Thank you for the great testing!


(neg0ne) #21

good job guys - thumbs up !!

1 suggestion here:

  • take the Loadout config away from the Lockin screen. Takes too much time. Before it was better ( to me): you config 3 (or increasinly more) squads in mercmenue and at Lockin you just coose a suad. way faster.

(cosmopolitanSponge) #22

[quote=“neg0ne;6574”]good job guys - thumbs up !!

1 suggestion here:

  • take the Loadout config away from the Lockin screen. Takes too much time. Before it was better ( to me): you config 3 (or increasinly more) squads in mercmenue and at Lockin you just coose a suad. way faster.

[/quote]

hmm… I was thinking shortening the time on the lock-on system


(zfzmikey) #23

When you guys come back, I really really hope you have lobby matchmaking. Despite being clearly the best new FPS for many years, I think this one thing will have a huge effect on the success.

Out of our “extended” group of gaming pals, maybe only 10-20% of the people played these last two weekends as this feature wasn’t available (for good reason, small focus testing on certain aspects of the game, I know).

Being able to reliably play with your friends is a central aspect of competitive games.


(cosmopolitanSponge) #24

matchmaking has it’s ups and downs, but it’s understandable why it works on browsing servers on casual and matchmaking on ranking, sort of like counter strike but better in a way… sort of


(triteCherry) #25

[left]Suggestions and opinions after two weekends

  1. Streamlining the process to get a match going.
    [spoiler]After playing multiple matches in a row the amount of input needed to get a game going is rather long.
    The process of getting into a match for me goes:

    1. Click Play
    2. Click Objective Matchmaking
    3. Wait for matchmaking to find a game
    4. Click Accept
    5. Wait for players to join and load into room
      • Sometimes it forces me to join a new room (several times), go back to 3
    6. Click Lock In
    7. Wait for other players to click lock in
    • It seems that if not enough people lock in it cancels and goes to main page, go back to 1
    1. Wait for the timer to hit 0 and load into the match
    2. Press any key to enter pre-match
    3. Press F6 to ready up
    4. Wait of other players to ready up or for the timer to run out
    5. Watch the intro video
    6. Finally play the match
    7. After match disconnect or wait for the timer to run out

It seems unnecessarily long for a fast paced game. Do we really need so many confirmation points to just get into a match? When I click on Objective Matchmaking I already know I want to play a round. I see a faster process making for a better experience, such as:

  1. Click Play
  2. Click Objective Matchmaking
  3. Wait for matchmaking to find a game
  4. Wait for players to join, if it forces you to find another room go to 3. Load into a room.
  5. Click Lock In, if players all have locked in start game immediately. When all players enter the room the timer counts down 15 seconds or so then the game starts regardless of locking in.
  6. Wait 20 seconds for pre-game to end.
  7. Intro video, which gives players time to choose merc.
  8. Play match
  9. Vote on next map (after go back to 5) or disconnect.

You can save a lot more time by shortening the amount of hurdles it takes to get into a game. This is good for people
who are limited on time and it’s easier for people to justify squeezing “just one more game”.

Server Browser is faster when joining a match mid-game but deployment is long. I suggest the 15-20 second wait or instant deployment on lock in. This helps speed things up and it good for teams that are going 4v5 and your the 5th player they need.

Also please let us save our filter settings for server browser, it is removed if a player disconnects from a room and goes on to the main page. It would also be nice when leaving a room that you used to get in from server browser would take you back to the server browser instead of the main page.

Also Switch Team Button please, for those 3v5 situations.
[/spoiler]

  1. Customizing characters from the character tab.
    [spoiler]
    Kind of pairing with the jumping into a game quickly I would like to be able to equip my mercs with loadout cards in the character page. I like that you can change loadout cards between matches in the room menus but if I unlock a loadout card and want to test it in a match right away I would rather equip it right away and jump into a match instead of sorting through the different cards in the lobby.[/spoiler]

  2. Loadout card quality of life suggestions.
    [spoiler]I can see that looking through the loadout cards in lobby could get pretty lengthy the more cards you possess. I suggest being able to remove card doubles from sight in the lobby, sorting the cards by weapon, secondary weapon, melee and allowing the player to select or automatically select the most used loadout cards to be displayed to the top of the card selection screen.

It would also be nice to be able to hover over the card in the selection screen or equip in the lobby and have it display the information you generally get when you obtain a card such as the weapon names and info on what the abilities do.[/spoiler]

[/left]


(triteCherry) #26

[left]4. Maps

[spoiler]All the maps so far seem to heavily favor the defending team on the first objective. I’ve seen a lot of matches where the game never leaves the first objective because of how much effort is involved in completing the objective compared to just defending it.

Chapel is one of the biggest examples of this, it takes such a long time to get the EV actually rolling that when an enemy Arty or Skyhammer tosses an airstrike and stops it cold you just want to repeatedly smash your face into your desk. The majority of the defending side on the start of the first objective is high ground and the area around the EV doesn’t have much cover the attacking team can use, plus the bridge on the defending side has a turret and plenty of sniper areas.

The main play i’ve seen is the enemy will rush the EV, a Proxy will usually mine the area and hide in the garage with a shotty or bat. There are sections of the garage where you can’t shoot at the Proxy without completely exposing yourself to the entire enemy team.

Trainyard is another big example as the objective is in a small box of a long corridor like path, four sides are sloped uphill (one with a convenient ammo box). The side closer towards the defending team in the long building includes a turret which is pointed pretty much
at the objective. It’s quite easy to use explosives to clear out the objective box.

Terminal has it where the attacking team has a LONG way to run towards the objective compared to the defending team so if they do die they have a shorter distance to get to the objective making it easy to recover from a loss easier then attackers.

There is also a good amount of cover near the objective making it easy to camp and hold. This really isn’t that much of a problem unless they have a Aura.[/spoiler]

  1. Melee Weapons

[spoiler]Personal opinion, I find the damage melee attacks do are a bit ridiculous. I think it’s fair that knifes can instantly kill Aura’s station as well as knocked out enemies (as the closeness puts the user into more danger and saves a LOT on ammo). What I don’t agree with is the amount of damage that it can do to a character with full health, unless i’m missing the feedback from melee weapons, they hit hard and fast. This normally isn’t a problem with slower classes but there is one merc that can basically make melee weapons into a primary and it’s Proxy.

Proxy is able to come in much faster then other mercs and is able to kill them before they can do enough damage, the enemy also can’t run away because Proxy runs much faster then them. The best weapon I find that can deal with this is the Shotgun, my one hit wonder vs their one hit wonder. They can run and jump off walls all they want and as soon as they get close enough they fall on the ground. Now if I play other classes like Sawbonez where I NEED to hit the head several times to drop her and she’s flailing all over the place and dancing around me I’m at a greater disadvantage. I could pull out my knife but my merc won’t be able to keep up with her, it also feels like the cricket bat has more range then the knife and is easier to land hits with (first thing I played around with when I bought Proxy).

There are actually players who will go the majority of a match running Melee (Cricket Bat) Proxy (with pretty good scores), I have yet to see ANY other merc run melee unless they run out of bullets (maybe 1-2 Aura but most use Shotgun), it’s not viable for them. I would rather see melee take more to kill a merc because right now it works like the Shotgun.

Which reminds me…[/spoiler]

  1. The Shotgun

[spoiler]As Sawbonez I hated it, with a passion. I got mixed feelings when reading other posters opinions and I haven’t had much experience at all using it, my previous opinions was focused on the receiving side which isn’t any good when forming an accurate opinion. This weekend I went full shotgun on both Aura and Proxy (when I bought her) and I have to agree with people shouting at me in-game, Shotgun is OP as ****. I don’t really need to aim for the head like I had to with Sawbonez, I just aim, fire and the enemy explodes. I never found range an issue, there is so much cover I can hide behind that I can get to a vast majority of areas within my range safely. I’ve went around corners and instantly drop a merc many, many times it’s hilarious.

I’ve went against several enemies at once and come out on top because I can pop out of cover for a second, massively damage a merc and pop back in cover before they can react. I’ve ninja’d behind a group of three enemies, killed two before the third one could turn around and fire, flailed around so he couldn’t hit my head and dropped him. Only two other weapons worried me at all, another shotgun user and a good sniper. It’s just an amazingly powerful weapon for the amount of skill required. It allowed me to easily take on higher skilled enemies that would push over my Sawbonez or Skyhammer. The only weakness is people who refuse to drop ammo bags, that’s it.[/spoiler]

  1. Sawbonez vs the World (but mostly Aura)

[spoiler]There are plenty of threads about Aura’s healing station and even though it’s stationary it heals too fast, too long. Sawbonez’ health packs instantly heal other mercs but they only slowly heal the user. I touched on Aura’s shotgun and it is a vastly better weapon then Sawbonez’ SMG’s but I also find his SMG’s rather weak compared to other primary weapons. Aura has a better defense (infinihealth activate!), offense and speed while Sawbonez has better utility (Medpack trick shots, whattttttt).

I really don’t think Sawbonez has enough to make him as viable a healer when compared to Aura. He needs to not only out-skill his enemy but out-skill the lack of attack power and defense power he possesses. I really hope that the dev team looks into bringing Sawbonez up to Aura’s level or bringing Aura down to Sawbonez’ level, there really shouldn’t be a clear winner between the same type of class.[/spoiler]

  1. Misc Suggestions

[spoiler]I find it odd that health stations, ammo and health packs, mines and other potential items stay in play after the player is killed and respawned. I might get a lot of hate for this but I think if the player dies and respawns that the items are removed from play. This makes staying alive more beneficial for the support classes then going berserk against the enemy and makes reviving/helping up needed more, perhaps push teamwork even more (if I don’t help up that Aura, my tanking tower goes with her or if I don’t supply bullets to the team and they die because lack of bullets then those mines guarding the door or med packs helping me survive might go away).

Serious but not really serious suggestion: If a Skyhammer or Arty refuse to give out ammo to any other player within five minutes they catch on fire dealing 25 hp a second until all ammo packs are dropped.

This would be even more important for beginners, thank you Extra Supplies :3[/spoiler]

Also: Suggestion section on forums?

Edit: “Body is 2920 characters too long.” q.q
I’ll put more opinions and suggestions if I can remember them.

[/left]


(Twinkey) #27

@MissMurder how do i know if i got the obsidian cards i played like 20 hours of Matchmaking and i had no obsidian card cases in my inventory :sweat:


(SchwaD) #28

[left]I mostly agree to triteCherry’s Feedback.

My Feedback:

  • triteCherry’s 1: Please optimize the prozess to get into a MM. I am sure that it i not necessery that you have to ready up/accept the match 3 times and also wait 3 times until everyone did this.

Merc Balancing:
After playing some rounds I realized that there is still plenty of balancing to do.

  1. Sniper: I don’t like it, that a sniper can insta kill with 1 headshot. A skilled player with a good aim will be imba with that weapon when others need at least 3 headshots. What about at least 1 headshot + 1 bodyshot needed? Don’t know it that will be enough.
  2. Shotguns: I completely ignore shotguns, so I never played it till now. But I often have the feeling that players playing with shotgun can still kill me in 3 shots from a high range? In close combat its fine for me when they have an advantage. So my goal should be to keep shotguners all the time in distance. But why do they do also in high range such a damage? I don’t know if they even have to aim? In a high range shotguns should be useless. They don’t have for nothing a secondary weapon! (;
  3. Sawbonez: His medic kits are stop healing when I got hit. As selfhealer its for sure better the old (Wolf:ET) way, but yea it makes the imba medic (from Wolf:ET) more balanced, so it can be a good thing. But am I right that Auras healing station heals faster and additionally also heals in combat? That looks comparing to the medic packs unbalanced. And Proxy’s auto heal out of combat is nearly as fast as Sawbonez heal from medic pack…
  4. Proxy: First Beta weekend and beginning of second I only played Sawbonez. But at the end I only played proxy because she is just imba. And that still without playing her with a shotgun! Proxy is fucking fast, can do objectives very fast, has nice weapons (I played her with a great MG (55 shots before realoading)) can use mines and heals herself fast. It was much more funny than with Sawbonez which feeled compared to her a little bit unprofitable. What about activating mines first? Slow down healing rate out of combat a bit? Slow down the speed objectives can be done a little bit? Just some ideas.
  5. Granades: It can be a false impression. But I had it 2-3 times in a match that someone could run in all the time with grenades and blow 1-3 guys into heaven. Are the grenades limited? It looked like he can throw it all the time. And they are doing big damage…

But finally the developers have to wait until the competitive scene will awake and then we will see soon which mercs are really unbalanced (; Its difficult to say that in reference to a “public MM”. Finally a merc looking imba till now can be useless in a MM where the teams doing great teamwork together.

Would be happy about some feedback from others if this is only my feeling or if others agree to most of it.[/left]


(Phoenix) #29
  1. Snipers are meant to kill with a headshot. i dont think this even needs to be disscused.
  2. Shotguns seem a little op atm.
  3. Proxy also seems a little strong,but only because she is so fast at getting to and doing objectives.

(GKyl) #30

I agree with a lot of things in triteCherry’s post, especially the slightly overpowered Shotgun. However, if you look at how much stronger a team is that includes experienced Sawbonez players, he absolutely needs to be weaker in terms of the damage he’s dealing. He can revive and heal teammates anywhere, potentially almost doubling the strength of a coordinated attack. Even on defense he is more versatile than Aura.


(cosmopolitanSponge) #31

The op shotgun makes sense for the weak aura


(appreciativeBuster) #32

Had great fun.

Dirty bomb plays well with:
Arcade stick
PS3 controller (no input/frameloss even)
Xbox 360
Mouse/Keyboard (digital)

I couldn’t assign keys for respawning (which was space)
it’d be nice if we could bind class to F1-12
If I wanted to switch merc I had to hold F buttons, no change was possible with controllers
Overall buttonmapping is great!

Barely had any server hiccups comparing to Nexon times.

I’m underwhelmed by pistols but I haven’t been doing headshots with them.
Can we have medic/SMG, not a shotgun user at all :P.
& I disagree that they are underpowered, 1-2-3 well placed shots it all it takes although even at mid-distance the spread completely kills the usability. (IME)

@Defibbing teammates, t’s already hard enough to keep people alive when you die so fast but maybe we should get 3-4-5 defibs max per time on us before a large cooldown comes in place? Not particulary safe running around with defibs…
Can we defib enemies by the way? Haven’t tried. Would be hilarious.

Overall I didn’t notice too much inconsistenties but that’s because i’ve been playing the game too much and too little testing, seeing the upper posts gives me an idea but if there’s anything specific we should look out for please let us know :slight_smile:


(ludicrousPenguin) #33

am i the only one who thinks there should at least be a movement tutorial to give us tips on better utilizing wall jumps etc. because i never stay alive long enough to try and wrap my head around using long jump and wall jump in game


(Eox) #34

I wouldn’t be too quick at nerfing shotguns. Some rapid fire weapons packs already a lot of firepower, the only mercs that were available and used shotguns have the lowest hp amount (90 for Proxy and 80 for Aura), and there’s still enough spread to make your DPS falling hard behind SMGs’ and machine guns’ past mid range. But being one shotted by a shotgun in a corner can sure be annoying.


(nudels) #35

Matchmaking:
I really hope that you gonna STOP force players to play matchmaking in the future, it´s really not a good idea. Let me explain:
The problem is that most players play the game like its TDM, regardless if its matchmaking or not. If we take a map, lets say Trainyard. If I´m attacking and play the merc proxy, and we blow the track switch, in a real matchmaking map the defending team would likely take KILL, to defend the next obj. But not a single time in forced mm this happened. So what i did several times was to run as fast as i could with proxy and plant the block cart, while the players on defend still are at the track switch spawn camping (this is actually easier if two players decided to team up), and this works on every map, terminal, chapel, they simply stay too long at a finished obj (witch clearly shows that they have no idea what the point is with matchmaking at all), so, the only thing you have to do is get past the defenders who have died (if any) while the rest still thinks that frag is the most important thing in the game and are int the wrong place (surprisingly few players understand that the obj is the most important thing in the game). And then at the end of the round they complain over uneven teams… (go figure) This is why match making NEVER gonna work on public games. If this happens on public servers, I don’t give a shit. but call this matchmaking is hilarious, what we have done these two short beta periods its not matchmaking, not even close, is Player matching at best and that you can test on casual games too, no special forced match making bullshit needed… However the player matching worked pretty good at the end, better than on Friday at least or the first test period, that is what I call good development. this forced matchmaking shit is what I called really bad leadership and planning, someone is clearly not thinking, with brings me to the next point…

Matchmaking Accept time:
another problem with matchmaking was that the time was way too long, 1 min and 5 sec, to click “accept”… really? If you need that amount of time to find one button to click on, then you really should not play at all… 15-20 sec would be a reasonable amount of time (or even less). A really good question is why there is an “accept match” button at all… I mean, if you decline you get punished (penalty) and you are searching for a match to play, right?.. So why even bother with an “accept” bottom…

Note about casual games:
Actually it was better team play the few hours of casual games that we got, and a lot harder to run thou the map like I described above, my guess is that players like me and my clan buddy’s, who wants a new competitive game and don’t give a flying shit about casual match making game, played when forced mm was off. That’s why we signed up for the beta, that’s what SD is saying that they are developing, and yet nothing so far is even pointing in that direction that means playing together with my clan mates, that is the purpose of the game, right? ). If you want to attract clans, you really need to start focus on team play, not random casual matchmaking games… sorry player matching… When you have a party mode then you can call it matchmaking…

This forced matchmaking Idea is the single most stupid thing I have tried in a beta phase of a game… especially when most of the players never even have played the game b-fore. You should really fire your project director, I would if I was SD.

Dirty Bomb is actually the best game out there, when we don´t have to put up with stupid ideas. I think the developers, coders, modelers, mappers etc, are doing a great job, however the leadership on SD are, and has always been astonishingly bad. they have two earlier games that proves that, ET:QW and Brink, both games could have been great with better leadership. DB will probably be SD´s best game so far (W:ET don’t count since it was under ID leadership), and they clearly failed there too, since it was supposed to be a expansion, not a free to play multiplayer game… I really hope SD don’t fuck this up, as they have done with their two previous games ET:QW and Brink…


(shyGraph) #36

[quote=“appreciativeBuster;6772”]Had great fun.

Dirty bomb plays well with:
Arcade stick
PS3 controller (no input/frameloss even)
Xbox 360
Mouse/Keyboard (digital)
[/quote]

I never got it working with Xbox 360 controller, wired or wireless. I use mouse/keyboard but a buddy was desperately trying to get a controller working.


(shyGraph) #37

youtu.be/-LJUmnLDpDw


(nudels) #38

This video is good for movements…


and this is also informative:


(nudels) #39

Now over to some positive critics and also some ideas.
DB over all so far:
…is probably going to be a good game in the end (I hope). I like the game and I think it´s the best MP team based game so far since W:ET a game I have played from the first demo release of fueldump (12 years), over the years it has actually not been a single game that can be compered to RTCW / W:ET when it comes to team-based multiplayer. And i have tried them all BF/COD/CS/CS source, TF2 etc I even played ET:QW and Brink (both were not very good at all, ET:QW was better than brink though). DB is by far the best team-based MP game out there ATM that actually is challenging and fun to play (except for the two last beta test that was not fun at all). over all the balancing is pretty good, the only thing I have to complain about is that the shotguns is insanely good at a distance and that Fragger maybe has to much health, hes nades is fine and he is my favorite just because of that he has them.

Many players complain about the balancing of mercs, but they forget that it is a team-based shooter, that means that running around alone and get killed to much is not a game balance problem, its a team problem, if you stick to your team you can bring down any merc together if your team has the right mercs to do it, It´s all about the right mercs on the right map against the right mercs and teamplay. That means that you have to base the mercs you choose on type of obj, map and other team members mercs (five vasilles against five proxy on chapel is not a balance problem, its a player problem…) What mercs you want to play and what mercs you should select is not necessary the same thing.

What SD should do.

What i think SD should do is focus on the clan based gaming experience, matchmaking party mode is a good start. and here are a few suggestions on that matter.

  • It would be grate if it was possible to select how many you want to play against in your party settings. (if we are five in our party, we want a party with 5 other, if we are three, we want a party with three players 3vs3, 5vs5 etc) Back in the ET days we used IRC to set up practice matches, the problem was that not everyone was totally honest with their skill so the matches pretty much ended up like your matchmaking for casual games. The system we used on IRC was something like this: low+ 4vs4 have srv or, high- 6vs6 no srv etc. Not a solid system… What we don’t want is to play a game were we are three players from our party and the rest is filled up with random others to get 5vs5, that is useless… I think the two last beta matchmaking periods pretty much has proved that… another option is to allow private servers, but that’s probably not gonna happen…

  • It would also be great if you could chat with your opponents before the game starts (the countdown has to go in party mode and only ready/not ready options)

  • All maps should be available in the voting system, not only three, this will make the party mode an excellent practice solution.

The maps:

  • overall, the maps I have seen so far its fun to play. Bridge had some flaws but I hope they will be corrected before it´s return.

  • I would also like more constructive maps like building bridges and other obj, so far the only thing we have seen is escorting EV´s and deliver obj. in ET we had a lot more variation and the custom scene made the variations a lot more.

  • custom maps, the only reason that ET survived so long is the custom map community. Bremen, supply, adlernest, sp_delivery_te etc. But also remakes of old RTCW maps like ICE, beach, without custom maps the game will probably die fast…

In short, we are looking for a new game for our clan, we have played ET together for many years now, some of us up to 12 years, but playing ET is not an option for me anymore, DB is a lot better, so please, don’t fuck this up.

PS! prone and lean would be nice to…


(SchwaD) #40

[quote=“Nudels;6858”]Now over to some positive critics and also some ideas.
DB over all so far:
…is probably going to be a good game in the end (I hope). I like the game and I think it´s the best MP team based game so far since W:ET a game I have played from the first demo release of fueldump (12 years), over the years it has actually not been a single game that can be compered to RTCW / W:ET when it comes to team-based multiplayer. And i have tried them all BF/COD/CS/CS source, TF2 etc I even played ET:QW and Brink (both were not very good at all, ET:QW was better than brink though). DB is by far the best team-based MP game out there ATM that actually is challenging and fun to play (except for the two last beta test that was not fun at all). over all the balancing is pretty good, the only thing I have to complain about is that the shotguns is insanely good at a distance and that Fragger maybe has to much health, hes nades is fine and he is my favorite just because of that he has them.

Many players complain about the balancing of mercs, but they forget that it is a team-based shooter, that means that running around alone and get killed to much is not a game balance problem, its a team problem, if you stick to your team you can bring down any merc together if your team has the right mercs to do it, It´s all about the right mercs on the right map against the right mercs and teamplay. That means that you have to base the mercs you choose on type of obj, map and other team members mercs (five vasilles against five proxy on chapel is not a balance problem, its a player problem…) What mercs you want to play and what mercs you should select is not necessary the same thing.

What SD should do.

What i think SD should do is focus on the clan based gaming experience, matchmaking party mode is a good start. and here are a few suggestions on that matter.

  • It would be grate if it was possible to select how many you want to play against in your party settings. (if we are five in our party, we want a party with 5 other, if we are three, we want a party with three players 3vs3, 5vs5 etc) Back in the ET days we used IRC to set up practice matches, the problem was that not everyone was totally honest with their skill so the matches pretty much ended up like your matchmaking for casual games. The system we used on IRC was something like this: low+ 4vs4 have srv or, high- 6vs6 no srv etc. Not a solid system… What we don’t want is to play a game were we are three players from our party and the rest is filled up with random others to get 5vs5, that is useless… I think the two last beta matchmaking periods pretty much has proved that… another option is to allow private servers, but that’s probably not gonna happen…

  • It would also be great if you could chat with your opponents before the game starts (the countdown has to go in party mode and only ready/not ready options)

  • All maps should be available in the voting system, not only three, this will make the party mode an excellent practice solution.

The maps:

  • overall, the maps I have seen so far its fun to play. Bridge had some flaws but I hope they will be corrected before it´s return.

  • I would also like more constructive maps like building bridges and other obj, so far the only thing we have seen is escorting EV´s and deliver obj. in ET we had a lot more variation and the custom scene made the variations a lot more.

  • custom maps, the only reason that ET survived so long is the custom map community. Bremen, supply, adlernest, sp_delivery_te etc. But also remakes of old RTCW maps like ICE, beach, without custom maps the game will probably die fast…

In short, we are looking for a new game for our clan, we have played ET together for many years now, some of us up to 12 years, but playing ET is not an option for me anymore, DB is a lot better, so please, don’t fuck this up.

PS! prone and lean would be nice to…[/quote]

As I red in some news party matchmaking is at the moment highest priority by the developers. So hopefully on next beta it will be included :wink: Playing without is truely annoying.

You are right, I also hope that finally in the matchmaking you can choose betweend 3vs3 and 5vs5 and also choose which maps are fine to play and which your team don’t want to play. Like I also said in other posts stopwatch would be enough as MM mode. Objective mode for matchmaking ist just useless & splitting the waiting query which lets everyone wait longer. People who don’t have the time to play a whole SW (10-40 min) should just play a public round.

Hopefully the developers offer a possibility to create custom maps! This is for sure a big point in making the game a long time interesing. And I am sure there are people coming from et scene who have better knowledge about how a map have to look to make it succesfull than splash damage has. Because some of them already developing stopwatch maps since more than 10 years :wink: I am also looking forward to see some remakes of popular maps in ET.