What do you want to see in Dirty Bomb?


(Raide) #181

[QUOTE=strychzilla;415984]Camping is more of a concern for 1 life game modes (Search and Destroy) with very fast TTKs. It’s not as powerful in this style of game and shouldn’t be of great concern. The maps are generally linear since it’s escort/objective based and their are revives, faster movement, slower TTKs, etc. Sitting in a corner might get you 1 - 2 kills tops but you will get wiped out and a medic can come and pick those 2 up. Radars aren’t necessary and are more of a crutch for sloppy players.

The bigger concern is if you can cook nades or not. Cooked nades makes for cheesy gameplay.[/QUOTE]

What I’m worried about is spawning, going to the other end of the (section of the) map and dying just because someone was hiding behind a crate in a corner. But as long as it doesn’t take as long to get to the other end of the map as it did in Brink, then yeah, I can see your point.


(robertmaverick) #182

What I’d like to see in Dirty Bomb:

  • Full server support (dedicated server files, both windows & linux)
  • No DLC’s, just like ET, created by the community (like maps & mods)
  • Sniper should have the ability to disguise

(GENETX) #183
  • Objective skipping like in ET
    Such as using a covert ops in disguise and engineer to enter the fueldump after the tunnel was opened by the tank. Or Oasis (leaving TJ out here) where you could repair the 2nd water pump and get to the objective without getting rid of the wall. As far as I know, ETQW lacked this.

(Dysfunkshion) #184

[QUOTE=GENETX;416243]- Objective skipping like in ET
Such as using a covert ops in disguise and engineer to enter the fueldump after the tunnel was opened by the tank. Or Oasis (leaving TJ out here) where you could repair the 2nd water pump and get to the objective without getting rid of the wall. As far as I know, ETQW lacked this.[/QUOTE]
Oh yes, this is something that hasn’t been mentioned a lot before and something I fully support. In fact, it was one the most fun ways to circumvent problematic objectives, especially if the defending team was stronger.

There’s only one thing I don’t want to see, and that’s the ability to circumvent everything and just end the map. (Oasis gun plants after 5 minutes f.e.). I support a workaround for primary objectives, but not the main objective.


(rZa) #185

Hi my name is Psycozz
I have been playing during 8 year W:ET only in competitive mod and brink which is also bethesdha/splash damage game.
Most of you might not know me but I played some CIC, was french champion on brink with Origine Online and qualified for the final at assembly against Epsilon (with enRo)…

I have noticed many problems on the game during my experience:
Brink:
-No war settings as in ET
-No pause available
-No 1st spectator mode which is really important for stream
-No referee on the server
-linux support server
-obj skipping

W:ET
-Nothing to say except that this game was awesome (mod/servers/competition)

Splash damage should decide where the game will be implemented on competition (Clanbase/ESL) and try to support the game.
Brink died because of no support/competition even if the game was great.

Have a good day…

Steam: nabilou93 if someone want to add me


(Bll4ck) #186

dedicated servers


(GENETX) #187

[QUOTE=Dysfunkshion;416245]Oh yes, this is something that hasn’t been mentioned a lot before and something I fully support. In fact, it was one the most fun ways to circumvent problematic objectives, especially if the defending team was stronger.

There’s only one thing I don’t want to see, and that’s the ability to circumvent everything and just end the map. (Oasis gun plants after 5 minutes f.e.). I support a workaround for primary objectives, but not the main objective.[/QUOTE]

Mwoah, in my opnion main objectives should be doable, but only if the oponent knows it should watch a possible thread on the main objective. So in Oasis you had to build the water pump, the Axis should in that case guard it and blow up to make sure nobody sneaks through. For Fueldump, the Axis should immediately alarm on a disguise. The bunker would still give advantage to the axis anyways. Ant it all comes down to teamwork. There is someone who needs to guard it until the tunnels are full of water again, or should report a disguise. If that is done, no problem, else the team will fail to win due to the weakest link in their teamplay causing them to lose.

And looking back at ET, it doesn’t happen too much (at least on pub). I guess I did both tricks max 5 times over about 4-5 years of playing ET. Maybe it should be an option to turn off as well. But I did really like the thrill to work together as engineer with a covop behind enemy lines in Fueldump. Right through their defence and then still a long walk to the fuel dump. Pure adrenaline :stuck_out_tongue: Something I missed in ETQW.


(Dysfunkshion) #188

[QUOTE=GENETX;416372]Mwoah, in my opnion main objectives should be doable, but only if the oponent knows it should watch a possible thread on the main objective. So in Oasis you had to build the water pump, the Axis should in that case guard it and blow up to make sure nobody sneaks through. For Fueldump, the Axis should immediately alarm on a disguise. The bunker would still give advantage to the axis anyways. Ant it all comes down to teamwork. There is someone who needs to guard it until the tunnels are full of water again, or should report a disguise. If that is done, no problem, else the team will fail to win due to the weakest link in their teamplay causing them to lose.

And looking back at ET, it doesn’t happen too much (at least on pub). I guess I did both tricks max 5 times over about 4-5 years of playing ET. Maybe it should be an option to turn off as well. But I did really like the thrill to work together as engineer with a covop behind enemy lines in Fueldump. Right through their defence and then still a long walk to the fuel dump. Pure adrenaline :stuck_out_tongue: Something I missed in ETQW.[/QUOTE]

Well, it’s pretty much impossible in competitive play or on servers with a huge amount of people (32v32). But in smaller games it’s pretty easy to slip through imo. Or rather, there’s not much counterplay once you get through. If someone planted the dynamite, you almost had to /kill, switch to engi and hope you don’t have a long respawn time. Thats my only problem with circumventing objectives and going straight after the main objective.


(GENETX) #189

Thats why I would opt for an on/off function. BUt for pub 10v10, it wasnt that easy either… At least not on good pub servers where the oponents have enough experience with it as well. They knew me too good… :stuck_out_tongue: (I can be really really sneaky :smiley: )


(iwound) #190

a free level editor.


(bluefoot) #191

I was extremely satisfied with how Brink played, just not the extreme lack of polish and bug-fixing, and some very poorly balanced maps. I put in at least 150 hours, which I’d consider to be a lot given how quickly the game died.

I preferred it to ET:QW, though the above points and extreme lack of players were obvious spoilers. Probably played 200 hours worth of ET:QW, but spread out over a longer time and none since Brink launched. May buy it again for Steam to tide me over until I get Alpha access for DB.

Didn’t play much of the original ET, and never really got into it. So little to say on the matter.

I’d like to see a better implemented, more refined version of Brink’s smart movement system.

Really don’t want to see much emphasis on snipers, high powered rifles, scopes or general camping. Don’t understand why people are opposed to iron sights, though.

A working stats site would be nice, particularly if integrated with a non-hackable version of Steamworks’ API solution. I was one of the ones that had a perma-broken Brink stats site account :rolleyes:

Can’t say too much more at the moment, I’d like to wait and see what SD have put into the game so far. Can’t wait for Alpha access :slight_smile:

Edit: Also echo what others have said about anti-cheat tech. Really want a strong emphasis on this, with the strictest possible punishment system for those who do it.


(sachewan) #192

First person spectator is a must. The appeal of watching FPS games is because you can see first hand the skill of each player rather than watching from an overhead perspective camera. Lack of first person spec (among other things) was a nail in the coffin for any hopes Brink had of spectator appeal. Please don’t make the same mistake.


(Dormamu) #193

I would like to see in DB: The Anger, The Sweat, The Fortress, The Bug, The Look and The Shield. :smiley:


(Antharax) #194

Emphasis on Teamwork and some sort of movement system that isn’t sprint, stop, shoot, repeat.


(Volcano) #195

Good spectating options for shoutcasters, smaller weapon scale the ones in the video seem very large and took a fair chunk of the bottom of the screen and none of that red screen when you are low health


(GENETX) #196

Flashbang for the soldier class. Would be a nice addition next to the heavy weapons to clear out areas with the help of the rest of the team. Should give the team a small advantage to clear out rooms like the building that replaces the goldrush bank in DB.


(woll3) #197

-Demo Function
-Match Mode
-Dedicated Servers
-Fast Gameplay
-Some Cups/Seasons with Prices to promote the Game, but please not after 2 Months(was it even that long?) like in Brink, Brink Championship was a good idea, but neither the Community and the Game have been ready for something like that.


(ZeD) #198

-demos
-spectator mode like in ET/RtCW, good for coverage (stream etc.) and other things
-pause like in ET/RtCW
-SDK asap !! otherwise community and competitive side might die soon!
-good community support and esports aswell, so far so good!

Keep up the good work and listen to casual and competitive players from ET or some other similar game!


(V1cK_dB) #199

NOTHING will matter if the game doesn’t have the 2 things below. You can have whatever modes, weapons, maps, skins, worlds, stories, sock colors, shirts, hats or whatever you want. I remember these discussions before Brink came out and it all sounds very similar. So promising but none of it mattered because the shooting was not as good as W:ET (not even close) and the movement didn’t reward highly skilled players. Forgive me but I won’t get excited about a thing until I see more gameplay or play it myself.

  1. Spreads similar to W:ET
  2. Movement similar to W:ET…NOT BRINK. (trick jumping,etc)

(jazevec) #200

If I manage to get the game working on Linux…

I want Splash Damage to fix more things than they break, this time. Remember how useless “Throw ammo” ability of Field Ops became in ET:QW ? Remember how awesome “silent footsteps” Infiltrator ability sounded for a W:ET player ? Remember the intense firefights in W:ET ?

Also… I want to see the Covert Op class GONE. It was always the clown class, solution looking for a problem. Let’s face it, it never worked in Splash Damage games.