Closed Beta Update V37682 (11th August 2014)


(Silvanoshi) #1

This update introduces a whole host of gameplay tweaks, changes and improvements, chief among which is the introduction of the Unlock and Loadout systems and the new DOME Blockout map.

Balancing tweaks have been made across the board. At the forefront of this is the change to the spawn system as this has been a particular area of key community feedback that we wanted to address asap.

We want you to bear in mind that in many cases, these are just first stage implementations. They will grow and evolve over time, in many scenarios due to your feedback.

Design
LOADOUT CARDS

[ul]
[li]Loadout cards have added to Dirty Bomb, allowing you to earn and unlock predefined kit combinations for your Mercs.Please read this thread for further information about the Loadout system and progression as a whole.[/li][/ul]
PROGRESSION

[ul]
[li]Mercs and Features are now unlocked as you gain XP. It’s time to get collecting! [/li][li]Merc leveling has been added to the game. XP earned whilst playing as a Merc will unlock their Augment slots and additional taunts for them. Now you can trick out your Mercs that little bit more. [/li][li]Augments have been added to the game, these are customisable side-grades that tweak each Merc’s behaviour[/li][li]The experience system has been re-balanced[/li][li]The Levelling curve has been re-balanced[/li][li]The in-game currency - GP - has been removed from Dirty Bomb[/li][li]All accounts have been reset to level 1 for this release[/li][/ul]
OBJECTIVE MODE

[ul]
[li]Spawn Scalars have been implemented for unbalanced teams and teams larger than 5 players. Spawn timers now adjust to the player count on any given server.[/li][li]Rubber Banding has been implemented to give attackers an increasing advantage as time passes. The attacker’s spawntime will gradually decrease, while the defenders’ will increase.[/li][/ul]
BALANCE
GENERAL

[ul]
[li]Reduced global health regen to 4hp/s (from 5hp/s)[/li][li]Players can perform two full strength jumps consecutively before a diminishing returns kick in[/li][li]Players can perform two wall-jumps consecutively without touching the ground[/li][li]Several tweaks to wall jump detection and delays have been made to improve the overall sensation[/li][li]Increased mounted gun recoil & camera kick[/li][li]Slightly increased Help-up range[/li][/ul]
OBJECTIVES

[ul]
[li]Fuse time for all C4 Charges globally set to 50s[/li][li]EV health and damage modifiers now consistent across maps[/li][li]Reduced bullet and melee damage on the EV’s by just over half[/li][li]Increased carryable objective melee range[/li][li]Added movement slowdown to carryable melee hits[/li][/ul]
WEAPONS

[ul]
[li]Slightly reduced leg shot damage to 75% (from 80%)[/li][li]Weapon falloff damage at maximum range reduced to 66.6% (from 75%)[/li][li]Slowed the fire-rates of some semi-automatics to reduce DPS output at close range[/li][li]Reduced semi-auto recoil where they are now more limited by rate of fire[/li][/ul]
MERCS
Fletcher

[ul]
[li]Sticky Bombs now have a 0.3s delay upon being triggered before they detonate[/li][li]Increased Empire-9 Machine Pistol fire rate to 857rpm (from 550rpm) [/li][li]Increased ammo counts, spread and recoil for new fire rate[/li][li]Tightened spread of Ahnuhld-12 Shotgun flechettes to improve accuracy and increase effective range[/li][/ul]
Thunder

[ul]
[li]Concussion Grenades are now cookable and have a 3s fuse to allow player to time them better[/li][li]Increased range but reduced duration and severity of the flash effect[/li][/ul]
Nader

[ul]
[li]Grenade Launcher Grenades now fly faster and straighter[/li][li]Martyrdom fuse time reduce to 0.6s (from 1.7s)[/li][/ul]
Arty

[ul]
[li]Reduced Dreiss AR damage to 25 (per shot (from 27)[/li][/ul]
Sawbonez

[ul]
[li]Defibs now revive on a scale of 30 to 100 hp, depending on charge[/li][li]Reduced SMG-9 magazine capacity to 40 rounds (from 45)[/li][/ul]
Bushwhacker

[ul]
[li]Reduced KEK-10 magazine capacity to 40 rounds (from 45)[/li][/ul]
Proxy

[ul]
[li]Slightly reduced effective range of Hollunds 880 Shotgun[/li][/ul]
Aura

[ul]
[li]Defibs now revive on a scale of 30 to 100 hp, depending on charge[/li][li]Slightly reduced effective range of Remburg 7 Shotgun[/li][/ul]
Phoenix

[ul]
[li]Defibs now revive on a scale of 30 to 100 hp, depending on charge[/li][li]Self Revive now revives at 30hp[/li][li]Self Revive Has 1.5s invulnerability until performing an action[/li][/ul]
MAPS
General

[ul]
[li]Spawn point positioning and travel times to objectives have been tuned across all maps[/li][li]All Primary and Secondary objectives now have a highlight effect when they can be interacted with[/li][li]All Secondary Objectives are reversible and in the case of ‘Destroy’, can be damaged by weapons and explosives, not just C4[/li][li]Objective servers are bring brought back online[/li][li]Objective and Stopwatch server rotations will be as follows[/li][list]
[li]Bridge,Terminal,Underground,Trainyard,Whitechapel,[/li][/ul]
[li]Dome will run in its own Blockout server[/li][/LIST]
Dome

[ul]
[li]Primary capture objectives were replaced with destroy objectives. Map layout was adjusted to support the changes.[/li][li]Defenders final spawn has been re-worked to increase readability and to simplify the routes leading out[/li][li]MGs in the second half of the map were moved to different locations to tighten the front line[/li][/ul]
Terminal

[ul]
[li]First Secondary Objective (Gas Tunnel) starts Destroyed as opposed to Repaired, at the start of the match[/li][li]First Defender’s Spawn area has been expanded to increase their travel time to the Objective[/li][/ul]
Trainyard

[ul]
[li]Carry objective was added[/li][/ul]
Whitechapel

[ul]
[li]Number of Carryables has been decreased from 3 to 2[/li][li]New Secondary Objective Ramp has been added to the Escort Objective. When Repaired, Attackers gain access to MG Nest Platform.[/li][li]EV start point and initial Attackers spawn re-worked to discourage spawn camping and aid EV Repair[/li][/ul]
USER INTERFACE
FRONT-END MENUS

[ul]
[li]Did a comprehensive art pass on all menus except for Options (sorry, Options, it’s nothing personal)[/li][li]New Screen: Welcome[/li][LIST]
[li][]Displays recent news, a stats snapshot, and a forum link[/li][li][]New Screen: News[/li][li][]Browse news in a rather convenient fashion[/li][/ul]
[li]New Screen: Squad Builder[/li][ul]
[li][
]Save combinations of your favorite Mercs[/li][li][]Each Squad consists of three Mercs and their equipment Loadouts[/li][li][]To create a Squad, click the New Squad button[/li][li][]You can now enter a name for your Squad[/li][li][]Adjust Squad members and their equipment by clicking on the respective cards[/li][/ul]
[li]New Screen: Inventory[/li][ul]
[li][]Survey your riches[/li][li][]Click an item to inspect it[/li][li][]Use the left-hand filters to narrow things down[/li][/ul]
[li]New Feature: Opening Loot Crates[/li][ul]
[li][
]Once you’ve received a Crate, visit the Inventory[/li][li][]Click the Loot Crate to see its contents[/li][li][]Select the unlock option to open it[/li][li][]WIP implementation; further improvements to come[/li][/ul]
[li]Improved Mercs Hub[/li][ul]
[li][
]Now uses new Merc cards[/li][li][]Merc Profiles now display Merc’s next unlock[/li][li][]Further improvements to come[/li][/ul]
[li]Improved Play Hub[/li][ul]
[li][]Now features snazzier game mode panels[/li][/ul]
[li]Improved Server Browser[/li][ul]
[li][
]Added new fold-out Filters panel[/li][li][]Added new WIP Server Info panel next to server list[/li][/ul]
[li]Improved Game Lobby[/li][ul]
[li][
]Shuffled things around a bit[/li][li][]Now shows Loadouts next to chosen Mercs[/li][li][]Further improvements to come[/li][/ul]
[li]Front End Localization and Tally Screen[/li][ul]
[li][*]French, German and Spanish (some localization is yet to be implemented) [/li][/ul]
[/LIST]
HUD AND IN-SESSION MENUS
[/LIST]
New Loading Screens

[ul]
[li]Now feature objectives and minimap[/li][li]When map has finished loading, press any key to enter match[/li][/ul]
Improved Match Review

[ul]
[li]Featuring numbers, bars, and cards[/li][li]Displays XP earned for your Mercs and account, along with new unlocks[/li][li]More flow improvements to come here![/li][/ul]
Translated or updated commander Intro/Outro subtitle texts

[ul]
[li]French, German and Spanish (some localization is yet to be implemented) [/li][/ul]
AUDIO[ul]
[li]Ambience pass on Trainyard, Terminal, Underground, Dome, Whitechapel[/li][li]Second Commander VO added[/li][li]Unique voicepack for Sparks[/li][li]Empire-9 Machine Pistol audio full pass[/li][li]Hit impacts as victim and attacker mixing[/li][li]Placeholder music implemented[/li][li]DE.50 Pistol audio full pass[/li][li]Simeon .357 full audio pass[/li][li]Exertions for all characters added e.g. breathing, getting shot etc.[/li][li]Fixed Frag Grenade cooking sound[/li][li]Fixed many Commander VO issues[/li][li]Mix pass on many local and remote weapons[/li][li]UI audio pass[/li][li]M9 Pistol fully audio pass[/li][/ul]
Known Issues[ul]
[li]Some Augment descriptions do not match their in-game values. [/li][li]Loadout balance is something that we’ll be constantly monitoring throughout the beta.[/li][/ul]


(stealth6) #2

Merc appreciation week? :smiley:


(PixelTwitch) #3

Will the NDA be lifted with this update?


(twt_thunder) #4

whoot, when did I turn into an Merc??? :smiley:


(stealth6) #5

I think it’s high time you try out the game! :smiley:


(Silvanoshi) #6

We’d love to have more people seeing the game, but not quite yet, no.

Oh it had to be done, your play is so influential to the dev team :P.


(twt_thunder) #7

yea… you are probably right stealth… Maybe its time to scream out for a key…
Just so buzzy always :wink:


(twt_thunder) #8

[QUOTE=Silvanoshi;507010]We’d love to have more people seeing the game, but not quite yet, no.

Oh it had to be done, your play is so influential to the dev team :P.[/QUOTE]
LOL… ever see me play… gun food I belive its called… hehehe


(Scarhand) #9

Looking forward to this, except for the magazine size reduction.


(PixelTwitch) #10

In this update there is no semi auto weapons on the starting mercs. Unless you get to choose who you unlock I feel this could be a little frustrating to people that prefer them.


(Kl3ppy) #11

So we got Camden back (without the last destroy objective)?
If so, good news :slight_smile:


(potty200) #12

I love the idea of the cards. I know it has been in talks since like last year so great to see them come in! I would also love to see custom skins and such like on guns and melee weapons. All you need to do is look at how people love that **** in csgo to understand why I’d like it!


(Seanza) #13

Waterloo spawn changes seem cool. I like the idea of the tunnel already being available for attackers. I also like the idea of time to travel to the objective from defender spawn.

Carry objective added to trainyard :smiley: I like this too!

If I understand the Whitechapel ramp change, I like this too. Ramp to be constructed to MG at the chapel?


(RasteRayzeR) #14

Phoenix: 30 hp self-revive is a bit harsh no ? Even more that people expect him to do so … Maybe it would be good for consistency to make the self-revive use the charge like the other defibs: the longer you do it, the more health, but the more time you spend down and vulnerable to a gib


(Pytox) #15

oh yes custom tshirts for mercs lol :eek: :smiley:

sd will see the money rolling in then lol :tongue:


(Smooth) #16

Just to clarify, the carry objective in Trainyard isn’t the ‘old’ carryable objective from ‘Camden’ coming back, the version you are getting in this update is a quick test to see how it plays.

[QUOTE=Exedore;505561]TRAINYARD (AKA CAMDEN)
The Hack objective in the first section will be replaced with a Capture objective. We also feel that this map is a little short for our targeted play time, so we’re looking at adding a Carry objective before the final C4 plant, and then iterating on the geometry in that area to support the new gameplay.[/QUOTE]


(Kl3ppy) #17

Well, it’s a good enough change for me, gonna try this patch :slight_smile:


(MrFunkyFunk) #18

Thanks for the patch, glad to see some new gameplay elements in the merc customization.

Silly questions but since you’ve worked on the menu part: Do we still get intro movies each round? Is there still an annoying loading lobby upon joining a game? The little things … :wink:

Edit: also, what’s the map rotation now? Do we get a full one? (Say yes pwetty please).


(Anti) #19

[QUOTE=MrFunkyFunk;507031]Thanks for the patch, glad to see some new gameplay elements in the merc customization.

Silly questions but since you’ve worked on the menu part: Do we still get intro movies each round? Is there still an annoying loading lobby upon joining a game? The little things … ;)[/QUOTE]

There are still intros. Lobby flow should be better but I still need to tweak the durations


(Runeforce) #20

When will it go live?

Edit: Oh nvm, just saw this thread http://forums.warchest.com/showthread.php/41211-Scheduled-Maintenance-11th-August-2014