Large Match Feedback ~ spooky style :-p


(spookify) #1

First off I’m at work so I will so the best I can with spelling and layout as I rush through this and ramble on. Please see Pix’s post which I am sure is coming and going to be full of bullet points, videos and bold words HAHA!

I will start from the beginning and the first thing I noticed with the large update, lighting… When I was selecting mercs I noticed they were all dark and undead looking… As I looked closer both in the menu and actually ingame as well all or most mercs had a greenish zombie look to them…

Bug:
#1) Knife is broke but everyone knows that now…
#2) MG Turret is still broke… Wouldnt let me on and after trying for a minute it did but then wouldnt let me off…
3#) Same use action works with the elevator button… Never know when the elevator will work or not…

I have been playing this game for what seem to be almost 2 years now and I still do NOT have the map names memorized… No really map sticks out to me and it feels like they all play the same… The objectives are very lack luster and I just feel like I am running in…

I will however give one suggestion to the map with the flood waters and escalators and elevator… Is it called terminal because it looks like an airport but then turns into a sewer lol super confusing… But anyway here’s my idea:

Keep the spawns the same to start out…
Keep the back open and dyno on the sides but cover the roof…
Instead of a timed person capture in the little building make it a spawn and recap flag… How it works:
First off there will need to be escalator gates that only axis can open from their side… Allies will spawn in that building and have to plant a dyno in the middle of the two gated escalators - which there is currently nothing except a big gray wall. (This will make for epic defuses and fights because axis can open the gates from their side and try for a defuse and recap of the flag… There is also that lower elevator that can be used to get on the other side of the plant.) (Play around with spawn point and stuff so axis at least have a chance to defuse and allies do not have a line of sight)

That was my map talk now onto game play:

I did get a chance to play in both a USA and a Euro server last night so I got both experiences… They were actually both very consistent but I did like the USA server better. Much smoother with a lower ping…

I did notice some of the “good” players from the last few patches seemed to be having a harder time and were less effective. That being said I did except a higher skill ceiling but in playing it really didnt move that much. Still a lot of spam and people just spraying bullets… Let me say this again the skill ceiling really did not move! This is because of the mercs and how truly unbalanced they are going up against one another… You get 3 mercs to pick from and you almost need to pick 3 mercs that can counter someone else’s 3… Its very frustrating at time because you know that player blows and you get 4 headshots and they still kill you with mid body shots…

You never get that feeling like WOW nice shot!!! Its like; waaaa and huh and how?

I do have to say that it does feel better then it did before however getting a rubber bullet feel now rather then just a miss feeling… I do not feel that headshots are rewarding enough and they really should be!

TTK seems a LOT faster!!! Is that what SD was going for?

Deaths seem more important now. It does feel like I was sitting in spawn a little while longer…

I am interested to see what SD does with balance moving forward… SD please ask us question on this… I feel its very close to something great there’s just a few things missing with balance and balance between mercs.

Lastly I will leave you with my thoughts on initial player movements…

Its no secret I am spooky and I love to backrage!! All the patches so far and especailly this one I have a very hard time with people that are crouched or standing still THEN getting up or moving only a few feet then moving back to their origianl location. Very small bursts of speed and very small movement actions… Almost like a small peek strafe and a pop out revive type action… Basically anytime standing still or camping then going into an action of some sort…

  • The first action or movement they do looks like they are going it in light speed to me. A quick get up and get back down “Crouch, strafe left, crouch right” looks like one motion… It is very hard for my eyes to follow and seems way to fast…

Again this is small actions in a small area starting from crouched or standing still. Those first movements I feel are too fast…

Thanks for reading this and I look forward to hearing your feedback on the patch and my feedback.

PS - my FPS this patch was 125 - 200 but wildly fluxuating… Thats better then the 75 to 200 but still odd…


(spookify) #2

Other notes:

I actually dont mind the Help-Up!

It takes sooo long that really doesnt effect the game…

The only thing I do not like about it is that: If a person is Helping -Up that a medic can not over ride it and insta revive…


(spookify) #3

[U][I]Quote Originally Posted by PROJ View Post
if anything the help up should be faster

it’s almost useless now, i’m not sure why teams have to be forced to run medics all the time

in before ET newbs with no sense of game design complain about it reducing viability of medics
Medics are very rare in DB so I think SD wanted to give an option to keep the game moving especially if they increase spawn times or do some sort of greater penalty.[/I][/U]

People want to frag! Its a FPS and thats really all I want to do… In ET it was nice because medic was the strongest class so you could frag away… Now you take the same concept of ET but make medic’s simi weak and introduce fragging classes… Its not really fun and disrupts game play and team based action. SD is waking a fine line in balance and team based game play… Very small maps, unsatisfying objectives and miss matched classes… COD?

Medics need to be strong and fragging classes need to be equal but have extra ablities to weed out and kill medics… Nades, flash, stun, something but dont unbalance them to much… If you had an ET style nade on fragger it would be gg. Maybe only a little more HP but make the guns a little more even and make the nades more powerful and handle like ET nades both in damage and blast concision.


(prophett) #4

It feels less smooth for me. My ping is fine and my fps doesn’t dip as low (though it fluctuates a lot), but it feels very jittery.

Can anyone think on some config setting that might have reset with this patch that I need to turn off/on again for my game to play smooth?



(spookify) #5

Agree fast movements and jittery movements hurts my eyes…

If people are against a wall and the crouch, jump and push against the wall the will glitch out… This also happens on stairs and many other object and situations… (I think this is a known issue)

I am going to turn SLI off right now and test it…

EDIT: My Thread should say Patch / No Match HAHAHA!


(Kl3ppy) #6

[QUOTE=spookify;503178]
EDIT: My Thread should say Patch / No Match HAHAHA![/QUOTE]

Changed it :wink:


(spookify) #7

Totally crashed my computer just now! Thats was crazy black screen of death had to restart…


(INF3RN0) #8

It was indeed a lovely set of the most awfully balanced pub games, nothing I’m not used to. Mouse movement feels a lot more consistent, guns appear to have less recoil or something, player speed feels slower, MGs are useful, audio gone haywire, but I do get a fairly stable 75-140 fps without a cfg now so that’s an improvement. I’m still a bit disappointed by how minor the overall patch was though.


(Ceres) #9

I don’t like the new objective layouts throughout the maps. The old ones were better but just too big at certain points. I don’t like how the game looks now and I completely hate the fact that my config doesn’t dumb down the graphics anymore :’( i don’t care too much about the game looking better. All of us will do whatever we can to get rid of all the fancy graphics once DB is out anyway.


(tokamak) #10

I like canary wharf’s first objective. However, I feel that the ease at which the defenders can hold the area right now should be compensated.

Give the door health bars. Let players be able to destroy the doors by shooting. A HE charge blows the whole thing wide but all weapons, especially the high callibers and the explosers (like frags and fletchers grenades) should be able to blow it open.

Another twist: Halfway down the the health the doors have large holes in them through which players can shoot but not move.

At all times engineers can repair and bring the doors back up again.

That way we’re looking at something like Seawall Battery’s assault ramp. Nostalgic and hectic fights.


(spookify) #11

I agree, Overall movement does seem a lot better better but initial movement is still clunky and very very fast. Too fast for the eye…

Collisions also seem better was there work done on this?

Animations of people walking and running up stairs and people doing any action against the wall needs to be updated.

Smooth did you do anything to Crouch Shooting? I know you mentioned it was going to be a great reward but I do not feel it yet? I think if you reward that more you will have a better feel of the game. Right now you just want to run and gun at some one… A large crouch reward will also set up nice crossfires and distance gibs…

SD what is the deal with the flopping dead ungibbed bodies??? I want to gib and the best way is HS’s but the body is flopping all over the place?


(spookify) #12

We have the playdirty site which is cool but is there anyway to make a tab on that site that pulls our stats?

I always want to see or check them but I dont have the patienc’s and just want to get into a game and once you are in a server you can see them… Then I rage quit out of the entire game haha!


(prophett) #13

Got it (for anyone who might be having similar issues) - onewframethreadlag or whatever that cmd is


(Ceres) #14

So, what’s the exact command? :smiley:


(DJswirlyAlien) #15

I miss old movement speed even if it was a little too fast. I think the current move speed is a little too slow. I think half way between the 2 is the sweet spot.


(Mustang) #16

Just go to video settings and turn off one frame lag.

Huh?

If you do the maths with primary weapon out you’re only 0.25% slower than the previous patch, can you really tell the difference?

If yes then switch to the pistol or knife and you’ll actually be 2.375% or 5% faster respectively.


(Mustang) #17

Huh?

If you do the maths with primary weapon out you’re only 0.25% slower than the previous patch, can you really tell the difference?

If yes then switch to the pistol or knife and you’ll actually be 2.375% or 5% faster respectively.


(DJswirlyAlien) #18

[QUOTE=Mustang;503272]Just go to video settings and turn off one frame lag.

Huh?

If you do the maths with primary weapon out you’re only 0.25% slower than the previous patch, can you really tell the difference?

If yes then switch to the pistol or knife and you’ll actually be 2.375% or 5% faster respectively.[/QUOTE]

Did switch to the heavier classes which may be why it felt like that but there was a definite but subtle feeling like things where a bit slower.


(PixelTwitch) #19

you sure its not because the configs reset with your FOV?


(DJswirlyAlien) #20

Its more likely I’m playing heavier classes that feel a lot slower. But the certainly feel like they have lost that edge.