People do it because teams can’t win without it, but this objectives are, for me, not fun anymore. The objective mode lost is soul with this update, I haven’t the impression to play to an objective mode, it’s like the capture of points in others FPS.
DIRTY BOMB UPDATE: Version 22519 - August 8th 2013
oh yeah, pls. Played today on the match FF server and it was real nice. no big teamkillings, just a couple of one.
okay here are my first impressions
That all players can plant/defuse/constructing is unplayable for competitions ( ask the players from the last draft…)
The “Turret” Engeneer has a very dark skin , you cant see him on some maps
The Movement is now “Awesome”!!! Big thx 4 that
Post processing is a Problem for some People with low pc`s this need a quick fix!
The new Characters are very good ( i like the invisible recon) and the fops has a nice weapon, the new medic is only just4fun (i think he is unplayable for competitions)
I WOULD LIKE TO SEE IN THE NEXT UPDATE.
Post Processing can be enable/disable
Game Launcher in a smaller Window plz
fixing the “Dark Skin Engeneer”
Grenades only for Soldier and Fops Classes
Only Soldier can plant!
Only Engeneer can defuse/constructing
Only Recon can use PDA/Hack or something
a better Server Browser with more Features
a better secondary weapon for Medics
okay thats my impressions…seeya
fzl
[QUOTE=fzl;461817]okay here are my first impressions
That all players can plant/defuse/constructing is unplayable for competitions ( ask the players from the last draft…)
The “Turret” Engeneer has a very dark skin , you cant see him on some maps
The Movement is now “Awesome”!!! Big thx 4 that
Post processing is a Problem for some People with low pc`s this need a quick fix!
The new Characters are very good ( i like the invisible recon) and the fops has a nice weapon, the new medic is only just4fun (i think he is unplayable for competitions)
I WOULD LIKE TO SEE IN THE NEXT UPDATE.
Post Processing can be enable/disable
Game Launcher in a smaller Window plz
fixing the “Dark Skin Engeneer”
Grenades only for Soldier and Fops Classes
Only Soldier can plant!
Only Engeneer can defuse/constructing
Only Recon can use PDA/Hack or something
a better Server Browser with more Features
a better secondary weapon for Medics
okay thats my impressions…seeya
fzl[/QUOTE]
Have you considered that the proficiencies for doing objectives (think speed) is just in initial testing? Once they are adjusted for balance then we’ll have a good idea of how the new system works. I’d imagine it’s a quick fix if it still doesn’t work out.
[QUOTE=fzl;461817]okay here are my first impressions
Only Recon can use PDA/Hack or something
[/QUOTE]
that wont work because of the pda objectives for Chapel and Victoria and you know how long they take to complete with just 1 person doing it
I tried TDM on whitechapel and quickly noticed you cannot walk up the steps. You have to jump up step by step pretty much, its very much in need of fixing. Also the outside area had weird shadows, at least on low settings. The design seemed okay.
I hope I got the map name right. Its the one with 2 c4 objectives last, not the night map.
As fzl talked about the planting/defusing of the last draft, I want to add to this point:
Planting:
Fastest planter should be the assault. The time he needs to arm his c4 is 100%. Every other class should need at least 50% more time than the assault to arm it.
Disarming
The main disarm mercs should be the engies. The disarm speed of the engie is 100%, other classes should need at least 50% more time to defuse
Repairing EV/Building side objective:
Engie should be the fastest repair/build guy in the team. The time he/she needs to repair the EV/build something should be 100%. Same here, other classes should need extra time, but I’m not sure how much time they should need more.
Hacking a console
Covie should be the main hacker. With hacking objectives I think mainly at the 2nd objective on Victoria. Hacking speed of Covie is 100%, the other classes should be slower by 33% - 50%.
Non class based objectives
Activating the switch at Camden or delivering the milkjugs are classless objectives. Therefore it’s ok, when every class has the same speed doing this objectives.
What do you guys think about the speed differences in general? How big should be the difference?
Just a thought about the new medic. I dont think that the new medic is useless for comp. Yesterday it happend a couple of times, all were killed but not gibbed and suddenly there was the medic again and stopped the planting because he was able to kill the planter. It’s not too overpowered because you can easily stop him from selfreviving with gibbing all the enemies. But if you dont do it, it’s annoying 
I demand a sixth class. THE OBJECTIVO !!!
Only the objectivo class can do objects but he/she can do it SUPERFAST.
Objectivo Special Abilities.
Objectivo 1 | Name: Sonic —> Runs fast like the wind and collects gamecoins while doing it.
Objectivo 2 | Name: Frogger —> Can take big leaps towards the objectives but has to watch for cars.
Objectivo 3 | Name: Lara Croft —> Can jump everywhere and climb everything while doing pew pew with her akimbo pistols to reach the obj.
Objectivo 4 | Name: Lemming —> Has instant respawn and is not afraid to die.
what about xp upgrades.
are some of these weapons accessible through more XP or from the beginning.
some have been referred to as specials which afaik need xp upgrades.
ev appears to stop even with escort. bug or intentional?
[QUOTE=Shifty.;461867]As fzl talked about the planting/defusing of the last draft, I want to add to this point:
Planting:
Fastest planter should be the assault. The time he needs to arm his c4 is 100%. Every other class should need at least 50% more time than the assault to arm it.
Disarming
The main disarm mercs should be the engies. The disarm speed of the engie is 100%, other classes should need at least 50% more time to defuse
Repairing EV/Building side objective:
Engie should be the fastest repair/build guy in the team. The time he/she needs to repair the EV/build something should be 100%. Same here, other classes should need extra time, but I’m not sure how much time they should need more.
Hacking a console
Covie should be the main hacker. With hacking objectives I think mainly at the 2nd objective on Victoria. Hacking speed of Covie is 100%, the other classes should be slower by 33% - 50%.
Non class based objectives
Activating the switch at Camden or delivering the milkjugs are classless objectives. Therefore it’s ok, when every class has the same speed doing this objectives.
What do you guys think about the speed differences in general? How big should be the difference?
Just a thought about the new medic. I dont think that the new medic is useless for comp. Yesterday it happend a couple of times, all were killed but not gibbed and suddenly there was the medic again and stopped the planting because he was able to kill the planter. It’s not too overpowered because you can easily stop him from selfreviving with gibbing all the enemies. But if you dont do it, it’s annoying :)[/QUOTE]
planting - as long as he can drop his c4 and come back to arm i really don’t mind what happens
disarming- needs to go back to 1 class, to much swarming onto the c4 to disarm
repairing - engy can make the ev work a max full speed, any other class that repairs it without a engy causes the ev to move slower ( a engy can come in at any time to complete the repair), at least that way someone will still play it
console hacking- its still pretty slow do you really want to have it so the long range class is on the front lines, as of now he doesn’t have a close range loadout. im okay with the hack objectives (victoria and chapel) being available for anyone
I have a bit of complain about the keybindings:
QA = QuickAbility
Fieldops with ammopacks:
QA1: airstrike
QA2: ammo pack
Medic with medpacks:
QA1: health pack
QA2: def
Can you move the “i give stuff to my teammates” ability on the same slot? Ammopack and medpack should be on the same QuickAbility.
Also, can we have a dedicated grenade button again? Even if it’s a special ability now, i would like to see a special grenade button. That’s how we played our games before. I don’t care if the ability is a heartbeat sensor, or molotov, or frag grenade, it’s should be on a separate “i throw stuff at people”. Although all the throwable stuff is on Quickability1, but since most games has a dedicated grenade button, it could help the learning curve.
On the proficiency thing I agree there should be a cap on the speed something can be done - simply make it so that the limit is two players. Say the most proficient class is the engineer and he can plant at 100% speed (not a typo the engineer should be the main objective class), with two engineers planting this would be done at 150% speed. For non-specialised classes I think 50% of the standard speed is fine, but again the limit would be two players, so two non-specialist players planting would acheive a speed of 75% - still lower than the single engineer but fast enough to be reasonable for the risk of having two players sat at the objective. A specialist and a non-specialist would acheive 125%.
On the general UI, I know there is work being done and I’m repeating myself but really would like some HUD to advise where fallen, ungibbed, teammates are at, same to a lesser extent with any player driven request ie. ‘I need ammo’. I’m not talking about a mini-map either - something simple, like say a Compass with dynamiclly scaled icons to allow us to determine distance.
My suggestion is to get rid of the agnostic objectives totally and leave this only to capturable spawns.
Create a possibility to use all five classes with certain (not unlimited) weapon loadouts.
Didn’t see anything about that in the release notes but it looks like you can now body-block the EV: when a defender is close to it, the hex above (where you normally see the number of attackers “pushing” it) turns red and cross-hatched.
[QUOTE=S0und_;461878]I have a bit of complain about the keybindings:
QA = QuickAbility
Fieldops with ammopacks:
QA1: airstrike
QA2: ammo pack
Medic with medpacks:
QA1: health pack
QA2: def
Can you move the “i give stuff to my teammates” ability on the same slot? Ammopack and medpack should be on the same QuickAbility.[/QUOTE]
+1 for that. Yesterday one of the new guys fried himself with a Molotov while trying to quick-deploy his ammo station and I have to admit I’ve wasted a few of these at first in similar conditions (but thankfully I wasn’t looking at my feet…). Pulling defibs in front of an injured but standing teammate is also a bit awkward :o
[QUOTE=montheponies;461880]On the proficiency thing I agree there should be a cap on the speed something can be done - simply make it so that the limit is two players. Say the most proficient class is the engineer and he can plant at 100% speed (not a typo the engineer should be the main objective class), with two engineers planting this would be done at 150% speed. For non-specialised classes I think 50% of the standard speed is fine, but again the limit would be two players, so two non-specialist players planting would acheive a speed of 75% - still lower than the single engineer but fast enough to be reasonable for the risk of having two players sat at the objective. A specialist and a non-specialist would acheive 125%.
On the general UI, I know there is work being done and I’m repeating myself but really would like some HUD to advise where fallen, ungibbed, teammates are at, same to a lesser extent with any player driven request ie. ‘I need ammo’. I’m not talking about a mini-map either - something simple, like say a Compass with dynamiclly scaled icons to allow us to determine distance.[/QUOTE]
Agree with most of that, except that I don’t mind if the C4 stays with the soldier (split things around a bit) and I’d like to see more drastic differences between specialist and non-specialist. Or maybe three separate levels. For instance Engie defuses at 100%, Soldier and FOps at 50% (they’ve been around explosives before), Medic and CovOps at 25% (what am I supposed to do with this thing?!?).
[QUOTE=Protekt1;461848]I tried TDM on whitechapel and quickly noticed you cannot walk up the steps. You have to jump up step by step pretty much, its very much in need of fixing. Also the outside area had weird shadows, at least on low settings. The design seemed okay.
I hope I got the map name right. Its the one with 2 c4 objectives last, not the night map.[/QUOTE]
I take it you meant TDM_Victoria? That map isn’t supposed to be available in this update, I’ve now removed it from the map rotation 
Now that I’ve tested the patch a fair bit, both public and in draft matches I must say that I feel that the change for classless objectives promotes lemmings-strategy while removing some of the depth of classic splash damage-gameplay. While it makes it easier for players that don’t want to change class it makes competitive play less interesting, in my opinion. However this might change when you start tampering with different plant/defuse/repair times for the classes.
If you intend to keep the agnostic objectives my suggestion would be to have that ruleset for the objective game mode while having the original design with class oriented objectives for stopwatch.
:stroggbanana:
I noticed some of the people saying the game is all about tdm are people who are playing the game wrong in the first place. Several maps this morning as soldier, I usually am fops, and I barely got any support. Some healing oocassionally, next to zero revives, and next to zero ammo. At one point on camden I was stuck with zero ammo cause a fops thought he was rambo (1 of the guys claiming its all about tdm). Well, nope, had zero ammo and the push was beaten.
The obj map name is waterloo not white chapel. I don’t recall the map name for tdm.