Opinions on current gunfight mechanics


(Runeforce) #21

So who’s going to start a poll on the movement mechanics? (PS. I want bunny jumping, circel-strafe-jumping, ramp-jumping etc.)


(Thundermuffin) #22

This +10000

I was thinking my aim was off, but it takes way too many bullets to kill someone; keep the 1-hit gib with the knife, but I can’t see a reason to raise the amount of bullets it takes from around 4 in ETQW to what feels like 10 in DB.


(warbie) #23

+1

10 char


(Violator) #24

I don’t really have an issue with ROF / accuracy but movement speed and the fact that in a 1 on 1 ‘who shoots first’ generally wins (I usually end up with k/d 1:1 unless I’m camped up with the MG) due to the difficulty in moving/strafing when low on health, requiring hugging cover all the time and flanking as a lot of others have said. It makes an interesting difference in gameplay and tactics, but makes assaulting defended positions a lot harder as you will probably die if you make a charge for it (as I like to do :)). This is counteracted somewhat by the variety of routes available though, but the game seems more about sneaking up and shooting folks in the back rather than upfront firefights due to this inability to dodge incoming fire.


(dommafia) #25

Sounds like a lot of those things would be alleviated if the rof, that you are ok with, was lowered a tad.


(Hyperg) #26

A general tune down of “speed” in DB would be interesting to test (by speed I mean both RoF and player movement). At least we can all feel how it modifies the gunfights.

Also concerning gunfights in a way (not gun mechanic related tho) is the feedback you get while involved in one. This was also touched by Evil-Doer in one of his posts and it boils down to how “comfortable” you feel starting with target identification, then the actual engagement which would hopefully lead to a frag. The nameplates visibility issues made me teambleed not once around dark corners because I couldn’t identify the enemy fast enough (the minimap does not really help with how fast you need to be right now when you see a silhouette in front of you). And then during the fight, at some point it happens that my target just dies in a continuous animation sequence of what he was doing before death, strafing or w/e. It’s just like he just jumps off a bridge, I shoot him dead but I can’t tell if he’s dead until he reaches down and doesn’t shoot at me anymore :slight_smile: Like Evil-Doer said, I can’t “track my progress” in a gunfight and I dunno if that’s because of the hitsound placeholders or that’s how it is supposed to be.


(tokamak) #27

I don’t agree, especially not with the eye on future possibilities to interact with downed players.


(dommafia) #28

I’m with toka here.


(stealth6) #29

For example?

I do agree with inferno, with the current build in mind it takes too long with a gun.


(Senethro) #30

One good player can already kill everyone on the map, no need to let a solo player be able to gib assassinate all the engineers without at least walking up to them or controlling the area they’re in.


(.FROST.) #31

[QUOTE=stealth6;412856]For example?

I do agree with inferno, with the current build in mind it takes too long with a gun.[/QUOTE]

But bear in mind, that when the killing gets faster, the getting killed gets faster as well. I for my part have the feeling, I’m getting killed often enough. Especially from I-N-F-E-R-N-O(guess he’s striving for 100 kills a map. No ofense Inferno :wink:)


(stealth6) #32

Huh? I don’t see what getting kills has to do with gibbing?
Gibbing is when you are already on the floor waiting for a medic. Then the enemy still needs to fire half a clip+ into your body to gib you. (Then you can’t be revived anymore)

So if you kill a player far away atm there’s pretty much no way you’re going to gib him so a medic can easily revive him again…


(.Chris.) #33

Agree with Senethro, it’s a good thing imo that you need to either use a lot of bullets whilst you stay safe at long distance or have to come out and play and take some risk and knife them.


(warbie) #34

With the comparably short time it took to finish off downed apponents in rtcw/et it was still a considerable risk to take during combat - especially during matches. This risk/reward element was nigh on perfectly balanced. As things stand in DB, especially considering how quick it is to kill people, things are more skewed in favour of leaving the sucker to bleed out!


(EnderWiggin.DA.) #35

Gibbing by gun. I’d like to see a reduction but not a drastic reduction. The team mechanic definitely needs to remain intact I think it should require a small sacrifice to choose to gib from a distance in order for medics to have a chance to revive. The time to gib with a gun also a factor. I guess I see it as time “exposed” to attack while you choose to gib. The high ROF weapons play into the time exposed. Finally, it doesn’t help player perception that each shot sounds like 2-3 shots. When you’re full auto spraying it doesn’t matter so much, but if you burst fire the auto weapons you hear 2-3 shots but the ammo counter only goes down once so you think you’re shooting a ton but you really aren’t.


(DarkangelUK) #36

Don’t the bodies drop an ammo pack when gibbed now to make up for the ammo you just used finishing them off or is it just in certain circumstances?


(warbie) #37

Good point - that’s something i’m not sure on either. It’s not just the ammo, though. I think the time factor is the bigger issue.


(tokamak) #38

Gibbing players is just so convenient, there needs to be a cost attached to it so it isnt done frivolously.


(DarkangelUK) #39

Using up ammo, can be caught off guard, view focused on the downed player, potential enemies nearby their team mate… there’s plenty cost.


(warbie) #40

Which game were you playing that had frivolous gibbing? :slight_smile: It took half the time in ET and was still such a tightly balanced risk that entire pushes could hinge a correct split second call.