I agree that the shooting in this game is completely off. I am also with LeeStyle that I am finding myself wanting to load up Quake Live or Smite over Dirty Bomb, but that is also due to the small US player base that we can’t even seem to get organized for scheduled game times anymore. Things like this make it impossible to play, but more importantly, test.
Strifee is right on the money saying that shooting just does not feel satisfactory. I think this is something that QuakeLive really excels at. When I lock a LG onto someone and I hear those beeps, not only do I get the audio satisfactory that I am doing damage, but when I watch that person die I know I did do the damage I was suppose to do.
Valdez is right as well, when he talks about coming up behind two or three enemies and not being able to kill them even though you have the positional/tactical advantage. Experiencing this in game is extremely frustrating because when you see that you have position and SHOULD be able to kill al three you must actually hesitate and see if it is worthwhile for you to engage. I don’t want to engage and trade 2 kills for 1. I want to engage and kill all three and know that for that spawn wave length of time I did my job and really put my team up.
There is all this talk in other posts about “lemming” tactics, but that is exactly what this game encourages. It encourages teams to just throw their bodies against defenders/attackers and there is no real strategy because either the spawn times are too short and the enemy team is right back on the objective or the weapons are not lethal enough to pose enough of a threat to other team. Furthermore, players are not afraid to die because the spawn times are so short. They’re right back into the fight…with full health and ammo, so it is almost as if dying did themselves as service.
Finally, Kendle is right that higher damage and shorter TTK is what is going to reward players of all varieties. Newer players will feel good because they were able to get a kill or actually felt like they did some damage. “Veteran” players will feel as if they are rewarded for being skilled. Telling a new player that he"ll “get it” as his tracking skill improves is the biggest cop out of addressing the problem that I’ve ever seen. If we were playing any other game and you told me that something with the game was not working for you, I’d offer you an alternative gun or class to suit your needs. This is not the case with Dirty Bomb because the problem is in the CORE MECHANICS.
So, while I appreciate all the fancy additions and messing with objective pick up mechanics as a test this just leaves a big hole in the game. If you have a hole in a wall and you cover it with a bad ass poster, you still have a hole in the wall… The structural integrity is not there. That is how I feel about deployable turrets and ninja sticky mines being introduced. I am not rehashing that tired subject, but more so, I am saying that the heart of the problem is not being addressed. Almost, every thread I post in now I either mention something about the bullet spread, hit registration, or base movement speed (jump height included).
I am just hoping that something changes for the better…drastically better. Btw, I do know that you guys fixed the delay in strafing and worked towards decreasing acceleration and that is great. But, we’re just slowly fixing a problem instead of just doing what the game needs. Hell, we’re in alpha right? We can test things? Let’s test THESE things out…PLEASE. If I’m wrong and everyone hates it I’ll go ahead and hang up my hat. The game has so much potential and so many “old school” gamers clamoring for the possibility of what it has to offer. Anti, I even went so far as to inform you what non-alpha players are saying (in line with what I just said and they haven’t played the game), but the thing is they are all from faster paced games that do these things right. Also, take a look at the “Introduce Yourself” thread in this forum…same types of gamers coming from the same faster paced games that do these things right.
I hope things improve and at some point one of these threads is convincing enough to let us test these things out.