The Smooth Dev Stream - We want your topics to discuss! Monday 16th Nov


(B_Montiel) #21

[quote=“Merciless;107996”]
I don’t think it’s a good idea to buff/nerf mercenaries based on the amount of skill of the other players. Phantom got a huge nerf because of that… Wasn’t a good idea. Now Vassili had his instagib headshots removed because some people were basically just too good at aiming with him. I’m not saying I’m not against the Vassili change. But there’s stuff to change and tweak to compensate for it.[/quote]

You could just remove the skill/level considerations and those two points will remain the same. Shotguns and light mercs are less played by experienced players (people who just spent time on the game, no straight skill relation in this) because they’re unreliable. I love playing Light mercs on public games, but I perfectly know that I’ll play with “handicap +15”. If I want a more reliable character, I will take a 110 hp merc and this changes everything.

Currently, there’s an odd thing going where you can actually see level 15 or even 20+ players being worse at aiming than a level 8 average dude. But there’s one thing they won’t do, due to the time they spent in-game, is using shotguns. And they also tend to use medium or heavy guys more than lights.


(RyePanda) #22

Not much a question, more of a request.

Please fix trade ins. Please make it 1 to 1 and 10K credits.

I don’t know why you have to “collect data” just make the system affordable and sensible.


(Yes) #23

[quote=“RyePanda;108050”]Not much a question, more of a request.

Please fix trade ins. Please make it 1 to 1 and 10K credits.

I don’t know why you have to “collect data” just make the system affordable and sensible.[/quote]

To add to this, allow trade ins for CW loadouts!


(HoopleDoople) #24

It’s pretty well agreed that Arty needs a buff. What do you think of the idea of buffing his artillery so that it is easier to call in? I suggest the following buff options:

  1. Arty can no longer be interrupted while charging his laser.

  2. Arty no longer has to charge his laser - simply point and shoot.

  3. Arty’s artillery is split into two functions: mark a target and call in artillery. Arty can mark a target and it will be remembered until another target is marked. At any time Arty may expend an artillery charge to call in artillery at that location (the normal delay, noise, and laser from the sky will all be present). Again, Arty should either mark targets instantly or his laser charging should not be able to be interrupted.


And on a completely unrelated topic, are the devs aware that Chicago is not, in fact, actually in Europe? Quick play puts me in servers in Europe more often than the US, despite both East and West coast servers being acceptable for me. Please correct the quick play algorithm or allow players to opt out of being placed into the wrong regions.


And finally, any progress on the ghost player bug? It’s absolutely horrid to be stuck on the shorthanded team in a 6v5 stopwatch. Just had to rage quit 10 minutes into one I was doing for my daily because it was that awful.


(GottaBeGreg) #25

I realize it might be a bit too radical for you to consider it but I would really love it if you could consider the Grandeur getting that 20 health and below headshot gib. It would make Redeye an incredibly viable and balanced merc IMO.


(KINE) #26

Competitive Mode:

Will it feature Execution some day ?

Core Gameplay:

Clan features in-game like recruitment, friends list, clan page, setting up squads etc ?

It’d be nice if we could play with strangers in an organized manner WITHOUT having to add them to our Steam’s friends list.

I don’t even have all my clan mates ‘friended’ on Steam. Makes setting up competitive squads going rather difficult.


(SiegeFace) #27

so much lose in this thread, the devs ask for 4 things, everyone chimes in with tradeins…ugh


(SiegeFace) #28
  1. Will there be any plans to introduce a ping limit on pub servers? or at least on certain servers? EU is filled with people clearly not from EU (they terk err jerbs) and makes the already shaky servers performance take a massive hit when these people join and makes the game painful to play.
  2. Would there be any chance of a, dare I say it (not a fan honestly) Mercenary type mode for competitive? for solo players like myself who do not have friends who play DB or a team to play with in comp?
  3. I have more but cant think of them right now xD

(Glot) #29

Comp Mode:
-why ranks are broken?
-does ELO change every match equally for all players OR each player has his OWN ELO change (i.e. does CObalt get same increase as silvers after win over 5 silvers? which is WRONG) ?
-we need to see our ELO at least at beta stage.
-are 5v5 Ranked servers possible (ELO-based auto shuffle included)

Core gameplay
-Are HACK objectives coming back at any point?
-If Yes, then will Hack proficiency be a thing (snipers being best hackers? like in ETQW)

because objects do not have enough variety. and i am not talking hack as a copy paste from repair. more inventive (range-based) type of ocj.


(Gung-ho) #30

When playing Sawbonez it’s frustrating that your self heal capability is the slowest of the medics - he is the only medic that receives a penalty from large med packs (even if the med pack is from another Sawbonez). I would suggest reduce the healing rate penalty so Sawbonez can better compete with the fd ops/(large) soldiers.

I think perk balancing requires more attention than weapon balancing. Some perks seem pathetic; for example pineapple juggler - what’s the data like on a load out with that perk and that perk actually having been used?

If Arty requires some buffing I would suggest not having his laser and strike point indicator being visible to the enemy. Another possibility would be to improve/increase some areas where you can actually call in the artillery - having to aim it at roof only to see half of it go to waste feels very cumbersome.

I see Phantom as a strong merc when played in the right way in the right situation. Getting into a flanking position is the easiest with Phantom and I think the biggest problem is that people tend to opt for the melee kill instead of shooting. Perhaps the biggest mistake with Phantom was giving him the katana and making him appear as a melee merc.

Red Eye feels strong and like Phantom (and the covert op mercs in general) does require knowledge on positioning and engagement - perhaps his IR goggles could last the full duration as smoke though and the grandeur’s recoil could use a reduction to maximum recoil as it gets pretty wild.

The Stark rifle is in a good position now - I used to find it far too clunky but the recent change feels good. The BR-16 on the other hand went from my favourite weapon to average. Time between bursts feels like an eternity now but I understand why there was a need to slow down the ROF (increased time between bursts) for it. I do think the time between bursts could come down just a little bit though.

I think base ammo reserve (extra half clip) needs to be increased on SMGs (I often miss light weapons rank 1 when using SMGs).

Heavy pistols need to actually deal heavy damage - a 6/7 chamber just doesn’t have the overall killing power of the light pistols. Either increase the damage or drastically increase stability on heavy pistols. Perhaps heavy pistols could also deal more damage to downed players (like 2 shots and their gibbed).

Games feel dominated by fd op mercs - I blame the superiority of ARs over SMGs rather than any hp advantage. I don’t think ARs should be nerfed but I think SMGs still need a more to better compete with them.


(Izzy) #31

Have you planned to decrease Stoker’s molotov cooldown?


(retief) #32

Where do you feel sparks is balance-wise? Does she seem balanced overall, or is she in line for some nerfs?