First impressions


(Kendle) #21

Oh, I said that already, oops :slight_smile:


(INF3RN0) #22

Are you suggesting DB should have 8 nades though? Maybe your forgetting that this isn’t RTCW. I’d be like ETQW had vehicles and it didn’t break the game #makesenseno?


(Kendle) #23

LOL, no, just having a laugh with myself. I find it amusing when people speculate that adding feature X would be bad, when a previous game had feature X and it wasn’t. Speculation is one thing, doing so in the face of evidence is another.

As far as 'nades are concerned, I’d say DB could do with more, it’d help the game flow, enable attackers to clear out entrenched defenders a little easier, make some of the meat-grinder objectives a bit less meat-grinder-ish. But not 8 of them. Maybe 2 per class and Soldier has 4, or an ammo pack includes an extra 'nade but each class can only carry one at a time?


(GENETX) #24

Indeed. And also remember that a nade makes you vulnerable when you time it. You cannot shoot at the same time. I’ve died countless times when priming a nade in ET… These things can be perfectly balanced imho and would also require opponents to take possition instead of group in one place all together, which is never good. 8 nades is not needed. 4? meh! 2 or maybe 3 is good imho. 1 isn’t enough.


(INF3RN0) #25

DB isn’t RTCW or ET imo. Perhaps if it was faster paced and had more open ended maps I wouldn’t care about the nades, but this would become an immediate problem in the current state of the game.


(MrFunkyFunk) #26

Now imagine WC with 4 or more nades. Can’t?
Imagine a pipe with a funnel on top. Throw nades in it.
This is how I imagine WC on a 16 slots pub with the cramped maps & current nade radius.

I don’t see it happening with the current design. At best 2 nades for other classes or a resupply option (I could vote for that).
The current maps don’t have real interesting cover objects imo, people (in pub or scrims) always stand on the same spots, you can just blindly throw nades above everything and get a strike.

Edit: sorry for hijacking your impressions thread.


(Protekt1) #27

If nades weren’t easy 1hk I could agree that the game could use more. When I first started in the alpha grenades were not that lethal. In fact, jumping when a nade exploded even if it was next to you wasn’t fatal. I actually liked that tbh. Now they are more powerful, more accurate, and a larger blast radius, I think having only 1 is fine. I think in its current powerful state, if you gave too many it would definitely hurt the game a lot imo.

I like that you only have 1 max. It makes it very important when you use the grenade. With 2 you know you can throw one off the bat because you will have one in reserve. This will lead to more luck based tosses. Because the risk is made up for the fact that you have another if necessary.

We don’t really know what all the ultimate abilities are going to be. Maybe the restock station (I think engineer gets) will replenish grenades making that a useful tool for both offense and defense (probably defense more than offense). I’ll explain that parenthetical briefly, I think it will benefit defense more than offense simply because most of the harder objectives don’t require engineers (several if not many benefit from having one though).


(GENETX) #28

Well, played yesterday with FoV of 90 instead of 110 and hitsounds disabled. Had the feeling that the shooting was a bit better yesterday. I even killed several times the way I expected them to be killed (TTK, aim). Furthermore, I really got more feeling that my 30FPS + Crappy notebook mouse really do have a lot of impact on my performance as well. It just isn’t smooth and indeed, several times I was really unable to follow in a dodgefight. Furthermore, when I got killed I also felt that the damage I had done was about right. So for now I will rest the shooting case until I can touch my GTX660 desktop and see how it goes with acceptable FPS.

Oh and lets rest the grenade stuff. That’s not what the topic is about. This is about my first experiences with the game towards the developers.


(Kl3ppy) #29

I have the same feeling, disabling Hitsounds and lowering FoV increased my aim and my killcount.


(rand0m) #30

Sorry but an extra nade from a certain class or an extra nade gained from an ammo pack, which makes sense, wouldn’t be game breaking at all. If anything it would help the current state of the game. Nades were an important part of the classic objective shooter game adding a level of extra gameplay and strategy and the option to choose a nade to help clear an area. It would make the defense think twice about stacking together and cause a sense of position needed as well as making the offense stay more spread out with attacks into certain areas with the chance that more nades are now on the battlefield. Your argument that more nades are game breaking has ZERO merit.


(warbie) #31

Nades gained from ammo packs would be well worth a try. Currently they don’t feel like part of DB - a one shot novelty that has little impact on overall gameplay.


(Protekt1) #32

There are better ways to replenish grenades than giving it to ammo packs. Giving it to ammo packs will just ensure a lot of nade spam imo.


(warbie) #33

Maybe. That wasn’t the case in RTCW. It will help make the FO more useful too.


(INF3RN0) #34

Hmmm… I’ve mentioned many times that I think engineer should provide grenade resupply to the team. I do however think that starting with 8 grenades or having the capacity for more than 2 is way too much. It would break the game, and I’d say most all of the players would agree with that… even strych I’m sure. I don’t want ammo packs to give nades because they already are important enough and would give the FOPS even more rambo incentive.

My personal view on nades is that they shouldn’t be super easy to kill with. I like them to require some amount of skill to use and not just simply cook time risk. It’s like a rocket launcher, you can call a point blank shot ‘skill’ just because you predicted someone was coming around the corner. When a certain weapon generates more consistently attainable kills than a rifle/pistol it is a turn off for me. I like grenades to be usually there for putting out some decent damage, which then needs to be followed up with gun fire to finish a kill. Once the nade radius is lowered a bit though, I think they will be in a decent place for the number of nades you get, but still if ‘resupply’ existed from a class I’d want it to cap at maybe 3 for soldier and 2 for most others; and probably have the class that provided resupply have their own separate ‘self supply meter’ that had a much longer c/d.


(Hundopercent) #35

True, but RtCW didn’t use a Pringle’s can as a map design template either. :slight_smile:


(Nail) #36

I thought RTCW and W:ET used figure 8 template, 2 paths to choke point 2 paths away


(BomBaKlaK) #37

mouhahahahahaha ! nice description :stuck_out_tongue:


(Nail) #38

but Pringles can ? carpenter’s ruler maybe, not round



(GENETX) #39

Time for an update about some gameplay elements now I’ve got some more experience with the game :slight_smile: This is a bit “What I would change to the game”. Might not be all good ideas or work out well. But hey, it’s an alpha! Time to test stuff :slight_smile: . So agree with me or not, I would like to test the following things and see if it improves the game.

Some points:

1. EV
The EV isn’t that bad, but can be improved imho. After about 1.5 week of playing I still feel the EV is just a bit too slow. Especially in White Chapel, tho it is not a problem, it has to be escorted like the complete time. With the current spawn system it is not really a problem to keep on pushing, but this is something to mind if the spawn system gets changed as suggested in the other thread.

Perhaps the speed should be increased a bit (bout 25%). Other options, which I’ve also seen mentioned, might be to repair the EV when it is not completely damaged. This will allow the team to keep on pushing. On the other side it might be destructable easier as well with airstrikes. Like in ET, a good airstrike should be able to bring the EV down at once! Compared to ET, it takes a very long time before the airstrike can be thrown again, so that shouldn’t be a problem? And also perhaps more grenades? Guess from a balance point of view, either the speed increase or the intermediate repair should be used. Perhaps with a bit less HP for the EV.

2. Grenades
I stick with the more grenades. As I see it now, 2 grenades should be fine with possible resupply from the fops. 1 grenade is just not enough, especially when you try to hold a room with a team and get revived over and over. Sometimes I rather just kill myself to get that grenade again instead of a revive. On the other side, the damage and range of a grenade should be lowered a bit to keep the balance. Adding more grenades to the game should balance good with the EV suggestions.

3. Spawning
There is already an other thread about it. I am not having that much problems with the current mechanism. I still see a lot people spawn in groups. But maybe ppl spawn to often. The 20s/30s from ET was good. Especially reviving gets more important. As stated in the other thread, it is hard to just clear spaces because the opponent is back in no-time! I would at least like to try the ET style spawning. It is an alpha, that means testing! If it is not a good idea, well then we have at least tested it. I really have the sense of feeling that a different spawn system has a lot of impact on the gameplay. So I’d suggest to try it and see what it does.

I am fine with the different spawn places tho. Makes it harder to spawnkill which is a good thing!

4. Revive and medpacks
Also stated various times, revives should have a shield. It won’t be the first time that I get revived and killed instantly. Like in ET (havent been looking on how it is now tho) revive should be 50% health. Then about 2s of shield to get cover. One can than decide to keep in cover to get health regen. In those 2s (or maybe add 1s extra, so 3s) one should not be able to shoot again. In ET after a revive you can shoot already. Sometimes not even move… This is not good imho and unfair to the opponent. So 2-3s after a revive is: get cover and not being able to shoot.

Medpack regen is too fast imho. With only one medpack, you are back on 100% in no time. This makes it easy to drop a ****load of medpacks and defend a room possibly. In ET you couldn’t drop too much medpacks and those only had 20hp. This ensures that a team cannot be revived completely in a short while when serious damage is done. My guess would be back to 50% health instant, than slower regen. About half regen compared to how it is now. Additional medpacks should then do about 25% regen. So 3 medpacks will bring you back to 100% in no time. Guess that would work better. With only one medpack this would again require to get cover first, regen some and than get back in action.

How it should be in my opinion. Get back to earth first by seeking cover after serious damage. People are way too fast back in action after a revive now. It should be way better than respawning, but also have a slight drawback to encourage not getting damage or die.

5. HUD
I know you are working on it looking at the roadmap. As I already said, objectives are not that good visible. First of all it should be clear what has to be done by a specific class. In Limbo I kinda miss the objective story as in ET. What order, where, how? For new maps its a good preparation to have this. Furthermore it is weird to show enemy classes in the scoreboard. You can easily adjust your tactic based on the enemies classes. I guess this should not be possible and only with soem more effort through the characters of the enemy.

Last but not least, I am missing the big map ingame, such as in ET using button G. I do this very often in ET to check out where my teammates hang out and what the status is of certain objectives. It also affects what I will be doing, escort the EV or plant a bomb and perhaps even which class I will spawn as. The ingame markers give some sense of idea, but no the exact position. Not even distance to objective for that matter. So a big map with all the info is essential to me for making tactics and decide what to do. So I’d recommend to bring back the big map when doing a HUD update.

6. Friendly Fire
Put it on :slight_smile: . Sometimes I just shoot around like a mad headless chicken on 25-30FPS in a room with a bunch of teammates and enemies. Not good! Teammares must be killable. At least if im right that FF is turned off right now.

For the rest: I really enjoy the alpha! Now I get a bit better, even on my GF 310M craptop, I really start to like it all. This game really is getting good. So keep up the good work coming up with new, innovative and creative great ideas! It doesn’t need to be something like ET to me. Still, these are the things I like to test.


(Kl3ppy) #40
  1. Points, you are right, pls fix/speed up the EV and make it repairable while driving. Make the EV to stop when its health is down to like 25-33% and let it start again when its repaired above 50%.

The only point I see different is the nade part. I believe it would be too spammy with more than 1 nade per class, soldier not included.

And the last point you mentioned, hell yes, turn FF on. Right now I dont care if a teammate is between me and the enemy, I just hold down the trigger and hope that the bullets are magic and go around/thru my friend without losing power :smiley: