DIRTY BOMB UPDATE: Version 17437


(iwound) #101

Agree on all your points but the soldier should be a tad slower if he’s got stronger weapons. its the trade off.
Yes it feels very slow atm maybe its too slow but he needs to be to differentiate the class from the others.
The problem is combined with the C4 use. Being slow doesnt work well with that job.
i have been selecting soldier just to plant then change to something else.
For me he’s better suited to push in an area we are stuck. Generally indoor sections. Weak in open areas as it should.

**after a re-check i think the soldier speed is fine.


(Violator) #102

I play mainly soldier atm and I don’t mind the slowness, the soldier is supposed to be the tank class and its a good trade. I can echo what Nailzor said earlier, I was playing LB and had to keep switching to eng to rebuild the barriers, then back to soldier so I could kill stuff again. The soldier MP is similar to the covert MP, a finishing weapon only as it does negligable damage though it is quite accurate. One annoyance is the switch to MP on revive, usually means I die again unless I can switch to the blessed MG in time.


(Kendle) #103

I had a couple of games yesterday switching between Soldier and Engineer to get the objectives done, but is that the fault of the class mix or is it because the other 5 guys on my team were playing TDM while I was trying to move the game on?

If the game provides the scenario in which only 1 guy is needed to do the objectives and everyone else can wander off and do their own thing, that’s what’s going to happen. I like the fact that 2 guys are needed to get things done, we just need to get our heads round the idea that the Engie no longer does everything.


(Scrupus) #104

Haven’t had time to test the new patch yet, but will test this weekend! Changes looks very interesting - more feedback later. Yay for adding Camden to the public pool! :smiley:


(tokamak) #105

The trade off is not having any other useful class abilities.


(rookie1) #106

Doesnt fell right to me that Assault can plant c4 and cant disarmed it …im always trying to disarmed with Assaullt :S
Also please make EV turret returning always to front view… pleassse!

Carriable are a pain to pick up …got that on fraps …would like walk on it to pick up (leave the F for delivery)
seing guys including me battling with F to pick the f–ng thing and it doesnt always work

Would like also to see in mini map where are the amo boxes


(Scrupus) #107

Tested about 6 rounds now, and there’s only one thing to say - I love this patch, and most of the changes feels good!

Giving the soldier c4 plant is good IMO, more work to share around and engy still got enough tasks, so let’s see how it turns out. Same for the drop of ammo drops, even if I miss that ammp sometimes - but then I haven’t found all the new ammo racks yet.

Not so sure about giving soldier more HP, they feel really dangerous now. But the new effect from the concussion grenade is really cool, much better than before!

It was more map changes than expected, need more time to try those. But still worried about camden last objective, it’s still very hard to defuse the last one. Would like to see something like the wagon you put on the 3rd objective - a little bit of protection.

Game also played really smoothly for me today, not sure if you did anything or if it was just a good network day. With exception of the last phase of Whitechapel, things started to feel a bit laggy when we reached that area. And that area is still a big mess, would like it better if defense either had to go for the pickup place, OR the delivery place - not intercepting in the middle, around that rock. Make a longer tunnel or something perhaps.

I had some strange movement issues, but not sure if that was the acceleration tweaks or something else - gotta play a bit more.

Warmup is also a bit strange when maps change, kind of hang in spectator mode for a while.

It’s maybe a bit too much info on the scoreboard and around the crosshair now, but guess some of that will be options or tweaked further.

Well that was quick first impression, keep it coming - it’s amazing to see how much you are willing to change and try out with these patches :slight_smile:


(Humate) #108

Doesnt fell right to me that Assault can plant c4 and cant disarmed it …im always trying to disarmed with Assaullt :S

Does it help that you only need to plant c4 while on attack, and defuse while on defence?
Both ETQW and Brink used this approach btw, its nothing new.
Essentially it makes plant objectives a bit more offensively biased, it creates a bit of room in the game for pure support players - because now the objective player doesnt have to rely solely on other players doing dmg.

That said, I dont mind either way - engie or soldier is ok.


(DJScream) #109

Overall a good patch with lots of improvements but some stuff to improve are still there.

Shotgun feels pretty useless now with the huge spray. I’d balance the weapon with lowering the damage and making the cone a lot smaller so that it’s easier to get all pellets to hit in close range. Headshot bonus is a must but requires more skilled shooting mechanics. Like it should be with every weapon but still we have guns with spread and bodyshot damage is so high that duels are not won by the guy who gets most headshots like it should be. Btw try to shoot a mine with shotgun…

I think medic and his weapon are the closest to good at the moment. Still lower spread is needed (read: removed) and maybe more damage but the spread could be enough to make it viable. Movement is pretty much the way it should be with every class. I’m not really convinced that this brink styled light, medium and heavy body size works well enough to make it balanced. At least it isn’t there yet but i don’t mind being proven wrong.

I’d like to try the RTCW (or maybe it’s closer to ET) approach with ammo. Lower ROF so players don’t run out of ammo this fast and makes the guns also feel more accurate. Fops dependancy needs to be there but not this much. I’d remove those free ammo places whatever they are called.

Btw the game feels like CS with constant iron sighting. Nothing like ET. Might not be such a pain in the ass if I could remove the weapon model. Might… maybe… But just make all the guns accurate the way they are in RTCW/ET so i can strafe and shoot headshots. NOT while moving forward/backward/jumping.

ok back to server now… :slight_smile:


(rookie1) #110

What if Assault defenders could also defuse …as they dont plant c4 ?
defender assault has no ability except for concusion


(Violator) #111

One thing is that now that soldiers arm the C4, no-one goes eng to build the pump on 1st obj on WC any more :frowning:


(nailzor) #112

Nothing against Brink and the console success it had, but yeah, no nice way to put it - I want Dirty Bomb to actually have players in their servers 2 years beyond release.

Take the good parts of Brink and build upon them. Hell, take the good from any SD game, scrap the bad and ensure not to perform any of it.

Build upon good aspects from any solid FPS game and build new elements that other FPS games will then go on to use as their standard.

Easier said than done, but I was not a fan of Brink - bought it and played 20 hours of pub and scrims with high end teams then dropped it. Which was a first for me.


(Humate) #113

The reason I mentioned Brink is I knew rookie played it - eg he probably shouldnt be getting confused over who should defuse.
As for that game itself, dont get me started. :wink:


(INF3RN0) #114

ETQW worked perfectly fine though, not like that was the deciding factor for Brink. The thing was though that engineers in ETQW had much more dynamic roles with multiple turret types, mines, repaired vehicles, and were able to complete multiple main/side objectives. Engineer really is a bit of an awkward class without objectives and on offense. It would be nice if we could devise a way to give engineers more dynamic roles in DB. Throwing objectives back at engineer won’t really make them more interesting or complex.


(Valdez) #115

Engy was fine, leave him alone. thanks.


(INF3RN0) #116

Would you still play an engy if he wasn’t doing all the objectives for offense? At least come up with a better idea than objective whore, period.


(MrEd) #117

Personally I’ve always found the shotgun engy a great hunter killer and much more fun played that way than being tied to the objectives and now I don’t have to feel guilty for doing so. Give it a go if you haven’t. Captures that Doom/Quake/Halo feel for me. And remember, make those headshots count :slight_smile:


(INF3RN0) #118

I do a lot better with the turret engineer personally. To be honest I really dislike the play style of the shotgun engineer as it’s really all about rushing around dropping self-arming mines and blasting that shotgun at point blank (shotguns aren’t my forte). I like turret play on defense for sure, but I feel like that engy is a pretty campy class and just does the main objectives for the team. I would love something like a demolition loadout, even if it doesn’t do objectives. It really just comes down to the enjoyable dynamics of the class ability/roles for me, but perhaps that future patch regarding the easter egg on the new score board will fill that hole.


(iwound) #119

i did see some walk into the gas filled tunnel. i dont think they made it. :slight_smile:
unless that light is removed from the mines why bother selecting that engie just for one job.
atm id rather push for spawn or get a fast plant in. and there’s more useful classes to select to do those jobs.

re shotgun. doesn’t matter what game i play its my least favourite to use. though i did like the nail gun in qw,
as it did have a good feeling to use, sound etc and did a good job.


(warbie) #120

I don’t think taking the C4 away from the engie works. It’s a nice idea and gives the soldier more of a place on the team, but opens up more issues than it fixes. Now the engie is in a weird limbo. What’s worse than being an objective whore? Being half an objective whore (plus blowing stuff up was always the most fun part). So now we’re going to start shoehorning in extra content to fix something that wasn’t broken? Deployable crates and armour buffs to give them something to do? Or even approach the class in a different way and play as a roaming rambo (more ramboness being what DB really needs ;)).

I don’t have a suggestion to sort this out at the moment other than reworking the maps. The role the soldier used to have was crowd control - punishing multiple targets at choke points. But DB doesn’t really do choke points and currently he has no panzer equivalent. This is why he isn’t needed, not because he doesn’t have an objective.

//edit. Loving the patch otherwise! :slight_smile: