DIRTY BOMB UPDATE: Version 22519 - August 8th 2013


(MrFunkyFunk) #61

I wouldn’t use such harsh words BomBa, afterall we knew there were some drastic changes and we’re in the alpha to test those.
Of course so far it’s only my first impression, and I’m probably falling into the minority, but I can’t say it’s going towards what I was expecting of the game.

It’s visually very impressive & pretty to the eyes and I can only congratulate the art & animation department.
Altho it’s taking its toll on my old config and my feedback (shooting & movement) is influenced by it so it wouldn’t be fair to bash the patch, I will leave it to people who can run it as intended.


(Wezelkrozum) #62

[QUOTE=scre4m.;461142]I just deleted my cfg. It was on read only and for some reason the new build didnt want something in my cfg.
So everything was fine. game started.[/QUOTE]

I get the same problem with SweetFX. Now I can’t play with a sharper view. The game checks the files tighter i guess?


(spookify) #63

I havent tested it yet but if it looses the ET feel I and all my friends are gone aswell. None of them even have iron sights bound and I never use them. No Nades?

This is just the alpha so I hope they can figure it out.


(Ruben0s) #64

Played for 10 min, don’t have time to play more, but my first impression is okay ( I wish that they went a different way with DB, but at least this is somehow enjoyable as a pub game, I guess this will appeal more to the casuals).

I really like how the iron-sights work right now. Although if I’m honest it doesn’t feel like an ET game anymore :stuck_out_tongue:


(BomBaKlaK) #65

Yep, same for me.


(OwNLY) #66

I like the AK and the AKu, but they are with the wrong classes…
I want to use them for other classes. Isn´t there any chance of switching weapons between their own types?
Like SMG for another SMG, AR for AR. If the weapons were balanced, that should be possible.

Now for some criticism:
Feels like the air is made of water, the movement feels extremely slow. A step backwards.
Plays now best like CS/CoD. Hug the corner. Ironsights work great.
The new class abilities like self revive and sticky mines are just annoying,
and provide no additional tactical depth to the game at all.
It´s like i already told you when it was first announced, pure skill equalizers.

And there are STILL NO additional Crosshair options. I have been asking for that for months now!
Something like number 9: Static, big gap and an even smaller dot in the center.

btw. still waiting for better performance, i know that will take some time. :wink:


(Ashog) #67

Heheh, we indeed just have had a 5:59 min map :slight_smile:

Just as I predicted. Steam roll and all lemminging. And this is not yet the worst, because only like 10 % of people realize they can do any obj with any class.


(Bangtastic) #68

Dirty Bomb history has being written once again^^

Edit:

First impression: More fluent gameplay! DB feels a lot better and more responsive than before! Im not performing much better but it is less frustrating, and now with a little bit more variety in terms of chars, it is also more enyojable and fun.

Also it seems ads is more useful again. Its kinda strange that everyone can do objectives.

But before it wasnt much a difference because half the team died and respawned either as assault or engineer in order to proceed -> so everybody was doing the objective. Only difference: the team was uniform in terms of class.
Its basically now the same, only different classes.

Its a little bit more lemming rush at some points but everybody repairs now and rev train is more common. Things happen faster as the whole gameplay slightly gained more momentum IMO.


(BomBaKlaK) #69

[QUOTE=Ashog;461153]Heheh, we indeed just have had a 5:59 min map :slight_smile:

Just as I predicted. Steam roll and all lemminging. And this is not yet the worst, because only like 10 % of people realize they can do any obj with any class.[/QUOTE]

Yep and now we have Ironsight codish gameplay with COD maps and mod (battersea / Map 6)
Hoo yeah ! Callofdirtybomb on the way !


(Seiniyta) #70

Yeah, I don’t think everyone able to plant C4 etc was a good idea at all. It makes the game a lot more boring imo.

That aside, it’s not all doom and gloom for me. You guys did an awesome job with the post-processing on the levels. Also, I love the grenade launcher even if it’s a tiny bit underpowered. Not a lot though. Just a tad more damage I feel like. The jumping and hit detection seems better, jumping I’m pretty sure is better. Hit detection can just be my imagination.


(iwound) #71

The “Battle of the Alley” was awesome on london bridge.
pity we cant get past there. this is piles of fun though.


(Pytox) #72

It seems attackers have it way too easy atm but will need to play more for that


(rana) #73

Thanks to this update for the fps drop from 50 to 20 on lowest settings :smiley:


(shirosae) #74

Okay sooooooo first impressions:

I quite like the new Medic, aside from the utterly hax self-revive which was uberlolz for the first half-hour but got boring afterwards. The primary gun feels quite reliable, and the revolver is a nice slow firing but powerful contrast to T-Rat’s .45 (which I also like). The healing is nice, and I kinda like how it’s just a quick aoe pulse. It’s weaker than the deploy station and medpacks, but faster and I think it kinda suits the front lines more, particularly because you don’t need to swap weapon to use it.

I spent most time on the medic, but dabbled with the other classes. Sticky mines are terrible spamfests and need to die. The new Cov cloak doesn’t seem as broken as I thought it might be; I don’t have trouble spotting people using it, but I have ran right past people with it on, so I dunno. I don’t know if it’s because the guns are so much more accurate now, but Nader seems less obviously spammy than last time she was in. Then again it might be that the game is just so much more spammy now that she’s lost in the rest of the spam.

I don’t think the move from class-specific objectives works, because the game plays like an f-key team deathmatch. Maybe once the meta settles (if it does) I’ll be able to get on with it better, but I’ve been losing patience pretty quickly on the last couple of maps.

Ammo seems to be much tighter than before, but it might be the spam; certainly it seems like I have something to be shooting at almost all of the time. The fops ammo deployable is kinda handy for it: I noticed people dumping them at forward positions, essentially creating little forward bases that people tended to cluster around.

I’m still finding it really annoying that I need to quit the map to change my roster. Also launching the game to see servers, but you mentioned that already. Also, I hate the full-screen colour filters during incap/death. I turned all the post-processing stuff off, and it was still active. Performance seems to be a bit poorer after this patch.


(.N.E.R.D.) #75

Just a quick thought here. While some changes may be permanent like new artworks in the maps etc. (which I really like), anti clearly stated they wanted to test some ideas. For many of you they may be crazy ideas but what the hell if it is just a test it’s fine by me. Noone said it has to stay like this forever. But noone really did some of the stuff they are testing now, and they might feel the same way as you guys do after 1 month of testing. So it is also possible that they get rid of some stuff that is in that build as I understand it.


(Rengenius) #76

I think this update is awesome.

Maps progresses faster because of removing class restrictions for objectives. Iron sight is useful now because of increased recoil in hip fire - I think spread remained pretty much the same, and hip fire still remains much more accurate than in COD/BF.

And, of course, maps and HUD looks much better.


(Protekt1) #77

I think that has a lot to do with team balance tbh and perhaps map balance as well. I’ve had several rounds where defense shut down offense and maps where offense rolled over defense.


(rookie1) #78

I always had this kind of issue from time to time.,.the game launcher stay open …CTRL ALT DEL and look if the game launcher is open ,if yes stop it and reclick your game shortcut …should work


(1-800-NOTHING) #79

on the plus side:
-jumping feels way better, and fits more seamlessly with running. big kudos, looking forward to more improvements in this direction.
-hit regs, insofar as they actually do register, seem to make more sense (haven’t tested with beep/crosshair feedback enabled, though).
-special IFFs for side objectives are very nice. main objective IFFs seem somewhat improved. (haven’t had the time to look at all the HUD improvements)
-death ghosts look better (though the grey or red death screen effect looks not very good at all).

on the minus side of things:
-spam, spammy and spammier still. feels a bit like pinball, with someone else as the pin.
-no teamplay, just random slaughter from eight different directions all at once. no time to coordinate tactics, or help out teammates.
-VFX stuff not helping with the spammy feeling.
-framerate worse. seems like the rendering time per frame has increased, but the overall framerate is more stable (at a lower value).
-i really miss grenades (especially on the [new] medic and covert ops characters), but i suppose it would make the game even more spammy…
-self revive seems kinda broken with regards to objective lemminging.
-manually selectable pliers and stuff needed for all characters.

dunno if i like agnostic objectives (due to apparent lack of teamplay so far maybe?). not even luke warm, just plain old luke.
anecdote: medic repairing EV instead of reviving nearby teammate.


(BomBaKlaK) #80

How many time to wait for the next update ?