Played for the first time today, haven’t managed to figure out what I think yet. My first experience was very muddled, I remember stepping into ETQW very easily, but that could have been because I’d been following press releases and had already memorized all the classes before i first played it. ETQW maps were also very easy to navigate because all you had to do was step on something high and look where you were going and you could see everything. Very few long lines of sight in DB.
Actually, thats a thought. Despite being in unfamiliar maps I was able to navigate using the objective markers very easily compared to Brink. Maybe I just didn’t use Brink’s HUD and navigation proplerly (meaning I never tried to use it at all) but I had terrible trouble knowing where I needed to be and what to do in that game. In DB I was always able to find my way to the objective or even plan ahead and guess at what would be a flanking route. I was rarely wrong.
I liked the gunplay. I never lost faith in hipfiring and have been spraying and praying in every game since ETQW. In the Battlefield series I would rarely score kills but it would often cause enough suppression that it would allow me to move safely between cover. In DB suddenly my “covering” fire was scoring kills again. Felt both weird and good, but you’re going to have to communicate somehow to new players that hipfiring is effective. There will be so much rage at “lucky” shots.
Didn’t notice the direction change acceleration thing this time, but did notice that acceleration in general is pretty slow. The player character seems huge and I kept shouldering doorways/stairs and losing all my momentum.
I could say that I had no idea which class was which or their special abilities, but that would be my fault for not watching the tutorial video. I worked out there were skinny enemies and fat ones and the guy with the hat.
I had no idea if my grenades were hitting or not. I quite liked them though, a low fast and bouncy throw.
Is there good head damage? Felt like there was. Good reward for headshooting. Needs its own hitsound though.
I had a lot of trouble telling if stationary guns and the tank had a machinegunner in them. Friendly/enemy sentry identification was difficult too. Enemy sentries need some kind spin-up cue that is unique to dangerous turrets (and no, not big flashing letters warning me of lockon). Maybe give turrets a laser aiming device to show where they’re coming from?
This is long enough for now I guess.