Potty's Feedback on Gameplay pt.1


(potty200) #1

So, I have given my overall feedback around the spectator features which was listened to and a lot of the things as a community we wanted were put in. I made a little topic about the maps and we have started to see changes in them. I am not expecting everything to be changed to the way I am putting them I would just like to share my Pro’s and Con’s about things in Dirtybomb right now! Feel free to agree/Disagree with them :slight_smile:

Starting with the Pro’s:

[ul]
[li]First off, I would like to say how I am enjoying the mechanics of the new Soldier class with the granade launcher. The damage is well off what it needs to be but the weapon itself feels really nice. The secondary weapon fits the class perfectly as well right now![/li][li]The way in which the EV now speeds up with more people around it is fantastic! London Bridge and Whitechapel played in the draft games we have had have been much quicker and more teams are finishing the maps now.[/li][li]The balance between most of the classes is spot on right now. With the correct restrictions I feel that it could work both competitivly and on publics with only a few more tweeks. The only exception I would say right now is the recon, still feels a little un-used/not needed.[/li][li]The new spectator features! What an improvement… As someone who specs more than he plays I can say they are fantastic. I really like the names at the side of the screens and when it shows you when they are using a weapon. Just need one working for when someone is doing the objective! The whole buttons 1-8 to spec players is awesome as well![/li][li]Never thought I would actually have to say this but, Dirtybomb HAS A PAUSE! Some of you might remember a game called Brink which had some matches CRIPPLED by the lack of a pause. Hoping to get a few more commands we can use during pubs/pugs so it’s ready to play on release![/li][li]Weapon balance is great right now. Only exceptions are I feel the snipers BODY shots are overpowered but headshot should still be a one hit kill and the granade launcher is super underpowered.[/li][/ul]

Moving on to the Con’s:

[ul]
[li]The lack of SPAM. Need granades to lay down some big multi kills. Need the support/arties to do much more damage and need the granade launcher to be worth using![/li][li]Hip-Fire is so useless right now against aim down sights. I really don’t want this to be the case in the future. We already have COD and BF for that. Both of which nobody is really taking seriously competitively anymore. Counter Strike has coped all this time without aim down sights and I still feel that is the best way to go! I know removing them is probably out of the question but can we balance them up a little because I hate using them :’([/li][li]Slowing down, when reloading, jumping, ect ect. Just let us run around like mad men! Also, let peopel run faster with a knife out. Everybody knows, you run faster with a knife out :penguin:[/li][li]Spawn times… You have seen my posts before reguarding these. Won’t bash on about them too much. But need fixing as a matter of urgency. 30 seconds for defence and 20/15 seconds for attack. This would = more rounds being completed rather than full holds that we see all the time![/li][li]One of my biggest problems I am having right now with Dirtybomb is the whole anyone can complete objectives. I felt like banging my head against the wall watching the matches last week. 5 people all trying to plant with no one giving support fire. Then one heavy weapons guy rollin in with a 8 man kill and a double defuse. Where is the team work there? You don’t need teamwork. Infact, the other day as a medic I managed to kill 3 people get a plant down and self revive as they were defusing. Lets go back to needing a certain class to complete a certain objective. The engi on attack is not needed. Recon is never used and you only see 2 Soldiers followed by 2 medics all the time. There is no variation to the way people attack and defend right now and it all comes down to this! Please reconsider having this as a function, if it’s about selling load outs surely you’ll make more because people won’t just get medic/soldier ones?[/li][li]Ducking when shooting! Please lower the recoil a little more when ducking. I have no reason to use my “C” button as it stands.[/li][/ul]

This was just off the top of my head. Please feel free to discuss points I have rasied or points I haven’t. I might agree/disagree ect. I have probably loads more but my brain is struggling this morning as I have been unwell for a couple of weeks.

For all of you who clicked this topic who see a wall of text and can’t be arsed to read, here is a man spinning a sign:
[video=youtube_share;2A-Jsllkvrs]http://youtu.be/2A-Jsllkvrs[/video]

Thanks and have a nice weekend :slight_smile:


(Volcano) #2

how do you balance iron sights though? the only way i can think of is lowering RoF while ads
here’s a video for you potty

//youtu.be/OQSsvXDplwI


(potty200) #3

[QUOTE=Volcano;464835]how do you balance iron sights though? the only way i can think of is lowering RoF while ads
here’s a video for you potty

//youtu.be/OQSsvXDplwI
[/QUOTE]

Haha, love that video! :smiley: Might watch the whole hour while I have spare time.

As for the balacing of Iron Sights. Simply lower teh recoil no hip fire. This would make middle range shooting much more interesting to play and to watch. Long range I can understand though.


(Kl3ppy) #4

sry potty, but thats complete BS. ADS gives you an advantage on mid/long range but on short range, hipfire is much better than ADS. And tbh, comparing DB with CoD/BF is absolute nonsense regarding ADS. In CoD/BF I use ADS always (!) no matter which distance, in DB only on long range because the penalty I get in DB with ADS makes you an easy target on short till medium range (lower sense, lower FoV, I wouldnt mind if you get more movement penalty). And since the last patch ADS is finally useable before the patch ADS was a piece of ****.

The rest of you pros and cons is basically the same I think :wink:


(potty200) #5

[QUOTE=Shifty.;464838]sry potty, but thats complete BS. ADS gives you an advantage on mid/long range but on short range, hipfire is much better than ADS. And tbh, comparing DB with CoD/BF is absolute nonsense regarding ADS. In CoD/BF I use ADS always (!) no matter which distance, in DB only on long range because the penalty I get in DB with ADS makes you an easy target on short till medium range (lower sense, lower FoV, I wouldnt mind if you get more movement penalty). And since the last patch ADS is finally useable before the patch ADS was a piece of ****.

The rest of you pros and cons is basically the same I think :wink:[/QUOTE]

I can only asume that you have tried the new patch? Since then, I feel the ADS is so much more powerful. I am not the only one who has noticed a change in this. I quite often get dropping in a split second by scops from a mid range now. Completely sucks.


(Kl3ppy) #6

Just had one map yesterday and I didnt had the feeling you have. Maybe I need to play more but on a quick run it didnt feel terribly wrong :wink:


(potty200) #7

Yeah, seems a little overpowered right now. That is why I am refering to games like BF which require you to use scope a lot more thna hipfire. I think scoping slows the game down and that is NOT what I want to happen :<


(k1ruaa) #8

Agree I tried to use Iron sight and it feels so powerful now. It’s really bad for a fast FPS.


(MrFunkyFunk) #9

Regarding ironsight, I don’t like to use it but sometimes I feel that stubborness puts me at disadvantage.
I spectated last week draft cup and I was impressed by the number of people who rely on ADS 80% of the time (and with quite some success).
I guess it depends on players backgrounds and preconceptions but I still don’t like it to be that viable, probably because there isn’t any real movement system that could allow me to escape it.

[QUOTE=potty200;464826]
Slowing down, when reloading, jumping, ect ect. Just let us run around like mad men! Also, let peopel run faster with a knife out. Everybody knows, you run faster with a knife out [/QUOTE]

Removing some slow downs would be quite cool. For reloading I feel like it’s a must, for jumping I don’t know, maybe for the first jump in a, eg, 3s time bracket.
And for the knife it’s a silly thing but yes, a small speedbost while using it would make me happy (as a way to catch runners and go a little faster during safe down time travels). It’s an old habit I’ve got for more than a decade and I can’t get rid of it.
It’s been something we’ve been asking for months, does it mean there’s little chance to see them get implemented?

Another big issue for me, it really needs to be adressed soon. Imo a lot of things should be balanced around the spawn times, waves & locations since a huge part of the game revolves around those.

Nothing against it since it’s a trade (mobility for accuracy), I wouldn’t mind.


(attack) #10

why not remove ironsight :/.im not sure if the argument than maybe player wouldnt try it which prefer IS is valid.
there are a lot of players which like the old way now its that none of both will have their fun with the game.


(BAMFana) #11

•The lack of SPAM. Need granades to lay down some big multi kills. Need the support/arties to do much more damage and need the granade launcher to be worth using!

Pretty much the opposite of this. Explosive spam has ruined many other games in the past; playing Team Fortress 2 on public is an exercise in frustration and boredom because of it, for example.

I haven’t tested ironsights enough to say for sure, but they don’t seem particularly op to me. My experience is that hip fire + randomly alternating left/right strafe to disrupt the other player’s tracking is far more effective at close and mid range. Iron sights are obviously good at long range, but that seems fair enough. If people are using them a lot, though, maybe they should be nerfed slightly. We definitely don’t want most battles to be almost stationary dps battles between players using iron sights.

Agree that spawn times are too short and infuriatingly arbitrary.


(Ruben0s) #12

Iron sights overpowered? Hmmm I disagree. I really like how it’s right now, but I would say that iron sight is still underpowered compared to hipfire (but that’s how I like it).


(Kl3ppy) #13

Yeah remove IS and create a bind which reduces the FoV when pressing right mouse button … :rolleyes:

It’s good that IS is in the game and I like that the usability of IS is improved. I dont like how IS is used in CoD/BF Series, its way too powerful and way too much used, I prefer the IS style from etqw. There you use IS only on long range and hipfire is better for short/mid range.

I believe that the weak movement system of DB gives too much advantage for ADS. When the general movement is better, you can actually strafe and its hard at least in close combat scenes to use ADS effective. As long as there is no real strafe, the best choice in every situation is ADS. I would like to see that hipfire is best for short disctance, medium distance is 50/50 between ADS and hipfire and on long distance ADS should have some advantages.


(Kendle) #14

Agreed.

IS is good in DB. In COD/BF it’s OP, because you pretty much have to use it all the time. If IS is being used max. 50% of the time (and I expect it’s actually less than that) then it’s not OP. As things stand the implementation of IS in DB is about the best I’ve ever come across so personally I wouldn’t want it changed at all as things stand.

The key as Shifty says is movement, if we get faster smoother movement (especially strafing) I’d expect IS to be used less anyway.


(attack) #15

i have played today some quake wars how does exactly the system in QW work?


(Rex) #16

What in particular?


(attack) #17

the system of Iroonsight and hipfire.


(Rex) #18

The only difference is the fov change and that you got a movement penalty for IS.


(twincannon) #19

I like the balance between ironsights and hipfire right now, it’s neat that there’s a lot of decision making as to what range is optimal to start iron sighting, versus hipfiring for the extra movement/dodging. Now maybe this “hitfire optimal range” needs to be increased, because generally it’s only the SMGs that do it, while the rifles and machineguns are ironsighting at long range… but playing a medic skirmishing around feels very fast paced and dynamic and ironsights up close seems like a recipe to die - I feel like I don’t need to tell you guys this as potty and k1rua are both here and both often outclass me as medic - but ya… (unless you’re gdlk and can guarantee the 4-5 headshots right away, which I concede COULD become a reality given enough time/practice, but I haven’t seen anyone pull this off consistently). But yes at long range ironsights is basically the only option… but as someone who can’t stand most games with ironsights I gotta say DB feels very tame and not at all bad to me.

On crouching, I think making crouching affect shooting at all is a bad idea and am surprised to see it suggested alongside nerfing ADS as games that have crouch affect aim is WAY worse than ironsights affecting aim imo… it hinders movement much worse. Plus crouching is already useful to shift your hitboxes while in those hipfire duels.


(INF3RN0) #20

Are you referring to promod or pub?