The Sparks Update (v29926)


(BomBaKlaK) #21

Clearly ALL maps are so horrible and tiny that I can’t play this game more than 1h.
Boring !!! absolutely boring … there is nothing keeps me playing … I just come and test new features then leave … at least if maps were fun why not but that’s not the case, and empty server again after this patch is a fact.

  • Small !!! so dam f***** small !!
  • few useless pseudo Alternative way … ONE WAY -->
  • Really to narrow in a lot of areas
  • Bottleneck are not so fun cause there is not even an alternative route, or a backdoor to avoid it if it’s blocked …
  • There is no Doors !!! even if that’s automatic like in TF2.
  • Distances are to short between spawn and objective.
    EX : in waterloo there is only 1 spawn exit even with the pump to build on the other side. So if defender can hold this point then it’s over …
  • Objective design are just made for dummies … I hate this !
  • Side objective are so dam useless … pump, pseudo alternative route, capturable spawn points (this is not domination game mod !)
  • And finally Objective design are absolutely not interesting or rewarding.

So I know there is some maps in the pipeline, but if that’s just put a little corridor in 1 place, or remove a cube or something not really significant just forget it !
We need a big rework on this ! not just a pinch …

I DEFINITELY HATE YOUR MAPS !!! all your maps ! (but I like the graphic design)


(RasteRayzeR) #22

They said they are looking into it and are currently reworking the maps. With an update every two weeks, we will start to see more changes happening and our feedbacks will have more weight imo. The best example for me is how they are reworking on LB’s final stage. I’m waiting to see.

Also the maps are a known problem, but what about the rest of the update ? That’s the feedback they ask for right now.


(BomBaKlaK) #23

Modify the last stage of LB is better than the other obj, but the map is still so dam small … without any side obj … So if that’s it the map rework … then I’m really afraid.

Maps kill me … servers are totally empty, prime time there is sometimes maybe 1 server running for 2 or 3h hour maximum … How can we give feedback on a game we can’t play anymore ?

I know you supporting SD to the death mister RasteRayzer but at one point you need to open your eyes !
don’t be a blind fan boy please.


(RasteRayzeR) #24

Don’t be that dramatic ^^ they have understood what was wrong with the maps, they need time now to adapt the content. You know it takes a lot of time, even more when you have an already existing map and that you have to modify it. It’s not useful to say you’re afraid the maps won’t be good, but proposing side objective ideas, combat areas you would enjoy, etc. definitely helps.

But sure if you expect maps as big as in ET:QW you may never enjoy this game …


(BomBaKlaK) #25

No I don’t ! ETQW as a bigger scale due to vehicles, But here this is so dam small. No side route, objective access are not really interesting, travel time to objective is to short. So more significant travel time to the main obj, with capturable spawn points, and side route is needed. There isn’t any objective approach at all ! Only rush … absolutely no strategy, few key positions then it’s done you know the map.

MAPS are the main game issue ! This is why I’m bored to play this game.


(RasteRayzeR) #26

[QUOTE=BomBaKlaK;489230]No I don’t ! ETQW as a bigger scale due to vehicles, But here this is so dam small. No side route, objective access are not really interesting, travel time to objective is to short. So more significant travel time to the main obj, with capturable spawn points, and side route is needed. There isn’t any objective approach at all ! Only rush … absolutely no strategy, few key positions then it’s done you know the map.

MAPS are the main game issue ! This is why I’m bored to play this game.[/QUOTE]

I know, I see your point but all we can do is wait and give ideas / feedback.

What do you think of this ?
http://forums.warchest.com/showthread.php/39271-London-Bridge-modification-proposal-gt-best-map


(trickykungfu) #27

For Competition the games feel good. I enjoy the matches vs spank (only Team worth playing atm…) Maps have a nice length. For 5on5 2 Alternative routes a ok. Otherwise the defense would have it to hard.

Things i don’t like for Competition atm.
Spread
Soldier (annoying overpowered class) Many say Arty is overpowered but there a not many good aimers who can play with him so its ok for me!
Spawnluck. That really is ****ing me of the most atm. Its ok it the offense times there attacks but its not ok if u can time them to complete the whole map in 2 minutes… because the defenders have no chance to win back the objective (mostly because the way to the objective is to far)


(Violator) #28

This is a comp-only game (pretty much only comp players left playing).


(BAMFana) #29

Sparks is a lot of fun to play, possibly even op, but the gun bugs out frequently and gets stuck on 1% charge (can’t charge it further, can’t shoot) until you die, which is very frustrating.


(RasteRayzeR) #30

Make sure you say it happened to you too in here :
http://forums.warchest.com/showthread.php/39258-Spark-s-Revivr-Weapon-jammed


(chump) #31

Why is Sparks so much skinnier than the other 100hp classes? I guess cause she’s female?

The class is fun to play but needs some balancing. An overheat or some kind of ammo usage is really needed. Also, I’m not really a fan of the gun sound. When each team has 3-4 Sparks it kind of feels like you’re in a Star Trek movie.


(shaftz0r) #32

she’s def op for a halfway decent aimer without any overheating or reloads, but tbh, she’s a bad medic. is that the balance? i love the chunk healing, but its miniscule, and revving is almost pointless with how little hp they are revived with


(Humate) #33

Also, I’m not really a fan of the gun sound. When each team has 3-4 Sparks it kind of feels like you’re in a Star Trek movie.

yes…
plz fix thx


(S0und_) #34

I really miss the game progress bar. This is obviously a public scenario, but in the heat of the game, it was nice to look at it to know “what the hell is going on”. Waterloo last obj: as an attacker you have no idea if we blowed up any of the containers, same for the defenders.


(spookify) #35

Arty is still strong but in the wrong way…

Please just lower damage and increase accoracy and or spread recovery time between rounds.

See Below:

    00:00:00.438	
00:00:01.046	
00:00:01.536	
00:00:02.021	
00:00:02.530	
00:00:03.108	
00:00:03.430	

This speed averages to 0.50 Click per second.

SD, what is Arty’s Bullet Spread time is it around this?

If you go crazy and panic you are looking at 0.10 - 0.15 - 0.20 Clicks per Second.

Conclusion: Along with lower damage by a lot or at least enough it takes 3 HS and 4 on Soliders to kill I am thinking a 0.30 - 0.40 B[/B] time would be about right before the spread goes crazy. That is is 10-20 milliseconds over a panic shot.

    00:00:00.704	
00:00:01.008	
00:00:01.314	
00:00:01.580	
00:00:01.876	
00:00:02.150	
00:00:02.414	
00:00:02.642	
00:00:02.914	
00:00:03.898

(spookify) #36

Does anyone else notice how long it takes to get med packs out? Sparks pack take forever to drop… Is it just me or my binds? Is there a faster way?

Not sure if this has been correct or even can be done but can you make sure that primary fire can not be bound to scroll up or down? It seemed like some people were shooting insanely fast as spark…

Also I think fall off damage needs to be talked about more… Not sure on Spark but other classes… I was a sniper vs a sparks sometimes I got 1 hit which is crazy…

Maybe a full charge HS at super super close can kill but not 40m way vs a sniper. That was a little ridiculous.

The AR and Arty and other classes should be able to poke far away while medic from far away should really do anything however once you are close the better shot should win. 6 hs as phoenix vs 2 or 3 with AR or Arty. There’s no balance like that.


(BAMFana) #37

Alright, so a couple of thoughts: Really like the patch, look forward to more improvements. Above all would like to see a new game mode that adds more interesting gameplay mechanics and victory conditions, and some sort of per-game progression system (leveling).

Some comments on Sparks
Really interesting character, please don’t ruin it by adding heat mechanics or some of the other kneejerk suggestions that have been made.

I don’t think Sparks is OP, as some have been claiming, especially since her medpacks are the worst of the medics (most of the time you only have enough healing to keep yourself supplied, forget about teammates), but I think it’s too easy to continually revive with the revivr, and I think fully charged headshots do too much damage.

I suggest adding a cooldown to reviving (make the gun only charge to 95% during cooldown period, for example), reducing fully charged headshot damage to 90hp and slightly increasing medpack recharge rate.

I assume being able to keep the revivr charged by switching weapons is a bug (charge revivr to max, then switch weapons before releasing mouse1, and then switch back to revivr, and then it stays charged and shoots a fully charged shot on tapping mouse1), but I actually think it’s a good mechanic. There’s a danger element to it as well, since there is a delay in switching between the guns, which has gotten me killed on several occasions, which means that there are “choices and consequences” involved with doing it (more choices and consequences is always good!). Some of the best mechanics in gaming history have been added unintentionally as bugs (bunnyhopping comes to mind…), but the response these days is unfortunately often to simply remove said unintentional mechanics rather than reworking them to less janky legitimate gameplay mechanics.

What I’m going to suggest, is that you give love a chance and rework the mechanic rather than simply removing it as a bug. Obviously the switching-weapons-to-keep-it-charged part is too janky, but I think it should be possible to rework how the revivr works to make keeping it charged be a legitimate mechanic. My suggestion is pretty simple. Since it doesn’t have iron sights anyway, add a “lock charge” functionality to the iron sights button. There should be a reasonable length animation, during which the gun can’t be fired, when the charge is being locked, to add the same danger element it currently has when switching weapons. This adds a little more depth and fun to using the revivr.

On an unrelated note, I’d like to see something done about kill/death awards in relation to reviving. Right now it sometimes feels like you’re being punished when you get revived, as a lot of the time (even with the revive shield) you just die right away since you’re low hp and probably have to reload, essentially meaning all that revive did was give you another death and the enemy who killed you a free frag. As much as people like to deny that it matters, kill/death ratios do matter because it feels good seeing a nice stat when the round is done. It’s possible W:ET and ETQW players have conditioned themselves to not care about k/d, but that is not the case for the players who are coming from other games, which will be the majority of the playerbase if this game becomes popular.

So what can be done about it? It’s really very simple: Instead of calculating kills/deaths when a player is fragged, calculate them when a player is gibbed. By that I don’t mean that the player who gibs the incapped player should get the kill. I mean that the kill shouldn’t be added to the scoreboard until the player is gibbed. If the player is revived, then no kill/death will be recorded for that particular frag. This will add another incentive to gib, while also making players appreciate medics more. Win/win!

Edit for clarity: The player who gibs will not get +1 kill on the scoreboard. Only the player that did the fragging will. You will still get the normal “kill message” in the top right corner of the screen when you frag someone, but you won’t receive the +1 kill on the scoreboard until you, or someone else, gibs the player you fragged. Regardless of who gibs the player, you will get the +1 kill on the scoreboard when he is gibbed.


(spookify) #38

Interesting Concept but this will only work if the Kill is given to the Enemy and the Death is not given to the other person.

If the kills isnt given to the enemy and only the gib is I am going to be kill stealing all day long by gibbing haha!

If the person gets revived it shouldnt equal a death unless they are gibbed. However the attacker will continue to get kills.

There has been talk about /kills and what should count as deaths. Since we dont have a working spawn timer in SW there really hasnt been to much of this yet. People killing out right in front of you to make the new 25 second timer… People didnt get the kill in ET on a /kill but here you can hit them with one bullet they /kill and you get the kill. Kind of dumb because that person didnt do anything while the other person is using strategy to attack with their team, get ammo, it the spawn time, waste your bullets and may other things that made SW great.


(BomBaKlaK) #39

Lol ! A frag is a frag dude ! and a gib is a gib !
Whatever BF did that and some 95% assit = 1 frag … I just hate this.

And yes Sparks is clearly OP, some overheat or something is needed, and 1 shot after a charge shot keep 50% more damage than a normal shot.
It’s easy to see an OP mercs cause after few days of testing everyone use it, and if they keep using it instead of using theyre favorite OP merc (who say fragger ?)


(BAMFana) #40

[QUOTE=spookify;489486]Interesting Concept but this will only work if the Kill is given to the Enemy and the Death is not given to the other person.

If the kills isnt given to the enemy and only the gib is I am going to be kill stealing all day long by gibbing haha!

If the person gets revived it shouldnt equal a death unless they are gibbed. However the attacker will continue to get kills.[/QUOTE]
I’m sorry if I wasn’t clear enough, but the player who gibs will not get +1 kill on the scoreboard. Only the player that did the fragging will. You will still get the normal “kill message” in the top right corner of the screen when you frag someone, but you won’t receive the +1 kill on the scoreboard until you, or someone else, gibs the player you fragged. Regardless of who gibs the player, you will get the +1 kill on the scoreboard when he is gibbed.