Opinions on current gunfight mechanics


(INF3RN0) #81

That may be your experience… however it is not mine.


(Reacto) #82

+1 for slower RoF! Think it’ll also give the game a better weapon feel, but it’s hard to say without proper gun animations/sounds.


(Seanza) #83

Lower rof to reward better aim, ftmfw! I’m not religious so I’m not going to be praying whilst I’m spraying.

Also, if lean is included, please make it so we can’t shoot and lean 'round a corner.


(Loffy) #84

Is there a way to turn auto-reload off? I do not want an automated reload sequence to start, as soon as a magasine is empty.

Maybe total, manual control is possible, via some setting, but I cannot find it.


(Violator) #85

My main problem (possibly down to my rig, 3GHz i3, GTX 460, 4GB RAM) is that I lag to hell whenever I’m in close proximity to other players, making up close shooting a bit of a lottery. This is with most FX turned off and 720p resolution (I get between 30 & 60fps usually but it drops to 15-20 when this happens).


(stealth6) #86

Is the audio on the weapons right? Every time you fire a bullet it sounds like you’re firing two, or on some weapons even three. I thought this might be contributing to making people think the game has a really high ROF. (One of the devs mentioned on irc that, that’s why many people said mp40 shot faster than thompson due to a different sound)

But even if the audio is off, I think the weapons need a ROF decrease anyway, this would make the weapons more enjoyable imo.
I was just trying them and compared them to W:ET and in DB it takes ± 3.5 s to empty a medic’s clip (30 bullets) and ± 3.3 s to empty a fdops1’s clip (25 bullets) in W:ET it takes ±4.5s (30 bullets)


(INF3RN0) #87

I agree. Even if the speed changes more or less, the RoF is my biggest problem with the weapons as they stand. All that I could possibly see happening for a slight decrease in RoF would be the reduction of bloom on some weapons. Hopefully we can focus on getting that movement system sorted after holiday first though.


(Reacto) #88

I’m not sure if it’s just the sounds or if the Medic1 and Soldier1 really have such a high RoF. Tried the soldier2 weapons, and the gameplay feel increases at once. It feels a lot more like every shot matters, and not like you can just spray all over someone and hope you hit.


(Maca) #89

People are concentrating more on lowering of the RoF and damage and so on (which I support btw), so I don’t know if some sort of consencus has been already reached in what I’m about to say, or if I’m just hallucinating because I haven’t yet played much: I would like the bullet spread to be decreased. I don’t mind recoil, because you can learn to pull against it, but I don’t see the reason for a bullet spread where if you hold down the trigger it’ll start very noticeably affect on your aim already in medium range. Moving and shooting a full clip at a wall just 10 meters away from you creates quite a wide spread, so wide that you couldn’t rely on it to do headshots for most of the clip, which doesn’t promote fun gunplay imo. If we (hopefully) lower the damage/RoF, I think the fact that you can’t always rely on your skills to get headshots and thus faster kills becomes even more pronounced. People here are saying that movement should be changed. I do believe that strafing could be faster, but I believe it is partially caused because of the gunplay. Because of the spread, people are always trying to control it by stopping and bursting, so that they themselves are making the general movement slower. People could strafe more freely even with the current movement mechanics, if they didn’t have worry about controlling spread already on medium range. At least this is my experience, or I’m just missing because there is no center dot in the crosshair.


(stealth6) #90

I just try to avoid the medium range since it’s too far for hip, but a bit too close for iron sights. Either I look for another way around or I try to bring the enemy closer, or I pop out of cover with ironsights and hope for the best.


(warbie) #91

Agreed - the spread is a bit too much. Quite often fights I’ve won/lost have felt like the results of a lucky headshot kicking in rather than one of us being the better aim. Even in quite short/medium ranges you can see the firing cone spreading to too large a size for precision. At the moment I find running around with a high sensitivity CoD stylee is the best method as success is more about quickly snapping to a target and blasting away, rather than tracking heads. With RTCW/ET I used a much lower sensitivity.


(tokamak) #92

You’re absolutely out of your mind if you think this is COD accuracy.


(warbie) #93

I think you might have misread/misunderstood. In CoD it’s more about quickly snapping to the target and just getting bullets into it asap. Where you’re hitting it isn’t so critical. High sensitivity works well here as there’s little tracking involved - people die quickly - and headshots aren’t as critical. I’m finding the same approach is working for me in DB. Have you played BLOPS2, btw? - by far the most effective way of playing is running around hip firing with an smg. It is actually oddly similar to what we have in DB.


(INF3RN0) #94

Bloom causes some problems on a lot of guns that shouldn’t necessarily need it, otherwise the initial shots have a nice spread to them. There’s still a big advantage to track aiming even with the spread/bloom if you want to win fire fights (from my extended experience), however I wouldn’t mind it if bloom was reduced more than it currently is on most guns as it encourages iron sighting more than hipfire at a certain point.


(Reacto) #95

That’s not what he’s saying. He’s saying that because of the spread and high rate of fire there’s no point in actually trying to track an enemy’s head, but rather just snap to the target and fire away (which is what you do in COD too, it’s not that often that you actually headshot as you usually kill fast enough without doing so anyway).


(tokamak) #96

Of course if you’re rushing about like an idiot there’s no reason for that. If you’re crouching there suddenly IS a reason to track someone’s head. I’d say if you’re iron-sighting but that’s not really true is it? To dense a model and the recoil messes up a lot there.

Besides, the real reason not to track is the lethality in the game. If every bullet goes a long way to kill someone regardless of where you hit then it doesn’t really matter where you hit, more important is to get as many hits as possible and in that the head isn’t the best spot to aim at.