Input from a brand new person to SD


(Strifee) #1

I have never played any of your titles before, besides Brink for a very brief while. I came from Rogue Spear, then Rogue Spear:UO to CoD1, 2, and 4. For what it is worth here is the issue that I find with this game that seems to take the cake for me. I have to force myself to open the browser, yet I can’t make myself click to launch the game anymore.

It is very basic, I shoot people and hit beeps are going off everywhere, yet I feel like I am not hitting anything. It is almost like I have a BB gun. I was super excited to begin with, bought the 320$ pack, and wanted to jump in with both feet, but it is extremely painful and stressful. People compare this game to CoD and I strongly disagree. Whether you love or hate CoD, the simple fact is when you shoot people in the face it does real damage. I don’t know of anyone IRL or in a video game that should be able to take 3-4 shots in the face without dying. Other than that, the movement, graphics, layout, etc. seem to be great.

Just my 2 cents.


(Rex) #2

I’m not sure what you try to say, but if you’re looking for a non-skilled 1 headshot = kill game, than you’re wrong here.


(Valdez) #3

The guns feel underpowered to me also. Trying to take out multiple enemies is impossible in the current game. You can come behind 2-3 ppl and not be able to take out any of them, whether that is due to the low dmg per bullet or the spread reaching max creep too fast something is definitely not right.

Oh and also moving forward decreases the accuracy a substantial amount, this is a terrible feature if you ask me.


(jopjop) #4

There there lets not bully the new guy away.

[QUOTE=Strifee;439016]I have never played any of your titles before, besides Brink for a very brief while. I came from Rogue Spear, then Rogue Spear:UO to CoD1, 2, and 4. For what it is worth here is the issue that I find with this game that seems to take the cake for me. I have to force myself to open the browser, yet I can’t make myself click to launch the game anymore.

It is very basic, I shoot people and hit beeps are going off everywhere, yet I feel like I am not hitting anything. It is almost like I have a BB gun. I was super excited to begin with, bought the 320$ pack, and wanted to jump in with both feet, but it is extremely painful and stressful. People compare this game to CoD and I strongly disagree. Whether you love or hate CoD, the simple fact is when you shoot people in the face it does real damage. I don’t know of anyone IRL or in a video game that should be able to take 3-4 shots in the face without dying. Other than that, the movement, graphics, layout, etc. seem to be great.

Just my 2 cents.[/QUOTE]

You just have to keep at it… the game is more tracking based than relfex headshot based… If you keep on playing you will find your aim tracking improving and start getting really good feeling since every kill is “worth” more… you have to work for them. Also if you find this overwhelming you can try to start supporting team members with medic or just lemming objectives… it’s surprisingly rewarding when you help a teammate and simultaneously yourself to survive crappy situations. Start your personal medic service today!


(LeeStyle) #5

The netcode is awful, the bullet creep is also awful; when these two awful forces combine it propels me to load up League of Legends or Quake Live instead. Not to mention that there aren’t any active players in the US player base; hardly any desire to test or play at this point. Playing with 240 ping on UK server isn’t an option since they “fixed” the netcode so that high ping players didn’t have an “advantage” this “advantage” was having our bullets actually register. Now that that’s long gone so is the desire to play a shooter that doesn’t have any reason to shoot the guns when they won’t hit where my crosshair is pointed.


(Kendle) #6

I’m glad someone from another type of game has come here and said that, because I think this is a real issue, and I’ve said so before.

We can bleat all we like about tracking aim / low damage / long TTK > anything else, but the vast majority of players from other games aren’t going to care what other random people on the internet consider is skilled and what isn’t, and they’re not going to come to these forums so we can explain it to them.

They’re just going to play the game, decide the guns are broken, and stop playing the game.

Higher damage / shorter TTK might be painful for many to consider, but it’s what’s going to keep new players coming back, and SD fleecing them of their hard earned cash. :slight_smile:


(Ashog) #7

I also felt so a month ago. But this week I managed to pull it off a couple of times with a “weak” medic gun. Surprised you say so, you always kill me, meanie :slight_smile:


(Rex) #8

Wrong! It would be just yet another shooter with the same old story as we already know.
Don’t you think a new gameplay mechanic would be more appealing?
(Not to mention what the old SD fans would say…)


(Kendle) #9

Of course, that’ll get them to the download page, but then …


(LeeStyle) #10

Agreed, if appealing to the mass market is what they want then the majority of gamers are not going to be happy using an entire clip to finish one player unless they happen to be close enough or random enough to hit 4 headshots before the bullet creep goes crazy and you can’t land any shots the rest of the clip.


(Nail) #11

"(Not to mention what the old SD fans would say…) "

thay’d prolly say YAY hitscan weapons


(ImageOmega) #12

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.


(montheponies) #13

If you make TTK lower as a core mechanic then you’ll run straight into the balancing issue of how to differentiate the classes, which currently have dmg/rof as a major distinction.

Personally I’d have the majority of players with a standard SMG which does the same [higher] damage - so your chosen class doesnt artifically hobble you (like the current medic with his lower dmg smg) but that wont happen - so back round we go - increase the dmg/rof across the piece and suddenly the soldiers role as a damage dealer/absorber is reduced/negated.


(tokamak) #14

Fellow R6 fan here. Let’s just say that I’m really looking forward to more of your feedback :smiley:


(ImageOmega) #15

[QUOTE=montheponies;439046]If you make TTK lower as a core mechanic then you’ll run straight into the balancing issue of how to differentiate the classes, which currently have dmg/rof as a major distinction.

Personally I’d have the majority of players with a standard SMG which does the same [higher] damage - so your chosen class doesnt artifically hobble you (like the current medic with his lower dmg smg) but that wont happen - so back round we go - increase the dmg/rof across the piece and suddenly the soldiers role as a damage dealer/absorber is reduced/negated.[/QUOTE]

Wouldn’t you think that this would make the soldier more viable and much more of a threat than he currently is? Also, we could get rid of the artificial fix of increasing the soldier’s health as he would be a killing machine due to shorter TTK.


(Rex) #16

Dying should be always a punishment.

I can only agree with you.


(Ashog) #17

Except that it isn’t. I totally stand for it.

But I agree the mechanics are not yet polished, but they were much worse before last patch. Instead of trying to decrease TTK that like Rex said will render the game to nothing else than another shooter with instakills and op weapons, rewarding no tracking and movement skill, it is much better to concentrate on the more critical currently issues like mentioned spawntimes. They need to be increased and tuned, also travel distances. But it is going slowly into right direction, e.g. we got back spawnwaves now.

Regarding the whole clip needed to kill - after some testing with Valdez now, I must say that it is not literally correct - it takes in worst case (which is exactly timed duel start with two opponents looking at each other and ready to shoot which is not realistic in game) around 20-25 bullets for medic to kill another medic. However even this, I agree is too many bullets, not allowing to kill 3 people with a clip. But instead of messing with TTK which is currently imho totally fine and worked nicely in both W:ET and ET:QW, better tactic would be to decrease RoF but increase the HeadShot damage, so that the kill is awarded after 3-3.5 headshots, instead of current >4. This way one can keep the nice prolonged fights and also reward 1-clip multikills if one aims right
at heads.


(Dragonji) #18

Great post ImageOmega! I totally agree with you. Gunplay isn’t much fun ATM. Being not able to kill few players with 1 clip is a problem. This can be caused by smaller hitboxes than in prev games (combined with not perfect netcode) too and it feels like it was the truth. Could someone from SD confirm this? Do the hitboxes actually fit playermodels or are similar to W:ET for example?


(HUGE as f***)


(Ashog) #19

I think it was confirmed already, the hitboxes seem to fit the model, so are indeed smaller.


(k0k0nat) #20

[QUOTE=Valdez;439026]The guns feel underpowered to me also. Trying to take out multiple enemies is impossible in the current game. You can come behind 2-3 ppl and not be able to take out any of them, whether that is due to the low dmg per bullet or the spread reaching max creep too fast something is definitely not right.

Oh and also moving forward decreases the accuracy a substantial amount, this is a terrible feature if you ask me.[/QUOTE]

Totally agree at this point. The weapon dmg should be increased.