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!
- [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.
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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.
