Jank 2.0


(PixelTwitch) #1

So I did one of these threads a while back and I know that some of the issues I raised have since been sorted out to some degree. However, I would now like to put together this, my Jank 2.0 list. This list contains lots of small (sometimes tiny) issues that I find I keep running into when playing Dirty Bomb. Some of these are bugs, others may be simply design related. So let’s get right too it!

  1. [li]Stood up death animations that block bullets without reducing players gib health
    [/li][li]Phoenix weapon pull up time following “Healing Wave”
    [/li][li]Lack of acceleration / deceleration on EV movement
    [/li][li]MG collision box that blocks movement
    [/li][li]MG blocking damage from explosives
    [/li][li]Allow Naders nades to “Direct Hit” the MG nests
    [/li][li]EV blocking all throwables at an extended range
    [/li][li]Semi Automatic weapon fire rate bug
    [/li][li]Invisible collision effects Packs in certain sections
    [/li][li]Unreliable placement of turrets, ammo stations and heal stations (need to click multiple times even if blue, specially when turning)
    [/li][li]Placing down Artillery Strikes and Orbital Lasers is very unreliable (specially on Trainyard tracks and EVs)
    [/li][li]Unforgiving binary execution of long jumps (makes you jump vertically in the air and often results in death)
    [/li][li]Lack of inertia when landing from a jump makes it harder then it needs to be to chain together jumps.
    [/li][li]How ping currently effects throwables
    [/li][li]How ping has always effected jumps
    [/li][li]New spawn shield mechanic combined with spawn locations makes it feel like you can do no damage after spawns move forward.
    [/li][li]Exaggerated kill size of train crash on Trainyard final objective
    [/li][li]Standing still allows you to survive being hit by the Train
    [/li][li]Awkward delay in trying to grab a MG nest or get in/out of the EV with no way of canceling
    [/li][li]So many trick jumps still rely on jumping off invisible walls
    [/li][li]Time it takes to pull up card selection in lobbies is far to long (can only change around 1 merc in lobby before match starts.
    [/li][li]Current jump punishment when you ADS while in midair and cancel ADS before landing causes huge inconsistencies.
    [/li][li]You are still encouraged to jump spam when in close quarters
    [/li][li]Healing station setup time feels to long and unresponsive
    [/li][li]Healing station heal mechanic can be very frustrating to go up against at times
    [/li][li]Healing station placement is to easy to exploit (floating)
    [/li][li]Poor sound indicators on Turrets
    [/li][li]Poor sound indicators on Proxy Mines
    [/li][li]You cannot always see a Proxy mine leave Proxies hands
    [/li][li]Spawn timers is not synced with actual time until the next spawn
    [/li][li]Spawn time forgiveness buffer causes teams to be split on respawn
    [/li][li]Game lacks information on the secondary objectives on the HUD (have to get close to gate on Tranyard 1 to see if its opened or closed currently)
    [/li][li]Airstrike/Arty strikes audio is unreliably timed making it hard to react correctly
    [/li][li]Airstrike/Arty telegraph is not good enough
    [/li][li]Smoke could be displayed better when using the IR vision for Redeye
    [/li][li]Unreliable ammo station tick rate (especially enemy stations)
    [/li][li]Characters all stutter while moving, especially when changing their height (going up ramps)
    [/li][li]Revive shield phase not displayed to a good enough standard. Hard to know when gib ends and shield begins.
    [/li][li]Knife gibs seem unreliable due to range and angle.
    [/li][li]Downed players still fly and spin far to much.
    [/li][li]Game lacks information to where ammo and health is needed on a team.
    [/li][li]Trying to repair the EV on the edge of repair area throws up the “team mate repairing” message
    [/li][li]Many of the weapons are still not centered when in ADS mode.
    [/li][li]High friction on Naders nades make it far to easy to to place exactly where they need to be even at very long range.
    [/li][li]Lack of telegraph on a scoped sniper results in my frustrating deaths.
    [/li][li]Explosives feel unreliable (like enemy players are blocking damage for the rest of their team)
    [/li][li]Team mates can block bullets even when they are not visible on your screen (overlap)
    [/li][li]The EV keeps eating airstrike markers and while I suppose its realistic it feels clunky and inconsistent.
    [/li][li]Moving around the EV when its moving results in constantly getting stuck on the EV even when not touching it.
    [/li][li]Stop the EV from pushing players off it?
    [/li][li]Inconsistent that you can take damage from an exploding objective sometimes and not others.
    [/li][li]Takes to long for spread to settle after landing from a long jump or even from stopping a sprint.
    [/li][li]Many weapons block the center spot on shooting when in ADS making tracking more luck based then skill based.
    [/li][li]Random fps freezes that teleport you to where you would have been once the game recovers
    [/li][li]Players warp when lagging
    [/li][li]Huge advantage for some Mercs, weapons and abilities when at very high ping.
    [/li][li]No sound or good notification when a turret, health or heal station is in different stages of health (you stop firing yet its not destroyed)
    [/li][li]Integer based weapon damage fall off makes engaging people at varying ranges feel very inconsistent.
    [/li][li]Certain pistols meaning faster movement then certain melee weapons feels clunky and inconsistent.
    [/li][li]UI/UX generally feels very slow and clunky
    [/li][li]Crosshair is not centered on the screen still
    [/li][li]Orbital laser keeps getting stuck in certain sections of the maps
    [/li][li]Cannot select and trigger Phoenixes healing pulse via number key + left mouse button
    [/li][li]Poor collision work on the majority of maps/locations
    [/li][li]hard to always know what is above you when calling down strikes (underground, bridge and terminal the worst for this)
    [/li][li]Current team collision implementation is very bad indeed causing you to stutter like crazy when close to players.
    [/li][li]
    [/li][li]
    [/li][li]
    [/li]

I will continue to add more going forward, also, yes some of these are very subjective but overall I think you should be able to see what I am getting at. Inconsistency is my biggest frustration currently in Dirty Bomb.


(Beermachine) #2

Good list. A few points are quite subjective and down to personal preference but I generally agree with most (MG’s blocking pinpoint pineapples + nades being a personal bugbear, and should either be fixed or the MG graphics changed to include a frontal shield).

I’d add:

  • Switching to a weapon too quickly after using an ability can cancel that ability while also using up the CD timer (very noticeable with Phoenix, and may be what your referring to in point 2).
  • Poor directional sound in general, especially when elevation is involved.

(fubar) #3

I agree with almost everything said, but:

While this is somewhat true. I find you cancel a lot faster switching your weaponslot to get out of the MG.

  1. Healing station placement is to easy to exploit (floating)

Healing stations are very annoying in first place. Anything placed directly above you will heal you, anything placed directly below you wont. This is more of an inconsistency issue than exploit. There needs to be a decision whether healing will affect nothing but players level with the station or if it, should, indeed, heal in all directions.

  1. Spawn timers is not synced with actual time until the next spawn

Elaborate? Not sure what you’re referring too.

  1. Game lacks information on the secondary objectives on the HUD (have to get close to gate on Tranyard 1 to see if its opened or closed currently)

To me this falls more into the “game awareness” category, just as many other things shouldn’t be displayed on the HUDs currently.

  1. Unreliable ammo station tick rate (especially enemy stations)

I always thought this to be intended. Enemy ammo stations give you ammo at a lot slower rate than your teammates? Makes sense, sort of.

  1. Game lacks information to where ammo and health is needed on a team.

Again. Gameawareness/teamplay/communication, call it whatever you want. You have the means of using the voice binds even, which will indicate an icon above your head for whatever needs.

  1. High friction on Naders nades make it far to easy to to place exactly where they need to be even at very long range.

Elaborate? If anything Nader nades are very inconsistent. Nades will travel in different patterns when shot from the same position and angle without moving. As if the Grenade Launcher itself had spread, seems rather silly to me.

  1. Explosives feel unreliable (like enemy players are blocking damage for the rest of their team)

Unshakeable is a huge offender of that. So are any deployables or any object that can suffer explosive damage. I still can’t figure out if it’s intended or not, I’ve asked multiple times on this forum as well :frowning:

  1. Cannot select and trigger Phoenixes healing pulse via number key + left mouse button

You can. Re-check your binds, works perfectly fine for me.

  1. Current team collision implementation is very bad indeed causing you to stutter like crazy when close to players.

I… actually like it. The stutterness is mostly caused due to faster mercs bumping into slower, this is just a movement speed thing really, but the unit collision in itself is fine. I’ve seen much worse implementations over the years in various other games.

While you’re at it, please add different character model heights. I don’t mind speed, size, hitboxes etc all being different, but characters should share the same height. Feels utterly annoying having to aim way up/down to get your crosshair on head height while on level ground. Not to mention it ****s with hitboxes too, kira/sparks/aura all have an invisible hitbox above their heads, while parts of their face gets registered as body shots. Also hugely affects jumping. While all characters have the same “jump height”, the shorter ones can’t reach places your regular male sized models can, simply because the model itself is bigger. Consistency, please.

Also, obligatory. You must spread some Reputation around before giving it to PixelTwitch again.


(Violator) #4

Agree with pretty much everything on this list. The crouch-walljump mechanic is my worst niggle at the moment - http://forums.warchest.com/showthread.php/45809-Crouch-jump-a-bit-stuttery. This became an issue two patches ago.

34. Airstrike/Arty telegraph is not good enough
I don’t find the airstrike indicators to be a problem but arty definately is + Kira’s beam often makes no sound at all and you are instadead :(.