GERMANY VS UK (Date: Thursday 2nd May @ 19:00GMT)


(woll3) #61

[QUOTE=potty200;444178]
I will think about what was good/bad in thie game and leave some feedback later.[/QUOTE]

Yeah, takes some time to process the whole match, but the things that annoyed me most are the hitreg and London Bridge, idk why but i can pump 20 bullets(Edit: just for the record, with hitbeeps) into samu, he flicks around and i die instantly, but in the end i got the most accurate award twice. :confused: Also during the lags on camden it appeared to me like it was the complete opposite, its just a mysterium to me, imo it should be top priority to fix that, so we can make sure that the weapons are proper balanced, if that happens during the beta people will lose their interest and look to other Games. (Rekoil, SM or whatever) Not to mention that SD wants to deliver AAA Quality with a F2P Title, but i get carried away.

And tbh, London Bridge is just meh, the first objective is quite ok, the second stage is good until the part after catwalk, carryables were quite ok this time, last stage is also a bit awkward the only real good way imo is to push through the right side over the defender spawn into their backs, but its still better than the places around second barricade.

And i have one request, i would like to see a light soldier class, only equipped with the AR-15(or the MP5k) of the soldier, and maybe a machine pistol at most,
its really hard to do proper infights when you are this slow, not to mention that i could never lead the attack with his low sprint speed and overall it felt more like im here to give fire support with the mg and finish of weakened players.

Engineers Rifle is ok but it feels too much like a middlething without any strengths compared to SMGs high rof and the firepower of the Fops rifle.

Thats it for now, will probably add more things later/tomorrow.


(Samurai.) #62

hahaha, i think i needed those 20 bullets for my reaction time and awareness to kick in today, functioning on 3 hours sleep it was not a good time for me today, plenty of /facepalm moments :o

In regards to overall feedback a few things were obvious to me.

  1. Spawn waves and spawn times needed on the HUD - after the first spawn it is basically impossible to get some co-ordination going, need clear defined spawn waves, need it so that if you miss the time then you have to wait again rather than lye around and spawn whenever you feel like it and most definitely need a timer on the HUD for our own spawn times. Also prevented efficient class switching via respawning. This was the most obvious thing missing from the start.

  2. Clearly defined gibbing animations - knowing when a player is gibbed or not needs to be way more visually clear. There’s the “finish +25” label that pops up but really shouldn’t be the indicator, in QW this was not needed, it was easily visible by looking at the model whether they were gibbed or not. This easy recognition needs to be the same in DB.

  3. Medpacks - they really need an instant block of health as soon as you run over them. It gets very frantic at times where you have minimal cover and you need a very fast hp boost to peak out to revive a teammate/do obj or whatever. The problem with the regen is that it slows the game down as you have to take cover for way longer missing opportunities. Often you take the pack but are forced to peak out due to the circumstances but take minimal hp basically dieing instantly. I’d say the best solution to test would be a instant block of health + regen.

  4. Scoreboard - Need to hide enemy class icons. Makes it super easy to identify who are the objective roles, and therefore focus on who to take out the most right now. This should be something the enemy team has to work out and communicate rather than being given it on a plate.

  5. Soldiers and Recon play little useful roles right now. The current soldier role is just unpleasant to play, large slow character, the LMG weapon is very inaccurate which gets punished vs efficient/precision aimers playing the other classes. Recon just seems a little useless/generally weak in terms of a purpose to contribute and be a required role over the other classes. In public you can get away with it by hanging back and taking your time, in comp when you need to push forward and be aggressive at times it really is not an ideal class to role with. Class priority right now seems to be Medic > Fops > Engi > Soldier > recon.

  6. Carrying data cores is horrible. In a 5on5 situation you need all players to be able to contribute otherwise the balance turns into 5on4 as 1 attacker is carrying unable to contribute properly. We just need instant pick ups, able to play like normal (shooting/reloading/switching weapons etc) while carrying, and have instant returns upon walking over the core. The return time right now is a joke and the pickup time when the cores are in enemy locations is terrible, at no point should you be standing still in the middle of a room or environment trying to pickup/return. Really does not make for fun game play just incredibly frustrating at how exposed/vulnerable you are. Also prevents sneaky attempt’s to take it while people aren’t looking, or back raping a group focusing on the carrier and return it, these kinds of tactics should be rewarded not punished by standing still exposed drawing attention to yourself.

  7. Objective alerts should be turned off - whenever the attacking team interacts with the objective it should in no way alert the enemy team that the obj is being done other than a visual measure of the progress on the HUD. These audible alerts literally draw everyone’s attention away from what they are doing and focus on defending the obj, once again punishing stealthy play.

I can’t remember anymore points that came up but i guess this is a good start.


(Seanza) #63

Sam pretty much hit the nail on the head. I’d like to echo his points with my own words;

  • Spawntimes/wave - They are so irratic right now that it just takes away from the fact that this is an objective-based shooter. Feel like we’re just playing TDM all the time. Gets boring and repetitive after only a small period of time (perhaps this contributes to the poor numbers on in the evenings?)

  • Objective returning - The only time the objective was returned in tonight’s game (from what I witnessed at least) was when it timed out. I think we all died at one point trying to return the objective like sitting ducks.

  • Recon - This is a class I’d really like to get involved in but I just feel so worthless when I play it right now.

  • Soldier - I do think the soldier is a bit of a wasted class except for objective times though he can be quite usefull when wanting to bruteforce your way through a corridor :slight_smile:

  • Engineer - I find the engineers to have too many defensive attributes with the way the turrets are right now. Playing engineer on attack isn’t as rewarding as I feel it could be. Perhaps give them another grenade.

  • Scoreboard - Remove enemy class icons, remove enemy alive/dead status. I think this speaks for itself, we shouldn’t know their loadout and they shouldn’t know ours.


(montheponies) #64

Just a couple of additions;

  • lights, names and health should only be visible on friendly players. That alone should differentiate them from the ‘enemy’.
  • the EV is just a horrible mechanic. I can understand the view that it ensures the entire map is ‘played’, as you have a dynamic focal point, but it really does make for a ponderous game.
  • you need to add speclock. I never used comms throughout the games, but could have easily been calling out positions and for all I know the Germans where doing this :smiley:

Anyway, I reckon this was a technical win for team UK as Germany couldn’t field a full team… :stuck_out_tongue:


(potty200) #65

After giving it some thought here is some feedback from my point of view!

  • Spawn times: These seem so god damn random right now! WIth no timer is is impossible to know when to push and when to hold back. Felt like I only ever spawn with my team half a dozen times which made both attack and defending almost impossible. Spawn times on defence seem way too short as well. I find that too often defending players have got no fear and rambo out 5v1 at awful moments and when they get killed they almost spawn instantly.

  • London Bridge: By far the most disliked map so far it seems. I am not completely against it, however, I have decided what I DON’T like about it. The EV takes way too long to build/destroy. 5 nades and a 3-5 second build time would be far better! (in my eyes) The EV is also WAY TOO SLOW! The fact that without enemies it would take like 3 mins to take it around the map says enough for me. Cut the route down and make it faster! By cutting the route down I mean have it STOP on the bridge and have it shoot across to blow the center up. Maybe have a second vechal that can be built outside the datacore center to drive home! The other thing that annoys me about this map is the amount of routes and side rooms. Trying to call them out is a pain in the backside. “There is one in the room near their spawn but not the one downstairs its the one that leads to the barrier that isn’t the one with the windows that look across the plant spot” is one of the call outs I made last night. Needless to say, no one knew where I meant :\ But the amount of rooms and paths down!!!

Objectives: When I first heard you have to interact with them to pick them up I actually thought it’d be a good idea. However, with both interacting and not being able to shoot it’s just awful! I agree with the not being able to shoot but not the time it takes to pick up/return. Returning the obj is near impossible.

GIBS: With un-gibbed bodies can we have them doing an animation reachign for help like in ET? You can see who is alive and who isn’t then.

Ammo: Without going into this too much I feel if a player is gibber they should drop ammo. Not a full clip but the amount of bullets they had left in their gun… only if same sort of gun with the same sort of bullets as the other player. I wouldn’t want a heavy picking up 30 bullets for a mini gun from a medics gun! :smiley:

Recon: I see little next to no reason why anyone would pick this class right now. Not sure what would make the class more appealing but i’ll give it some more thought.

Names: Player names should be removed from the top of their head. It’s lovely to know that Mao is sitting in that bush over there not knowing I can see him but at the same time it’s a pain in the arse he knew I was in another one earlier on :stuck_out_tongue: Restrict to your team only I guess?

Medic Packs: I prefer the old style way more than the current. When trying to escape a situation there is no point using them to help you because your health stops going up the moment you take another hit :frowning:

Cannot think of anything else, though we spoke a lot on TS last night which helped us all decide a few things. Thanks for playing everyone! :slight_smile:


(Kendle) #66

Potty, agree with everything you said, apart from this :-

I think it would be impractical / pointless to make it so a player drops ammo only if the guy who killed him had the same gun. Only the same class has the same gun, and if all the classes were being used you’d hardly ever get ammo from anyone.

On publics I can even see players ignoring an enemy who’s planting / defusing a C4 or doing the objective because they need ammo and the guy doing the objective has the wrong sort of gun. It would give people a reason to be even less of a team-player.

If everyone dropped ammo suitable for anyone else’s gun we’d be back to where we were earlier in the Alpha, rambo Meds everywhere and F/Ops redundant.

As it happened in this match, a lot of the time, we had 4 Medics and 1 F/Ops (me), which is a bad indictment of class mix for a start, and you didn’t run out of ammo that much. If we needed more ammo as a team we should’ve had another F/Ops.


(Volcano) #67

[QUOTE=Kendle;444470]
If everyone dropped ammo suitable for anyone else’s gun we’d be back to where we were earlier in the Alpha, rambo Meds everywhere and F/Ops redundant.
.[/QUOTE]

this was a very **** time in the alpha glad it was changed so fops had more use


(Seanza) #68

If there is a good fops on your team, ammo isn’t too much of an issue. You did a great job of feeding my gun, Kendle. And no, that’s not a euphemism!


(rUBBEN) #69

We will try to get the french teams in the next few weeks :slight_smile:


(Seanza) #70

Magnifique!


(OwNLY) #71

[QUOTE=OwNLY;444118]Well, playing with what is practically a wallhack isn´t fun… neiter for me, nor for you^^


A red light that is crouched and not moving at the bombspot. A damn soldier must be planting the bomb.
In a match with TS, i could just safely stay behind the wall and announce the plant to my mates :tongue:


I really stopped playing the game because of this bug.
Feels like cheating, even if its just an alpha.[/QUOTE]

Quick Update:
I can activate the wallhack by pressing the button “F”, which gives me the message “Rendering Frozen” on the top left screen. Today i used it to switch it on and off.


(potty200) #72

Thats it, ownly is getting a 10 year clanbase ban. File a protest if you want but I have evidence now!


(OwNLY) #73

You are taking confidential information from an closed alpha under NDA and post it to someone on the outside?
Much fun :smiley:


(MrFunkyFunk) #74

[QUOTE=OwNLY;444597]You are taking confidential information from an closed alpha under NDA and post it so someone on the outside?
Much fun :D[/QUOTE]

AHAHAH Ownly 1 - 0 Potty


(potty200) #75

Oh ****, you beat me! I guess I will be waiting for the final release :frowning: