Some suggestions to make DB great again!


(kopyright) #21

@kittz0r said:
Spawnkill is part of the Game, it was in previous Games too. Just don’t run out like headless Chicken and after being Naded 3 Times in a Row, maybe change your way to exit the Spawn.

Then maybe SD should add an alternate route to the last defender spawn on Chapel.


(Gire) #22

The only shotgun that needs a nerf in my perpective is thea Renburg 7 the “small” shotgun. Fast reload speed fast fire rate huge fucking dmg even at longer than medium ranges, add this up with the speed of the merc and they can close the distance with ease and blast your face of


(GatoCommodore) #23

@Gire said:
The only shotgun that needs a nerf in my perpective is thea Renburg 7 the “small” shotgun. Fast reload speed fast fire rate huge @$!# dmg even at longer than medium ranges, add this up with the speed of the merc and they can close the distance with ease and blast your face of

all 3 shotgun has the worst reload of any weapon in the game, it only deal 1-3 damage at medium range, supposed to be used by flankers.

stop trying to lie your way to nerf this gun, its bad enough that shotgun cant kill anything at range more than 10m


(Noir) #24

@sampark said:
Spawnkill is part of the Game… Man, that was the funniest joke I ever heard in a while! LOLZ
Are you for real my man? Yea sure Spawn kill exists in any type of games but this is not the “part” of a game. Try to make a game when it’s 7 vs 3 eh?

Spawnkill is a valid strategy on Dirty Bomb and not considered as lame. In Dirty Bomb, you are supposed to push, push and push. Combine this with spawntimer mechanics and you’ll find that pushing he further you can and longspwaning enemies is best achieved when spawkilling.

It may not be fun, but that’s how Dirty Bomb is played.


(ClemClem7) #25

There must be some change to shuffle: Shuffle within the restart timer, and force restart at the same time.
After that time limit, if the team are uneven, make that the game suggest to a player to change team with a little compensation (little credit boost for the time of the game after he shuffled), then it doesn’t force people to change team.
And make that an algorithm decide which player is suggested in priority, then the game isn’t too much unbalanced by the change.


(Chilled Sanity) #26

ʎxoɹd puɐ ᴉๅᴉssɐʌ ǝʌoɯǝɹ


(Melinder) #27

@GatoCommodore said:
all 3 shotgun has the worst reload of any weapon in the game, it only deal 1-3 damage at medium range, supposed to be used by flankers.

stop trying to lie your way to nerf this gun, its bad enough that shotgun cant kill anything at range more than 10m

If you think it’s okay for a shotgun to be dealing 42 damage (and 48 damage with the Ahnuld) at this range, there is something horribly wrong with you. And this is an extreme example, as Aura is the thinnest character in terms of size, so a larger merc would have taken more damage. When most medium-range encounters with shotguns are executed through jiggle-peeking, it’s actually insane how powerful they are at a range they aren’t meant to be used.


(Gire) #28

@GatoCommodore
Wtf are you talking about?
Also video upove this explains it


(Gire) #29

@Melinder
Excellent example. If you wouldnt mind testing the Renburg shotgun against bigger targets


(Gire) #30

@DefaultSettings Respawn timer should be always some amount of seconds for everyone and not wave spawning.
There are times when you kill entire enemy team but they just happen to luckily have 1 second of spawn left so its utterly bs.
Its not good game mechanics to worry about spawn timer wheres they can be lucky or unlucky.
Each kill should be considered as “Yea i got a pick, now we dont have to worry about him for an X amount of seconds”


(Melinder) #31

@Gire said:
@Melinder
Excellent example. If you wouldnt mind testing the Renburg shotgun against bigger targets

Figures from the same setup as above. I wouldn’t exactly consider these tests “accurate”, considering spread, crosshair placement, position etc. is involved, so take these values as just rough estimates.

My main concern with shotguns is how they can be abused when coupled with jiggle-peeking at a range somewhere between short and medium.

As well as the infamous Spacebar Warrior


(Gire) #32

@Melinder Again excellent example, i hope SD would see these.
These shotguns have always made me salty in this game. Even after hundreds of hours i still cant get used to it or make myself think that these are okay.


(ClemClem7) #33

@Gire said:
@DefaultSettings Respawn timer should be always some amount of seconds for everyone and not wave spawning.
There are times when you kill entire enemy team but they just happen to luckily have 1 second of spawn left so its utterly bs.
Its not good game mechanics to worry about spawn timer wheres they can be lucky or unlucky.
Each kill should be considered as “Yea i got a pick, now we dont have to worry about him for an X amount of seconds”

Unless you play a brainless shooter like bf4 (I don’t criticise, I play it and love it) or Cod (hum, nothing to see here) where spawnwaves isn’t a thing and you respawn a flat time after your death, spawnwaves add some strategy to the game.
We don’t want to remove a strategy mechanic in a game “difficult to learn, impossible to master”.
After a few gametime, you know that actions must be synchronised with spawn timer, that’s why it is displayed on you screen. Go suicide repair when you’re at 00:10 second left rather than 00:01.
Then if you’re good enough, you’ll airstrike/nade/laser the enemy when the spawn timer is at 00:25, because one of the game mechanics is about spawn timer.
You can even use a suicide key to come back at full health/ammo if your team is bad enough to not support you. It’s better to use it with spawn timer at 00:01 rather than use it and have a flat spawn timer.
Also spawning as a wave is more efficient to push an objective than alone.

Tl;dr: in this game, you can choose when you die (almost), spawn timer is a way to choose this moment so you’ll wait the less time possible. This game is not noob friendly, and doesn’t act like it is. You better learn all the mechanics or die at longspawn
“difficult to learn, impossible to master”

Also, when I hear that spawn killing is not the way to play the game
“plaaaayyy diiiiiirtyyy”


(BloodySin) #34

@ClemClem7 said:
Also, when I hear that spawn killing is not the way to play the game
“plaaaayyy diiiiiirtyyy”
That works nicely as a marketing catch phrase; not so much on a fun, balanced game. Otherwise why even bother with matchmaking? After all, playing with a huge advantage that leaves no room for competitiveness is just “playing dirty.”


(Szakalot) #35

spawnkilling is part of the game, and even essential on some maps (chapel last obj e.g.)

You can keep whining or you can l2p.
if your entire team is spawncamped, its an issue with teambalance, not spawncamping.


(Gire) #36

@ClemClem7 let the the game decide for you when is good time to suicide and when not to kill enemies is not a good mechanic


(BloodySin) #37

-> calls spawnkilling “essential”
-> tells people to “l2p”


(Szakalot) #38

@BloodySin said:
-> calls spawnkilling “essential”
-> tells people to “l2p”

i did, ty for trying to tl;dr my post.


(BloodySin) #39

@Szakalot said:
i did, ty for trying to tl;dr my post.
You’re welcome. Now take your own advice, because you sure need it if spawnkilling is “essential” for you.


(hurgya) #40

@Szakalot said:
spawnkilling is part of the game, and even essential on some maps (chapel last obj e.g.)

You can keep whining or you can l2p.
if your entire team is spawncamped, its an issue with teambalance, not spawncamping.

It being essential on a certain part of a map does not make the mechanic good, rather the map flawed.

My personal problem with spawncamping (as a strategy, not as a result of the ill balanced teams), is that, it’s a cheap way of killing noobs. (well, you can 1 hit an experienced player too, or even more than one, but that requires spot on timing, and doesn’t happen that often to me, so I can accept that)