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Deathmatch megathread

Open WhenTanksFly opened this issue 1 year ago • 0 comments

Yeah it's present largely for an extra line on Steam store description, with little visible thought put into how it plays. But now that it has become semi-playable due to the new lag compensation, perhaps it is time to give DM some attention.

I'll start from the most basic game mode as well as general complaints. • Tech radar blips are occasionally seen by non-friendly marines, giving away techs' position. • Tech radar does not detect enemy marines, though I am unsure on whether it should. Maybe if detection distance was reduced. • Some choice for starter guns for regular deathmatch to help marine variety? Currently Jaeger and Sarge are highly preferred due to health and explosive bonus for basic rifle altfire. • Sniper rifle is the ultimate weapon and polar opposite of fun to play against. When used by 3+ dmg bonus marines (like Sarge, again), it oneshots everyone but other Sarges scopeless, at good firerate with zero movement penalties and zero counterplay. Easy blind kills (firing offscreen into some long tunnel). Easy kills from different Z-axis while enemy has no idea where the attacker is. Pierces to hit enemies that can't fire back. 1v1s most peashooters no problem whatsoever, including PDW. Overshadows same-purpose railgun by every metric, other than the 99% irrelevant meat megapierce. Hooow many nerfs it needs to be brought into line... •• Less non-scoped damage. Just so the oneshot-from-any-distance privilege isn't as braindead to use and has consequences on movement speed and firerate. I can assure you the marksman rifle would still be very strong if it went down to 70 damage at 3+ dmg bonus, probably still too strong. •• Severe reduction to mag size, max clips or/and fire rate. Currently it's cringe: the weapon is picked up fully loaded and can win 3 rounds before running dry... Can win half a game before reloading... Would also make misses and blind shot attempts count a lot more. • Mining laser overshadows chainsaw, other than maybe for stealth. Still enough damage to kill really quickly, and isn't anywhere as easy to counter with any mobility or rifle altfire. •• Slightly less damage so weapons other than pump shotgun have a hope when ambushed. •• Differentiate it from chainsaw by limiting laser's duration by having ammo tick down even when not hitting anything, or require doing the wind-up every few seconds (& nerf to max ammo). This'd also give the target a chance to escape. • And yet Sarge might still be easy mode even after all these changes due to general damage and health and explosions...

Instagib is just aim and ping measurement contest, not much to discuss. I've thought of reducing max ammo to discourage blind shots, but that'd impose too much punishment for regular misses; besides, giving away own position with the very visible trail, going on a reload that reduces movement speed while likely not hitting anything might be enough of a penalty as-is.

Team Deathmatch: We may talk once there is some solution to spawnkills due to gas or GL bombing or whatever. 1-2s afterspawn invulnerability pls? And probably much less damage to passive area blockers like gas.

Gun Game: third the guns give me AIDS but I don't have any particular suggestions, so shrug. With 3 or more players it's a lot better, as trash guns gain a chance via kill stealing. • Maybe a similar game mode but with 2 different guns at once could be less terrorizing than devastator vs. grenade launcher matching... Hmm, wonder if I can already do this with challenges such as Short Memory...

Hard to say for Infection, as my only experience with it was a team of galaxy-brainers rushing into flamer. And even under these conditions I felt completely helpless against the sniper rifle pushing me screens away.

Thoughts?

WhenTanksFly avatar Feb 05 '24 06:02 WhenTanksFly