Not the same mistake again?


(Mustang) #61

Soooo… is it a technical limitation or to force team strategy?

TBH I don’t buy that it’s a technical limitation in this age of computing, but it makes a good excuse…


(Jonny_Hex) #62

[QUOTE=Mustang;448557]Soooo… is it a technical limitation or to force team strategy?

TBH I don’t buy that it’s a technical limitation in this age of computing, but it makes a good excuse…[/QUOTE]

Primarily it’s about gameplay, as it should be. It’s currently a conscious design decision.


(iwound) #63

the limitation issue crossed my mind when i suggested selecting in warm-up.
because to do that you would need to load in all models at map load. which as said isnt possible.
select from lobby is ok when you start but between games is the issue.
insert answer here —> …


(woll3) #64

Why, there is still a possibility that 15 different models have to be loaded at the same time if everyone takes a different character.


(iwound) #65

good point. i was going by what anti said. time fo bed i tink.


(mortis) #66

But the question remains; does is it actually make for better gameplay in a pub game? I am a bit skeptical of that, with all due respect.


(Jonny_Hex) #67

Mid-match is the technical restriction - you would have to wait if necessary, before you could switch.


(Jonny_Hex) #68

That’s what we’ll test :slight_smile:


(scre4m.) #69

I was quite pissed off when I only read about this on the forums, but after a bit of testing I can only say: I was right. this system is frustrating. grabbing an alt layout when it would be sensible is not possible, and if you decide to change your loadout you sit on a mostly non fitting loadout for the whole map.


(prophett) #70

As long as I can switch between these two on a spawn-to-spawn basis I’ll be happy - the 5 + “x” suggestion would help with this.


(Nail) #71

just supply alt weapons, everybody be happy


(Protekt1) #72

Pretty much this. There were a couple times today where I wish I had a smg with the new medic.

At the same time I do kinda see the point in having limitations on weapon choice. I am split.

If they give us a slot to choose a 6th loadout of any class, that is probably best.


(ImageOmega) #73

[QUOTE=Anti;448387]Hopefully that clears a few things up. I know that a lot of you would only like the same five characters for everybody, but if we were to pursue that sort of design, a ‘Wolf ET 2’ design, we’d have no F2P business model for the game. However that is what we are, a F2P FPS game.

We’ve always said DB would bring some new things to the table, that it is its own game, and characters are pretty much the biggest of those new things.[/QUOTE]

Good post, Anti. I think that answers all the questions and the remainder of people’s concerns should equate to waiting for additional improvements. I think that is the most painful part about the Dirty Bomb alpha experience. Seeing that there is this bigger picture, like a jigsaw puzzle, but only having certain pieces (and sometimes certain pieces are taken away from us).

Oh well, when Dirty Bomb is refined, in beta, and populating NA servers I’ll be a happy camper.


(Stumperd) #74

this is a first person shooter.

I do indeed enjoy playing LoL and the game is really restrictive in many ways. I like this in LoL as you have to think about the combination of champs, who plays on which lane, masteries, runes, and so on…

But DB is not a game like LoL. It is not as predictable as a LoL game. In LoL you play 3 lanes and jungle and its only 1 map(90% of the matches). In DB you have to be able to play way more maps, objectives, way more possibilities for fighting locations, attacking ways are possible.
Just imagine the enemy team holds you at your spawn location. But you have choosen shotgun loadouts as you wanted to go for close combat in some buidings. gr8. enjoy your full-hold.

I dont see a match there.

In DB we need more freedom in such decisions. I just cant see this system working.[/QUOTE]

Your post made me think about how the “champion selection” would work in DB. I think it would actually be a pretty cool system. For example there are 10 characters of each class so 50 characters. Both teams will be able to ban like 2-3 characters and choose their own character while being able to see what your enemy is chosing. I actually think this would work really well for DB.


(attack) #75

i dont know this is the best way because than one medic will be the best and only played , as long it is balanced different loadouts wouldnt be bad as long i can change character always ingame


(scre4m.) #76

you should consider that you pick a champ in LoL for a map that has only 1 objective. You just push down the lane. This is no objective gameplay. From beginning to end it is all about killing enemies ( you could count killing minions as some sort of side-obj, as it helps u buy stuff to easier kill eenemies) and finally destroying this one single target.

On the other hand we have DB. We have 4 or 5 objectives + side objectives. So you dont pick your char for 1 objective + side obj like in LoL, but you pick it for 5 objectives + side objectives. So what will you do? you pick the most balanced weapon loadout. Screw the other 3 loadouts if they give me disadvantages on several objectives.


(chippy) #77

No customization in loadout, there are only 2 or 3 seperate builds for each class, no creating your own class.
Make them all available in game and changable upon death.

Obivously balance each build so they are all viable, only difference is what suits your playstyle. Take the fieldops as an example, I like both builds. The weapons are both equally good, I just prefer to have the artillery on some maps, and the airstrike on others. Now the medic is a another topic, medpacks vs. the healing station needs to be adressed.

I don’t really see a problem with having it this way. Less confusing for beginners, less time thinking of what custom loadout is the best for me (and all the “the best loadout ever” kind of threads and discussions that will pester forums around the world).

As long as one build of each class isn’t a complete down trade I honestly can’t see a problem with only having 2 builds for each class, no custom class creating.

Besides hats, we all love hats. And warpaint. Because… you know, Braveheart.


(RasteRayzeR) #78

tatatatatata … this is alpha guys ! It’s in development lol, don’t expect everything to be put in place within a week hehe.

In the end I’m sure the choice will happen in the limbo as it did for ET:QW. It’s the easiest way to do it and it gives a lot of liberties to the players. I’m somehow against lockouts for a whole match, but maybe we should try it and then give a clear and honest feedback.


(scre4m.) #79

[QUOTE=RasteRayzeR;448745]tatatatatata … this is alpha guys ! It’s in development lol, don’t expect everything to be put in place within a week hehe.

In the end I’m sure the choice will happen in the limbo as it did for ET:QW. It’s the easiest way to do it and it gives a lot of liberties to the players. I’m somehow against lockouts for a whole match, but maybe we should try it and then give a clear and honest feedback.[/QUOTE]
sure it is alpha, but if we dont say what we dislike in alpha we are dumb.

Plus if you read what the devs wrote regarding loadout selection, you will see that switching will only be allowed between rounds, although multiple weapons might be possible for the loadouts to choose during a match.


(acutepuppy) #80

There reason for locking your load-out is to keep a defensive/offensive meta game. It’s the closest way to having asymetrical teams,without it being so rigid.

In Quake Wars you couldn’t be half of the available loadouts at any given time. Now you get a choice in which half you take into battle.

I personally think that this is a great move. Think about a medic that works like the Strogg Technician, a slow syringe revive that takes 3 seconds, but the ability to make spawn points. That is a type of medic class that would make no sense to be able to switch on the fly, it’d be game breaking. I think it makes perfect sense, balance and gameplay wise, to pick for a whole round if your defense strategy calls for it.

The classes need more distinction if this is the direction though, currently arty vs airstrike isn’t really a big deal. In fact you usually get both with a single cool down in other games, so the ammo pack replacement needs to be something special.