Hello guys! I like Dirty Bomb (the game itself a lot, but i have one issue: it’s okay that you don’t want to change anything about the shotguns like no range or spread but it’s the worst case, when you have jumping fletcher, aura or especially proxy in the game and they hit you even while jumping.
I would like to make the suggestion that the aim decreases and the spread increases, the more you jump.
Jumping
Spread already increases when you jump. I’m not sure what you mean by “aim decreases.”
[quote=“warmKeyboard;32305”]Hello guys! I like Dirty Bomb (the game itself a lot, but i have one issue: it’s okay that you don’t want to change anything about the shotguns like no range or spread but it’s the worst case, when you have jumping fletcher, aura or especially proxy in the game and they hit you even while jumping.
I would like to make the suggestion that the aim decreases and the spread increases, the more you jump.[/quote]
Spread already increases a lot if you jump and fire mid-air. After your second jump you also take a movement penalty. However, Fletcher’s sticky accuracy isn’t diminished by jumping so it’s in his best interest to hop like mad as it potentially lowers his personal TTK as it’s harder to hit consistent headshots. In the case of Proxy and Aura you mean “shotguns”. Shotguns do have a spread penalty but the issue is when a shotgun user is near you and they hop like mad while shooting that penalty doesn’t matter a ton since they are pretty close…which is the range shotguns are pretty good.
So what you want is already in the game. However, Fletcher doesn’t lose accuracy much like Nader doesn’t lose accuracy when jumping/firing specials (along with other merc specials) and shotguns simply being a close range gun where the penalty for jumping doesn’t matter a ton.
Fletcher is fine IMO. The biggest thing to stop a Fletcher player is don’t chase a Fletcher player and try to make them waste stickies (and remember to count in your head). As for the shotguns I would not mind them getting a much larger penalty when fired in the air than they do now…like a massive penalty. People could still jump like normal but they would simply have to wait to land to fire like every other gun in the game.
Please no spread increase. Lack of spread was one of the many reasons I loved dirty bomb.
You know SIPS is very important in making or breaking some games right? Battlefield 1 is going to be great with its interesting and new SIPS for LMGs, SMGs, rifles, etc.
Battlefront had relatively little to no SIPS and because of that they had to lower TTK because the guns would always be accurate, there’s a reason the game still doesn’t have a competitive scene.
Albeit I think it could be handled better in Dirtybomb if time was spent to figure it out but for now lets focus on Summer Squash Pt 3 and releasing the game to the public.