Opinions on current gunfight mechanics


(tokamak) #61

In this case I’m affirming the norm.

Yeah which means they have their priorities right.

My point is, gibbing players is incredibly powerful. If you stop an engineer close to an objective from being revived then he’s going to have to run all the way through your defences to get back there again. That’s a huge game play win and it should come at a considerable cost.

And I anticipate that there’s going to be more ways in which downed players are going to be relevant. To be able to easily dispose of them without sparing it a single thought is a loss in gameplay depth.

I would actually love to see instances where a player would sacrifice his own life in order to gib a downed opponent objective-class player. Imagine diving straight into the enemy team with your knife with no other intention to make sure that their engineer won’t get up. Oh the drama.


(warbie) #62

I hear what you’re saying, but having to use a knife is as bad an extreme as gibbing with one bullet when it comes to gameplay depth. There should be a middle ground - an option to make a quick call and gib/revive in combat should the opportunity allow, or to judge the situation and deem it too risky. This is exactly the type of play that makes ET/RTCW interesting and other games that have similar mechanics - BF3 anyone - seem so one dimensional in comparison. What you’re describing re. sacrificing is already the way it is in ET and common practise.

Gibbing players is powerful, but that’s why we have medics to quickly bring people up (something that also needs addressing) and more than one engie :slight_smile:


(tokamak) #63

It’s extreme but not as bad. One bullet gibs turn the whole thing into a formality. Gibbing with lots of ammo is okay as well, then it simply means that you really want the player dead but aren’t willing to get close to it, if that’s the case then that corpse is such a high priority that it deserves a lot of bullets.


(warbie) #64

Agreed - I don’t want either extreme and am suggesting a tweak to the no. of bullets it currently takes. At the risk of sounding like a broken record - RTCW and ET had this balanced perfectly.


(acQu) #65

For the most part i like the gunfight mechanics.

  • very little spread
  • very little recoil
  • iron sights are actually a bit cool

Not liking:

  • you die way too fast because weapons are accurate
  • movement related stuff is blocky, e.g. reload slows you down
  • iron sight remove is also blocky considering movement

More i can not think of right now.


(rookie1) #66

I would like to see teams with a different Colors dominant or something (like in PlanetSide 2) …easier to distinguish ennemies =faster reaction


(Mustang) #67

Haven’t seen lean mentioned thus far so I can only assume people either prefer not to have it or aren’t overly fussed.

I’m happy not to have it, but was wondering what anyone else’s opinion is on the matter.


(acQu) #68

[QUOTE=Mustang;413492]Haven’t seen lean mentioned thus far so I can only assume people either prefer not to have it or aren’t overly fussed.

I’m happy not to have it, but was wondering what anyone else’s opinion is on the matter.[/QUOTE]

Have it. Lean was always a wonderful addition to character possibilities. I would probably do them with animations, so that enemies have visual feedback. Vanilla W:ET style leaning was always a bad thing imo. It has to fit though into the DB game style though. I would at least try it out once.


(stealth6) #69

I think the only reason leaning in W:ET was so handy is because it was broken. You could look around a corner without being seen…
If you fix that and make the head pop out, what’s then the difference between leaning and taking a quick look with strafe. (On the other hand it might be interesting since there is a delay in strafe when you change directions atm)


(tokamak) #70

[QUOTE=Mustang;413492]Haven’t seen lean mentioned thus far so I can only assume people either prefer not to have it or aren’t overly fussed.

I’m happy not to have it, but was wondering what anyone else’s opinion is on the matter.[/QUOTE]

I keep making a mental note of it while playing but I keep forgetting about it.

I love lean and I think it’s a shame it’s no in the game yet. It would really help with all the narrow corridors and corners and stuff to hide behind. It would also make firefights last longer and have less sudden deaths by being headshotted by going around a corner.


(dommafia) #71

[QUOTE=tokamak;413499]I keep making a mental note of it while playing but I keep forgetting about it.

I love lean and I think it’s a shame it’s no in the game yet. It would really help with all the narrow corridors and corners and stuff to hide behind. It would also make firefights last longer and have less sudden deaths by being headshotted by going around a corner.[/QUOTE]

I dont know, i abuse leaning a lot in et. You can see them but they can’t see you, not good imo.


(AKAMrSmiley) #72

I think it was like 2/4 maybe 5 in promod although it has been quite awhile since I played the game, and medic trains were fairly standard when vehicles were down.

[QUOTE=tokamak;413266]
My point is, gibbing players is incredibly powerful. If you stop an engineer close to an objective from being revived then he’s going to have to run all the way through your defences to get back there again.[/QUOTE]

…and in the same token we don’t want some guy getting behind that engineer and spamming paddles, hiding behind a presumably shielded (seems like majority of the community is in agreement that a short revive shield should be put in the game) engineer until we run out of ammo on our main weapon, or I at least get low in ammo and have to run out of position to create a side angle on him and he gets a huge advantage in a firefight.

On leaning, in other SD games it has been hard spotting people leaning around the wall if you can seem at all. Really easy to abuse that to get kills and pot shots on players with very little danger.


(Kiddspooky) #73

I have only really put any time into medic… so that’s mainly what I can speak to

I agree ROF is fast for SMG medic weapon.

An icon for the knife 1 shot kill backstab ala ET would be good.


(tokamak) #74

The game is just way too fast right now. Players don’t truly interact with each other, most of the time they rush past each other before they notice and then the choice is to either turn around or take a corner not to be seen again.

I want to see two sides slowly and gradually process through the map rather than to dash and fight it out at the final objective.

Now the sprint delay is virtually gone I believe the sprint speed should be substantially lowered and the ordinary run speed should be slightly lowered.

I like the fast rate on the medic weapon. The gun needs to be light and fast, a real assist weapon, exactly the way a medic is supposed to play like. In lots of ways it resembles the TF2 medic gun (rather than an arc it just scatters a lot) and I think that can be mimicked further.


(INF3RN0) #75

We can have a poll if you like, but no one is with you on that.


(tokamak) #76

Oh come on, I know you’re all about speed but this is ridiculous. Players aren’t fighting over an area, they’re just clashing in to each other and blindly pulling a trigger.


(shirosae) #77

Played briefly today;

Much, much better. Face to face firefights were actually happening on Waterloo, and people were doing area-control stuff because they weren’t tied to camping killzone windows so they were free to patrol key corridors/rooms. Bit more strategy now; You can’t just rely on people running out in the open and pin them down with fire, so players are trying to control areas by patrolling rather than camping spots and waiting. You have opportunities where their patrols break up and you can slip in to break a window in the defence.

Moving as a group really worked well; we were able to overwhelm a split defence roaming about to cover important areas with unified pushes, which is what you want really. Respawns need to be synchronised to encourage/enable that grouping. Spawncamping is still a bit sucky, partially because you’re usually alone when spawning I guess.

I’m not sure if headshot damage is 100 hp, but I was being literally instakilled sometimes; death happening simultaneously with the sound of the first bullet impact and screen shake. Really should take 3-ish headshots, if it isn’t that way already. Might be a lag or antilag thing?

Losing the hit-slowdown has been a great move; game is much less frustrating to play. If anything I was dying more often than normal, but that’s just me being rusty and tired and my own stupid fault for overreaching. I was able to get into a few close quarter confrontations and survive because I was dodging.

Weapon ROF still needs to come down. Strafing speeds should maybe go up a bit still, though I think do the ROF first to see how it works as is. Also think the bloom on sustained fire should saturate at a lower value.


(warbie) #78

I’m enjoying the combat more since the change. Everything feels more snappy and responsive (although this could all be placebo :)). Fights are still over too quickly, though - it’s pretty much who sees who first wins for most encounters.

I’m fine with the speed - is it possible your issue is more with the map layouts, tokamak? There are way too many flanking routes and hiding spots and the front line is far from defined in the way it was in RTCW and ET. There’s a very tdm feel to DB at the moment, with people running about all over the place and shooting each other in the back. Frustrating. This doesn’t encourage team play and hanging together by choke points. This randomness is made even more annoying once you start adding turrets! Still, a welcome improvement :slight_smile:


(Apples) #79

Combat feeling is good weapon wise, but need polishing escaping and movement wise IMO. Glue effect when you jump and the powerfull weapons make the game a bit too “who shoot firsts win” in my taste. But it has been mentionned already


(tokamak) #80

I don’t really mind that actually. When I think about it, the most memorable situations in W:ET and ETQW were when one medic came in and saved the day for the entire team, sometimes twice in a row.

I feel that’s not happening nearly enough in DB.