So I’m just gonna say it.
Worst. Update. Ever.
Fine Tuning Update - Feb 2016
Instead of nerfing Mercs that players already payed for, u should try to fix the the game structures and prevent things like this from hapening… http://images.akamai.steamusercontent.com/ugc/548680779282968552/CAE3B0CEDE86C30E4FD5596943D711DE5F2FCFD7/
Hurray for hollow brick walls…
[quote=“Opicron;148516”][quote=“SirMurder;148267”][quote=“Opicron;148264”][quote=“Redcap;148255”]I was hoping for mouse control loss to be reintroduced to Thunder’s conc grenades and that the inconsistent flashbang effect would be trashed.
I’m really wondering who the people in SD are listening for some of these.[/quote]
Mouse movement should never be influenced imo[/quote]
@Opicron it should[/quote]
Explain to me why you think changing the mouse sensitivity is a good implementation? I am not talking about movement speed. Crosshair movement should never be influenced, being impaired e.g. walking slower or having an dizzy effect on screen, or blindness on screen is more than enough.
If someone knows their position and guesses the position of their enemy correct they should still be able to hit them with regular crosshair movement/sensitivity.
It makes absolutely no sense to adjust mouse sensitivity on crosshair movement while impaired. Messing with sensitivity in an shooter is a big no-no, aim should be consistent, muscle memory and all that etc. Luckily SD feels the same way.[/quote]
Because two of those effects are inconsistent and the third is overlapped by the second.
The movement speed effect when within the explosion of the conc grenade is hardly noticible, and unless out in the open (Where conc grenades shouldn’t be applied) there is no real reason to worry.
The blurred/grayed “dizzy” vision isn’t seen unless not blinded by the inconsistent flashbang effect which sometimes it blinds you if you’re facing it, sometimes not. sometimes it does so when not even facing it and sometimes it blinds when the grenade is a yellow pixel in the distance.
Unless Thunder’s conc grenade’s flashbang effect is tuned to be Dazzler’s old flashbangs where when hit there are no hud elements, more consistent Blinding, a max AOE for when it’s being faced so it doesn’t blind people facing it when it’s too far away, there is no point to even pick Thunder over Fragger.
With a merc who’s purpose is basically tossing a grenade in and following after.
The enemy player’s having any form of input on where they’re being shot at from, when they’re hitting someone and exactly where the enemy is since once they hit them the enemies healthbar appears over their heads. This is especially sill when we’re talking about the truck sized hitboxes of the slow moving, low damage dealing Thunder since he’s rendered pointless since a Frag can just be tossed in to kill the enemy players.
If loss of mouse control was added it would leave the enemy player vulnerable with the only way for them to align themselves to fight Thunder being their movement keys, giving Thunder the ability to outmaneuver them.
In short if a Merc’s whole ability is to leave me vulnerable it should be done in a way that it actually works. Especially when this merc has to be on par to a merc that can do the same and outright kill me with their ability and I’ve yet to be concussed by a Thunder that I haven’t killed right after because the moment I shoot at where the conc grenade came from I right away know where he is due to how easy conc grenades are to counter.
Losing control of one’s mouse control is the most effective way I’ve conc grenades work in games and since that would mean just a single character out of 25 can do it at 15 second interval I wouldn’t mind being stunned by them.
Spark’s revivr should not do damage, that’s bullshit.
It gives the revivr both offensive and defensive capabilities in CQC and long range.
Medics when attempting to revive fallen allies should be vulnerable while doing so. (Defib pads make mercs move slower and and remove any offensive capabilities other than the melee)
You must never been been around an Aura with a shotgun. She tears through mercs when in CQC against people trying to finish a downed player. I used to use her all the time before I found Sparks and played the back medic. As Aura with shotgun I could easily clear rooms and rescue the downed players with a full charge on defibs. If I am CQC with Revivr against an adequate Aura with shotgun, I am at a huge disadvantage. Heck even against a merc with a proper primary I am at a disadvantage due to the revivr DPS if you miss 1 shot.
Don’t get me wrong, I am fine with losing the damage from the weapon as long as they give back my ability to give an acceptable revive from afar. Right now, I don’t want to go in close due to lack of self defense and I don’t want to revive from afar because I don’t want to be more of a nuisance to my team by reviving with little health. I will probably just roll with Aura again until they change the revive mechanic back and I will still get high points on the board because I play my role effectively. That and Auras shotgun is a beast.
[quote=“Redcap;148876”]Because two of those effects are inconsistent and the third is overlapped by the second.
[/quote]
Ok, the current implementations are inconsistent. Your words not mine. Why should the devs not fix those first instead of adding another layer of effects/sens nerf?
[quote=“Redcap;148876”]
Unless Thunder’s conc grenade’s flashbang effect is tuned to be Dazzler’s old flashbangs where when hit there are no hud elements, more consistent Blinding, a max AOE for when it’s being faced so it doesn’t blind people facing it when it’s too far away, there is no point to even pick Thunder over Fragger.
In short if a Merc’s whole ability is to leave me vulnerable it should be done in a way that it actually works. Especially when this merc has to be on par to a merc that can do the same and outright kill me with their ability and I’ve yet to be concussed by a Thunder that I haven’t killed right after because the moment I shoot at where the conc grenade came from I right away know where he is due to how easy conc grenades are to counter.
Losing control of one’s mouse control is the most effective way I’ve conc grenades work in games and since that would mean just a single character out of 25 can do it at 15 second interval I wouldn’t mind being stunned by them.[/quote]
This is the key here I feel. Firstly any new or re-introduced effects should not be placed until current effects are consistent, so we can see where they work and base opinions on that. Secondly, as said Fragger can outright kill with his ability, so why Thunder’s speciality instead of hindering people at almost the same radius as fragnade kills, instead messing up with multitude of enemies over larger area
I feel that should be the way to go with Thunder’s ability, since it only creates an “opening” instead of dealing damage. It could be done by making one or more of his conc nade abilities hamper enemies over larger area instead of introducing new effects.
Yea, HUD visibility is absolute shite since it nullifies the idea of a flash completely. But mouse movement reduction could also be somewhat (agreed, not completely) made useless with sensitivity quickswitches. Best effects would be something that are consistent, and undeniable once under their influence.
Also now that we’re talking, I’m sad that more bounciness was not added to conc’s, they still feel flopping like a wet rice sack from walls. It’d be nice to bounce them off couple of walls i.e indoors in order to make them less avoidable (by looking away) in such enviroments, highering the skill ceiling too in using them.
Ok, I’ve noticed in many threads that not only is SD pissing off players and making us angry and conflicting with their ideas, they are tearing up this community with players arguing everywhere and conflicting each other.
I’m starting to understand why a lot of long time video game fans that commented on Dirty Bomb reviews whether on YouTube, articles, forums or what not, didn’t bother trying out Dirty Bomb is because they’ve experienced what Splash Damage does to their games and never have a happy ending.
[quote=“Xavien;149139”]Ok, I’ve noticed in many threads that not only is SD pissing off players and making us angry and conflicting with their ideas, they are tearing up this community with players arguing everywhere and conflicting each other.
I’m starting to understand why a lot of long time video game fans that commented on Dirty Bomb reviews whether on YouTube, articles, forums or what not, didn’t bother trying out Dirty Bomb is because they’ve experienced what Splash Damage does to their games and never have a happy ending.[/quote]
Enemy Territory was nice though.
[quote=“Xavien;149139”]Ok, I’ve noticed in many threads that not only is SD pissing off players and making us angry and conflicting with their ideas, they are tearing up this community with players arguing everywhere and conflicting each other.
I’m starting to understand why a lot of long time video game fans that commented on Dirty Bomb reviews whether on YouTube, articles, forums or what not, didn’t bother trying out Dirty Bomb is because they’ve experienced what Splash Damage does to their games and never have a happy ending.[/quote]
I really hope you’ll be wrong, @Xavien
Actually, even if I’m okish with last patch, I don’t know what to expect in future.
One thing that I really dislike is that, mostly, they only reply you back when you make compliments, or say you like something, a merc, a loadout, a map, whatever, here and/or on twitter, where I often write them.
But you almost never hear from them when yuo don’t like something.
This is, at least, what I’ve noticed because it happened to me.
The problem really has to do with SD overrelying on their statistics models to make balance changes without understanding the real reasons the stats are coming out the way they do. So they end up nerfing something that was just a side effect and was never nearly as OP or underpowereed as they think the statistics show to begin with.
@flease why do you think most youtubers act like everything that comes out is “great” and “not that bad” I really like this game but some of the choices being made are really questionable. If you question and argue that RnG in a competitive based game is weird they won’t notice you but say its nice and you appreciate it then senpai notices you
“plus she got 75% chance to randomly explode after throwing med pack” Okay, Im clearly laughing my arse off at the moment! Why did I have to read this!?!?!
Bad DEV’s! I am going to “use” feedback from normal players and numbers from pro players. Someone didn’t pay attention in Science class…
How the hell are you supposed to clear out campers with Nader if you have to get shot in order to do any damage to them? Nader feels fucking weak now.
Man, ever since I started playing this game has gotten worse and worse. I don’t think I’m going to keep playing.