Hey there,
After playing Dirty Bomb for some hours over a couple of days now, I’ve come to enjoy the fast pace, the variied laning, the chokepoints and how you can break them up and other elements that make for interesting map design. There is, though, a few things that irk me.
1.) Round surfaces seem to have boxed hitboxes.
Tubes and shaped concrete, bushes, etc. appear to be round or sloped, yet when trying to jump onto them, it feels like hitting a box and subsequently, sliding down the side of said box. It would be great if the hitboxes would adapt to the shape of the models, so you can just edge onto these rounded surfaces as one would assume from the visual representation.
2.) Banging up your toes quite often.
Some stairs, ground objections (especially debris after some scripted explosions) and the sides of ramps all cause me to bang my toes a lot. What I mean by that: You run towards a negliable elevation or ledge, and you either get stopped as if hitting a wall, or when you try to jump atop of those knee high elevations, you hit a wall and slide down, robbing you of momentum. It be great if these elements were more lenient and/or traversable - especially the debris and the ramps. Either a vaulting animation (You know the one, place hand on surface, vault over, gun hand goes up for balance) or a “hop” would help there.
3.) No ledge pulling, despite the heritage.
Now, DB is a spirit child of Brink, and without going to deep into Brink’s fate, one thing Brink did really well was movement. DB is missing the ledge pulling of Brink, and often, it feels inappropriate that our hardened mercs aren’t able to climb up a ledge that is reaching their nose, or that you cannot jump across a gap and get up like that. While I am aware that it would require a whole batch of animations and would challenge the level design(ers) with another layer of movement, I’d love to see this added. Hold space after a jump, connect with an eligible ledge, pull yourself up. Whee.
I am thoroughly enjoying long jumps, wall jumps, and the fluidity of the running, gunning, etc. Expanding on that, to make DB even more fluid across the board, would only help to increase that fun, in my opinion.
Thank you for your time. Feel free to discuss and/or call me a noob.