Greetings! I am a Finnish guy who has played a few Splash Damage games and ~10 years RTCW/Wolfenstein: Enemy Territory, Quake and CS. More or less actively, semi-pro and casually. I’ve liked these 3 days of playing Dirty Bomb alot - I’ve actually played it around 18 hours in these three days. In this short period of time I’ve noticed few things that in my opinion needs to be taken look at for balancing the competitive games. I will also give my take on what shouldn’t be changed. I’ll stick in the gameplay and leave lobby and server issues alone.
Things that should be changed/looked at:
- Kira’s Orbital Laser
- It is easy to counter, if you can shut down Kira from open area. However, it can also wipe the whole team way too easily and even if Kira died, it can hold an objective spot on it’s on for a few crucial seconds.
- It should end after Kira dies just to balance it a bit.
- One-way angles and field of view problems
- In Dirty Bomb there are many angles that can be held without other person seeing you or atleast not seeing your head or not being able to hit it even if you aim precisely on it
- For example: Staircase in the first stage of Bridge, Long road in between first and second stage of Chaple (behind the boxes in the far end for the defenders. This also happens if somebody hides behind a small bar/lamp post, you can actually see him and his head, but can’t hit it as the lamp post actually blocks every shot even though sides of the head would be visible.
- This should be really looked at as competitively you can abuse most of these angles pretty well.
- Planting turret on weird spots (mainly in Underground 3rd stage you can abuse this)
- Server-sided anticheats to be added
- This works in most of competitive games for hiding players from networking them (wallhacking)
- Can also be used to detect some aiming methods
- I am actually not so familiar with UT engine, I’ll have to look at it to give a bit better take on this
- Xigncode is being bypassed by custom files
- This should be blocked
- There are actually public forums that share these custom files to be able to either debug the game to develop a hack or to hack in this game safely
- Replay system
- This should be self-explanatory
- Stats system
- I was expecting kind of the same system as in ET. The games are so much alike that this should definitely be added and it gives people more feedback on their performance.
- There are negative effects in casual as for objective being forgotten as everybody tries to get as much dmg/hs/kills. Still this doesn’t effect negatively in competitive, but actually gives a possibility to analyze players and rank them.
- After being dead having default binds, after respawning having the actual binds
- For example: I’ve unbound the walk key. I still can toggle on walk when dead and waiting for spawning, but after I spawn, I can’t toggle it off without binding again a walk key or toggling it off after dying.
- In-game reporting system for cheating/toxic behaviour
- Shotgun hitboxes unto turrets and mounted EV
- Spectating must be fixed. It’s laggy and looks worse than 16 tick CS:GO. Also it stucks sometimes into dead bodies or free cam mode.
- Getting Minor Penalties which start weirdly when you search for the match, but not after you stopped the queue after Dirty Bomb’s lobby failure.
- Fletcher’s Sticky Bombs
- These are a lot better than Fragger’s nades.
- These can be abused with objectives (for Attackers and Defenders eg. stick to datacores etc.)
- These are insane in defense with correct planting
- You can use them like Fragger’s nades
Things that probably should be adjusted/customizable:
- Hud (if it already isn’t), I’ll be comparing to games I early mentioned I’ve played
- Map isn’t actually very practical, hard to track and it really doesn’t pop out from the hud
- Spawntimer shouldn’t be in the upper part of the screen, but in the middle-right or left
- Health should be more visible and I haven’t been able to take off the blood spatters after I take dmg
- This isn’t a must, but a suggestion: Loadout cards and the auguments
- This is a way to be able to control meta game in competitive games
- As if there are imbalanced combinations as there could be, they should be balanced and thus changing current meta game.
- Turrets to be destroyable/fixable
Things that are fine but people keep complaining about:
- Airstrikes and arties are fine
- In Enemy Territory airstrikes and arties had team cd, which could work, but isn’t necessary
- You can actually play around the airstrikes (eg. not fixing the EV just before the airstrike, but after it, get the EV over the airstrike as they are pretty strict with their hits and require most of the salvo to be hit on target)
- In stopwatch both sides have equal chance to use airstrikes and it actually requires some timing and game sense to use them correctly
- If arties are imbalanced, it’s due to it’s weakness as Arty must be exposed to actually use it properly
- Run and gun
- As this is a Splash Damage game and is a mixture of ET, Brink and UT for me, it should be obvious that the game actually is built around movement.
- Why nobody ever cried about running and gunning in Quake?
- Iron Sights not giving any more accuracy
- This is totally fine, actually I don’t see any reason to use these but to zoom in for some pixel shots
- In a fast paced game, aiming down sight isn’t quite logical?
- Plantable objects (Health Station, Ammo Station and Turret)
- Aura is nothing without Health Station but a running critter, which can’t do a thing without actually getting close
- These three can and should be destroyed always first and they can be destroyed quite easily with Nader or Fragger, even with Vassili and Skyhammer.
- I don’t see how defending team could actually hold any objectives in this game without being far superior in aiming and movement if it wasn’t for these three (and for Orbital Laser and Airstrike)
- Game is p2w. It’s not pay to win, but it definitely helps you to get what you want. You actually can do well without loadouts.
Things I haven’t found out about yet, but definitely should be included: - Being able to host games for your friends on lan
- Different crosshairs as not all are comfortable those provided
- Actual tutorials on your site for new players (this is easy game to start in, but hard to master due to the movement, not many people seems to be using the long jump in games I’ve played)
- A list of user side console variables and commands for competitive, casual and experimental use
I wrote this after a 6-hour streaming session of Dirty Bomb and after drinking a litre of coffee in 3 AM, so I apologize for every grammar mistake I made and for this wall of text. Now I must get some sleep.
EDIT: Made some additions in there. I’d hope some constructive discussion around these things!
- Lagenberg