My 2 cents


(Nickeee) #1

I have played this for about a week now and I must say that I really like what i see.
When all the kinks have been ironed out it will be an awsome game.
I played RTCW when it came out for a couple of years and then a few years of ET and I am feeling
right at home in DB.
Now to some things that i feel should be looked at (some or maby all might have been mentioned
before but there is maaaany posts to read and so little time) :slight_smile:

  1. Medic shield, give the person that just have been revived a 1-2 second shield to get to
    safety, that will also help the medic from not getting instagibbed.
    Right now it is suicide to rewive someone.

2.With the current respawnrate the maps feels abit spammy and ppl shooting from all directions
all the time (wich makes it very hard until you know the maps like the back of your pen…hand)
So either make 10 slot servers or set the spawnrate.
The funniest matches so far have been 3v3 and 4v4.

3.I am struggeling to hit ppl! (stand still pls)
In the last 4-5 years I havent played any fps games at all so I’m very rusty and got a lot of
training to do before I am even close to my old skill level.
So far there is mostly long range fighting going on and with antlike sized players and hitboxes
smaller then my pen…cil it is sometimes very frustrating when there is zero hitsounds after
emptying a mag!
I don’t want to run with fov30 so I can see longrange, make biggar targets :slight_smile:
I can see this scareing away ppl actually since aiming is not forgiving at all.

I would like to say thanks to the community that is very helpful and mature <3


(Protekt1) #2
  1. I’ve seen people agree with your position but personally I don’t see why medics should be safe at all when trying to revive someone. It should be a very risky move t revive someone who is in line of sight of an enemy.

  2. Are you going by the objective servers? Stop watch is 6v6 with different spawn rules so it plays quite different. Objective servers is more of a casual mode 8v8 with a sort of hybrid spawn system.

  3. What fov are you running on? The min FOV is 70 I believe, using ADS brings the FOV to about 65, and some people have had better experiences around 90-100 fov instead of 120. I’m running at 90 myself and hitting better. Some hit reg issues are being worked on, its still in alpha after all.


(iwound) #3

i think he means shield for the revived.
a quick example which happens a lot. i got revived, then killed, then revived again then killed again.
the medic either runs the risk of continually reviving or ignore to go some where else.

if you want to be revived something needs to be done.
theres no skill in picking off a revived player who can be killed before he can fight back.

why bother reviving someone who cant get back into the fight.


(stealth6) #4

[QUOTE=iwound;458038]i think he means shield for the revived.
a quick example which happens a lot. i got revived, then killed, then revived again then killed again.
the medic either runs the risk of continually reviving or ignore to go some where else.

if you want to be revived something needs to be done.
theres no skill in picking off a revived player who can be killed before he can fight back.

why bother reviving someone who cant get back into the fight.[/QUOTE]

Since there is no bullet penetration you could use the player you just revived as a shield. (at least that was my take on it)


(chippy) #5
  1. As much as I agree that reviving someone shouldn’t be a cake walk, right now reviving someone is more or less a suicide. And 8/10 times when you do get revived you’re pretty much down again unless the other team have been pushed back completely and/or wiped. Like I said, obviously a medic trying to revive someone is, and should be, a “risky” move but right now, at least for objective/pub servers, I’d rather just tap out than be revived within an ongoing firefight resulting me to be down again even before I get back on my feet to even contest it.

  2. As Protekt1 said, we have a very crude draft of how set spawntimes work on the veteran SW server (along with the private ones) and the flow of the map is completely different, in a good way. Be sure to try that out when you have the change, maybe in one of the upcoming mix/draft/scrim nights? =)

  3. I kind of understand your point. I don’t really have a hard time hitting people, my problem has more to do with consistency in gunplay. SD have said this many times before that it’s most likely down to how little feedback you get from when you actually hit someone. I can throw 20 bullets at a guy and “feel” like I hit every shot because of the seemingly “bad” feedback and realise that I maybe hit one or possibly two shots in the end.

Keep on trucking!


(Kendle) #6

Except the revived player can be killed again before he can fight back and once he’s dead he no longer shields you. It’s way too easy to kill a player you’ve just killed (because he’s defenceless) AND kill the Medic who revived him (because he has his de-fibs out and is also defenceless). As a result, only idiot Medics (like me!) bother trying to revive at the moment.

If the revived player had a couple of seconds of 100% immunity (he currently gets a percentage of immunity for about 0.75 of a second I believe) it would go a long way to making revive a viable proposition, IMO.


(stealth6) #7

[QUOTE=Kendle;458044]Except the revived player can be killed again before he can fight back and once he’s dead he no longer shields you. It’s way too easy to kill a player you’ve just killed (because he’s defenceless) AND kill the Medic who revived him (because he has his de-fibs out and is also defenceless). As a result, only idiot Medics (like me!) bother trying to revive at the moment.

If the revived player had a couple of seconds of 100% immunity (he currently gets a percentage of immunity for about 0.75 of a second I believe) it would go a long way to making revive a viable proposition, IMO.[/QUOTE]

I also meant with the revive shield implemented atm it’s indeed pretty easy to take down the player being revived + the reviving medic. I think this also has something to do with the quick TTK. As a medic you have basically no chance to react.

Another thing could be to implement strafe jumping :tongue: then you could use that for a quicker get away. Atm I just run in, crouch + revive so I don’t miss then run / jump to safety, but if a half decent person spots me then I’m probably dead.


(iwound) #8

if you could do that then good luck to you. you just spotted a potential way to show your skills.
keep the revived in line of sight while you escape. i think thats more than fair to be honest.
in the same respect you can use other team mates for cover.
i do it all the time lol :slight_smile:


(Nickeee) #9

In RTCW and ET it worked perfectly, the one you revived is untouchable for like 2 seconds after he gets up so you can use him as a shield.
I really wish it would be the same in DB.


(viruzz.) #10

[QUOTE=Nickeee;458077]In RTCW and ET it worked perfectly, the one you revived is untouchable for like 2 seconds after he gets up so you can use him as a shield.
I really wish it would be the same in DB.[/QUOTE]

That’s the exact thing we need and it worked perfectly in recent games so why wouldn’t it work in DB.
I have a small feeling they will implement it later on though, as it was in every game of them so far. It’s needed because now revving someone makes no point as you probably get yourself + the rev’d person instantly killed again.


(Nickeee) #11

I hope that they won’t introduce the shockgun as an “instead-of-shield-weapooon” :slight_smile:


(ImageOmega) #12

Good post, I agree (as do many others) with a lot of your points.

  1. A proper revive shield definitely needs to be in place. Whatever changes they’ve recently made to “increase” the revive shield go unnoticeable on my mind. When a medic revives another player I have a high chance of killing them both, which I should, but the problem comes when I am able to incapacitate the revived player first then the medic. That to me signals that the revive shield isn’t long enough or maybe it is being canceled out by the enemy firing his gun? Whatever it is, I think some sort of glowing effect covering the player (like an electric shock still coursing through his body) should highlight that he is still shielded to avoid all this confusion of whether he is immune or not and for how long. 100% immunity for 2 seconds sounds good to me. And, to be clear, as I think someone misinterpreted the original post, the immunity shield only applies to be teammate being revived not the medic himself.

  2. The respawn rates or spawn wave times have definitely been a source of contention. The current plea from my group of gamers is that you are able to miss the spawn timer. If you don’t tap out in time or if you die a second before the spawn wave is up then you should miss it. You shouldn’t automatically get the ability to spawn in because your were hopefully waiting for a revive. If you wait for a revive then there’s a risk in doing so and the penalty would be having to wait longer for the next spawn wave. Anti has said that they have been talking about what spawn waves to tweak, but are waiting on these changes. I am just hoping, even though he said he doesn’t personally think this is the problem, that they allow you miss spawn waves if you don’t tap out. I think this would change a lot. Have to wait another 25 seconds? Oh well…you’ll learn to pay attention next time. 25 seconds of waiting is nothing compared to games like clan arena or counter-strike – of course, to be fair, that’s comparing apples and oranges since the objectives in each mode are different. I just want to mention that the protect the newbie mentality over making spawn waves is incorrect, when you should really be thinking protect the newbie from dying more often because the enemy can spawn in faster or whenever they want. NOT TO FORGET, when you allow people to spawn in during times besides when the spawn wave timer hits 0 then you segment the team spawning in and sever team work in the process.

  3. The whole struggling to hit people thing is not just you. There are a lot of people with VERY good aim that are having the same issues. Sometimes it’s ping (like on the Euro server), sometime’s it’s the floaty mouse, sometime’s it’s hit registration, sometime’s its the toothpick models and hitboxes, and sometime’s it’s something else or a combination!


(Humate) #13

IMO the revive shield should be balanced to the degree multi-kills happen in the game.
The more it happens, the longer the revive shield needs to be and vice versa.
Atm its very team-shooter orientated, so the reward for the revive is much much higher than past titles with longer revive shields.


(Hundopercent) #14

[QUOTE=Nickeee;458032]I have played this for about a week now and I must say that I really like what i see.
When all the kinks have been ironed out it will be an awsome game.
I played RTCW when it came out for a couple of years and then a few years of ET and I am feeling
right at home in DB.
Now to some things that i feel should be looked at (some or maby all might have been mentioned
before but there is maaaany posts to read and so little time) :slight_smile:

  1. Medic shield, give the person that just have been revived a 1-2 second shield to get to
    safety, that will also help the medic from not getting instagibbed.
    Right now it is suicide to rewive someone.

2.With the current respawnrate the maps feels abit spammy and ppl shooting from all directions
all the time (wich makes it very hard until you know the maps like the back of your pen…hand)
So either make 10 slot servers or set the spawnrate.
The funniest matches so far have been 3v3 and 4v4.

3.I am struggeling to hit ppl! (stand still pls)
In the last 4-5 years I havent played any fps games at all so I’m very rusty and got a lot of
training to do before I am even close to my old skill level.
So far there is mostly long range fighting going on and with antlike sized players and hitboxes
smaller then my pen…cil it is sometimes very frustrating when there is zero hitsounds after
emptying a mag!
I don’t want to run with fov30 so I can see longrange, make biggar targets :slight_smile:
I can see this scareing away ppl actually since aiming is not forgiving at all.

I would like to say thanks to the community that is very helpful and mature <3[/QUOTE]

1.) Medics are blah right now. Weapon is ok, health packs are turd, revive’s are turd overall not fun to play at all mostly because people who don’t play the game think Rambo medics still exist. I’m sure they will address this as they have received pages upon pages of posts about the medic. Hopefully they revert the health pack change and buff the revive shield.

3.) I’ve been mentioning this recently and I’m happy a newer player could provide fresh feedback precisely on what I was saying. Small models + Small hit boxes = Frustrated Casuals/New Players. Something has to change. I’m not saying to over inflate like in RtCW/ET but the models are cocaine skinny and the hitboxes pretty much match their body. It’s very annoying. Like Image said right now, I believe it’s a combination of multiple things: Hitboxes, models, floaty mouse, hit feedback, shooting sounds (not in sync with gun fire), strafing while firing, tracers, and maybe hit registration. Those all need to be tuned.


(stealth6) #15

Yes please, core mechanic still not working properly :frowning:
Often see in thread “it takes 5 headshots to kill” I’m pretty sure it doesn’t but thanks to the feedback the game gives you that’s what it feels like.


(Smooth) #16



Here’s a look at the female hitbox, then that compared with the taller male box.


(Nickeee) #17

Does that mean I have the upper hand if I play as female? :slight_smile:


(Kl3ppy) #18

Yes, because every male player has some “blood circulation problems” :smiley:


(Nickeee) #19

Hehe, no need to worry about headshots then since the blood is focused on a more important area :smiley:


(Kl3ppy) #20

haha I have an idea:

When you play as a female, the hits with the most damage should be in the crotch but only when your opponent is a male merc :smiley: