[QUOTE=Bitey;503787]@mustang
The thing is it’s always beneficial as long as there is a positive multiplier on critical hits. the difference between 2.0-2.5x makes no difference and I’d even be fine if it dropped into the 1.5-2.0x range. As long as there is a reward for attempting the shots with a potential payout of extra damage there is always a reason to shoot for the head. Extra damage and faster TTK is the reward of higher multipliers, the effort/skill required to capitalize on those benefits remains consistent regardless.[/QUOTE]
Sorry Bitey but i think you are wrong. The Benefits of a bigger HS multiplier is that it allows more Multi Kills. ATM for me it is hard to have a K/D over 3 on a really really low skilled server. It feels like i could easily knock out the complete team but i get to much damage in those 2 seconds lasting fights XD
I am not saying its not ok like it is because at the competition side the defenders atm are in favor. Increasing the HS multiplier would only make it even easier to defend
For example it was possible in RtCW to cover a narrow way with only 1 defender and he could manage to kill 2-3 people but thats just not possible in DB. Again you can’t compare both games but this was a nice thing, it felt good and was lovely to watch.
SD really have to find there own way. And its looks good atm! The match vs h. played nice. White Chapel Last Objecitve and Trainyard Last Objective played really good and felt intense. SD now has to focus on making setting a time easier for attackers!
For me all EV Objectives are broken. They are no fun. The defense can’t set up Positions it all feels random and like playing Public.
Dont wonna talk about waterloo with that broken forward spawn its not playable atm. But overall i like that map. You need good tax on the attacker side to knock out the better positioning of the defenders. Really nice!