Hello,
I think as the gunplay is already getting there (almost), we should discuss the remaining movent concerns in more detail.
After the last patch I have been getting a distinct feeling that, out of all games SD was involved in, DB starts to shape and resemble RTCW the most which is actually a good thing, regarding the map layouts. Plus, I personally have always been missing RTCW badly.
The main thing that doesn’t let me yet tell that, “hey, this feels as good as RTCW!” is still the movement. In my opinion, this has to do with strafing and jumping mechanics of DB.
The first thing is the jump button interrupting the sprint. Try to sprint and jump at the same time - you will pravtically stop your forward or side movement to the walking speed when in the air. This is drastically reducing the capability of dodging the bullets, dancing and evading the line of fire when suddenly caught unaware (from side or behind, at close to medium range). It is less of a problem at long range because one can still strafe around to disrupt enemy aim, but at close range it is crucial to have the lateral movement in two dimensions and at speed which is higher than the normal walking speed.
The same concerns the strafe speed and accelleration. As mentioned by many before, it is currently too low to afford proper evasion maneuvers, that could save your life when caught unaware and that could reduce the WSFKF game CoD’ish effect (who sees first, kills first). Now, some devs mentoned that this is so because during internal tests it was noticed that it was very hard to hit anyone doing the fast strafe when it was still enabled, but I think this has to be tested on a larger scale, so that people could decide if it’s hard enough or too much for them. Especially because the gunplay and other movement elements have just been tweaked quite substantially, so the total layout is now different.
Please write your thoughts here. This topic is very important (at least to me :)).
