Opinions on current gunfight mechanics


(AKAMrSmiley) #41

Medics are traditionally already strong in SD games, don’t promote med trains 1-3 bullet gibs please.


(Humate) #42

I would say medic trains arent really viable atm.
Also not really needed with insta spawn times.


(warbie) #43

Nobody wants 1-3 bullet gibs.


(Senethro) #44

Seriously, if a defending team wants to put engineers doing an objective properly out of action, let’s force them to have a player close by. Don’t let players control an area without being there.


(DarkangelUK) #45

You mean the turrets have an AOR like the EV and won’t work without the deploying engineer near by? Interesting… or did I just read that wrong… which I think I may have.


(AKAMrSmiley) #46

[QUOTE=Humate;412906]I would say medic trains arent really viable atm.
Also not really needed with insta spawn times.[/QUOTE]

A lot of the complaints I’ve heard with the game, if changed (revive shield, spawn times, movement to prolong firefights) will likely make medics more viable and probably make stacking them more standard again.

1 headshot to downed opponent, 3 body shots isn’t reasonable?


(DarkangelUK) #47

[QUOTE=AKAMrSmiley;412918]
1 headshot to downed opponent, 3 body shots isn’t reasonable?[/QUOTE]

I don’t think that’s reasonable personally, that’s far too easy. Hell the player will be gibbed before the body hits the floor. I agree however that it does need to be reduced, but not by that much.


(Virus047) #48

Does anyone have handy the amount of bullets it takes to gib a body in ETQW, ET or RTCW with the standard SGM’s in those games? I’m sure its fairly close. Just was curious.


(tokamak) #49

exactly my sentiment.


(EnderWiggin.DA.) #50

I really like that idea although the area of effect should be bigger than it is for the EV. The more I play the current build the more I’m leaning towards Inferno’s turret sentiment. To be fair, the balancing is very much a work in progress and I keep having to remind myself of this.

What about max turrets deployed per team? I’m not sure that has been suggested yet.


(dommafia) #51

why is there turret talk in this thread? im so confused.


(H0RSE) #52

To me, it seems a bit of a conflict of interest to post a poll asking whether or not the gun mechanics should behave more like previous ET titles or to leave them as they are, when many/most of the people testing the game are ET fans/vets. I mean, were you expecting neck and neck results :rolleyes:

The ROF isn’t necessarily the problem - it’s how fast players die. Keeping the rof the same and decreasing the damage (or increasing player health) could achieve the same results.


(EnderWiggin.DA.) #53

[QUOTE=H0RSE;413227]
The ROF isn’t necessarily the problem - it’s how fast players die. Keeping the rof the same and decreasing the damage (or increasing player health) could achieve the same results.[/QUOTE]
While you are absolutely correct, based on other forums in which I’m active, people on average don’t like the bullet sponge mechanic (thanks consoles). It’s a delicate balance.


(amazinglarry) #54

Ehhh… slightly disagree because you rip through clips trying to kill a ‘few’ people (if you’re lucky). Same ROF with lower damage and the same ammo capacity = 2 kills max. :slight_smile:

Of course, I’m being dramatic but I vote for slower ROF.


(INF3RN0) #55

In ETQW it was more than that, but you also had 40 ammo per clip as well as something like 120 additional ammo as well I think. I think part of the reason why gibbing feels so annoying to do with a rifle in DB is due to how little ammo you can actually carry. I’d like something like 6 body shots to gib or 3 headshots. That way you could gib at a distance easily and if you didn’t want to knife at close range you could easily pop 3 to the head and keep going.


(warbie) #56

Yeah. I think it was 6 or 7 body shots in ET. Worked well. Currently I find it’s rarely worth gibbing downed players while in combat. Slightly related, unless out of the los it’s usually not worth reviving downed team mates in combat too - the reviving process is too sluggish, they don’t seem to have a moment of invulnerability when rezzed, and as deaths happen so quickly in the current build it’s likely you’ll both end up on the floor. There were a few comedy moments on friday - one involved 4 medics in a room trying to get out a doorway that was guarded by one soldier. He couldn’t gib the bodies quick enough and we were repeatedly dying while reviving each other. It went on for ages :slight_smile: Against a proper team with a proper defence and with less medics, that wouldn’t be fun. Both of these risk/reward elements were key in rolling teams through bottlenecks or holding the line in RTCW/ET - some tweaking here would be nice.


(-SSF-Sage) #57

I’d like to have some sort of chance if someone who is a lot less skilled shooter than me starts firing at me from behind. One of the best feelings I had in ET was when someone surprised me from behind and then I turn around and manage to kill that guy… Felt like being a hero. :smiley:

I don’t ask for duels that can last for a clipful of ammo if you miss a few shots. Just don’t like it when first seen means first dead. Am more of a crazy rambo type than a silent hunter. But yeah having something called patience might help me. :penguin:


(tokamak) #58

Annoying indeed, gibbing players should just be knife-only, that way you won’t ever feel the need to waste bullets on it.


(warbie) #59

Crazy dude :wink: How would taking away player options and making team play less involved improve matters? I can’t see medics stopping to knife people while being shot at.


(INF3RN0) #60

Is there any logic to your reason or is it all impulsive need to oppose the norm lol…