Let it sink in a few days. I’m not sold on the gameplay changes (objectives wise). However, it’s not even been a day. We need to test and play more and wait until more players figure all this stuff out. It’s a lot to take in. First impressions are bad, but it can change AND it can be adjusted or even reverted.
DIRTY BOMB UPDATE: Version 22519 - August 8th 2013
I have always wanted a way to be resupplied with grenades, maybe from a ammo station or FOPS ammo packs. Now I have no nades. I only had 1 measly nade before now I have none. No nade to disable turrets, no nade to cook and bounce into the area of the archway console, no nade to throw in the building console area. No nades is making me sad. I hope this will change in a future patch, because if I can’t have my 1 measly nade when this game is released I don’t see myself playing DB
Oh yeah, definitly; No nades feels just wrong. It feels like something crucial is missing from my loudout.
how does that meet the stated aim of allowing players to choose a character that suits their play style…
@NERD,
sure, testing crazy ideas is great and I am up for it but everything has its limits. For some crazy ideas it is not necessary even to actually test them, because simple logic can tell you that they would never work. Maybe a bad example but lets say you are standing on top of a 2nd floor parking lot with a bike. Then you are thinking: lets test if I could speed-jump with my bike from there and not get harmed in the process. Will you actually test it or your reasoning will tell you that this is probaly not gonna work and even more probable that it could get real ugly? Testing things that would never work or break the game just for its sake or perhaps to piss off the current players is a waste of our time tbh.
I mean seriously, did they really think the majority of players would actually like the one of the most typical and popular FPS weapons of all time being taken away from them? Did they actually think that comp play would not break when any surviving attacker of a team (last man standing) can plant a dyno or any defender can disarm it whatever the class? How does that fit into the promised upcoming spawn timer and spawnwave system? It just doesn’t make any sense to me.
QUESTION @ PLAYERS;
I’m wondering why everyone is acting like the game is so different now that c4 and repairs can be done globally? Not that I like agnostic objs myself. Almost all maps had 75% global objs already and the complaints were minimal. To me it doesn’t really seem to have changed the game much. It does appear repair/plant times got an overall increase in action speed though. I would have expected more rage previously than now since they only altered so little. If anything I’d like to see absolutely no global objs in a test. Would Doc runs be okay to test with a specific class too?
I’ll post some detailed feedback on everything later tonight hopefully.
first impressions:
Classless thing:
It’s … not … that bad. But let’s just think about it a bit. What we had before? What was the most important aspect of an objective? It was the class that could complete the objective. No one gave a f… about the wall, or the EV, or w/e. Protect the soldier let him plant the bomb, and if you let your key class die, your whole attack was wasted. But if you remove the “choke point” , the “key class” aka. solder / engi, now anyone can do the objective, you work is not done when you killed and gibbed the engineer. You need to protect the objective til the last second. I have to admit that, protecting the “key class” was interesting (mainly talking about W:ET), but it was really annoying, to w8 for him, if he died+gibbed for some reason.
With this change to whole gameplay “opened up” for me. But one change is need to be done, and EV gives a really good example. The object completion time should be reduced dramatically. If more ppl are around the objective ( in a good range, i’m not talking about sitting on the objective and just waiting for a grenade), you will complete it faster. I don’t know that is the perfect rate/range, but it could be like something this:
- engi / soldier still has advantage in terms of completing objectives ( i think that’s still true?! )
- not beeing a “key class” completing the objective is suuuperslow
- if more ppl around you = completion boost
So once again, i’m not talking about more ppl helping you to repair the EV, just more ppl are around you. Too many ppl on the same spot is not more then a grenade / FFA magnet. So you can’t ninja plant anything without help if you are exp. a medic.
Ammo station:
It’s awesome, but it’s too good imo. The rate is too good. I never ever needed to think about my secondary weapon because i was on full all the time.
An idea to change that:
- you get your first ammo pack really quickly / immediately
- after that you need to wait like 5+ second for the second pack
- the third pack is like 15+ sec after the second one.
Everything depend on how much ammo you already have. So if you have 0 backup clip, you are in the 0/5/15 range, if you have one backup clip, you are in the 5/15sec range, and if you have 2 backup clip, you are in the 15sec range. So you need to wait 15sec to get the last clip to be full on ammo.
Edit:
Cov’s camouflage:
I would like to see a system similar to Crysis. In Crysis if you fired a shot while you were cloaked, you burned all of you energy. But if turned off the cloak before you fired the shot, (logically) you did not. Right now you can fire a sniper shot while cloaked without any real penalty. All you have is the recloak cooldown, but you power is stilll on 50/60%. It’s not that important, but gaves you a layer of skill / penalty.
QUESTION @ PLAYERS;
I’m wondering why everyone is acting like the game is so different now that c4 and repairs can be done globally? Almost all maps had 75% global objs already and the complaints were minimal. To me it doesn’t really seem to have changed the game much.
Would be interested to see how a team full of covert 3’s on Camden/Waterloo would go. Invisible Lemming City.
Don’t like :
- Ironsight too powerfull.
- Classless objectives (objectives are so boring now)
- Remove of frag grenades.
- Post process and low settings which don’t give us really low graphics now (drop of framerate).
This game is not for me (ET/ETQW player) anymore and I lost my hopes for the future of Dirty Bomb. The gameplay is broken on the altar of the F2P (sell mercs).
If your objective chain is like: Soldier > Unspecific > Engineer > Unspecific, then you might have a couple of soldiers and a couple of engineers for most of the map, with the unspecific objectives being more like side-objectives that everyone nearby piles in on. I’m thinking of unlocking the containers in Waterloo here. There’s a load of backup for the plant, then everyone piles in on the unlock, and then backup again on the plant.
If your objective chain is unspecific all the way through then everything is a random pile on and there’s no need to even have certain classes or have people assume certain roles based on class.
I guess what I’m saying is that even if you have a couple of objectives which are class unspecific, then you still have the class-locked objectives to split up roles for the team. I mean in principle when people are actually paying attention and stuff. The game does feel much, much spammier today, though I don’t think it’s all down to the objective change. Although I admit I haven’t played so much recently, so I have less recent experience to compare with.
My opinion on this patch is that this was a LoL patch
I think its good.
Passive abilities? Ehm, meh, why not. Something different, right? At least i don’t play that many other FPS games that have them and i play few. So maybe not new.
In total: yes, this game is a bit of CoD, and a bit of LoL currently, and i think that mixture makes it a refreshing FPS game. But, it has nothing ET’ish about it. Only the objectives, but let’s be honest, they are not that exciting. I only wish you would rethink your movement system decision, keep going down the character path, have the map design be a bit extended (i think maps of ET dimensions would simply not fit, but a few more alternate attack paths would be great), and there you have actually a quite good alternative FPS shooter on its way, aside from the usual tweaking values and improving smaller things, as well as backend improvements like performance and network. At least this is my opinion, i know there are alot of sad faces since this patch 
Performance pretty bad right now. Before it was around 40-50, now 20-30. But thanks for giving me a noobtube aka the grenade launcher. Great with an ammo station, although it almost feels as if it shoots baloons …
The biggest problem I really see with making objectives for all classes is that it actually achieves the opposite of what SD actually wants, setting DB apart from other F2P shooters. The Class based stuff was one of DB’s strengths. Instead of weakening that I feel like SD should capitalize on that fact. The more I play the more I hate the changes (no nade and objective changes).
I’ll leave more after testing more later…BUT
The one major thing is the cross hair is stretched more now, with the resolution I presume. So, the dot in the middle is great, but the long skinny cross lines; I wish I could make smaller again. And If I get rid of the cross and go just dot with the hit indicators, they are huge and way outside the dot; really messes with your head when your aiming.
yes :’(.
After the deception of Brink…DB.
i hope this patch was quickly patched.Teamplay is dead, don’t need take care of engeneer or Soldier for the obj, because everybody are the hero and the Rambo inn same time, like in COD.The heart of SD is here.
Because you can pick a character that has grenades and now they even regenerate. Are you suggesting every character needs to fit all playstyles (rhetorical)? I would think not. I also think some unique qualities and variety is necessary but didn’t they also say that we’ll be able to change some weapons later?
The good …
Gun-play is once again improved IMO. IS is nice (as in actually worth using now), Medic SMG is use-able again, seems like HS count for a bit more, or maybe there’s been a damage increase or spread reduction but overall it seems like I hit what I aim at, and damage what I hit (even more so), which is how it should be.
Maps continue to evolve, I like the change to LB first stage, the art passes are really bringing things to life.
I like the addition of the “capture and hold” mechanics, the new block-out maps show promise for other game-modes / objective mixes etc.
The bad …
Removal of 'nades, really miss even the one I had before, and I’d have preferred 2 per class and 4 for Soldiers tbh, but now we (most of us) have none I really miss the little bugger 
The ugly …
The class-less objectives. Still on the fence, don’t think it’s really going to work properly until there’s greater character definition. At the moment I feel no need to play anything other than the new Medic - gun is good again, I can revive myself and others, heal, and do the objectives, all in one class. Really can’t help feeling it shouldn’t be that way. I can understand the potential benefits of agnostic classes, and am not so hung up on the idea as other hardcore ET / ET:QW players, but at the moment the trade off doesn’t seem worth it.
Okay so my thoughts so far:
New Abilities
I like the ammo station, this can be very useful at chokepoints. The sticky mines are fun to use, but possibly will annoy some of the comp folk with the “unskilled” frags that they can give you. I actually mined a incapped teammate and an enemy came over to knife them… and boom
very amusing.
No Grenades
I have to admit I do miss having a grenade, so many times I go to use it and remember I no longer have one. I can see why they have been removed because the game is way more spammy than it was before - but still, I WANT ONE :mad:
Hit feedback
Whatever has been done to hit detection / feedback when your hit / ironsights or some combination of all of those things I like. I feel like I am hitting people now, and also know when I am taking damage - it always felt very random before.
I like the new death ghost wierdness with the red / washed out screen - perhaps not everyone will like this but its different and almost makes the game look more colourful when you respawn.
Objectives
Can’t really comment on how the “everyone can do objectives” effects gameplay just yet - but I don’t like the lack of a choice (or decision) I now have. I don’t bother looking and going… oh does the team need an enginner?.. or maybe an assault?.. or… no they dont, they only need fops and medics
forever…
Atm it kinda feels every class is equally fast with any obj. So there is not a big reason to change the class during the match.
If there is a way bigger difference between “pro” and novice at defusing for example, then it might be even better. Novice classes can kinda support a fast defuse or do it on their own but that takes its toll.
Even if there are many novice trying to defuse, one engineer should be still superior.
Ok i just reflect that what SD already told us^^ just needs some tweaking, then it could still serve as class objectives only more liberal.
