Closed Beta Update V43239 (20th Feb 2015)


(BomBaKlaK) #61

Small body type and super fast, make proxy much harder to track, for sure clearly OP, same for Aura.
But I feel like normal mercs are slow now, it’s hard to play another body type when you are used to move fast.

I don’t have to much trouble with fragger cause he’s slow, but I feel like the primary (basic one) is really easy to use and super deadly.


(INF3RN0) #62

The crashing after every game got pretty annoying towards the end… stuttering at least cleared up for me on Sunday.

@lights discussion, BR16 is pretty super effective on them :wink:


(spookify) #63

In match making I “disconnected” after the round but if I didnt I would go to a blank screen.

even if I disconnected I wouldn’t be-able to join another match because I would time out over and over.

In the open server browser I would crash 40% of the time after a round. Right to desktop.


(Silvanoshi) #64

We’ve got a candidate fix for the end of round crash in for evaluation at the moment, so we’ll be putting that through its paces over the next little while. Hopefully we can take a look at one or two of the other issues pretty soon too, odd auth issues that a small number of players were experiencing being prime candidates.


(prophett) #65

Same deal - made threads and commented several times. People who play her as a primary seem to not have a problem with her…


(Njsfirth) #66

my knife was my most used and effective weapon cos i just ran around knifing people as proxy. I think that says more than enough.


(ragnak) #67

I would blame the devs, not the players. People gravitate towards bull**** and devs should be there to fix it. Its hard to stay positive if light mercs/fragger/health station(just to name a few things) stays a problem for such a long time and devs only ignore the problem.


(BomBaKlaK) #68

Proxy got the smallest hit box of the game and with this speed that’s a huge difference with other mercs.
I play only Proxy with SMG and Aura, normal mercs feel slow (it’s hard to dodge bullets with them), and the health différence don’t change anything.


(INF3RN0) #69

I’d be more prone to blame it on shotguns. I’ve played against plenty of proxies/auras with both shotguns and SMGs and sure they are more difficult to track perhaps, but they die very quickly. If I do die to a light merc it’s because they are around a corner or flanking and a shotgun is overall an easy weapon to dish out damage with. Even an aura strafe camping her station will die very fast if you hit all your shots right off the bat. But overall the main reason why I don’t play much proxy/aura is because glass cannons aren’t my style.


(Nail) #70

I like Proxy, but I like her secondary better than shottie


(PixelTwitch) #71

With such limited Mercs being available out of the gate I believe its very important that you substitute either Proxy for Fletcher or Aura for Phoenix for the next wave. Also look into switching up Fragger for Thunder. I honestly believe these changes will make the game much more fun to play for newer players and keep more people playing longer. They also increase the tactical ceiling as the current Mercs result in a brute force way of playing.


(ailmanki) #72

Proxy and her friends are op… obvious actually…
Pixeltwitch ever had 2 of these against you? Lol


(Glottis-3D) #73

agreed. DB’s only plus is more diversity in metagame.
phoenix, rhino, nader - they bring a lot to the table in this regard.


(PixelTwitch) #74

[QUOTE=ailmanki;521539]Proxy and her friends are op… obvious actually…
Pixeltwitch ever had 2 of these against you? Lol[/QUOTE]


This is a prime example of something that happened far too frequently in the last beta test…


(ailmanki) #75

[QUOTE=PixelTwitch;521541]


This is a prime example of something that happened far too frequently in the last beta test…[/QUOTE]

So it’s you don’t think they are op, doesn’t matter if you have to fight 1 or 3 of em at same time?


(PixelTwitch) #76

Actually my biggest concern with balance and fun in Dirty Bomb is the multiple Merc issue.

Certain Mercs when multiplied become stronger then any other combination at certain jobs…
When you face 5 Stokers on White Chapel attack its very hard to move the EV.
When you face 5 Sawbones on Trainyard defense its very hard to stop a push.

This same thing happens with Weapons also…
2+ Shotguns at even medium range will kill you…

So… Do I think Proxy or Aura are OP?
No…

Do I think 2x Proxy and/or Aura are OP?
Not really…

Do I think 3x Proxy and/or Aura are OP?
Yes I do…

Obviously it also depends on team numbers but yea…


(spookify) #77

[QUOTE=PixelTwitch;521544]Actually my biggest concern with balance and fun in Dirty Bomb is the multiple Merc issue.

Certain Mercs when multiplied become stronger then any other combination at certain jobs…
When you face 5 Stokers on White Chapel attack its very hard to move the EV.
When you face 5 Sawbones on Trainyard defense its very hard to stop a push.

This same thing happens with Weapons also…
2+ Shotguns at even medium range will kill you…

So… Do I think Proxy or Aura are OP?
No…

Do I think 2x Proxy and/or Aura are OP?
Not really…

Do I think 3x Proxy and/or Aura are OP?
Yes I do…

Obviously it also depends on team numbers but yea…[/QUOTE]

LOL got ride of this by putting in a draft and also one merc per team.

If DB gets big enough and with enough mercs maybe we can draft mercs within our team and with in our 3? 15 mercs :confused: per team. I am talking ranked though. So we dont have 2 aura’s running around or 3 proxys.

http://forums.warchest.com/showthread.php/42359-Ask-Ourselves-%28What-IF%29?p=517522&viewfull=1#post517522

My Merc selection test.

Get rid of shotguns and the heeling station and see how the game plays!


(Szakalot) #78

Another solution is to increase all cooldowns for a merc type based on how many mercs there are.

one skyhammer: 90’’ cooldown
two skyhammers 105’’
three: 120’’

etc.


(spookify) #79

[QUOTE=Szakalot;521550]Another solution is to increase all cooldowns for a merc type based on how many mercs there are.

one skyhammer: 90’’ cooldown
two skyhammers 105’’
three: 120’’

etc.[/QUOTE]

Gross hahahaha!!!

Interesting Idea though.

One thing that was nice was not to see Stokers fire take up half the map in this last test…

Anyone remember the LT arty cool down in et? was it 90 seconds? or 120?


(Glottis-3D) #80

team cooldown
problem solved.