Finalizing the Core Mechanics (weapons/movement).


(Kendle) #41

I can only reiterate that IMHO the gun-play is already at the extreme end of silliness and I vote for faster ROF and more damage, especially head-shot damage. Three bullets to the head is a nonsense IMHO. But I’m only one opinion, obviously, and it seems most people in the alpha are former ET / ET:QW players, so I appreciate I’m going against the grain on this one.

I only hope that once the dust settles we’re not left with a game that ONLY appeals to former ET / ET:QW players.

That’s my last word on the subject, I’ll only post again if I come across some specific balancing issues that I feel warrant it.


(Violator) #42

The ROF was insanely high when the alpha launched - I’m pretty happy with it now. Damage was also higher and it really was ‘who shoots or sees first wins’ - this is a lot less evident now. My main ‘gripe’ on weapons is that the engineer smg seems (in my hands at least) a lot more effective and easier to use than e.g. the soldier’s weapons, combined with the slower soldier movement speed (soldiers have slightly more HP but they will still die in 2 or 3 shots to the head).


(acQu) #43

This has only indirectly to do with weapon mechanics, but i think it has potential of clouding judgement, so it would be very high on my todo list for the next patch. Here is what i mean => http://forums.warchest.com/showthread.php/33908-Amount-of-bullets-fired-and-sounds-don-t-lign-up

Just a general note though, not directed to any replies here in this thread.


(Apples) #44

RoF and damages seems kinda good right now, the only thing I would like is the balance between weapons, as I said in a previous thread I dont feel like any automatic weapon is “unique” in term of RoF or DpS, and that takes back some depth off the game.


(Ashog) #45

Does soldier now really move slower? Never noticed that. Have to play more as it.


(INF3RN0) #46

Soldier definitely doesn’t feel as strong as it did previously. That said all other classes feel just as strong in comparison, so that’s not a bad thing.


(Shanks) #47

I have no issues with the rof or the spread. The major issue I have with the guns are the iron sights. On some guns they’re just too dark and you lose them in either the player you’re looking at or the scenery.

I agree with others on the jumping. Strafe jumping was just as much part of RtCW/ET as the shooting was. It’s a shame that these modern games don’t let you take advantage of the fact that it’s a game and not real life.

Also, I want my syringe back. And bad German accents.


(Dayton_Origin) #48

This is just a minor issue, but iron sights usually lower your aiming speed - it would be nice to have a seperate slider for that in the options menu. One for normal aiming and another one for aiming down the sights.

Regarding movement speed, general pacing, aiming and shooting mechanics I think DB handles these things extremely well at the moment. There is a very intuitive feel to running, crouching, jumping, shooting etc. Some shooters deliver the feeling of a delayed aim, as if your crosshair was being held back and refuses to do what you actually want it to do. DB delivers a good, very direct and fast aiming “experience” - I like that :slight_smile:


(Hundopercent) #49

I can’t comment on RoF, damage etc until the hit registration issues are mostly fixed. Right now can dump 20 - 25 bullets into someone before they go down making TTKs more inflated than normal.


(SpynEs) #50

heres what i have:

  1. very slightly reduce RoF, not every gun…ie. maybe not the machine pistol
  2. increase the damage of headshots (increase damage overall if RoF is lowered)
  3. increase the damage slightly so that u can remove the extra ammo
  4. reduce knife damage
  5. more class variance on guns (basicly saying nerf the medics ammo supply, different RoF, spread, ammo type)

with the above damage additions shotguns (upclose/intheface) and crossbows (upperbody shot) would also work as 1 shot kill weapons and make sense, also paving the way for noob tubes, masterkeys, tazers, plasma guns :smiley: – i would like to move a little more towards RTCW damage levels.

I think everybody would like a movement enhance like reducing the speed wall you hit when you are going fast! – part of it might be the vault you get when you sprint+jump it may be to much of a vault.

  • iron-sights, i would like a fov adjuster and sensitivity adjuster for it in controls or something
  • knock back / knock vertical from grenade
  • assault needs a better job (more tank? / smoke? / noob tube? / better mg?)

(Maca) #51

Yes, I like your ****


(BomBaKlaK) #52

agreed with this ! A parameter we can adjust or the both (FOV & sensivity) during iron-sight might be perfect !