Fletcher Inflation


(refit) #1

Recently, I have been getting hammered by players with like 600 hours of GS:GO time logged. When this happens, I have to switch to Sky Hammer, just so that I can stay alive long enough to actually do something. With a support class, you just don’t have the firepower or health to take on a heavy played by a Red-Bull-swilling teenager with lightning reflects.

It’s not really fun to play now Bushwhacker as opponents just cut me down before I can even get a turret up. Teams are mostly Fraggers, Flatchers, and Nadders these days. They seem to run over turrets with ease. With Sparks there is nobody to revive, as opponents just gib everyone. Does anyone else see this happening?

It feels like DB is becoming a game of reflexes and aim. It seems like there once was more strategy, coordination, and planning involved.


(Mescman) #2

But… that’s not a bad thing, is it?


(Disquieted1) #3

DB, in my opinion, mixes Call of Duty’s shooting mechanics, Team Fortress 2’s Payload game mode (as well as ability mechanics) and CS:GO’s TTK into their game modes. This is all right in my eyes.

There’s a short TTK in Dirty bomb. Usually the one who hits the first shot wins, because of the damage per second of the weapons. This means that the one with the better aim wins. This is the skill aspect of the game.

The strategy part of the game is coordinating with other players to accomplish the objective. For example, if there’s an Aura Heal Station behind a wall, have a Nader bounce her grenades to eliminate it and push instead of going SMG Proxy.


(Faraleth) #4

It can happen - as the game grows, we will see more and more skilled players develop or enter into the game.

The game as it’s core is ENTIRELY about “reflex and aim”, because unlike a lot of other FPS these days, it’s all about firing from the hip - that means it has a more run-and-gun approach, again, requiring fast reflexes and good aim, much like the old twitch shooters (don’t forget, Splash Damage have previously made some of the best!).

It also sounds to me like you are playing Bushwhacker wrong if they are “cutting you down before you even get a turret up”, because 95% of the time, you aren’t going to want to place a turret while you are under fire - only if they are distracted and you have a strategic advantage to place one, else it will just die very quickly, and so will you.

If you need any tips and such, feel free to ask away. There are many people here who can help, and no one’s gonna criticise you for something you don’t know (well, they might do, but those people are idiots - nice people won’t). So yeah - just tag me @Faraleth if you need anything <3


(Resine) #5

If you cannot compete against other people in terms of individual skill, you will end-up dead, outplayed, no matter what kind of strategy you had i mind.


(Amerika) #6

[quote=“refit;17344”]Recently, I have been getting hammered by players with like 600 hours of GS:GO time logged. When this happens, I have to switch to Sky Hammer, just so that I can stay alive long enough to actually do something. With a support class, you just don’t have the firepower or health to take on a heavy played by a Red-Bull-swilling teenager with lightning reflects.

It’s not really fun to play now Bushwhacker as opponents just cut me down before I can even get a turret up. Teams are mostly Fraggers, Flatchers, and Nadders these days. They seem to run over turrets with ease. With Sparks there is nobody to revive, as opponents just gib everyone. Does anyone else see this happening?

It feels like DB is becoming a game of reflexes and aim. It seems like there once was more strategy, coordination, and planning involved. [/quote]

DB has always been the very definition of a game that requires a ton of reflexes, quick thought and pure aim. It’s in the game’s DNA due to it’s roots.

It sounds like you might be relying on your turret like a TF2 engineer as opposed to you being the primary means of engaging in combat.


(Fleshpound) #7

It is not like i am a good Fletcher(which comes for many Fletchers down here or just we do not like/have other engineers) prodably because i can throw a good sticky sometimes(that which stick to a enemy,not the floor).

Free rotation always are full of inflation of x mercs.


(refit) #8

But… that’s not a bad thing, is it?

[/quote]

We have a game that’s all reflexes and aim. It’s called Counter Strike.


(LANshark) #9

But… that’s not a bad thing, is it?

[/quote]

We have a game that’s all reflexes and aim. It’s called Counter Strike. [/quote]

I dont see the point here, all FPS’s use relexes and aim to some extent.
Are you saying all FPS games coppied CS?


(watsyurdeal) #10

If you want strategy, play smarter.

Never put your turrets up in a fight, they are best used when the enemy isn’t aware of where they are. Perfect ambushing tool.


(XavienX) #11

I think Dirty Bomb is a mixture of every game at it’s best and requires skill, planning and teamwork in different situations.
You’ll need to work on putting turrets behind stuff so that enemies run by and don’t see it than the turrets shoot them in the back.


(Disquieted1) #12

[quote=“refit;77945”]
We have a game that’s all reflexes and aim. It’s called Counter Strike. [/quote]

Counter Strike is one of the slower FPS’s in the market (similar to Arma 3 or Planetside 2 on downtime). It’s all about strategy and picking your fights in that game. In Dirty Bomb, it’s shoot or be shot.


(CCP115) #13

[quote=“Disquieted1;77990”][quote=“refit;77945”]
We have a game that’s all reflexes and aim. It’s called Counter Strike. [/quote]

Counter Strike is one of the slower FPS’s in the market (similar to Arma 3 or Planetside 2 on downtime). It’s all about strategy and picking your fights in that game. In Dirty Bomb, it’s shoot or be shot.[/quote]

It’s really slow, but the game’s gunfights last half a second tops. If you don’t fire first you’re dead, that’s what we mean by reflex and aim.


(JesseKomm) #14

One strategy I’ve seen Bushwhackers do, and has worked on me a few times, is they’ll set up a turret in an ambush position and then bait me out with some fire in the opposite direction, this way they get damage on me from both angles and it’s hard to counter that, even as a Rhino. The Lock On augment is your friend here, try new strategies, doesn’t necessarily need to be something you learn, make your own, it could turn out very useful!

Planning and coordination is absolutely still in the game, you can throw bodies at an objective all day but without that voice telling you how to go about it, it wont get anything done… problem is people tend to ignore that little voice. The one thing which peeves me off the most is while on defense seeing my team forget about the objective and just advance on the enemy. 9/10 times they sneak around and kill me(The only defender) and then win. One time on Bridge defense we were at the final stage protecting the room, our only medic was across the map with the healing station for their personal use not even killing the people which went back to capture.


(capriciousParsely) #15

Don’t use your turret as a primary weapon. Use it as a lure and then kill them with your primary. No other class bar Rhino uses their skills to kill enemies the majority of the time. The Sentry is there to occupy enemies, not to be a killer.


(refit) #16

My turret is useless if I get cut down by a Sky Hammer ten feet from my spawn. I can’t get a turret into position if the other team is composed of Naders, Fletchers, and Fraggers. Even a good Aura with a shotgun is a threat to a Bushwhacker. My concern is that people will just stop playing support classes and choose the heavies instead. We might as well start calling the game Fletcher Strike.


(Disquieted1) #17

[quote=“CCP115;78118”][quote=“Disquieted1;77990”][quote=“refit;77945”]
We have a game that’s all reflexes and aim. It’s called Counter Strike. [/quote]

Counter Strike is one of the slower FPS’s in the market (similar to Arma 3 or Planetside 2 on downtime). It’s all about strategy and picking your fights in that game. In Dirty Bomb, it’s shoot or be shot.[/quote]

It’s really slow, but the game’s gunfights last half a second tops. If you don’t fire first you’re dead, that’s what we mean by reflex and aim.[/quote]

Paraphrasing “steel,” formerly on the professional CS:GO scene.

In Counter Strike, when people ask me about having better aim they think of those insane flickshots but that’s not what aim is about. Aim in Counter Strike is about knowing angles, holding angles and shooting when someone’s there.

Back to my own words.

I have about 600 hours on CS:GO and got to DMG. In my last matches, gunfights were entirely dependent on angles and picking which angle to peek/hold. Crosshairs are placed and one click is one kill. That’s strategy and not reflexes/aim. Dirty Bomb is more dependent on that because players are constantly moving. Your aim has to be on point on multiple occasions to kill another player.


(Amerika) #18

DB aim has more in common with the Q3 lightning gun than it does CS. Except you don’t need to mess with truelightning or worry about leading when online.


(Jurmabones) #19

It’s not like the game being slower or taking less mechanical skill and reflexes would somehow increase the strategy and thought needed. It actually requires your thinking to be quicker and your strategy to be better because you have to account for the higher potential of actions directly due to higher mechanical requisite. It’s hard at first compared to most “modern” shooters but stick with it, you’ll get better.


(Funkmaster_Rick) #20

It sounds like you’re getting pwned, OP. Nearly all games under the FPS genre allow reflexes and precision to play a significant part in the skill ceiling. Dirty Bomb is, I believe, a FPS. I don’t know what else to tell you, mate - I do believe the appropriate phrase is “Git gud.”

Unless you’re just trolling - a possibility I won’t discard.