Gameplay questions and general questions


(Izzy) #1

Hey guys,

I have a few questions that bother me a bit. Can someone answer them, or can someone draw the attention of someone who knows the answer?

  1. 15 sec. What’s the use of the 15 sec waiting period after you locked up your squad when you join a match in progress. I understand that the boring cinematic explaining the objective is to wait for everybody to load the map. But there, there is no need since we are already joining halfway.

  2. Spawn locations. When you blow up the first objective in underground for example, your spawn moves forward, around the first objective. Then, later on, it progresses again at the top of the second stairs. The thing is, I was in a team where we succeeded to keep the enemy in the first spawn. A smart thing would be that the spawn does not move while we can contain them and I kept the pressure there. Shortly after, their spawn moved, and they just spawned in our back!!! What’s the point of this? If you force them to spawn here, what’s the point of the first spawn location close to the first bomb location???

  3. WYSIWIRI. When I throw a nade or molotov through a window, if there are bars in the window, I feel like that the bars are at least twice the size of what they look like (their collision box at least). Am I the only one having this problem?

  4. Bug status advancement. Has someone tracked all bug status. I know that in each hotfix, they specify it, but can someone make a specific topic with all bugs they know but aren’t corrected yet? @NxA_Noxie @Faraleth
    For instance, every time there is a Redeye or Rhino on the map, I know I will hear the gloomy music or Gatling sound bug. it would be nice to know that these are under consideration, and that some other bugs are known and investigated. The bug section is quite crowded and it is not easy to check them all when reporting a bug.

  5. Why did they give back a safe spawn time to someone being rez. I mean, when a medic comes to me to rez me, and I feel like it is going to be pointless, I just press K. Now, when an ennemy is raised again, you don’t really know when you can shoot or not. Before you can, meanwhile he is being raised you can, right after you can’t, but after you can again. I find it frustrating, and anti strategic at most.

Thanks in advance guys. :slight_smile:


(neverplayseriou) #2

2). It’s just something you have to take into account, I believe 3 spawns after the first obj their spawn will move. So just know when you have to fall back.

3).That’s one of the major issues in this game for me, there’s a shit load of invisible barriers that just fuck you over, I once had a sticky stuck in mid air…


(Jostabeere) #3
  1. I have no idea. It annoys me too, but I just assume they need that time to load you on the actual server.

  2. If there would be no fixed spawns, a steamrolling team would keep the attackers in their first spawn without a chance to win even if they managed to blow-up one obj.

  3. Yeah, barriers. Should be fixed together with MG nests back in the days.

  4. Game developing ain’t that easy, and bugfixing ain’t that easy either. An I doubt bugs will get public, since there’s the fear of people abusing said bugs. Just be happy they’re fixing major ones pretty fast.


(Aazhyd) #4

The point is that you need to defend the next objective, not hang around the first one. It advances the game instead of making it a spawn camp fest. Good decision, I think.


(Frogteam) #5
  1. Like the others have stated, after a couple of spawn waves, the spawn gets moved forward. The longer distance the attackers need to travel gives the defenders a little extra time to set up defences during the first couple waves.

(Izzy) #6

The point is that you need to defend the next objective, not hang around the first one. It advances the game instead of making it a spawn camp fest. Good decision, I think.

[/quote]

Isn’t the best defense the attack. Get me right, I was nowhere near there spawn as I was still down the first stairs. Yet, you can make a defense there. Now, if there would be a spawn capture, that would make more sense. not necessarily as long as the one in terminal. Maybe more like a checkpoint. if attackers reach the check point and clear from all defenders.

I got my question back, btw.

  1. Why did they give back a safe spawn time to someone being rez. I mean, when a medic comes to me to rez me, and I feel like it is going to be pointless, I just press K. Now, when an ennemy is raised again, you don’t really know when you can shoot or not. Before you can, meanwhile he is being raised you can, right after you can’t, but after you can again. I find it frustrasting, and anti strategic at most.

I copy paste point 5 in the original post


(NxA_Noxie) #7

[quote=“Izzy;21110”]Hey guys,

I have a few questions that bother me a bit. Can someone answer them, or can someone draw the attention of someone who knows the answer?

  1. 15 sec. What’s the use of the 15 sec waiting period after you locked up your squad when you join a match in progress. I understand that the boring cinematic explaining the objective is to wait for everybody to load the map. But there, there is no need since we are already joining halfway.

I believe this is for syncing you to the game.

  1. WYSIWIRI. When I throw a nade or molotov through a window, if there are bars in the window, I feel like that the bars are at least twice the size of what they look like (their collision box at least). Am I the only one having this problem?

I know this has come up before. I’ll have to look into it.

  1. Bug status advancement. Has someone tracked all bug status. I know that in each hotfix, they specify it, but can someone make a specific topic with all bugs they know but aren’t corrected yet? @NxA_Noxie @Faraleth
    For instance, every time there is a Redeye or Rhino on the map, I know I will hear the gloomy music or Gatling sound bug. it would be nice to know that these are under consideration, and that some other bugs are known and investigated. The bug section is quite crowded and it is not easy to check them all when reporting a bug.


This is a good idea perhaps moderators and I can come up with something. @Faraleth @Amerika

Thanks in advance guys. :)[/quote]

~Noxie


(Amerika) #8

I’ve been toying with the idea of setting up a community ran bug instance (bugzilla or jira or something else) where people can enter bugs and we can sort of keep track of things as a community.

I tried to set this up a few weeks ago and then found out that my current host are jackasses when it comes to shell access.


(Ctrix) #9

I feel like I can never hit someone through rails, but Vasilli always hits me.
To me they feel like one-way mirrors. I can’t hit anyone, but I get clipped a lot. Only place they really matter though is on Chapel’s last objective. Which, the rails sorta give the attackers a bonus since the attackers can see the defenders but the defenders can barely hit them? So it’s fine?

Honestly rails shouldn’t have a hitbox at all or be replaced by solid textures.


(Amerika) #10

[quote=“Ctrix;121055”]I feel like I can never hit someone through rails, but Vasilli always hits me.
To me they feel like one-way mirrors. I can’t hit anyone, but I get clipped a lot. Only place they really matter though is on Chapel’s last objective. Which, the rails sorta give the attackers a bonus since the attackers can see the defenders but the defenders can barely hit them? So it’s fine?

Honestly rails shouldn’t have a hitbox at all or be replaced by solid textures.[/quote]

That’s actually a source of a lot of map issues and inconsistencies in DB. A lot of things that should be shown but not have hitboxes does. This is why there are grates in some floors that grenades can fall into or why on Terminal when rolling to the second objective you can get caught on a curb. And why some walls react differently than others when jumping off of them.

I’m not sure if that is a UE3 mapping issue or if it’s a map design issue. I don’t have a whole lot of proper UE3 mapping knowledge.


(Drcipres) #11
  1. Annoy you, that’s for sure
  2. I guess, if the attackers team is getting destroyed, atleast give them an advantage, so they got a chance to plant

(Aazhyd) #12

Ever tried throwing Stoker’s molotov out of a window? I did and burnt to death. Argh.


(Runeforce) #13

It’s so you can load in skins and models and communicate to other participants what you are bringing in so they can load it. It’s to prevent you and others from having funny blue men running around. So it’s more of a technical issue (and possible artistic/aesthetic).