This weekend was much funner for me than last weekend. Didn’t have as many leavers and as many level 1 players during matchmaking. Overall better quality of games for sure.
Some problems I ran into:
Wait time overall is very long. you have pre-game lobby timers, warmup timers, and end screen timer, then you add in map loading times, loadout syncing times, and on top of that queue times. Granted queue times are always going to be there, and can get really bad if there aren’t many players, but the other timers should be shortened or the structure re-thought. Like combining warmup with pre-game lobby/loadout selection.
Concerning ammo drops and health drops. BF:Hardline allows you to take health/ammo from health/ammo carriers without carriers needing to drop it (press action key on their back or whatever). Would love for something like this to be implemented in DB. Maybe a slower regeneration rate or smaller ammo pack to still encourage deploying packs.
And a couple of bigger picture things that may be worth a thread of their own:
Where are the merc synergies? In a game with strong similarity with games like DOTA/LoL (choose a merc/hero/champ with unique abilities) it’s odd that you don’t see much in the way of mercs playing off eachother like you do in those MOBAs. The one I see is fragger+aura, but nothing else has much impact.
Does objective MM make sense? Here overall wait times (queue times+other timers mentioned earlier) are as long as the average game. At what point do you say this game mode is better off living in a server browser and not worth waiting in queue for?