Things I'd like to see changed


(joshstylegaming) #1

Below are some things I’d like to see changed in future updates

  1. Optimized Competitive Matches: More specifically, I’d like to see it easier to find matches as I find myself waiting over 10 min. and still not finding a match.

  2. Map Balance: Many maps to be balanced in order to be truly viable in competitive play. Maps like Trainyard and parts of Chapel need balance changes to fix exploitable positions and to remove siding to either CDA or Jackals (I find certain maps are worse than others, with Dome being the most balanced IMO)

  3. Min-Level 30 Servers: An easy fix to the amount of level 30+ getting into servers filled with players around the level 15 area.

  4. Changes to Trade Up: Lower the amount of Gold Cards needed to complete a Cobalt Trade Up from 6 to 5

  5. Levels: I’ll be blunt: An equipment case does not justify the work that it takes to level up, I think either 2,500 credits or an Expert case would be a fitting reward. Also, let us buy Elite and Experts cases with credits (Maybe like 30,000 for Expert, and 50,000 for Elite)

I had a much longer post ready, then it got deleted…
RIP


(Jostabeere) #2
  1. Is kinda obsolete in Comp since you play attackers AND defenders in one game. So both teams have chances for “exploitable” spots.

(Dirmagnos) #3
  1. If they nefr skill brackets then there will be a lot more stomping. Plus, if there is not enough players in the queue, then nothing SD can do about it.
  2. And what would be the point ? If you mean that all 30+ players will be only able to play on min 30 servers, then there wont be any1 playing at all, since finding appropriate server would take ages. Players would just make new accounts and dump old ones.
  3. They should just get rid of levels and allow exp to be used as specialized currency for buying specific items, like skins or tags or trinkets(or the same Elite cases).

(kAndyREW) #4

[quote=“Joshstylegaming;22099”]Below are some things I’d like to see changed in future updates

  1. Optimized Competitive Matches: More specifically, I’d like to see it easier to find matches as I find myself waiting over 10 min. and still not finding a match.

  2. Map Balance: Many maps to be balanced in order to be truly viable in competitive play. Maps like Trainyard and parts of Chapel need balance changes to fix exploitable positions and to remove siding to either CDA or Jackals (I find certain maps are worse than others, with Dome being the most balanced IMO)

  3. Min-Level 30 Servers: An easy fix to the amount of level 30+ getting into servers filled with players around the level 15 area.

  4. Changes to Trade Up: Lower the amount of Gold Cards needed to complete a Cobalt Trade Up from 6 to 5

  5. Levels: I’ll be blunt: An equipment case does not justify the work that it takes to level up, I think either 2,500 credits or an Expert case would be a fitting reward. Also, let us buy Elite and Experts cases with credits (Maybe like 30,000 for Expert, and 50,000 for Elite)

I had a much longer post ready, then it got deleted…
RIP[/quote]

Ehh going to have to disagree with you on some of these:

  1. not enough players in comp pool… it’s not about optimization, it’s about the daily, active player base playing competitive.

  2. I think the maps are, for the most part, pretty okay. In competitive, it’s always stopwatch, so it alleviates some of effects of the map bias.

  3. Min 30 servers, again not enough players to support this imo, though I would say DB could do with some MORE min 10 servers.

  4. I think the trade up prices from gold to cobalt is fine. The only thing i’d like changed is on Trade Ins, no duplicates :slight_smile:

  5. I never even thought of the equipment case as a reward for leveling up. In fact, I kinda don’t LIKE leveling up haha… I feel like a lot of ppl get weird when they see my lvl (almost lvl 40) and think i’m somehow god mode when oftentimes I get creamed by lvl 15s… but that’s something I experience, probably not everyone else.

I don’t like the idea of buying elite/expert cases with credits. I feel SD has to make money,so having some items “cash shop” exclusive only, is fine, I think. What I don’t like is how the RNG can be, but honestly I feel a lot of it could be alleviated if they just balanced out the load outs a lot better… cough sparks.


(joshstylegaming) #5

The same in CS:GO but it still has a difference
Mostly if the attackers set a super fast time first half the defenders are less likely to replicate that

I fell this video (Although directed at the CS:GO Community shows why map balance is important)

“I see a very one-sided map to be wasting up to half of its potential”


(Ctrix) #6

Map balance is always important, doesn’t matter if “everyone can exploit equally”. It’s still an exploit and it still makes for a shitty game.

Instead of level, the game should display your ranked MMR


(N8o) #7

While I do agree that map balance is important even though both sides have an equal shot at it in Stopwatch, I do find that no map is game breakingly easy to exploit. There are very few maps in which I can think that being on one side is just miles easier than being on the other. The one exception to this is probably Trainyard. Defenders have a clear advantage since the attackers have very view places to attack. Closing the gate is only ever to the attacker’s advantage when they have a plant down and it is secure. Otherwise, you are closing off one of your main methods of flanking.


(Jostabeere) #8

The same in CS:GO but it still has a difference
Mostly if the attackers set a super fast time first half the defenders are less likely to replicate that

I fell this video (Although directed at the CS:GO Community shows why map balance is important)

“I see a very one-sided map to be wasting up to half of its potential”
[/quote]

Can you name a map that favors the attackers massively in DB?


(N8o) #9

The same in CS:GO but it still has a difference
Mostly if the attackers set a super fast time first half the defenders are less likely to replicate that

I fell this video (Although directed at the CS:GO Community shows why map balance is important)

“I see a very one-sided map to be wasting up to half of its potential”
[/quote]

Can you name a map that favors the attackers massively in DB?[/quote]

Chapel if you get control of the bridge off the start of the game, then later since you have two easy chokepoints near the end of the 2nd objective, and an easy 3rd objective since the defense has two points to come out of spawn.

Underground is a mixed bag. If you get even one good team wipe, you can have control of the first objective without much of a struggle since the defense has to run up the escalators or take the elevator to rain hell from above, but is heavily favored for defense on the 2nd objective, depending on how the attack uses the first minute after the destruction of the first objective.

Many maps in this game can favor the attack massively if you use control points correctly. Area denial through high traffic areas is a sure fire way to get easy objective caps.


(blisteringOwlNest) #10

I think a popular opinion is to ditch levels, but I’m in favour of having levels for each mercenary, with level 10 being the highest (and not to hard to achieve) then have beginner servers for people with less then 20 hours in the game.

As for map balance, I think most maps can be very versatile. For example, in Chapel, milotoving the left side of the turret bridge then pushing right with some explosives while someone repairs is a good tactic for repairing in 2 seconds. However, a lack of explosives can be crippling. It’s very sutuational.

And I’ll always be against cobalt a being easier to get, as SD need to sell cases to make money, and I have no problem with it being difficult for free players as its only cosmetic with no advantages.


(Wolf_Darkrose) #11

still would be nice to see them patch it with an update but you still have a point