Dirty Bomb is P(L)ay To Win!


(Kroad) #21

yes because an organized premade team vs some randoms proves everything

i agree that game isnt pay2win (although it’s closer to that than I’d like), but this doesn’t prove anything


(_Sniff_) #22

I can see where you are coming from Kroad. What would be a fair test in your opinion? I’ll see if I can match it and record it.


(Ardez1) #23

Run your team in the DirtyCups tournament :slight_smile: hehe See how many rounds you can make it.


(_Sniff_) #24

That’s not a bad idea although maybe a better test would be to get the Dirty Cups tournament winners to run stock loadouts and rematch against the second place winners.

If there is a clear advantage the first place team would have significant trouble defending their title.


(Ardez1) #25

[quote=“Sniff;24741”]That’s not a bad idea although maybe a better test would be to get the Dirty Cups tournament winners to run stock loadouts and rematch against the second place winners.

If there is a clear advantage the first place team would have significant trouble defending their title.[/quote]

Of course there would be an advantage over a team that has absolute no loadouts. You are stuck with default weapons and no augments. Better idea might be to run Irons, as they are super easy to get for the average player. The average player won’t have ZERO loadouts.


(_Sniff_) #26

I really like that! In addition the average number of games to be able to craft an iron should be calculated!


(Gi.Am) #27

Haven’t watched the whole thing (seeing a team fullhold another at the spawn is boring).

Anyways as much as I agree with your message. The vid is flawed your enemy is alot weaker than your team (all around lvl. 5, not premade, worse team composition). You would propably stomp them even if the whole team went secondary only.

The thing with augments is a falacy most people fall for.

Ever seen people (or done it yourself I certainly have) looking for the best gear when they start a sport. Getting the shoes and the hightech shirt the guys at Olympia had. Or checking out what camera a pro photographer uses thinking man if I had that 5000 euro camera I would shoot pictures as good as him. Guess what you wouldn’t.

Sure better gear gives pros an advantage over similar skilled pros. That 300 Euro running shoe improves your speed by 0.5 sec compaired to your old sneakers. Which is moot if you are lagging behind 5 minute compaired to a skilled runner.

Same goes for the augments. They give very small situational improvements at best. doubletime and drilled do nothing if you can’t even survive long enough that you have to reload. 10% bigger explosion radius isn’t helping if all your nades are not even getting close to the target.

But people see them on good players and think “man if I had this card I would have beat him”
You propably wouldn’t .The problem is not your loadout, it is your lag of training.

Thankfully that point is moot, now that all augment combos are avaible.
If you feel thats whats holding you back ? go ahead buy your placebo.

For quantifing the influence of augments over not having them.

Kinda hard you would need to do alot of plays, both with and without them to get any meaningful numbers.

You could over the period of several weeks alternate between the base loadout and a bronze or higher with the same weapon (one match with, the next without and so on). noting down your scores (K/D Combat/Game/Support XP Win/Lose). If your scores are similiar the influence of augments is negletable.


(_Sniff_) #28

[quote=“Gi.Am;24830”]your message. The vid is flawed your enemy is alot weaker than your team (all around lvl. 5, not premade, worse team composition). You would propably stomp them even if the whole team went secondary only.
[/quote]

Yes, this is true. I was pretty much just buttmad at the randoms blaming the game being pay to win and our loadouts being overpowered on the reason why we were winning.

Ignoring the fact that they had a single medic in their entire team card loadout and no engies what so ever.

Which is why I put the tips to play in competitive better. Stuff like do things as a team. Hmm actually I’ll add that one to the list.

Definitely not a be all see all test. Though @Ardez has a pretty good idea if you read his posts.


(AShoppingCartGLX) #29

The game is Pay to Win, may not be Pay For Fun But it is. The Credit earning it way to low,
1,000C Equipment Case
Cobalt drop is .1% - Gold .4%
Silver 1.5% - 3% Bronze
Iron15% - 80% Lead
$34.99 Elite case(10 cards)
Silver 80% - Gold 15% - Cobalt 5%
and you might get a card for the character you don’t want or don’t have.

Credit boosters are insanely overpriced $2.99 for 6hrs Playtime. everything is too high in price. If I want gold fletcher I need $10 for the character, $20 for load out bundle(10 Cards Bronze) so I’ll need to buy another one, then trade up to gold. that’s $50 + 12,000C(Several hours of game time to earn).

If I buy Elite Cases I need spend at least $20 and buy fletcher for $10 + 4,000C
Clearly needs work on monetization


(Nail) #30

why do you want gold cards ? they add nothing other than e-peen, bronze easy to get. You’ll NEVER play all the mercs so you don’t need to buy them
another C/P hero


(_Sniff_) #31

I’ve always supported earning more credits. Same for mercs being expensive.

But you’re complaining about gambling not getting good results. Get a merc you want and buy the bronze loadout card you want. Or just trade up leads to irons. That’s a fairly cheap process and you get 2/3 augments.

Relying on cases for your golds are silly. It’s mostly just to generate leads to trade up.


(AShoppingCartGLX) #32

you guys missed the entire point I was making. Read again


(reliableTortoise) #33

personally the CR gain is fine… i make approx 5-7k a day without heavy investments into the game… but i wont oppose to mabe increasing the credit gain by 15% or mabe 20% more anything more would just be spoon feeding…


(_Sniff_) #34

Re-read it. Still missing the point. Please explain?


(Ardez1) #35

[quote=“sunnyCentury;25351”]The game is Pay to Win, may not be Pay For Fun But it is. The Credit earning it way to low,
1,000C Equipment Case
Cobalt drop is .1% - Gold .4%
Silver 1.5% - 3% Bronze
Iron15% - 80% Lead
$34.99 Elite case(10 cards)
Silver 80% - Gold 15% - Cobalt 5%
and you might get a card for the character you don’t want or don’t have.[/quote]

Buying the 1,000C cases are not worth it relative to the price of mercs. Save your credits for mercs, as they are definitely worth it. You will get free case drops constantly to supply your mercs with weapons and augments.

Could you explain this further?

Or earn 50,00 credits and spend your money on cases instead. Also, if you are buying bronze bundles to TRADE UP you are doing it wrong… COMPLETELY wrong… The point of those bronze cards is to get what you want to use, not to buy mats for trading up. You would just be cycling cash into the RNG machine. Better off to buy elite cases than buy bundles for trading up.

[quote=“sunnyCentury;25351”]If I buy Elite Cases I need spend at least $20 and buy fletcher for $10 + 4,000C
Clearly needs work on monetization[/quote]

While monetization does need more variety, I think they are in a good place atm. The credit earn rate is quite high and you can earn a merc with a solid week of playing if you take advantage of the mission system. Also, I’m confused about your price relating to elite cases and fletcher. Just BUY the SINGLE bronze card you want to play with and fletcher. Less than 15$ and you have the weapons/augments you want AND the merc.

You are over complicating things because you want them to look nice/be golden or cobalt. The loadouts at bronze are exactly the same at silver, gold and cobalt. The only reason to spend money in DB is to make things shinier or to speed up the process of unlocking mercs via grind. You can skip the RNG to a good bronze loadout by buying one with less than 20k credits(17,500 I think it is).

EDIT: Oops, some typos.


(Ardez1) #36

Generally explaining your point clearly is better then demanding people reread a post until they understand it. What you said may mean something to you that it doesn’t to others.


(flameChicken) #37

[quote=“Nail;25358”]why do you want gold cards ? they add nothing other than e-peen, bronze easy to get. You’ll NEVER play all the mercs so you don’t need to buy them
another C/P hero[/quote]

Silver IMO looks cooler.


(Gi.Am) #38

I think you don’t understand what pay 2 win means sunnyCentury.

It literally means that the game gives you an unfair gameplay advantage in exchange for real money. If SD would give you +50 HP for 2 euros that would be pay 2 win. if instead of cooldowns you would need to restock your abillities with money that would be pay 2 win. If the only way to optain a strong merc or weapon was through real money that would be pay 2 win.

This game is as far away from p2w as is possible everything that influences gameplay can be unlocked without real money.
Even better everything you get from day one is competive (so no grind to win either).

You need 3 mercs to play. You get 2 to boot. One regarded as the best in his class with one of the most solid weapon in the game. The other a very competent medic that is still debated on this very forum wether she is OP or not.
And for the third slot you can choose among 3 of the other mercs. That you can famliarize yourself with for 2 weeks, if you play regulary and do your missions you should be able to farm enough credits to buy the one that you liked the most.

The only things you can spend money on is fasttracking some of the credit grind and increasing your chances at getting some of the prestige skins. But they wont improve your chances of winning a single game.
All you grind for are more options of how you can play the game, not stronger options just different.


(flameChicken) #39

Skyhammer is love, Skyhammer is life.


(straightforwardScene) #40

You’re not understanding what pay to win means.

2 groups of people. Group A pays nothing. Group B buys the unlock pack for $30. Both have played FPS’s in the past, but both are level 1 in Dirty Bomb and around the same skill level.

Group B, we can assume most players in it will have obtained iron - bronze loadouts, and perhaps one of them buys a Nader, another buys a Bushwhacker.

Because of the paid advantage, Group B will almost always win in a fairly controlled situation (which I understand isn’t realistic, but this is theory). Why? Group B has a far more diverse set of tools to work with as well as obtaining ideal weapons they might be comfortable with on their characters. Given similar levels of experience / skill with FPS’s, no doubt Group B has the tools to ink out wins over Group A who is stuck with no loadouts and whatever free mercs Nexon decides to give them.

Now, this advantage slowly begins to disappear as both Groups A and B rank up. Group A begins unlocking integral mercs and is able to form more cohesive strategies as a result. They begin getting more optimal Loadouts for their various mercs. They begin to have a more diverse set of tools to play with.

However, this advantage will persist for months until Group A overlaps with Group B on having all players having all the mercs they wish to use with favored loadouts.

So - in summation (tl;dr).

The game is definitively Pay 2 Win for quite a long time until playtime overlaps with buyable advantage. It’s not an absolute Pay 2 Win, but I have established how players who pay will certainly win the mass majority of time versus players who don’t given similar skill levels and before Players overlap with Payers.