Change The Game - Discussion Ideas


(NightfIy) #1

I’ve been giving some thought to Dirty Bomb, and as an avid casual player I’ve collected some of my thoughts on what I feel could be changed about the game. This isn’t so much a balance change as much it is a new approach to the game. Not all things in this list will play nicely with each other and as with all things balance related, there’ll be things missed and glaring errors that I’ve overlooked.

This is about opening a discussion for ideas, either agreeing or disagreeing with mine and providing solutions/alternatives or providing your own within realistic reason.

So if you’ve got 10 minutes spare feel free to have a look through and let me know your thoughts!

Dirty Bomb Changes


(Szakalot) #2

i can appreciate the effort but the game is far in the development process, too far to make such drastic changes across the entire game’s balance; with many points debatable anyways.

there is simply no point in changing what aint broken, and this U-turn in balancing would need another whole round of further balancing efforts to fine tune. Nerf thunder, nerf grandeur and balancing is pretty much solved; i suppose you could look at burst rifles too. most of the other stuff is fine and does not require balancing further


(GatoCommodore) #3

Definetly a casual

“Engineers – As they are engineers they should not have the killing potential they have now.”

This is Dirty Bomb, where everybody can sh it on Everyone.

also please dump that logic where medic or engineer must not be able to kill anything.
This is not Cowadoody or SniperField 1.

the game already pretty balanced right now with few exception of Fletcher and Vasilli
and underpowered mercs like Phantom.


(NightfIy) #4

[quote=“Szakalot;c-224440”]i can appreciate the effort but the game is far in the development process, too far to make such drastic changes across the entire game’s balance; with many points debatable anyways.

there is simply no point in changing what aint broken, and this U-turn in balancing would need another whole round of further balancing efforts to fine tune. Nerf thunder, nerf grandeur and balancing is pretty much solved; i suppose you could look at burst rifles too. most of the other stuff is fine and does not require balancing further[/quote]

Which is a fair assessment but as I said, these are more ideas, rather than an attempt at balance, that could lead to other things. If we got the balance right (and I agree with your main points that should be addressed sooner rather than later) then this could be the next step further down the line after more content is released.

By no means am I expecting all, or any for that matter, of the above to be implemented but it could lead to things being considered further down the line when the game is more stable. The ability to change and reinvent is what can keep a game fresh and interesting to old and new players alike.


(NightfIy) #5

Which is why the term “potential” is used. Engineers can and will still be able to kill but engineers are meant to be weaker compared to assaults and fire supports as I see it (Assault>Firesupport>Medic>=Engineer).

A proxy being able to take out a Fragger currently without being anywhere near him seems too much for her role but she could commit her mines to help her assaults in the fight or babysit them and mop up the injured enemy. Either way it brings more gunplay to the fore for the engineers at least making them similar to the medics.


(bushyg) #6

Some of the these suggestions are absurd.


(NightfIy) #7

Which is in part its intention. This isn’t a balance attempt, it’s a new approach. Feel free to disagree, to counter, to add your own ideas to the mix. If you believe they are absurd, why do you think that? I’d always take a disagreement with a rebuttal to just a disagreement alone


(GatoCommodore) #8

Which is why the term “potential” is used. Engineers can and will still be able to kill but engineers are meant to be weaker compared to assaults and fire supports as I see it (Assault>Firesupport>Medic>=Engineer).

A proxy being able to take out a Fragger currently without being anywhere near him seems too much for her role but she could commit her mines to help her assaults in the fight or babysit them and mop up the injured enemy. Either way it brings more gunplay to the fore for the engineers at least making them similar to the medics.

[/quote]

the thing is with mines, a decent player wont fall for them. Very useless against veteran players.

the right way to use Proxy is for flanking or putting notification on objective (its already babysitting the mines) if someone tried to interact with the objective, proxy will be notified because either the mine is shot or exploded due to someone step near the mine.

and no, Proxy is not even close to Fragger kind of power level. Fragger can kill someone in a room without having to step inside the room, thats why he only get 140hp and Thunder need to be in contact with the target to kill it thats why he gets 170hp

the only thing you can speculate is if SD decide to rework every merc in the game instead of just changing few things and get Assault Bias


(TheStrangerous) #9

The ironic thing about Rhino, is how “fat scout” (shotgun only) playstyle is far more effective than minigun.
Removing his shotgun would hinder him even more.


(Szakalot) #10

you can be effective pushing with shottie against one person, but 300dps minigun is where its at


(GatoCommodore) #11

Mobility>DPS


(Szakalot) #12

Mobility>DPS[/quote]

that sounds nice, let me know when you get out of max lvl5

While it may seem that mobility is more important, the higher the level of the players the less relevant it is, for two reasons:

  • a good player will be relatively mobile, even with a slow character
  • a good aim player will hit you no matter how fast you move

(GatoCommodore) #13

Mobility>DPS[/quote]

that sounds nice, let me know when you get out of max lvl5

While it may seem that mobility is more important, the higher the level of the players the less relevant it is, for two reasons:

  • a good player will be relatively mobile, even with a slow character
  • a good aim player will hit you no matter how fast you move[/quote]

theres only 2 occasion i use the minigun.
First, Spawn Camping
Second, Killing generator

and both are pretty rare since Spawn Camping is nearly never happened and there are engineers who already did the Generator.

and nowadays i prefer not jumping 2 times really fast then shoot while under a speed like a turtle.
People may like it but i really dont since Rhino Hitbox is pretty big and staying in the same place for 10 seconds doesnt sit well with me


(Szakalot) #14

you can do whatever you want, but youll find it hard to convince anyone they should give up on using a weapon with MORE THAN twice the DPS of the next highest dps gun


(Guziol) #15

[quote=“TheStrangerous;c-224448”]The ironic thing about Rhino, is how “fat scout” (shotgun only) playstyle is far more effective than minigun.
Removing his shotgun would hinder him even more.[/quote]

I’m more of a revolver-rhino kind of guy. But i still find myself using the minigun maybe 50% of the time compared to his other weapons at best. Minigun is just not safe to use most of the time.


(TheStrangerous) #16

Not like they’ll change any mercs’ weapon sets completely.

They’d have to rework loadout cards. The only time weapon sets were changed was Kira’s cricket bat to Katana and Phantom’s knives to Katana and Cricket Bat. (Not counting changes in the alpha).

Didn’t SD say they won’t change GEN 1 cards? Probably the same thing will happen to gen 2, once gen 3 comes out. Not sure if weapon changes should be exclusive to gen 3 cards.


(ImSploosh) #17

Although I understand where you’re coming from, and some of the ideas are decent, a lot of them make mercs useless or just make the game much less exciting. You’d like to remove 3D spotting, but then that means there is no spotting at all and recon mercs become useless. The minimap is very ineffective to look at. Those abilities would be pointless, especially Redeye’s which the 3D spotting goes hand-in-hand with his smoke.

Just too many flaws with your points. Wouldn’t want to see any of these implemented to be honest. I like most of the game as it is- any merc has the potential to be extremely versatile and deadly. Everything from a bouncy, annoying shotgun proxy, to a ol’ fat rhino sitting on a health station. Most things can be countered fairly easily or you’ll need to develop certain tactics to take advantage of situations. See that health station? Throw a mine on it, don’t destroy it. Wait for some enemies to go heal and watch them get a nice surprise!

It’s things like that, that make Dirty Bomb such an exciting game to play. Just my opinion though.