Input from a brand new person to SD


(Hundopercent) #21

[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]

I don’t believe they’re going for realism that’s why you can take 4/5 to the face. The real issue is HS damage, overall accuracy, and moving forward shouldn’t triple your spread. But at this point I would hope everyone is aware of this since it’s mentioned in pretty much every thread that’s more than 2 pages long.


(Mustang) #22

Smaller hitboxes with too fast creep, too slow creep recovery and not enough bullets left after getting a kill to take on the next man.

I’m a big fan of long TTK’s, but also of taking down multiple players with a single clip and bullets going where I aim.

Not much we can do about hitboxes, or to be honest that we would want to, more accurate hitboxes is a step forward in my eyes.

I think the RoF and bullet damage might be alright now, but being skewed by out of sync audio, which should updated, and preferably in a way that makes it easy to keep “in time” with any future RoF adjustments.

So seems like the next thing to look at is creep, whilst moving (i.e. strafing) it is ridiculous and there is no benefit to burst firing because creep either starts too soon after starting to fire, or takes to long to recover after finishing firing.

Adjusting either of these will have the effect of encouraging bursting more, but with completely different feel.

I’d like to see a combination of both, i.e. increase the former and decrease the latter.

TLDR; Fix audio, reduce creep.


(tokamak) #23

You’re not going to convince a Rainbow player of that. :slight_smile:


(Hundopercent) #24

This isn’t Rainbow though.


(warbie) #25

^ thankfully.

Damage isn’t the problem. As others have said - it’s the lotto spread that kicks in just as firefights start to get interesting.


(RasteRayzeR) #26

[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]

Im gonna have to disagree, I regularly get killing sprees of 3-4 frags, and more with the sniper. And I’m far from being the best player here ^^ I guess it’s a question of habits, I played Quake III arena for a long time, I love the intense and quick fire :wink:


(nailzor) #27

He’s not trying to say anything, he IS saying that the gun mechanics need to be fixed.

[QUOTE=jopjop;439027]
You just have to keep at it… the game is more tracking based than relfex headshot based[/QUOTE]

What game are you playing?? If you can’t sit down and feel the need for improvements here then you need to wake up yo!

Right, it should not be something that is pulled off a couple of times a week, it should be something that can be pulled off by skilled players on demand - not based on luck.

Agreed.

[QUOTE=Kendle;439030]
They’re just going to play the game, decide the guns are broken, and stop playing the game.[/QUOTE]

Sad but true.


(Valdez) #28

we are talking about the smg’s / ar’s. I am also talking about taking down multiple enemies at the same time.


(RasteRayzeR) #29

smg’s are clearly harder to use, on that I agree … still can manage to get some good kills with them. I wish though that they sound louder and have a bit more damage :-/


(Dragonji) #30

Sounds a bit deterrent. This means you have better chances to survive while playing skinny engie girl and that you’re an easy target while playing soldier. It is a step forward indeed but in my eyes it’s too big revolution.

It is a step forward but if we want smaller hitboxes to actually work we need perfect hitreg. So damn big hitboxes in W:ET were just a recompensation (I hope it is a good word) for id Tech 3’s crappy netcode/hitreg.


(Ashog) #31

I think they wrote that her boxes are just somewhat lower, but the breadth (bulk) is same.


(pulley) #32

I would really love to see something like this:

Range Body Headshot
close 19 41
medium 9-18 15-41
Far 9 15

Why reduce the Headshot for far? Because atm you could use the LT Weapon as sniper with damage 41


(attack) #33

damage is fine accury is problem.


(Hundopercent) #34

Well it’s a combination of things. The hitboxes are too small for the spread of the weapons. If they want the guns to be this inaccurate they should inflate the hitboxes a little. If they want to have the small hitboxes than weapons need to be a bit more accurate. Either way, moving forward shouldn’t destroy your accuracy so much. You basically give defense an advantage because of that.


(Nail) #35

hit boxes the size of the target are correct, for me spread is ok for machine pistol and shotgun, haven’t been able to try others


(Valdez) #36

Yeah I definitely agree with strychzilla on this one, even though this guy has head lodged he is right a lot of the times.

Nail, no offense here but how often do you play the game? I never see you in server unless you are finding bugs (thank you for doing this).


(INF3RN0) #37

I’m hoping SD can explain exactly how they would like the weapons to function. I feel like there’s some sort of “weapon control mechanic” trying to be forced similarly to CS, however it’s not really working with other features. Some of the variables don’t actually compliment the system.

Weapon Control;
-Low RoF
-High Creep Spread
-Bursting/tapping
-Recoil

Tracking;
-RoF non-dependent
-Low Creep Spread
-Recoil non-dependent

You can’t have weapon control mechanics when the RoF is high, otherwise bodyshot+holdfire defeats headshots+tap/burst. I’ve played plenty of games with weapon control before, though I’m not sure how much I’d like it personally here. If it is meant to exist though, then it’s definitely the RoF that would need to change in order for it to work properly. If not, then it should follow the tracking model where RoF and Recoil become an added challenge to tracking vs a means of hitting what your aiming at. This is where I see the confusion in the system.

The downside of weapon control based weapons is that it slows down the pace of the game because it requires precise aim+positioning and more passive play to kill multiple targets at once. Tracking on the other hand maintains pace and allows for multiple targets to be killed more aggressively. Spread is the variable in that system that determines how difficult it is to hit a target, where in too much spread punishes everyone and too little spread punishes poor aim. Maybe both can co-exist? I’d rather have them be separate systems rather than combined though.


(jopjop) #38

Yeah I feel them but my point was if you come from a cod style game where you twitch and get one hs + bodyshot the guy is dead… and here well… you have to keep at it. There it is more important to shoot first hit something fast with enough accuracy rather than hit something accurately and be consistent (i.e track). I’m not saying there aren’t problems with the weapons and I think damage should be adjusted and they probably will be. The problems he mentioned I thought related to damage. He said he was hitting but wasn’t getting any kills so thought that he was lacking in tracking when the enemies started to fight back after being surprised firing HS’s and then like for all of us -> frustration. For me this sounds logical since the guns are equally crappy for everyone.


(Maca) #39

Yes, there is something odd about net code or hit registration or whatever, the hit beeps don’t seem to always line up with actual damage. Or, perhaps there is nothing wrong in those, but the main problem actually causes people to think that.
The main problem as has been said, is the combination of small hit boxes, fast movement, and creep spread. One of these three needs to be taken away (I vote for removing creep), because currently it’s hard to define what the TTK should be, because hitting is such a chore.


(luQx) #40

They may just want to gor for some new weapons with less spread, more damage, (more recoil ?) and lower rof. would love it.