Any tips for a new player?


(sunglasses) #1

Hi guys!

I’m playing Dirty Bomb for almost a week right now and I really need some tips from advanced players. I’ll show up my cards and tell which I like.

  • Skyhammer T92 Elite Rifleman (Pineapple Juggler, Quick Draw, Fail Safe)
  • Arty B73 Power Rifleman (Quick Draw, Tough, Chopper)
  • Vassili F12 Perceptive Sniper (Spotter, Big Ears, Unshakeable)
  • Aura R73 Nitro Close Assault (Springy, Enigma)
  • Skyhammer T63 Elite Rifleman (Explodydendron, Fail Safe)
  • Vassili M011 Observant Sniper (Spares, Bomb Squad)
  • Nader CR72 Standard Operative (Double Time)

These are all my cards, I don’t have much of them because I traded some Lead, Iron and Bronze cards to get my Skyhammer T92 Elite Rifleman that I really like. Espacially that he comes with a TIMIK-47.

This is like a Fletcher V.S. Arty, I got a Arty card but I don’t have him as merc. I don’t have any Fletcher cards and don’t have his merc. I like Arty, but he comes with a BR 16 in my card, a Burst Rifle that I suck with but I’ll just deal with it. I like Fletcher too, but who should I buy first, a Arty 30,000 or a Fletcher 50,000?

And also, what’s the button to voice chat? :expressionless:

Thanks for reading this! (Sorry for my probably bad English, it’s not my primary language).


(sunglasses) #2

Oh, I forgot saying that I have Skyhammer, Vassili and Aura as merc.


(bontsa) #3

I tend not to say much about Loadoutcards since while many of them seem to be much more viable than others, a ton of weapons in game are highly a matter of preference as long as you’re not aiming for the “micro-seconds and pixels matter” level of competitive right off the bat. So grab loadouts that don’t have at least completely useless Augments (like Lock-On for Fletcher) unless that card has another very sweet Augment, and weapons you feel comfortable with ^^

As a matter of merc pick… I would definitely suggest going for Objective Specialist (or Engineer however one wants to call them) next. So if you’re locked-in serious about it being either Fletcher OR Arty, go with Fletcha. However I would strongly suggest you wait and try out as many engies as possible before deciding, there’s going to be one most probably in each free rotation. Engineer is pretty sweet to have early in merc collection, so you’re more free to do whatever is required at any given moment in matches.

And Fletcher is cool asf anyways :wink:

Voice-chat was by default in “X” if I’m not stunningly incorrect, which wouldn’t be surprising though. I prefer switching it to more convienient key right from the start.


(Psych0tron666) #4

After learning your mercs i think it’s important to learn the maps and how to use your mercs correctly to do the mission or spesific task. Also right timing is key to victories.

For example with Skyhammer if you know when the enemy spawns(learning enemy and your own spawn time is also very important) and you know how long time it will take them to come in spesific position you can time your artillery support or airstrike just to that moment.

Knowing your own spawn time is important because of the selfkill option. For example if you are on attackin team and you are the last player alive and you can’t really do anything to advance the objective so you most likely die and gain “longspwan”. In this situation the best thing to do is do as much damage as you can to enemies and kill yourself before getting the “longspawn”(something like 1-2sec before you team spwans). The you are able to attack with full team again.

Same kind of thing works also in defensive side. The maps aren’t so big and defensive team probably plays passively and not so far away their spawn. So when your ran out of ammo it is better to selfkill and take over your defensive position again or if it seems like that you are going to die and gain “longspawn” just selfkill just before getting it.

Also in every map there is places where you can use your walljump to acces positions faster and “longjump” helps you to reach some places and makes you move faster(long jump=crouch just before jumps and hold crouch button)

Here something to learn and these things only comes with lots of hours ingame. Hope you did get something out of my advices :slight_smile: Sorry for bad english xD

-Psych0tron

P.S. Move your feet and shoot from your hips :wink:


(libidoknievel) #5

I’ll throw my two cents in

Movement in this game is a crucial skill you need to develop. Using your ability to strafe correctly is the difference between life and death. Furthermore you move faster wielding a knife as opposed to your primary/secondary. Avoid crouching as it makes you an easier target. Furthermore look up some videos on basic jumping in dirtybomb.

Don’t forget there’s no need to craft above bronze, everything higher is purely cosmetic. Also, enable hitbeeps in your audio settings, it’s realtime feedback on your aim!


(libidoknievel) #6

Oh I forgot to mention using iron sights is not usually beneficial as there is little difference in recoil control.

Arty is great btw. They fixed his arty recently aswell


(XavienX) #7

Something a lot of noobs forget to do.

  1. You run way faster with a knife out by pressing 3.
  2. UHB-JEK-TIV DO IT. AIN’T COD HERE!

(Draza) #8

And also, Don`t be a d*ck :wink:


(AirborneAsian) #9

FIFY :smiley:


(AirborneAsian) #10

Also don’t go past bronze when you’re trading up, because any higher than that is purely cosmetic.


(Samniss_Arandeen) #11

Other experienced players, feel free to add or correct.

1.) Focus fire. When engaging enemies, pick one and stay on him. A dead Skyhammer before he can throw his airstrike is better than a half-dead Skyhammer and a half-dead Fragger, both of whom can go on to use their abilities. Remember, the most important hitpoint is the last.
1a.) Always pick the one doing the objective. When this is inapplicable, pick the one that can kill you fastest.

2.) Playing objective when non-Engy. Don’t shy away from doing the objective; however, once an Engy arrives on scene, drop back and cover him. It only takes a few minutes before you run across people like me bitching about more than one person accomplishing the objective at a time.
2a.) If a Medic, check for fallen Engies and revive them before going for the objective. Reviving and healing in general should take priority even if all you have is a Fragger to revive. Hopefully he’ll cover you, but it’s better than nothing. It’s faster to revive a Bushwhacker and have him (dis)arm C4 than to disarm it even as your CR73 Sawbonez.

3.) Just because you’re an Engy doesn’t mean you can do the objective faster than you can die. Make sure to protect yourself when doing the objective.
3a.) However, if your death came immediately after a clutch plant/defuse? Worth it.
3b.) Bushwhacker is great for when your team refuses to back you up, but the Turret has less health than you think. You can also reset the Turret’s health by picking it up and reclaiming its cooldown.

4.) Aura and Sawbonez. Charge your damn paddles! To do this, hold down the button before issuing the revive. They crackle when fully charged and completely replenish the target’s health when charged up. Obviously it’s better to get more people up than to piddle around charging up everyone’s revive, but when running up to a group of downed friendlies, charge your paddles on approach so as to revive the first at full health.
4a.) Revive target priorities. Engies first when close to objective. Then other Medics, then everyone else. When in doubt, just revive as many as you can.
4b.) Sawbonez and Sparks can direct-hit with their respective kits for extra heals; prioritize the lowest health players and those on the objective.
4c.) Medics in this game aren’t like most other medics. If you’ve played the Assault class in Battlefield games, you know what Sawbonez in particular is. You’re a Medic, and yes, keeping your friends alive is number one, but get your ass in the fight and do some damage. Helping kill an enemy before they can damage your friends? That’s preventative medicine.

5.) When a Fire Support merc, support your teammates’ fire by keeping those ammo kits coming. Timing is more important than constant bombardment for your air support/artillery strike/Death Star turbolaser.

6.) Shotguns. DO NOT SPAM

7.) Fragger’s LMG and 'nades. DO NOT SPAM

8.) Fletcher’s stickies. DO NOT SPAM

9.) Proxy’s landmines. Place them around blind corners and other pain-in-the-ass locations where shooting them will still leave the enemy in an awkward position.

10.) You have a secondary weapon. Don’t be afraid to use it. Rhinos especially, the pistol makes a great way to deal parting shots.