@ SD: Can we please see a performance hotfix asap? A lot of us are suffering this patch and can’t give confident feedback with such unstable frame rates. Thanks.
DIRTY BOMB UPDATE: Version 22519 - August 8th 2013
Simple hot fix…
Pliers belong to engineers only…
Engineers plant & defuse C4…
Only Engineers can do the “hacking” (how you hack a steel train lever?) objectives from now on…
Camden first objective can be rest by a Engineer if fact all objectives on defense can!..
Only Engineers can lock open gates…
All other classes can only do milk jug runs, and capture areas…
Both the covert ops and the solider can throw down additional C4 for the Engineer to arm…
i got no performance issues…
new classes are okay…
ev changes are great
i miss grenades and “g”-hotkey dont work for me even if i got a frag/stun/flash-grenade
classless objective WTF?!
the thing that makes et or qw different and better than most of other shooters is lost
game feels like tdm with a lost stage if team wipes for defenders.
especially @plant/defuse objectives
This.
[QUOTE=strychzilla;461580]Second Round of Impressions:
Classess objectives … It also feels like less people are being objective based because of the fact that anyone can do it. The mentality is that, well I can move forward and someone else can do it.[/QUOTE]
And this.
Protecting the objective guy, being the objective guy, that element has gone, and it’s what defines the genre, or should.
On the one hand I love being able to do objectives as a Medic (I usually split my time 50 / 50 between Medic and Engie), now I just stay Medic because I’ve no need to go Engie. On the other, there’s no clear sense of purpose anymore, anyone can do anything and it’s too TDM-ish now.
I appreciate there are more changes to come to enhance “character” roles, but until that happens the game is currently a cross between ET / BF, and not as good as either.
The area of effect healing is quite nice tbh, and the self-revive makes up for the loss of instant self-healing, at least when you play a more support role (as I do). The gun is better and the revive hit-boxes appear to be larger, so the Medic role has been enhanced somewhat anyway. The main gripe I have now is the revive shield is either non-existent or lasts for such a small amount of time it might as well be, players I revive (and when I get revived myself) can be instantly killed again. I’d favour something like a 2 second revive immunity, at the moment we appear to have 0.1 seconds.
Classes:
I think the new medic is a viable class, it fits exactly with the prescribed notion of the class being there for support without it becoming the passive med from TF2. You still have med01 for rambo’s, albeit the constant whine about nerfing the lethality of this class has left it feeling a bit weak.
The new LT is good in combat and the molotov is very useful for blocking and kills within a reasonable time.
The new soldier i cant quite get to grips with - spamming nades as your primary seems wrong. Personally would have preferred to see the class given an assualt rifle (not an MG) as a primary with a secondary grenade launcher with much reduced ammo and/or clip size (ie. 4 nades). The martyrdom isnt as annoying as in some games - that doesnt make it good, just not as bad as other implementations, would prefer to see it banished from games forever.
The invisible sniper i’m ambivalent about - the invis seems a bit gimmicky. Not certain how invisible i look and do you show up if shot?
Class Agnostic Objectives:
Despite a lot of people saying ‘no one’ does the objective, nearly every map i played last night ended with a relatively quick win for the attackers. On the one hand I think this is really good, it kept me playing longer as the maps where rotating quickly. However i think we’re really treating the symptom of having far too many objectives/stages per map by allowing everyone to complete them.
Other:
As if by stealth the F for everything has made a context sensitive annoying return…planting C4, press F - drops C4, brings out pliers …err where’s my c4, oh it’s behind me. let go of F, now press F oh wait it’s cancelled the pliers wtf oh i’m getting shot … GAH!!!. Might be me, but this was really frustrating - would like to see tools/c4 in fixed slots and not have F at all.
All of that being said, the games i played last night where fun, I’m just worried that the fun part is going to get stale really quick, if there’s no substance beneath the shiny specials.
it is not just you, “the One Key to bind them all” is really making objectives fidgety.
These abilities like self revive or detection are pure trolling and add nothing good.
The movement speed feels way too slow, like being stuck in goo.
Can´t get away from a nade or dance around enemys in close combat.
And the spread on crosshairs is a bit too big, ironsights seem more powerful now.
The performance seems to have gotten slightly better, more of that please 
But there is still big lag due to client side hitreg and maybe netcoding.
And the promised additional crosshair options are still missing… 
The characters are nice bright, most of the time they can be distinguished from the background. 
But stilll the game doesn´t “feel” right because of the strange movement and the weapon spread/balance.
also got some Performance issues right now. But still playing on high Quality.
only Thing i miss so far are nades. And imn still wondering how to Balance this game for comp :>
100, 110 before.
Game feels just slow, or has just slow movement acceleration (delay when starting to sprint).
Didn´t play for a longer time, since to me the game seems to get worse every patch…
having 90, still already got used to it
probably you should play more and get used 
[QUOTE=Ashog;461535]Game is broken - all maps over in less than 10 minutes no matter how good the defense is. Can defend for 5 minutes one objective, then all team dies - the rest of map is a steam roll, with all classes planting and arming and repairing and escorting the formula1 ev. Frustrating for def, almost no chance to win.
All the rest of patch apart from grenades removed and red death screen is very good, nothing to say.[/QUOTE]
Isn’t that better for comp? No more full holds, some actual times being set and maps being completed instead of hoping you can hold a specific objective till the end… though the LB games I played last night had def winning every time.
I like that every class can do the objective now since this game is so fast-paced and the maps are kinda small. If only the engineer can for example repair the bridge you will end up with fullholds all the time since you will need to wipe the enemy team like 3-4 times in a row (which is really hard on small maps) so your engineer can actually repair the bridge.
Maybe give the engineer a faster repair bonus and soldier fasting planting bonus to give it something extra.
[QUOTE=montheponies;461607]
As if by stealth the F for everything has made a context sensitive annoying return…planting C4, press F - drops C4, brings out pliers …err where’s my c4, oh it’s behind me. let go of F, now press F oh wait it’s cancelled the pliers wtf oh i’m getting shot … GAH!!!. Might be me, but this was really frustrating - would like to see tools/c4 in fixed slots and not have F at all.[/QUOTE]
Raised this earlier in the thread. Smooth said :-
btw. the autobalance-system with K/D doesn´t work at all.
DB is a objective based game, better players on the losing team always have a worse K/D than on the winning team.
oh there is an autobalance? Thought it was a random shuffle after every map :mad:
Well certainly somewhat faster maps and less fullholds are better, not only for the comp. But I totally think that SD approaches the problem from the wrong side. The fullholds are needed but have to be much more seldom than before in the previous patches. It’s a balance of things. Game completely w/o fullholds would lose some aspect of gameplay that was rewarding exceptionally good teamplay in defense. I want to be able to make a fullhold sometimes if the team deserved it by having totally overwhelmed attackers. It just needs to be balanced better so that it doesn’t happen as often as in previous patches.
The way to do it is totally a problem of spawn times and spawn waves. They are all wrong along and this is the major problem everyone was talking about. You still need to take everyone out several times now as before but this is just masked by all classes capable of doing the objectives and lemming.
This is true but again this is the problem of too short spawntimes and no real spawnwaves. More importantly, one can say requote you the other way around: if an attacking team has managed to plant and only the defending engineer can disarm, with proper spawntimes there will be less fullholds because the attackers can gib all engies that could disarm, ensuring fast objective proceeding.
I think SD should not have included the agnostic objectives in this patch without including the character-specific proficiencies mentioned here: http://forums.warchest.com/showthread.php/37165-Dirty-Bomb-Closed-Alpha-Progress-Update-August-6th-2013
Without that, I think we’re getting a false impression of how agnostic objectives could play out in the end. Several people have mentioned the need for significant distinctions in theses proficiencies to bring back some level of objective specialization and I completely agree. I’m just not sure why that wasn’t rolled out right away. We could then have debated the relative proficiencies of each class or character which would have been more productive, but now they seem to all be in the same bucket which just feels wrong and is causing people to write-off the idea before it’s even implemented properly.
I’m not against all classes being able to complete all objectives, but it should be mostly as a last ditch or very opportunistic thing. And as mentioned by others the stacking scheme should be such that an objective specialist by himself should still outpace 3 or 4 low-proficiency characters working together.
And on a completely different subject, unless there is a plan down the road to allow us to customize our item slots, can we please have some consistency between classes? The support equipment (packs and stations) for the Medic and FOps can be slot 1 or slot 2, but please not a mix like it is right now. :rolleyes:
As I haven’t had a lot of experience with the previous builds, it’s hard to compare the builds in depth. I still want to report what I noticed of course.
What I like most is the improved hit feedback and therefore the feel of the gun battles. Arty seemed much improved. I didn’t miss frag grenades all that much. I liked the self-revive medic and the grenade launcher soldier. I noticed weird behavior of martyrdom, though. I guess it’s not fully implemented yet? One still explodes after being revived or gibbed, which I felt shouldn’t be the case.
I can’t say much about the class-agnostic objectives, as I don’t have a feel for how it was before, but I totally agree with Djiesse’s post just before mine, that it should have been rolled out together with the character-specific proficiencies. Personally, I feel like especially the engineer characters aren’t very interesting choices right now.
I’m also having trouble with my frame rates. It’s especially noticeable on Camden around the second and third objectives.
Aside from the class-agnostic objectives, about which I don’t feel knowledgeable enough to have an opinion, I have to say, that the new build feels like an improvement.