Initial thoughts


(Kendle) #1

Looks like a lot of you have been here for a while, as someone who only got the alpha last night here’s my initial thoughts, for what they’re worth.

Gun play

I tend to judge games initially by some vague concept of how it feels to just move around the map shooting people. If the “shooting” aspect of a first-person-shooter doesn’t work for me, then the game as a whole isn’t going to regardless of whatever other goodies it contains.

I’m pleased to say the basic shooting mechanics seem pretty good, although I only played Engineer, with whatever gun the Engie gets.

Personally I’d prefer more damage, or a higher ROF, but I suspect I’d be going against the flow on that one, as most of you lot are probably ex-ET. Accuracy seemed good, but I found full auto from the hip was a bit too good, as in too good to bother with anything else. Again, I can hear the ET players gearing up to have a go at me, but if you can crouch / burst fire / iron-sight then there should be some reward for doing so. I suspect there is, but it’s so slight as to be hardly noticeable.

I’d particularly like burst firing to be positively rewarded. In RTCW / ET the guns had an expanding cone of fire, whereby the spread would increase (from practically nothing up to a maximum value) the longer you held your finger down on the fire button. It would then decrease (though not immediately) when you released the fire button. By tapping the fire button you could maintain a decency level of accuracy. I don’t know if that’s the case in DB, but it seemed to me that burst fire gave little additional benefit over just jamming your finger down on the fire button.

Movement

Movement feels OK, a lot better than Brink, but that’s not saying much tbh. I felt movement speed was OK, but I’d like some kind of strafe-jumping. I saw a few people bunny hopping (not the same thing) but there seemed little benefit in doing that either. I’d love a new game to play where some movement mechanics were specifically provided that made getting from A to B a skill to be learned in itself. Not sure if falling damage is a little too high, jumping off a car roof or a 6ft high wall seems to result in damage?

Game play

Pretty hard to argue with a map that feels so much like Goldrush! For competitive play however I’d suggest the EV is too slow. The first thing the ET comp scene did was increase the Tank movement speed by 50% on Goldrush (and Fueldump when it was still played). Not sure if it was ETPro that enabled this, or if it was a standard ET cvar, but the EV could do with being a bit quicker IMO.

I’d like to reserve judgment on map balance until a few 5-v-5 / 6-v-6 scrims have been played, but this Echo system you’re using seems like a great way to figure out where the bottlenecks are and smooth out the objectives.

Other stuff

I felt my FPS was a bit jumpy, I felt a certain amount of input lag at times, I spent a bit of time adjusting mouse sensitivity but it still felt a little “off”, but this could be more to do with the fact it’s an alpha. I need more game time to get a better feel for it. Overall the game looks very promising indeed. :slight_smile:


(maxxxxlol) #2

Burst firing and using ADS do make a big difference.

Agree with your comments on movement and the EV.


(INF3RN0) #3

Hip fire vs Iron sight is dramatically different. Here’s a thread for some references http://forums.warchest.com/showthread.php/34254-DB-V15404-Weapon-Stats-(By-INF3RN0-Evil-Doer-Valdez) .


(Kendle) #4

Very nice, good work inf3rno. Obviously I need to play more, I just felt last night I did better with good ol’ spray ‘n’ pray most of the time :slight_smile:


(INF3RN0) #5

That’s because spray and pray pays off more than bursting. This why there’s an alpha though, so that we can help get things in order. I personally prefer the ETQW model for weapon mechanics, but if bursting is going to be part of the game it needs to be altered in order to actually pay off. I forsee some more dramatic spread reduction as a result of bursting in the near patch future…


(Mustang) #6

Yea, in that I suck hard at trying to hit anything without a crosshair, red dot or reflex sight. :smiley:

Really don’t want to get the Tipp-Ex out, so I hope weapon attachments will be an option in the future.


(Kendle) #7

I would very much hope bursting is part of this game, it certainly was a big part of RTCW gun-play, and something that got lost in ET (and therefore presumably never made it to ET:QW, tho I never really played ET:QW so couldn’t say).

I would certainly like to get back to RTCW’s gun-play, and from your stats it looks like the TTK in RTCW was way faster than anything that came after, which I guess is also why I liked it more. :wink:


(Anti) #8

First impressions are as important as those you have after playing for a bit, as these ‘gut feel’ responses are usually enough to either make or break a game for a lot of players. It’s really important we get that right, as well as the long term balance, to ensure we have a good solid number of players in the community.


(tokamak) #9

W:ET has very noticeable bullet tracers which really helps players to understand the behaviour of the guns faster.


(DarkangelUK) #10

AFAIK the bullet tracers were purely visual aesthetics and didn’t really give any indication of how the guns fired or their spread etc.


(potty200) #11

Fairly easy to shoot I must say. Only thing so far that bugs me are the hitsounds. are there plans in place to improove these?


(DarkangelUK) #12

The hitsounds are just place holders at the moment, there will be better ones added in the future.


(potty200) #13

Thought that would be the case, happy so far without much moaning to do yet!


(Seiniyta) #14

Just bought the game, I was really on the fence between this and Crysis 3 but I guess my love for W:ET/QW and a lesser extent Brink pulled me over. downloading as I type this


(EnderWiggin.DA.) #15

[QUOTE=Kendle;423140]
I would certainly like to get back to RTCW’s gun-play, and from your stats it looks like the TTK in RTCW was way faster than anything that came after, which I guess is also why I liked it more. ;)[/QUOTE]
Inferno’s numbers don’t take spread into account as I think the spread in RTCW was pretty damn high. In ETPRO you could set up a server with ET spread and RTCW ROF. It wasn’t any fun. People insta-died. Not saying RTCW stats weren’t fun, just explaining Inferno’s table.
SD just recently lowered damage by 15% I think. Maybe it was ROF too. It’s been one of the last 2-3 updates. I personally think it’s an improvement but I haven’t gotten to play much since Christmas.


(Mustang) #16

Crysis 3 multiplayer is nothing compared to DB, I bet it’s single player will be amazing and I’ll probably get it at some point, but not before logging several hundred hours in DB.

Long story short, I approve of your choice good sir and may the Tapir king grant you all of the winnings.


(Kendle) #17

It’s been a long time, and I have evidence to support it, but I was pretty sure the guns in RTCW and ET were basically the same (visuals and sound aside), and all SD did was make the MP40 and Thompson exact clones (they were slightly different in RTCW), reduce the body damage slightly (and the head damage effectively because the helmet took some of it for the 1st bullet), and the ROF.

The ROF as it happens also made a difference to spread, because there was more time between bullets for the spread to reduce, but otherwise the spread factor was the same.

Bani added “b_wolfrof” to ETPro some considerable time later, which simply put the ROF back to RTCW’s (and consequently the spread).

I know the ET scene rejected it, which I found amusing at the time because so many RTCW players panned ET in the early days for being a dumbed down version of the game, then when they had the chance to “un-dumb” it they didn’t take it!

But even so, closer to RTCW spread / ROF / damage etc. is ideally where I’d like to be. :slight_smile: