there is equal skill level (which occurs in comp) the “rambo” medic class fades away as it is not effective and you see the true benefit of the medic abilties (revives + med packs) playing the supporting role for the team as it is a necessity amongst equal skilled teams. This is why i disagree with most posts asking to nerf medic etc… really medic should be a strong core class that provides the backbones to each team, and therefore making him as effective as possible without being OP is a priority, but nerfing to avoid use should be avoided.

I like the increased ammo per clip to 40 for the SMG compared to previously 35… i don’t know if the overall ammo count changed at all? right now its at 80 for the SMG which feels about right if im honest, gives enough ammo to do some decent damage to the enemy team, but at the same time can be used up pretty quickly requiring ammo packs from the Field Ops.

I’m not a massive fan of the slower health regen for medic - i guess it is fairly effective but to be honest in general I just really dislike the entire heal over time for all classes when not receiving damage feature. Just feels like one of those dumbing down/simplifying gameplay elements, also reminds me a lot of COD whereby you take a ton of damage down to 1% health - blood all over the screen, intense heart beat sounds then you go hide for a while and your back up to full hp ready to role again, just detracts from the importance of individual firefights / allows certain classes to hold a room without support as they can just hide and come back when they need to, rather than rotate / communicate with the team to share out the resources. Like Spookify mentioned, i also prefer the previous systems of instant health packs.


(BomBaKlaK) #133

Lowering the ammo at the beginning yes ! I vote for it
But for the regen stuff … I have some big doubt.


(MrFunkyFunk) #134

Exactly.

The global health regen just negates the overall team contribution from every player imo (and even more from “less skilled” players).

Let’s have an example: Defender (n1) is a good obj player but not excellent at aiming. Attacker (n1) kills Defender (n1) and is left with 20hp.
In the current scheme of things, Attacker (n1) has the opportunity to just regen to full life rather quickly before coming across Defender (n2) who manages to lose his duel against him.
Had Attacker (n1) not got back to full life with the global regen, Defender (n2) could have benefited from his less lucky/skilled team mate fight result.
In the big picture Defender (n1) is just a guy who dies most of the time and gets frustrated a lot while Attacker (n1) can just keep running around the maps like nothing happened.

Currently the regen removes a large chunk of each individual player’s “war effort”. It feels like a cheap way to compensate a team lack of support and encouraging bad habbits by giving everyone a chance to go solo.


(RasteRayzeR) #135

[QUOTE=MrFunkyFunk;453877]Exactly.

The global health regen just negates the overall team contribution from every player imo (and even more from “less skilled” players).

Let’s have an example: Defender (n1) is a good obj player but not excellent at aiming. Attacker (n1) kills Defender (n1) and is left with 20hp.
In the current scheme of things, Attacker (n1) has the opportunity to just regen to full life rather quickly before coming across Defender (n2) who manages to lose his duel against him.
Had Attacker (n1) not got back to full life with the global regen, Defender (n2) could have benefited from his less lucky/skilled team mate fight result.
In the big picture Defender (n1) is just a guy who dies most of the time and gets frustrated a lot while Attacker (n1) can just keep running around the maps like nothing happened.

Currently the regen removes a large chunk of each individual player’s “war effort”. It feels like a cheap way to compensate a team lack of support and give everyone a chance to go solo.[/QUOTE]

I’m Defender (n1), and I approve this message


(OwNLY) #136

so, “rambo” medics are not wanted,
but we will get a medic that can perform a self-revive?


(.N.E.R.D.) #137

Besides the whole medic discussion I just wanted to say that the third eye cam doesn’t work at all like this. Please make it like it was before. thx :wink:


(BomBaKlaK) #138

[QUOTE=MrFunkyFunk;453877]Exactly.

The global health regen just negates the overall team contribution from every player imo (and even more from “less skilled” players).

Let’s have an example: Defender (n1) is a good obj player but not excellent at aiming. Attacker (n1) kills Defender (n1) and is left with 20hp.
In the current scheme of things, Attacker (n1) has the opportunity to just regen to full life rather quickly before coming across Defender (n2) who manages to lose his duel against him.
Had Attacker (n1) not got back to full life with the global regen, Defender (n2) could have benefited from his less lucky/skilled team mate fight result.
In the big picture Defender (n1) is just a guy who dies most of the time and gets frustrated a lot while Attacker (n1) can just keep running around the maps like nothing happened.

Currently the regen removes a large chunk of each individual player’s “war effort”. It feels like a cheap way to compensate a team lack of support and encouraging bad habbits by giving everyone a chance to go solo.[/QUOTE]

yep nice explanation !
I have some trouble with the new settings, it does not motivate me to play a bit more.
Still nothing on WoW effect side for the moment.

Gun play is a bit better but if you minimize the hit box, then tighten the spread a bit can be a nice adjustment.


(ImageOmega) #139

[QUOTE=MrFunkyFunk;453877]Exactly.

The global health regen just negates the overall team contribution from every player imo (and even more from “less skilled” players).

Let’s have an example: Defender (n1) is a good obj player but not excellent at aiming. Attacker (n1) kills Defender (n1) and is left with 20hp.
In the current scheme of things, Attacker (n1) has the opportunity to just regen to full life rather quickly before coming across Defender (n2) who manages to lose his duel against him.
Had Attacker (n1) not got back to full life with the global regen, Defender (n2) could have benefited from his less lucky/skilled team mate fight result.
In the big picture Defender (n1) is just a guy who dies most of the time and gets frustrated a lot while Attacker (n1) can just keep running around the maps like nothing happened.

Currently the regen removes a large chunk of each individual player’s “war effort”. It feels like a cheap way to compensate a team lack of support and encouraging bad habbits by giving everyone a chance to go solo.[/QUOTE]

I agree with this remove global health regen proposition.


(INF3RN0) #140

The global HP regen triggers much too quickly for the most part. From a very realistic stand point I don’t think the regen is a game breaking feature as long as it triggers much later than it does currently. In the past you just respawn for full HP and run back. Since we still don’t have a spawn timer we can’t really know if the regen is actually better than if someone was to catch the following spawn wave. The HP regen kick in needs to be equal to the time of 2 spawn waves and then the time it would take to run back to the obj zone I feel. The reason that it has to be a less attractive choice than simply respawning is because you maintain your position on the obj and can make a significant difference in the outcome because you are still active on the field.

I personally feel like the regen is still too early, but of course this is an issue that people are so keen to criticize without analyzing the alternative that might actually become more of an “annoyance” once we get a spawn timer. In the end it would end up being a problem with map travel distances being too short or the spawn waves being too short. So if the regen has indeed been balanced to be less attractive than respawning, then the problem is else where and… gibe spawn timer already ploz.