Things I would like to see different in Dirty Bomb


(Stumperd) #1

I played a few games of Dirty Bomb and I noticed a few things that I didn’t like and I hope these things will change later on.

  1. Weapons too big. I immidiately noticed the weapons are really big, especially the sniper. I hope this will get scaled down a bit.

  2. No strafing/TJ. I tried to strafe a little like in W:ET, but after like 2 jumps your movements speed gets REALLY slow. I hope they make the movement almost exactly like W:ET. They will also make trickjumping possible, which alot of people like.

  3. Recoil. The recoil isn’t that bad, but it is just a little bit too much. On close distance it’s good but when you try to spray someone from a big distance the recoil is just abit too much. In W:ET you could give headshots from ***ing everywhere if you aimed correctly. I hope the recoil will be reduced to more like in W:ET. (+ the ability to change crosshairs but I think this will come later)

  4. Hitsounds. The hitsounds aren’t clear enough. In W:ET when you shoot a headshot you clearly hear the typical “ting” sound. In Dirty Bomb I barrely notice when I shoot headshots. This removes the epic feeling when making a triple headshot “TingTingTing!”:smiley:

These are the things that got my attention. Some of these might allready be planned to get changed but I just wanted to share my opinion.

-Stumperd


(Kendle) #2
  1. Agreed, the Unreal engine supposedly has the option for smaller gun models, so hopefully this will come.

  2. I find jumping doesn’t slow you down (it did, but I think the latest patch has helped a lot in that regard). You can’t do ET style strafe-jumping, but that’s more an engine thing. I’m not sure the game NEEDS this, even though it’d be nice, so not sure how much effort SD should really put into it. At the moment getting from A to B is fairly fast and a lot smoother than it was in earlier builds.

  3. The game hardly has any recoil as it is, just pull your mouse down slightly as you shoot, it’s not hard. If anything I’d like more recoil on higher damage weapons, but right now I hardly notice it.

  4. Hit-sounds are currently the same for head and body, SD have said these are simply placeholders and we’ll be getting proper head/body/environment hit- sounds in due course.


(Stumperd) #3

Thanks for clearing things op Kendle, although I disagree with your opinion on the recoil, it is indeed good enough as it is now, but if it was up to me I would reduce it a little bit.

  • It’s true the movement speed is fast enough and that the strafing isn’t needed, but in W:ET there always was besides the “who has the best aim” also the competition between players who could do objective runs faster which I found alot of fun. And also it makes the game more challanging if it’s not only about killing but also about who moves faster IMO.

(Apples) #4

I will probably look like an ass, but this is not wolf ET, thats why it doesnt feel exactly like ET :wink:


(chippy) #5

This. +1


(EnderWiggin.DA.) #6

A dev posted a week or so ago saying making some changes to weapon size was on his “to do” list. I don’t know if this was addressed at in the the newest patch. I didn’t notice last night.


(Stumperd) #7

I understand your reaction because I compare the game alot to ET and indeed I wish it was exactly like ET but updated graphics but it isn’t. Still I want the game to be as much like ET as possible since playnig scrims on ET was the best experience I ever had with a game. But ET is dead now and needs a refreshing follower, and I hope dirty bomb will replace ET and become the new ACTIVE ET-Like game.


(Dthy) #8

About trick jumping; that’s more of an engine issue rather than a design/gameplay issue. I don’t think it’s possible to have ET style movement in the Unreal engine.


(Kendle) #9

I think it can, and I think it probably will, and what’s more I’m sure it can do it without being feature by feature the same as ET.

We all need to let go of the things we once thought a game needed to have, play the game that’s in front of us, and ask ourselves, honestly, whether it really needs “feature X from favourite game Z”.


(Ruben0s) #10

Some things that I would love to see:

Prone
In game gun stats

So far I’m pretty satisfied with how DB feels, especially after the last patch. I guess I will fall in love with the game when they add the proper hit sounds and crosshairs.


(Stumperd) #11

[QUOTE=Kendle;428787]I think it can, and I think it probably will, and what’s more I’m sure it can do it without being feature by feature the same as ET.

We all need to let go of the things we once thought a game needed to have, play the game that’s in front of us, and ask ourselves, honestly, whether it really needs “feature X from favourite game Z”.[/QUOTE]

Yes I agree and I really accept we have to move on to new games.
But what I am trying to accomplish is making sure DB will have the core of ET, and I think this will make DB succesful.
In my eyes the core of ET is the movement, the recoil and the class/objectivr based gameplay.
DB allready has 1 of these 3, and almost 2. and IMO the recoil doesnt even have to be exactly the same but compareable. I actually think the recoil db has now is really close to perfect. not exactly like ET, not really much like counterstrike but just the magical number in between. SD hasnt found the magical number yet, but imo they are very close to it right now and im sure they will find it with our help.


(radi) #12

I agree with having separate hit sounds, body and head should be different. recoil is fine the way it is i think. If you really dumb it down it takes away from the game skill-wise. you know be able to control and compensate for recoil, takes a bit of skill to do that. As for trickjumping, I’m all for it but its not gonna happen as this is not the Q3 engine. I believe that trick jumping is a glitch/feature in that engine. Since this uses the UT3, the movement would be different that is why I believe you have 100% sprint all the time which I like because it keeps the game fast paced, which is reminiscent to rtcw/et.


(rookie1) #13

Things I would like to see [STRIKE]different[/STRIKE] in Dirty Bomb

Dogs & sporbikes& humor&…


(Stumperd) #14

[QUOTE=rookie1;428814]Things I would like to see [STRIKE]different[/STRIKE] in Dirty Bomb

Dogs & sporbikes& humor&…[/QUOTE]

what???


(Apples) #15

There are allready separated sounds for body vs headshot :slight_smile:

Maybe not super pronunciated but I clearly hear them, as many other.


(rookie1) #16

long time requests :stuck_out_tongue:


(SinDonor) #17

[QUOTE=Kendle;428678]
4. Hit-sounds are currently the same for head and body, SD have said these are simply placeholders and we’ll be getting proper head/body/environment hit- sounds in due course.[/QUOTE]

This can’t be true. I can CLEARLY hear the difference between body and head shots. Body shots sound like a dull thud. Head shots sound like a loud “THOCK!” like if someone strongly tapped on a melon or coconut or something. I’ve been able to hear the different head shot sounds since I started playing months ago.

I don’t understand how some people can’t hear the difference while some of us can. Perhaps it is a bug with certain sound cards/drivers?


(chippy) #18

Yup, I can definately hear the difference. It’s the same sound, but at different “tones”.

If you are referring to the hitbeep option in the menu then yes, those are the same for body- and headshots.


(Kendle) #19

I’ve been on the look out for this while playing just now, and I really can’t hear any difference. Decent Sennheiser headset, but head and body sound just the same for me.


(vintro) #20

destruction and chaos. i think that its a good idea, if not it take all of the poewr :slight_smile: