Closed Beta Update V43239 (20th Feb 2015)


(MissMurder) #1

http://i.imgur.com/ZIGwFlB.jpg

[u]Mercs making Bank, & Daily Missions[/u]
Murky corners & hidden back alleys, whispers & murmurings abound. MURMURINGS! The Mercs have been talking. They want remuneration for their efforts…unionisation was mentioned… How else are they going to afford trips to the countryside for a spot of cricket and cucumber sandwiches?

Introducing Credits; the one language that no Merc has any trouble speaking. Earn Credits by completing matches, levelling up, and obliterating Daily Missions.

Missions? Missions! Each day, you and your Mercs will be given 3 optional missions to complete in addition to standard match objectives. Complete these missions, and London’s generous benefactors will reward you with Credits.

•Complete between 1 and 3 missions to open up mission slots that will be filled the following day
•Any outstanding missions remaining at the end of the day will be carried over to the following day, along with your progress
•New Daily Missions are brought online at midnight GMT
•Stay tuned for more info

[u]Merc Unlocking & Rotations [/u]
When Merc unlocking was tied directly to levelling, you let us know that you wanted to be able to choose the order in which you unlocked Mercs. Since then, we’ve been working hard to make that happen!

Thanks to the new Credit system, you’ll be able to recruit Dirty Bomb’s available Mercs in any order you wish. On top of that, we’ve introduced a free Merc rotation system that will cycle through Mercs over time, making sure that you’ll be able to play with each and every Merc for free before picking them up, if you so wish.

•To get you started, you’ll unlock Skyhammer and Aura once you complete Dirty Bomb’s tutorial
•You have access to 2 additional Mercs via the Free Rotation
•You can recruit locked Mercs at any stage, assuming you can meet their asking price
•Once recruited, you’ll own that Merc forever

We’re kicking this next phase of testing off with a pool of 7 Mercs. More will be introduced over time, but we’ll be sticking to these 7 for the announced stress test weekends. The reason for this is twofold:

1: As we’re introducing a large number of new players to Dirty Bomb, we want to ensure that the Mercs on show are some of the more balanced and complete Mercs in the game. They provide a solid basis upon which the community can provide feedback and allow us to monitor trends and performance more effectively.

2: We need to put the actual unlock & rotation system through its paces in the wild before beginning to expand the pool of available Mercs.

Merc availability this weekend is as follows:

Tutorial Rewards: Skyhammer, Aura
Free Rotation: Fragger, Proxy
Available to Unlock: Vassili, Arty, Sawbonez

Matchmaking & Server Browser
After the last Steam test, we’ve been hard at work improving matchmaking on the backend. We’re eager to put the updated system through its paces this weekend. To make things as swift and enjoyable as possible, we’ll be switching back and forth between using matchmaking and the server browser as the way that you jump in-game….so if one’s unavailable, use the other to find a match . Do bear in mind that this is a beta implementation; it’s entirely possible that it’ll behave oddly every now and again. If you notice any odd behaviour, please report it on the forum.

Map Availability
Server Browser: Chapel, Terminal
Matchmaking: Trainyard, Chapel, Terminal

General
-Several Matchmaking fixes, including improved leaver handling
-Added a brand new intro video that plays when you first run the game
-Updated the levelling up progression system and rewards to align with the new unlock system. You now earn Credits at level 2 and 4.
-Significantly improved the End Game Review Screen

User Interface
Updated the Merc Selection Screen, which includes Merc Rotation
-Added borderless window option
-Added a 21:9 ratio option
-Capped framerate when in the front end menu
-Updated the video settings menu layout
-Added basic tooltips to video settings
-Updated the in-game experience feed
-Removed kills and deaths from the in-game scoreboard
-Updated the in-game Objective status indicators
-Secondary objectives now show a health-bar when looked at
-Pressing alt-fire on the scoreboard will now give the user a mouse cursor that can be used to mute players
-Improved the basic kick-vote interface
-Added Loadout Cards to the death-ghosts system

Maps
-Continued optimisation passes on Trainyard & Chapel
-Updated sound occlusion maps on Terminal & Chapel
-Continued collision passes on Trainyard, Chapel & Terminal
-Updated lighting on Chapel
-Improved delivery objective
-Sped up many short interactions to be almost instantaneous (picking up/dropping the objective etc)

Art
-Updated many Merc and Weapon skins

Audio
-Updated commander audio for C4 reminders
-Added pain audio for when receiving gas damage

Animation
-Reworked the incapacitated writhing animation to have less rolling around
-Updated the intro cinematic camera for the Tutorial mission
-Improved the third-person animations for:
-KEK-10 (SMG)
-Remburg 7 (Shotgun)
-Added a little more bling to first-person weapon firing animations for:
-Tølen (Machine Pistol)
-MP400 (Machine Pistol)
-MK46 (MG)
-Stark (AR)
-Timik-47 (AR)
-Grandeur (SR)
-PDP-70 (SR)
-BR-16 (AR)
-DE. 50 (Pistol)
-Simeon .357 (Pistol)

Gameplay
-Several minor performance improvements in code
-Improved deployable placement detection for Ammo Stations, Health Stations and Turrets
-Arty’s laser designator is now much more forgiving
-Reduced initial spawn wait time when hot-joining a match in progress
-Thrown projectiles are now more responsive as they spawn slightly earlier
-Slightly increased melee & defib ranges to make them easier to connect
-Reduced on-screen blood strength by ~20% based on feedback
-Slightly increased the minimum time between consecutive wall jump, to prevent corner-climbing spam

Ability Balance
-Fragger: Frag Grenades cooldown increased to 30s (from 20s).
Weapon Balance
-M4A1 (AR) damage reduced to 14 (from 15)
-M4A1 (AR) recoil reduced by ~10%
-BR-16 (AR) damage reduced to 16 (from 18)
-Stark- (AR) damage reduced to 16 (from 17)
-Dreiss (AR) damage reduced to 24 (from 25)
-Timik-47 (AR) damage reduced to 14 (from 15)
-K-121 (MG) spread an recoil increased by ~5%
-K-121 (MG) effective range reduced by ~5%
-Ahnuhld-12 (Shotgun) effective range increased by ~15%

Bug Fixes
-Fixed issue where players sometimes had missing weapons when spawning
-Fixed an issue that caused players to be invisible upon spawning
-Fixed an issue that switched weapons when attempting to fire
-Fixed the amount of XP lost when suiciding
-Fixed issues where gas damage could be avoided
-Fixed bug with invulnerability shield UI asset not disappearing
-Fixed issue where obituary weapon icons would frequently not appear
-Fixed depth of field setting not always being saved
-Fixed bug with HUD elements not always clamping to the screen edge correctly
-Fixed some potential server crashes
-Fixed first person character lighting issues
-Fixed potential issue where clients could be holding the incorrect weapon on the server
-Fixed reload animations for both Machine Guns
-Fixed issue where players could run levels without connecting to a server
-Fixed issue with Skyhammer’s LOD models


(Rehoma) #2

Wow you guys pushed quite a bit of work! Can’t wait to check out the results.

Too bad I already ran into my first problem with the anti hack program. Trying to re-install to see if that works! The hype is still going strong :slight_smile:

EDIT: Fixed it yay :smiley:


(legendaryPeriscope) #3

No more K/D in the scoreboard. Interesting, very interesting. Hopefully now people will stop playing objective maps like team deathmatch.

Also a question: Do credits buy you anything other than new merc unlocks?


(The99thProblem) #4

What the devil… No Red Eye?! Bloody heII… :’(


(syku) #5

Why are so many changes left out of the patchnotes? like pistol rate of fire. :s


(Grave_Knight) #6

Aw, no Red Eye. He was my go to marksman.


(MissMurder) #7

[quote=“legendaryPeriscope;4199”]No more K/D in the scoreboard. Interesting, very interesting. Hopefully now people will stop playing objective maps like team deathmatch.

Also a question: Do credits buy you anything other than new merc unlocks?[/quote]

Yep! We shall see :slight_smile: As for the credits- we will have more information on that later on down the line.


(Copper Kid) #8

DirtyBomb appeared to me on steam again. im from south america so i cant play it. why you tease like that?
im updating right now, but for sure i cant play.

thanks for wasting my bandwidth… again.


(Meat) #9

[quote=“Copper Kid;4277”]DirtyBomb appeared to me on steam again. im from south america so i cant play it. why you tease like that?
im updating right now, but for sure i cant play.

thanks for wasting my bandwidth… again.[/quote]

you know it is region locked, but you download it anyway, and then complain about it.

what did you really think you were going to be special, and could get around the region block?

You need to get a grip on the fact that SD made more than 1 licensing agreement and you will have to play on servers run by the south America publisher. Whining about it isn’t going to change things.


(Nail) #10

uh @Meat Axeso5 no longer shows Dirty Bomb, I don’t think there is a South American partner anymore


(sizzlingOil) #11

where’s mah key


(shroudedMall) #12

I have a key but cannot find where to download the frigging game Dirty Bomb. I never use steam. Have avoided using it for years. Now installed and looking for the download link and cannot find sh3+


(quietTalon) #13

Stiil havent got my key. Registered before 15 January :frowning: Im dieng to play this game


(shroudedMall) #14

Yes I have read thru all the announcements. This is very unhelpful considering the game is supposed to be on today Saturday and Sunday. Perhaps I am blind but it seems to be no where easy to find. With some smart ass saying read the announcements and its all here somewhere.


(shroudedMall) #15

OK


(shroudedMall) #16

nOT OK this is not going well. Yes googled the link and found it. What a bad way to distribute a game. Get link to nexon remember combat arms and how hacked up it was when I played it many years ago. Nexon support down. After going thru an hour long process to find the game and download it via nexon launcher I find nexon launcher does not accept the friggin key I was sent. Neat. Really beta test through steam. Steam like orgin is friggin joke method to do anything when its this impossible to even launch the game.


(sileter) #17

have you activated the key on steam? if not its on the bottom left called “add a game” then “activate a product on steam”. if you have redeemed it itll be found in your library select it there and youll find an install button


(kaze) #18

So this update nerfed the fair smgs, you put spread/recoil on it (I didn’t even have to check the patchnote to notice the change) but you buffed the shotgun’s damage? I played 5 mins, the feeling of the game is not the same anymore. No idea what was the idea behind these changes but as an avid quake/ETplayer I can tell you that:

1 - If there is competition on this game in the near future, shotgun will probably be disabled
2 - With the changes to the recoil/spread, you are now forced to use the ironsight more (which I personally dislike, it slows the game way too much)
3 - Weapon differences is good but too much variety makes the game very hard to balance (proof is you already nerfed/buffed weapons plenty of times)

I personally uninstalled.


(freshSigil) #19

Shotguns should be nerfed a little…they simply do way too much damage.


(Kroad) #20

[quote=“kaze;4355”]So this update nerfed the fair smgs, you put spread/recoil on it (I didn’t even have to check the patchnote to notice the change) but you buffed the shotgun’s damage? I played 5 mins, the feeling of the game is not the same anymore. No idea what was the idea behind these changes but as an avid quake/ETplayer I can tell you that:

1 - If there is competition on this game in the near future, shotgun will probably be disabled
2 - With the changes to the recoil/spread, you are now forced to use the ironsight more (which I personally dislike, it slows the game way too much)
3 - Weapon differences is good but too much variety makes the game very hard to balance (proof is you already nerfed/buffed weapons plenty of times)

I personally uninstalled.[/quote]

1- Doubt it, shotguns aren’t much more powerful than other guns. Are they more powerful in close range? Yes, as they should. But beyond very close range, you will consistently beat shotguns with any other gun if you just aim well enough.
2- Recoil doesn’t really matter, just pull down. Spread hasn’t increased that much, just ADS from long distances and hipfire from mid to close.

I feel like “shotguns do too much damage” is only a problem if your aim isn’t good enough.