sick6 newb's feedback post. Is it that time again?


(fubar) #1

These are, without exception, strictly competitively oriented.

Gamplay:

[LIST]
[*] Spawntimes

[INDENT]This has been brought up over and over again. 
There are multiple issues with the current system in place: One being the synchronized timer between Attacker and Defender team, another the extremely inaccurate representation of it (too much leeway given, ie: Dying on 22-23 will in most cases [b]not[/b] result in a missed wave but instead allow you to respawn regardless). 
As many of you are aware, in the current state of the game: Attackers and Defenders both (Stopwatch only) will always be spawning at the exact same time. 
This creates a heavily unbalanced pace towards the attacker side, not only are they already put at a disadvantage of having longer attack routes, they now also are thrown into a situation that will, always, result in attacks being executed on their own fullspawn. What this does is further slow down the game and break the pace. 
There's no safe way to upkeep pressure as an Attacker without being at constant risk of being taken out at a full spawnwave and as such you are, as Attacker, severely punished for timed attacks. Even if you were to execute an attack on a primary objective, with getting the Defender team on a fullspawn as focus, it currently gives you no benefit due to the attack routes. 
As an example we can take the first stage of Bridge, from an attackers point of view (this applies all maps):
Attackers synchronize their entry with the spawntimes to take full effect of wiping Defenders for the longest amount possible, standard stuff, every team does it or at the very least tries to utilize it. 
But what if your attack fails? Let's assume your team manages to take 4 Defending players out for a 20+ second wave timer, what happens next? Absolutely Nothing. Due to the fact that both teams will always spawn at the same time and attackers additionally to that, having a way longer route to the objective. We've accomplished absolutely nothing. We did not get rewarded - at all - for having killed 4 Players all of whom are advantageously positioned already due to Defender bias. The entire map has reset, we've just wasted a whole minute on attack without having accomplished ANYTHING.
It's a simple problem with a simple solution. Introduce an offset between the spawntimes. Something random that changes on a per-game basis. 1-10 seconds is all it takes. Or even better, to give attackers a little of that advantage they [b]need[/b], decrease their spawnwavetimer from 24 seconds to 19 seconds. This would not only promote much better gameflow, for both viewers and players, but allow attackers to upkeep pressure on objectives. 
Not to mention adds another, albeit small, skill gap between players that are able to keep track of spawntimes (ie counting 19 and 24 seconds) and players that simply aren't. This positively affects "spawnrapes" just as much, as you now have to time your explosives according to your Enemy's spawntime as opposed to your own. Also, this would take having to figure out your opponent's spawntime in first place, whether it be by scouting it out or actually paying attention to the game and judging it based off of selfkills and their arrivals to certain areas. 	

A few forum related discussions, showcasing several suggestions made by the community for a change to this system, such as introducing Dynamic offsets, "Dystopia spawnsystem", and more. Whether you're a fan of the one or the other is highly irrelevant, the fact is that this game drastically needs a change. 

Personally I'd vote for something as simple as reducing the Attacker's wavetimer to 19seconds from 24 and leave Defenders as is.

http://forums.warchest.com/showthread.php/40807-Simple-idea-for-a-new-Respawn-System?highlight=spawntime
http://forums.warchest.com/showthread.php/40365-Spawn-times?highlight=spawntime
http://forums.warchest.com/showthread.php/37557-Thoughts-on-Dirty-bombs-Spawn-system?highlight=spawntime[/INDENT]

[*] C4 explosive timer

I believe the timer on C4 explosives could benefit from a small buff. 35 seconds perhaps. 
This would promote more side objectives actually being planted, as opposed to focus fired with explosive and... Give attackers a little of that edge they need. 
Having to defend 2 plants on Terminal, or even just a single plant on Underground, for [b]TWO[/b] full spawn waves is a little bit extreme. 
The fact that you've essentially wiped the Defenders once already and planted the charge is, in most cases, a massive feat by itself, but now being presented by having to wipe the Defending team twice, in a row? (Notice how spawntimes are related to this as well?) 
Again, nothing but a simple fix. Defenders wouldn't have to be so worry free, all the while the game pace is being sped up and attackers will actually be rewarded, as opposed to punished, for having accomplished something. 	[/INDENT]

[*] PRIVATE SERVERS FOR THE LOVE OF GOD

[INDENT]Why isn't this a priority? Everyone wants them. Casuals as well as competitive players. You've hinted time and time again about wanting to introduce a "system", why the secrecy? This needs to be done asap if you want to upkeep a competitive scene.[/INDENT] 

[*] Ragdoll animations

[INDENT]This is a bug more than anything. (I hope?)
Gibbing is tough. Ragdoll animations are on acid. 9 out of 10 times I can't headshot the downed player I just killed due to the simple fact that his entire body is spinning around and breakdancing on the floor.

Hilarious bonus gif to showcase funky animations. (Credits go to iNytz)
https://fat.gfycat.com/DrearyPitifulHeron.webm[/INDENT]

[*] Attacker spawn last stage Trainyard

[INDENT]Heavily related to spawntimes (gosh, shut up already!), but attackers could benefit from a slight buff by having their spawns moved a little closer (perhaps inside the first building, you know the one, the one that gets smashed in by the train?)[/INDENT]

[*] Community Maps

[INDENT]Very needed. Be it via steam workshop or even something as dull as creators having to submit them to you directly. As the chances of us actually getting dedicated servers, on which we could run said maps/mods/others are slim to none. The default 5 maps are... linear, boring, bad, whatever other adjective you can come up with.[/INDENT]

[*] Unit collision…

[INDENT]Please? I see absolutely no reason against it. Are you afraid of player stacking people to get out of map ranges? Don't worry, that's happening already. [/INDENT]

[*] Separation of sounds, voice chat, announcer, cutscenes etc.:

[INDENT]The Dialogue volume slider bundles all of these, I'd much like to be able to turn off the in-game chat sounds as well as cutscenes and the frequent, unnecessary yelling of my character without being penalized at the loss of important objective announcers.[/INDENT]

[*] ZoomFov and Sensitivity: SetFovSensitivityScale is not a viable option.

[INDENT]Self explanatory. Either keep a 1:1 Sensitivity for scopes or give us an option for such. FOV can be argued an intended feature, I leave this up to you. All it takes is a secondary sensitivity slider for scopes/ironsights.[/INDENT]

[*] Viewmodel aka drawgun:

[INDENT]Any possibility at all to be granted a feature that removes the gun and hand models from your screen entirely? They take up way too much screen space, block important information and are otherwise just utterly obnoxious and intrusive. 
I understand that, given your weapon skinning and ironsights this is unlikely to happen, but... pretty please?[/INDENT]

[*] Video cut scenes:

[INDENT]Please. Please don't make me watch them anymore. I beg you 

(fubar) #2

Continuation:

[*] Accessibility to seeing opponent team classes:

[INDENT]I should not ever be able to see my opponents team's selected merc by a simple press of TAB. I can understand wanting to see the loadout POSSIBILITIES the opponent has, but not the currently selected merc. Too much information is being handed out for free. 
Same deal as spawntimes really, it just takes out any and all surprise out of the game. These are things I shouldn't just... know without ever even having seen a single opponent. [/INDENT]

[*] Healthbar + Ghostsystem on enemies

[INDENT]Again... too much information is being given away for free. Arguably we have hitsounds, hit markers, what not. We can judge how much damage we've dealt, but in no way should I be able to just look at my opponent and know. This takes away important decision making, not to mention an extra layer of clutter on my screen. [/INDENT]

[*] Separation/Rework of HUD Elements

[INDENT]I'd love to see the Spawnwave timer and Gametime to be separated from eachother. Also, let us edit/rework the fireteam, or at the very least move and resize it? 
Mini map needs to be re-sizable. At higher resolutions it's just too tiny and the 2-step zoom is useless as it'll either zoom in too far or zoom out entirely. 
Objective Icons are drawn and displayed as overlays, it blocks out your crosshair entirely and should be re-sizable without having to change your entire HUD's resolution. 
Option to remove HUD elements entirely? If I wanted to not display the chat at all, or my ammo, or hp, or anything really. Right now the only two options you're given are HUD and... no HUD.[/INDENT] 

[*] Demos.

[INDENT]Self-explanatory[/INDENT]

[*] Underground bugged airstrikes

[INDENT]Few areas will detonate your airstrike and give you the full cooldown timer, even though the airstrike didn't go through at all. 

[/INDENT]

[*] Mounted MG buggyness

[INDENT]Player models acting up, hit registrations being wonky. Stuck in MGs. Not being able to use it at all... Tons of bugs. 
Perhaps work in a feature such as ETs in which you can destroy a mounted gun with explosives and be able to reconstruct would be worthy consideration as well? [/INDENT]

[*] Walking/Moving while Crouched

[INDENT]What's the point? It still produces sound and offers otherwise no benefits.[/INDENT]

[/LIST]

Balancing:

[LIST][*] Instagibs vs freedom of movement

[INDENT]We really can't have both. Sniping is, in comparison to any FPS title ever, way too easy and rewarding. 
Currently Vasili is just straight up overpowered. Personally I'd love for the instagib to go, seeing as how it breaks the game pace and renders medics useless. Good snipers in this game have become a hardcarry to the point where you're FORCED to snipe as a counter-measure due to the effectiveness of the instagib. 
This would not affect his viability at all, really. You can still relatively fast gib a person in a single shot, you can still put a stop or at the very least delay a push with well placed headshots. Taking away the instagib would draw the sniper's attention towards taking out supportive classes (medics) as opposed to straight up taking out the damage dealers and call it a day. 
You already have all the positional advantages as a sniper to begin with. You can 1shot kill a person, you can jump/strafe snipe without any real punishment to your aim and you aren't affected by fall-off damage as every other merc is in this game. Why would you be rewarded with an instagib as well? 
Teams should be allowed to make decisions in their merc picks rather than being forced to have a sniper due to his extreme effectiveness. [/INDENT]

[*] Sparks gun

[INDENT]I hate it. I hate it so much. 
The revive mechanic is silly enough, but the fact that you can spam tap fire the gun ALL GAME LONG without ever overcharging/overheating or being punished by cooldowns is ridiculous. 
Sparks can singlehandedly take out Generators and E.V's in a fashion unlike any other merc due to the way it's gun works as well (intended? bug? can we all just agree it does too much damage regardless?)[/INDENT]

[*] Kek-10

[INDENT]Currently the most overpowered SMG there is. It's accuracy combined with damage, clipsize and firerate outshines every single gun there is. People even sacrifice ability enhancing augments for it. It needs a nerf badly. [/INDENT]

[*] Nader direct hits close range

[INDENT]Direct hits with the Grenade Launcher should immediately detonate, always, regardless of distance and fuse-time.[/INDENT] 

[*] Sentry headshots

[INDENT]Why is this a thing? Sentries should not be able to headshot. [/INDENT]

[*] Fletcher/Aura more smg access

[INDENT]Either the blishlok needs a massive buff to set it on-par with the other SMGs or Fletcher/Aura need to be given access to the other SMGs in this game. Both classes, while interesting and having fun abilities, are not played simply because their gun/killing potential is, in comparison with every other SMG based class, useless. [/INDENT]

[*] Arty ability

[INDENT]I like arty. I like the idea of an artillery, but in order for him to be viable we need to see a drastic change in Ability. He's already at a severe disadvantage due to this weapon loadouts. Borrowing from RtCW/ET mechanic, have his artillery drop multiple shells over time. 
ie: ET's Artillery: Call in Artillery -> 5 seconds later the target area gets market with smoke -> 5 seconds later the first projectile flies in. In the next 5 seconds 4 more projectiles fly in a squared area close to the marked spot.

Picture to illustrate: 
http://i.imgur.com/lOOyr5X.jpg
http://i.imgur.com/p59FIUg.jpg[/INDENT]

[*] Rotation of airstrikes:

[INDENT]Any possibility of being able to rotate/steer airstrikes in the near future? You kept similar in the way ET/RtCW handles, by striking in a 90° angle from the originating point, but left out the ability to rotate the airstrike by switching one's position before it's being fully executed or called in. 
Feels like I could just throw an airstrike and... selfkill, because my job's done, I wasted my ability and there's nothing further I can do to control it or otherwise aid it. 
Being able to rotate it adds another factor of skill to it, something that isn't too complicated to learn and otherwise nothing of too much importance if not utilized at all if you choose to do, or rather not do so.[/INDENT]

[/LIST]

SplashDamage forums ( http://forums.warchest.com/showthread.php/44823-sick6-newb-s-feedback-post-Is-it-that-time-again )
as well as reddit ( https://www.reddit.com/r/Dirtybomb/comments/3bwnyn/sick6_newbs_feedback_post_is_it_that_time_again/ )


(XavienX) #3

TL;DR so I gave you insightful for credit lol.


(noupperlobeman) #4

I don’t think nader close range shots should detonate
on impact.

Everything else is on point. I’d rather them start from
the ground up, and fix merc related bugs/issues first.
Then move from there.


(pumpaloaf) #5

I agree with all of these suggestions with the exception of the removal of the ghost system. I like that it immediately answers my “where the #$&@ did that come from?!” reaction when I get killed out of nowhere.- Not for any kind of tactical advantage, just more for my own peace of mind.


(Volcano) #6

something like this could easily be turned off in a server cfg no doubt, that way competitive/scrims can have it off and pubs can have it on


(mustardBirch) #7

I agree with almost everything, except this;
[q]Nader direct hits close range
Direct hits with the Grenade Launcher should immediately detonate, always, regardless of distance and fuse-time. [/q]
The grenade launcher already is a pretty strong weapon in skilled/lucky hands.
Don’t buff it even more by rewarding good or lucky Naders with a mini-panzerfaust.


(NeoRussia) #8

Yep, the problem with the grenades exploding at immediately is that 80 hp classes will get instantly squashed by a large hitbox explosion as soon as they run into a Nader at close range. I’d be fine if the grenades had their damage lowered to 75 to compensate.


(Ghosthree3) #9

Her nades actually do 90 damage. However since all those classes are extremely mobile, being caught by a direct nade is either really bad luck, corner nade, or just poor play, continuing to rush forward into nades.