So after finally getting some time into Dirtybomb, lerking the forums, and joining in on a few pugs (<3 Potty) I’m confident about sharing my current opinions of the game. Alittle history before I get started, sadly I never played ET or any of the previous titles with similar game play. Most of my gaming ‘career’ I’ve been a high level player of many types of fps games.
To start off, I’ve really enjoyed my fresh look into Dirty Bomb and I see myself sticking with its core combat staying on track
The gibbing process seems to be something of an artform, while killing and clearing is important there comes a balance in finding when to gib and when to focus on the objectives. It adds something I’ve never considered before in a shooter on having to ‘finish’ the deed. Since I never played the ET/QW games it’s interesting to learn this unique mechanic.
ADS/Hipfire:
Another interesting mixup is the hipfire/ads combination, in it’s current implementation it feels like both firing mods provide excellent choices at all ranges and zones. Depending on how well you can shoot in both styles, each serves an import set of skills for the player to be confident in. The recoil management of ADS and the spread control of hipfire. My only grip with some of the weapon in ADS, is that it’s rather hard to tell exactly where the center of the ironsight can be. If you could add a small bright green blip at the end of each weapon or something to highlight the ‘true center’ it’d help out. This issue was more prevalent for myself in the previous build, but lately it’s been much more manageable due to the newest tweaks.
Gunfights:
The gun battles are probably one of the most enjoyable things I find about Dirtybomb. The low weapon damage allows for engaging combat that revolves around tracking, twitch, and movement all combined into the perferct throwback to older shooters. My only gripe is the current balance of headshot damage vs bodyshot damage. While normally there is no real issue between the two, I can’t help but feel both dishing and receiving headshots is slightly too beneficial to the players. What I mean by that is from some intel that SDToomic explained about headshots dealing 2.0x damage modifiers.
From reading into the old posts, I noticed something about the TTK(Time to kill) engagements. There was a small poll with most in favor, however there was still a few who viewed it at too fast. I’d suggest trying to lower the headshot damage multiplier to a 1.5/1.75x just to see how that promotes good movement and aim further. It could also allow for more exciting frags of ‘recovery’ plays where a player receives of flank, and can attempt to make a craft recovery with solid aim and movement. 
Frag grenades…
I dont miss them
While they are great tools, stay the course Splash Damage just stick to the core of solid gunplay with special support abilities.
The one thing I would recommend, is balancing around the special abilities of all the classes. Each tool should serve an important function and be able to add strongly to a fight in it’s own way. IE…
Buff the turret targeting speed just alittle, lower it’s time to lock by a 100ms so it actually spits some bullets out. 
Buff the Con nade more, it just isn’t very disorientating.
Adds smoke grenade or other fancy tools.
Spectator:
I feel that this is the real crucial part to making Dirty Bomb a fun to watch and experience game. It’s current iteration is a great start, however I just want to make sure that you(The dev team) are fully aware of what techniques can be used to make watching a warzone unfold an exciting spectacle for pros and casuals alike.
These are just a few different spectator styles that at some point I’d love to see pieces of inclusion into:
Dystopia(Source mod)
First person spectate, highlights enemy players through walls and loadouts.
On death zoom out of body death allow a look at combat, transfer camera over to the slayers POV.
Third person chase camera, perspective is controllable by mouse moving.
Freecamera option available.
Natural Selection 2
Top down view of combat. The spectator is able to draw doodles on the map like John Madden play sketch lines.
Allows for transition between topdown view and First person view.
This mode is important because most casual players prefer to see the warzone unfold from a high vantage point. The benefit to this is it allows spectators to highlight the attack paths and the ways that attackers and defenders take routes or into combat as well as add sketch lines for potential attacks.
That’s about all I’ve got for this moment since it’s extremly late I’ve decided to cut this short here and cotinune at another time. All in all, I love the direction the game is being taken and I have confidence that you(Splash Damage) are on the right track to create a fun game.
