I hope they ditched the parkour in Dirty Bomb. It was a great idea in Brink, but it drew focus away from the gunplay and was kind of clunky.
What I would like to see are the body types from Brink. Please let me be a walking tank!
I hope they ditched the parkour in Dirty Bomb. It was a great idea in Brink, but it drew focus away from the gunplay and was kind of clunky.
What I would like to see are the body types from Brink. Please let me be a walking tank!
Parkour was fine the one big mistake I think they made with it though is that you canāt shoot accurately while doing it, which took away from all shooting skill involved in moving around.
The return of parkour wouldnāt bother me one bit, if there are promises of it not being as clunky.
I agree, but I donāt see how leaving OUT things like weapon customisation (which has become a staple feature of modern games) either ADDs anything to the game or makes it like any other game.
What will make DirtyBomb different, I hope, is that itāll follow the SD tradition of being a true class-based objective game, which is still a rather unique game-mode.
The only issue I had with Brinkās parkour was that you couldnāt NOT use it. Having played a lot of Urban Terror, which has had power-sliding and wall-jumping since 2004, Iām well used to using various combinations of keys to achieve certain movements, having the game decide for me what I wanted to do, and how to do it, was ridiculous.
I wouldnāt, but tbh I wouldnāt care either, unless SD have got WAY better at balancing these things. One body type would undoubtedly win out and everyone would end up using it.
[QUOTE=Kendle;413505]I agree, but I donāt see how leaving OUT things like weapon customisation (which has become a staple feature of modern games) either ADDs anything to the game or makes it like any other game.
What will make DirtyBomb different, I hope, is that itāll follow the SD tradition of being a true class-based objective game, which is still a rather unique game-mode.[/QUOTE]
The more possible weapons, the harder to balance them all. The more variations, the harder to presume what to expect when enemy approaches. The more weapon customization, the less of something else, as you produce the game in time and with a limited resources.
And what it really gives? More focus on less important matters. Having class based game, where all the classes have their weapons presets is unique. Itās part of the class difference. Itās ET-like, and not Brink-like, which is - from the marketing point of view - very, very important. And also that whole customization is a pointless toy.
I prefer the game to be a true class-based objective game. Not āpartiallyā class-basedā¦
probably mentioned before, and although not a major point, some sense of humour wouldnt go amiss.
i would like there to also be an indepth story line. life before the massive online multiplayer era, games had to be genuinely origanel and that ment a sweet story with your character. I loooooooved brink because of this reason, which is why i have so much love and respect for splash damage. another cool thing would to have a story campaign + co campaign and a long one at that, along with your great ideas of online multi shooter modes. anyways, just thought iād throw my thought out there. Looking forward to this game and hope i can pre order!
Wake up please. Do you know the Fallout series? I can suggest you that one* if you want a nice storyline + shooting. It is - in some sense - from before multiplayer āeraā. In fact itās single-player RPG, but Iām sorry to say that it;s not the shooters where ppl seek the storyline. Some text on the loading screen is far more than enough.
You were joking maybe, but itās not funny. Brink was a serious mistake. We donāt want to mislead with our feedback.
Iād like to see all the classes again. Brink took away the field ops (which I played in ETQW and W:ET). It was thoroughly disorientating not to have artillery.
Iād also like to see the following:
Blood (Not some damn numbers listing the damage)
Explosions
Explosion effects (most notably knockback); the trailer had lots of explosions
Parkour movements which require button combinations, not just a press and hold
Ammo and med packs on the ground
Mines on every conceivable surface (why this was taken out in Brink I have no idea, it was great progress in ETQW from W:ET)
Flexible turrets if logical (Technology has progressed to the point where itās possible to place turrets on walls and ceilings like in Natural selection 2)
Vehicles
Rockets to blow up vehicles
Flyers that take 2+ months before a player can actually fly them (remember how only doom could fly the tormentor during the beta?)
Scoping (I think this should be in worked well if you were hiding around a corner or sniping some fool, this is important for headshots too; besides, whatās a railgun without a scope. No ironsights/scoping appeals to fast paced CS or quake 3 players but ET and ETQW allowed even people without such fast reflexes to play a support role)
Proper primable grenades. This killed Brink for me. Itās odd but I have a 2:1 kill ratio for Nades : gunfire.
Team Asymmetry (well, doubt this will happen since both sides are human)
Enviromental hazards (falls, radiation spots etc)
In game VOIP for day one
Support for an indefinite number of mouse buttons
Choice of spawn points
A crazy commander (Depot yard captured! Depot Yard lost! Strogg jokes too)
[QUOTE=Fatfool;414316]
Flyers that take 2+ months before a player can actually fly them[/QUOTE]
I had to make a bindings script so I could fly them properly like, in Unreal Tournament 2004 for example. Default flight controls in ETQW seemed like nonsense to me.
Competitive support to the community and a nice spectator mode, objective team based gameplay in the form of 5vs5 or 6vs6! Trickjumping (strafe), Dedicated servers, Changeable crosshair (size, colorā¦), No iron sight, ET based gameplay would be the best, include some weapon like rifle grenade in modern look, sniper, and stable medic, engeneer and field op classes.
Just got this idea ,
i think there should be zones of the map where you cant use some or all weaponary . For example - area with too much radiation so you cant use explosives - only guns for example , mybe dark basement without any lights to short the way to objective (you can only see exites and nothing inside -picture all the fun when you bump to someone on your way trough , or covert ops hiding and stalking there) or some poison gas leak so only close combat is possible. Many options , this thing can bring some control to pub servers where you have 64,32 players and tactical importance to eSports matches .
[QUOTE=Xyphen;414427]Just got this idea ,
i think there should be zones of the map where you cant use some or all weaponary . For example - area with too much radiation so you cant use explosives - only guns for example , mybe dark basement without any lights to short the way to objective (you can only see exites and nothing inside -picture all the fun when you bump to someone on your way trough , or covert ops hiding and stalking there) or some poison gas leak so only close combat is possible. Many options , this thing can bring some control to pub servers where you have 64,32 players and tactical importance to eSports matches .[/QUOTE]
While I can see this working in pub matches (perhaps as a server option to toggle this on/off), I donāt think itāll work in competitive play. I donāt like to be restricted artificially.
Me too. Well I got someone on the forums to help me with it in return for showing the tricks of artillery strikes.
My rocket/sabot switch was on my thumb button instead of 1 and 2 lol. Flare was right click.
Movement/actions :
Weapons :
Shots :
Classes :
Maps :
Misc :
To be continuedā¦
tl;dr incoming
Itās F2P. Why would there be DLC? Thereāll be a bunch of content patches for Microtransaction shop, Iām sure.