Improvements to consistency


(CCP115) #1

All I ask is that maybe the devs could help some things be more consistent. Weapon damage and spread is an obvious one, that CS:GO is a prime example for.

But after playing for the first time in a week, I gotta say, some abilities are so off. Arty’s explosions? Half the time they don’t damage me, other times the explosion reaches way out of the visual indicator zone.

What are some other things that you guys want to see consisticised? (I am aware that isn’t a real word)


(Rjsto) #2

I feel the gun damage is lot more consistent than in CS, in CS you can sometimes hit so many bullets and deal like 50 damage, othertimes it take one shot to kill from full health. I don’t like it


(doxjq) #3

Arty’s air strike is designed to be weaker with a small radius, that’s why they have such a short cool down period.

The weapons are balanced fine I reckon. They’re all good within their respective ranges.

What I want to see is something we’ve been complaining about for months - Proxy mine collision. The mines stick to places they shouldn’t, and you can guarantee at least 1 or 2 mines every game you throw either vanish the second you throw them down or simply vanish randomly after 20+ seconds when no one has blown them up or trigger them. Some times if you return to the spot you’ve dropped them you can literally see them vanish in front of your own eyes lol.


(pumpkinmeerkat) #4

Dying from airstrikes when completely in cover is annoying and inconsistent. The train car objective on Trainyard is a good example of this.


(Occult) #5

proxy mines they ether

work normally
fall through the map
plant normally then vanish
stick to invisible floating objects
or vanish into thin air when tossed to high


(doxjq) #6

[quote=“Occult;138718”]proxy mines they ether

work normally
fall through the map
plant normally then vanish
stick to invisible floating objects
or vanish into thin air when tossed to high
[/quote]

this, this, this, and this. 100%


(gg2ez) #7

The correct words to use in the place of “consisticised” are “standardise” or “homogenise”.


(Supa) #8

AIMPUUUUUUUUUUUUUUUUUUUUUUNCH


(Sorotia) #9

Stoker’s Molotov, can throw it against walls or other objects and there are times where there is hardly any fire spread and a few times I’ve seen no fire at all after a toss.


(bontsa) #10

Geometry. I do get that it’s nice to see iron bars etc. on otherwise bare brick wall in order to make texture more appealable. What I do not get is why on Mother Gaia has this said iron bar, 10m up in the air where absolutely no mercenary can reach in order to “ninja in”, has to be made so grenades and other projectiles get stuck in it.

Same can be seen in clunkiness of calling Arty strike on Trainyard 1st and 2nd objective. Those rails are absolute bain in my very existence. Thankfully there are walls to call in the strike here and there… Ohwait, some walls suffer from the same inconsistency and clunkiness, like Execution map Dank Market for example, around the A site you can see those horizontal “grills” high on the wall. Needless to say projectiles can be stuck on those too.

Underground “curve” going from 1st objective to 2nd. Those pipes next to wall are most probably Vaseline’s eternal stash of heartbeat sensors, good bloody tough luck finding any from there. Since they can be sneaked underneath it, making the good counter of destroying them impossible.

Walljumping here and there. For example in Terminal 1st objective, after exiting luggage “tunnel” and attempting a jump on the small container box to the left. Dem damn wires above you must be made of lead since you will constantly bash your head on them denying the whole jump. (jump in example is possible from slightly different spot but the point stands)

I understand the visual effect of textures, somewhat rare are those who want full block-out state of any maps and I don’t think in the slightest we should go that direction. I think geometry should be polished out, made more consistent so stuff like rails in Trainyard are purely visual, but the collision of the ground is flat.


(bontsa) #11

One of the most important threads in terms of giving developers (through publishers) rough idea of what community would like to see in terms making the game feel more smooth, polished, consistent and fair a.k.a more enjoyable for both the first-timer and veteran since Open Beta launch.

And it dies out after ½ a page of replies? :< Welp, dem caseopening threads must roll on!


(YeOldeButtcheek) #12

If Splash Damage wants Dirty Bomb to be a Competitive FPS they need to remove any form of inconsistencies from small things to get stuck on, including abilities like Proxy mines, etc to weapons spread. Weapon spread needs to be more consistent to the point where the Grandeur’s spread is noticeable, this will add way more skill, rather than luck.
Sure it’s like CS:GO, but look where it is in the competitive scene.


(N8o) #13

Speaking of inconsistent, there is an invisible wall on Underground that my stick bombs get stuck on when I try to throw them into the hallways between Attacker spawn and the rest of the map on 1st objective :frowning:


(SiegeFace) #14

And other times it covers half the map… or it sucks you back in even though you anticipated it and ran away a few seconds before.


(SnakekillerX) #15

I hate how you can’t throw proxy mines over many walls/windows, yet you can shoot other projectiles through them.

Examples…

Trainyard’s secondary objective generator walls. (both on the first and second main objective parts of the map)
Terminal’s window mid map on the first main objective. (the one the MG has line of sight to)

There are many others instances as well. I see no reason a Fletcher’s sticky bomb should be allowed to pass through but not a land mine.


(Amerika) #16

Issues like that is why I want a Map SDK sooner rather than later. SD needs to simply zip up tools they use for scripting in their maps, zip up map assets, zip up modifiable versions of each released map so we can modify them or use them for examples and let the community go to town.

If that was done, within a couple of weeks, virtually every single geometry flaw or inconsistency would be fixed and within a month we’d have the start of some solid new maps created by the community. All that would be needed from SD is zipping up this stuff and then updating the DB client to allow firing up custom maps so that we can load them up and test locally (not on a server with multiple players). A huge amount of documentation isn’t required…we can figure it out.

I keep bringing this up and every single time it’s answered by SD they ALWAYS think I am talking about a full game SDK which would require a ton of work when all I want is a map SDK and a simple client change and it would take virtually no time or development effort on SD’s part.

P.S. The first freaking thing I would fix is the curb leading to the second objective on Terminal near all that luggage. I get caught on that even still. It’s a super minor thing but boy does it annoy me since it would be easy to fix. Harnessing the power of a talented and willing community is simply a wise move.


(Ardez1) #17

There is a car on terminal leading to the 2nd objectives that you can get stuck on if you try to jump up the hood. Car near it doesn’t have the issue and they use the same model. >.<

^ Agreed.


(RazielWarmonic) #18

Hmm, @Amerika, maybe @stayfreshshoe could shed some more light on that specific subject? I know it’s a hot one and it would be cool, but Shoe would know more about it than I.


(bontsa) #19

It does make me wonder what are the real reasons behind not releasing any kind of SDK, since wasn’t ET having full one pretty much right off the bat available? Times have changed sure, but I can’t see much negatives for a small dev team game to let the community join the polishing / content creating process.


(Amerika) #20

They have stated the “real” reason why there isn’t a full SDK for the game. It takes a lot of time to develop one for an individual game. Even one built with mostly stock UE3. And the documentation specifically can be a nightmare. There is also the issue that due to the way they have their monetary system setup you can’t simply setup or even buy your own server to deploy any mod you want. So spending all the time and money to develop a full SDK isn’t something they can do right now considering the game is still very much in heavy development. That makes sense.

However, a mapping SDK would be relatively easy to create and put out for people to mess around with unless there is something specific to DB that would make this harder than I believe (definitely possible). I might make a more formal request for this and post it in a few places to hopefully get some more traction.