who’s idea was that medics should be ‘second class’ mercs?
you give them less HP, and less DMG guns. thats already a disadvantage!!
dont make’em total sh----t
Well, well, well... (11/11 Patch)
Dunno if i’m going to contribute in anyway here, but i just add my opinion as an occasionnal DB player (play once every 3 months since first beta).
First of all, i don’t know any of the names given to characters, if find it gay and prefer basic class names. So don’t mind me if i describe the class poorly (if i ever come to talk about them).
I have played W.E.T for 3 years (as medic mainly), quake wars for 8 months, BRINK a bit (just got beyond 100h, was told it was miracle) and tf2 for ages now. So I’ve been around team-based fps quite a bit for some time as you can see, and my first impression lately was => mfw i can’t find teamplay in DB!? Sure i came across some 2players together all the time, but they probably are real friends and using TS or mumble. The rest of the team is often acting solo style. Also team spawns and spreads out with 4-5 same characters (all characters are not equally fun to play it seems…). I’m not saying it’s not a way to play the game, but maybe SD should push some mechanisms to force players to play together more often. Like Objectives that need 2 specific classes to be handle or 2 players of whatever classes. And even in basic gameplay (not objectif) there should be mechanism as such.
I pick tf2 examples : the pyro when equipped with a specific melee weapon, can save engineer stuff from spies. yes that needs extra items, but that’s the idea. One class that can change another.
Then, it’s probably too late for that, but the BRINK buff system was somehow more interesting to me cuz it forced players to reach closely their brother in arms. You had to actually touch the guy to buff him, and it added some adrenaline at times that i don’t find in DB. The way buffs works is boring imo.
I know people here like the original system, but i wish there was items that allows close-range buff (seringe) instead of just dropping bags. If it exists, tell me more.
Concerning Class loadout : i just feel like playing Call of Clone weapanz. Firstly they’re not attractive, secondly they do quite the same. I didn’t try it all but i only found myself enjoying the basic sniper rifle, cuz automatic weapons feels not much different between them. Let’s add melee weapons, crossbows and flamethrower!
This gives me the opportunity to talk about “classes”. I don’t get why there are different characters for each class. If it’s just to vary weapons, you’re doing it wrong SD. I wouldn’t spit on some customisation for a single character, with possibility of genderswap. But god, they are aweful, i don’t feel like choosing any of the game, the design is gone sooooo random since BRINK i cry blood. Appart from that, well… what differenciate class gameplay if not HP? They are basically all the same with a different tool => LOL? I mean look at recently announce Overwatch : characters can fly, crawl on walls, jump double time, grapple, dash etc. Ok DB is not about disney vs Predators but the way they move is just adding dynamism. TF2 has rocketjump etc. Does it hurt so much to make a character that has rollerblades (even as ability)? Dirty Bomb needs the classes to be more different to make it played by every kind of players possible. And don’t tell me about the “parkour” of DB… pls.
So in conclusion : adding pouches, screwdriver, abilities and wapoonz doesn’t make a character more interesting. It has to be thought way deeper in the first place. DB has random chara, in term of gameplay and design.
Maps! Maps are… pretty good i think! That is one point i can’t argue much. Maybe a bit small for some. Objectives are not a problem of gamedesign, but of class balancing. Only thing is : i wish there was more various environnement such as a giant garden or something like that. DB is just about streets and stairs, brrr. BRINK had good ideas.
Weapons feedback is cool (way better than Brink’s), but the shooting system is still broken for me. Headshots work randomly (except for sniper) as well as ttk. And, imo, the hipfire in almost the same with ironsight. Well, talking truth, W.E.T shooting felt good, no ironsight, touchy touchy, headshots were headshots. In DB you can rape experienced player by hipfire luck and when you are skilled, it still trolls a bit. Casual feeling is casual. I don’t get what public SD is aiming for with DB…
I guess i’m done raging now. Most of the game choices are either not justified, either not pushed far enough. The design could be better. Classes need extra something to make a real difference. Gameplay is waiting more teamplay mechanisms to avoid freelance and useless rush. The shooting system is not for skillers, not for casu, i’m lost.
So far DB has in-my-opinion no identity and no argument to make it last long. I can’t play more than an hour (maybe not even) cuz i can’t have fun even with positiv score. I have more adrenaline in many other games but DB. What is DB argument? Tell me.
I’ll give it a try during the week.