10 small things Dirty Bomb needs to steal from other games.


(Jams by Betty) #1

And by ‘needs to steal’ I mean ‘could possibly borrow’, but thanks for clicking my sensationalist title anyway.

I am by no means an expert at this game. I only have ~160 hours under my belt, and am butting up against level 18. However I have been playing multiplayer shooters for the better part of two decades. I’ve come across all manner of mechanics and gameplay loops and other video game buzzwords that shooters have used to differentiate themselves from the basic idea of clicking something until it dies. Dirty Bomb’s feature set is nearly everything I want from a class-based teamwork-focused shooter contingent on objective completion.

But there’s a few things I’d still like to see.

Now, I understand that the game is likely far from completion and that some (or probably all) of these TOTALLY ORIGINAL suggestions have been considered by the developers. These 10 items are things I’d personally like to see and have no expectation that any of them would ever make it into the game, I just thought it’d be fun to share. So in no particular order:

  1. Playing the maps in reverse.

I can’t think of any specific examples from games other than Mario Kart but I’m almost certain I’ve seen this in a shooter somewhere. In Dirty Bomb objectives would need tweaking - stealing the jugs from the container on the second part of Bridge, then repairing the EV and pushing it down the road to the ramp where it can shoot it’s missiles at something in the distance, for example. This would never be a necessary feature, but if the game ends up with a small amount of maps it could extend their lifespan somewhat.

  1. Separate animations for the Drilled perk.

This is a new thing that (as far as I know) has only been in Killing Floor 2, another game in beta. Basically what it does is instead of simply speeding through the frames of a reload, it gives a new, more expert-looking animation. It’s essentially meaningless but it’s a very nice detail. I don’t think DB uses motion capture like KF2 does, so this kind of feature would seemingly be more difficult than it’s worth. But it looks great. See below.

  1. Wall cling.

Parkour-style movement has become quite popular in shooters over the last few years. I don’t play many of these big AAA titles, so I’ve only seen a brief wall cling feature in Titanfall. I only played about 8 hours of that, but I thought it was useful. This maneuver granted to a merc as an ability would add another wrinkle into the already fairly robust movement system in Dirty Bomb. Here’s what it looks like if you (like most everyone) didn’t play Titanfall.

  1. Destructible & constructable mounted MGs.

Modern Battlefield games have had this for awhile. At least, the destructible part. By turning mounted MGs into secondary objectives not only would both teams have more things to do, but their vulnerability would allow them to be buffed from a mere nuisance to a legitimate presence on the map. I dunno if this kind of thing would benefit the existing maps but future ones perhaps.

  1. Deadly trick jumps.

The movement system is one of the most unique things about Dirty Bomb. It affords all kinds of strategy and traversal while staying grounded in a semi-realistic fashion. It’s not Mirror’s Edge and it doesn’t need to be. However, increasing the risk of crossing parts of future maps to including death by falling - either into some sort of pit, off a building, or even just from fall damage (making that Flying Pig perk look a little more attractive) would give a more incentive to master the parkour system and reward those that have.

  1. Moving maps.

So far, Dirty Bomb has been about fighting in the streets and outskirts of London. Understandably, that doesn’t leave a lot of possibility for maps set on one or more moving objects. However oversized subway trains, sailing ships, and even that zeppelin from the Dome cutscenes could all provide interesting locations for skirmishes. I always felt the Convoy map from UT2k4 was under-appreciated. For those that haven’t seen it:

  1. Mounted sniper rifles.

I’m lifting this one wholesale from The Last of Us. (gasp, a console game, I know) There’s a sequence midway through that has the main character holding off enemies with a rifle mounted in a window. Snipers have always been a thorny subject in multiplayer shooters. I had the thought that instead of making that weaponry freely available to players, making them into emplacements with the purpose of area denial would be an easy solution. I’m not suggesting that happens in Dirty Bomb, nor do I think it would ever be appropriate for this game. Instead it would just add some variety to stationary weapons. Here’s the sequence I mentioned earlier.

  1. Greater shotgun variety.

I’m almost certain this one is being worked on or thought of in some fashion, but I just want a heavy class with an automatic shotgun. Because auto shotguns are fun as hell. Case in point:

A small holdout shotgun secondary would also be welcome. 3 shells loaded with a total of 9 and give it to mercs who have a lot trouble up close.

  1. Motion tracker.

This falls under the umbrella of ‘ideas for new mercs’, but lifting the motion tracker out of the Alien vs. Predator games, tweaking it’s battery life, and giving it to a recon merc could be fun. It would encourage teamwork and communication, with the merc needing to relay the enemies’ positions to his nearby allies. This would likely never happen in public games, but I’m fond of the idea and I miss AvP2 multiplayer. Here’s some relevant footage for context, but I just wanted to hear the pulse rifle again.

  1. Vents.

There’s lots of places to jump and climb in DB, but virtually nowhere to crouch and sneak. This may be a result of my pining for asymmetrical multiplayer with stealth elements like in AvP2 and Splinter Cell, but man-sized passageways could add a lot to future DB maps. With the game’s saturation of explosives, area denial, and the ability to outright block passageways with ammo stations vents could be a risky but beneficial means of getting through areas. In fact, the coverings could be made to be secondary objectives to be destroyed and repaired.

That’s all. If you read this far, thanks for witnessing my dumb ideas. If you skimmed the general topics, that’s fine too. In fact, if you’ve outright ignored this topic at all I’m okay with it. Feel free to pick apart, complain, or generally insult me or this diatribe I’ve written.


(Hibbsan) #2

The sad part is that they will never be able to do any kinds of parkour moves (wall running, wall clinging, etc.) since the maps are not made for it at all. They will have to re-design all the maps to make it work. Would be cool though.


(Grave_Knight) #3
  1. Don’t see a point in this. Wouldn’t add anything to the game.
  2. Why? The simplest solution, speeding up the animation, is the better solution. And the better solution means you don’t have to have twice the animation files.
  3. This would be okay as a merc power but since all the mercs aren’t running around in powered armor, nor do they have some sort of device that allows them to cling to walls, it makes no sense. Also, it’s a gimmick.
  4. The only one of these I complete agree with. Would also give engineers more to do.
  5. Another gimmick that doesn’t really add anything to the game other than more frustration when fighting light mercs in CQC. Do we really need Proxy killing Rhino like he’s some sort of goomba?
  6. Complete gimmick. Hell, even if you look at your example at it is, is a map that changes scenery. Also the game takes place in London so not sure where you’re getting sailing ships. Also, attacking zepplins is easy. One fire support is all it really takes (Arty would blast holes through it, Skyhammer would carpet bomb it, Kira would punch a hole through it with a laser which would super heat the gas inside causing it to explode, Stoker would just set it on fire).
  7. No. Mounted rifles make no sense in a game like this. Mounted MGs are a risk to use already because how easy you are to get a headshot on. Mounted Sniper Rifles would be just as bad for the same reason. Especially if it’s like in that video where the rifle is placed somewhere stupid (it’s sticking out the window!? NEVER STICK THE RIFLE OUT THE WINDOW!!).
  8. All they’re missing is the auto shotguns and well I could see why they wouldn’t want to add them into the game. The Hollunds and Remburgh destroy mercs pretty quickly as is, now make it fullauto…
  9. What do you think Vassili’s Heartbeat sensor is? There is also another merc named Aimee that will be getting a camera which will do the same. They put enemies on minimaps as well as tag them.
  10. Vents are dumb. You know how many vents can support human weight? Zero. You know why? Because they’re design for moving air, not people. You watch too many action movies.

(Jams by Betty) #4

I think you misunderstand. I didn’t mean jumping on enemies damaging them. I meant trick jumps in the map that if failed, had deadly consequence. For instance, jumping between two very tall buildings.

Rhino falling on mercs and killing them, however, would be hilarious.


(CCP115) #5

[quote=“Grave Knight;107080”][list=1]
[] Don’t see a point in this. Wouldn’t add anything to the game.
[
] Why? The simplest solution, speeding up the animation, is the better solution. And the better solution means you don’t have to have twice the animation files.
[] This would be okay as a merc power but since all the mercs aren’t running around in powered armor, nor do they have some sort of device that allows them to cling to walls, it makes no sense. Also, it’s a gimmick.
[
] The only one of these I complete agree with. Would also give engineers more to do.
[] Another gimmick that doesn’t really add anything to the game other than more frustration when fighting light mercs in CQC. Do we really need Proxy killing Rhino like he’s some sort of goomba?
[
] Complete gimmick. Hell, even if you look at your example at it is, is a map that changes scenery. Also the game takes place in London so not sure where you’re getting sailing ships. Also, attacking zepplins is easy. One fire support is all it really takes (Arty would blast holes through it, Skyhammer would carpet bomb it, Kira would punch a hole through it with a laser which would super heat the gas inside causing it to explode, Stoker would just set it on fire).
[] No. Mounted rifles make no sense in a game like this. Mounted MGs are a risk to use already because how easy you are to get a headshot on. Mounted Sniper Rifles would be just as bad for the same reason. Especially if it’s like in that video where the rifle is placed somewhere stupid (it’s sticking out the window!? NEVER STICK THE RIFLE OUT THE WINDOW!!).
[
] All they’re missing is the auto shotguns and well I could see why they wouldn’t want to add them into the game. The Hollunds and Remburgh destroy mercs pretty quickly as is, now make it fullauto…
[] What do you think Vassili’s Heartbeat sensor is? There is also another merc named Aimee that will be getting a camera which will do the same. They put enemies on minimaps as well as tag them.
[
] Vents are dumb. You know how many vents can support human weight? Zero. You know why? Because they’re design for moving air, not people. You watch too many action movies.
[/list][/quote]

That was a fairly aggressive response. I think some of the things on the list are fun and cool, and others are pretty stupid and nonsensical as well.

Out of all the things though, I am a bit disappointed they were gameplay mechanics, and not more urgent changes, like RNG changes, more incentive to pay money, optimization, QoL, etc.


(Thai-San) #6

Destructible mounted turrets sounds awesome.
That one turret on chapel (that proxys like so much to trick jump to and kill the defenders respawn) could be destroyed by the defenders early on and if a proxy tries to do her old trick, every one would notice since secondary objective progresses are shown to everyone.
Would be nice if they added this.

Moving maps sounds fun, but look at dirty bomb as it is right now. We know how trains look like and those are way to narrow to be a map…
Giving weak cqc mercs a secondary shotgun would be terrible. I already hate, that Vaseline has such high power secondaries (he should only have the weakest pistols imo) but giving him a shotgun would be a nightmare for me… >.<’


(Bestfinlandball) #7

How can you be lvl 17 in 160 h.
I have 170 h and i am only lvl 12


(Jams by Betty) #8

Yeah it would be hard to balance, I just think a third option would be nice.

[quote=“moon_moon;107243”]How can you be lvl 17 in 160 h.
I have 170 h and i am only lvl 12[/quote]

iunno


(Haki) #9

love the idea of very risky trickjumps !!!
At the moment, there are difficult jumps and failing them only get’s you annoyed after the third try and your team loses time you could’ve spent killing,reviving,repping etc.

Actually punishing people that don’t make those jumps but rewarding those who do seems like a great incentive for people to learn truckjumps.
But now that I think of it, there’d be plenty of newbies falling/dying to these…

Still like the idea ! :smiley:


(Rosskii) #10

Some of these ideas I imagine how much work the dev’s would need to put in, for potentially little reward. But the ideas I think sound exciting are.

  1. constructable MG’s
  2. Risky trick jumps
  3. Moving maps… so weird, I think I had a dream few nights ago of exactly that. I dreamt it was in dirty bomb and on a long train that was moving, and you had to push through it, on roof or in carriages. I remember it being really good dream too. I agree a new map like this would be cool, Maybe have 2 trains that you can jump between? might give a little more space lol.
  4. vents or (new secret passages) always love discovering new routes… :wink:

(yusayu) #11
  1. Why? They have some sort of progression to them, playing them in reverse would not make much sense and I know of no shooter where that is possible. Just Mario Kart.
  2. Would like that but I don’t think it’s worth the effort.
  3. Meh, not really necessary. Wasn’t used much in Titanfall either.
  4. MGs are already pretty weak, that makes them even weaker.
  5. +1 this sounds super fun!
  6. Don’t know if it’s worth the performance effort just to make the background/floor or smth. move. Would certainly feel cool but i don’t think its possible without severe performance problems.
  7. Why? There’s not that many long-range fights anyways and you could just pick Vaseline.
  8. Ye, no, Auto Shotguns are super frustrating. They are just for people who can’t aim with real shotguns.
  9. Like a heartbeat sensor? Doesn’t sound too redundant but not as the only ability.
  10. Doesn’t fit the pace of the game imo, crouching through vents, slowly, wouldn’t feel great.

(retief) #12

Wallcling seems silly, honestly. Lets add the ability to stand still in a game that is all about moving. Yeah, that sounds really helpful.


(KattiValk) #13

Risky trick jumps would be great.

A motion sensor would actually be really neat for Phantom, make it fairly strong to make up for how piss the cloak is so he becomes great for recon and single picks.


(Jams by Betty) #14

Well what I had in mind was being able to hang over a door or passageway for a few seconds to ambush folks. Add more vertical gameplay.


(signofzeta) #15

It would be cool if you had a map where the attacker is dependent on what happens on the first objective.

For example, the first objective is the EV. Whoever repairs it has control over it. Maybe have separate repair progress for each team or something. Then once it is repaired by one team, the other team has to disable it. Once it is disabled, any team could repair it and if the defending team repaired it, the EV goes in the opposite direction. If it gets to one end, the EV would blow open a wall for the attacker to destroy an objective and end the map. If the EV went all the way to the other side, it would reveal some objects to deliver to a point on the map.

Along the EV route, there would be 3 obstacles. There are barricades a quarter of the way from each end of the EV route. They can be constructed or destroyed depending on where the EV is. If the EV is closer to your spawn, the generators are set that you can only destroy them. If the EV is closest to the opponent’s side, you can only set it so that you can only repair them. If the EV is somewhere in the middle, the barricade generator closest to your side can only be repaired, while the one closest to your opponent’s side can only be destroyed. In the middle of the route, there is also a generator that controls a bridge. Repairing the generator creates a bridge, while destroying it makes a gap. If the EV is closer to your side of the route, the bridge generator can only be built. If it is closer to the opponent’s side of the route, the bridge generator can only be destroyed.

The route would start with both barricades down, and no bridge.

The way this map is set up, it can’t be played on stopwatch, only objective, and the first objective has no time limit.