This first part of the test is mostly the objective changes and grenade removal, the next phase will be re-balancing the characters to make them stand out more and to ensure their abilities make up for the missing grenades.
DIRTY BOMB UPDATE: Version 22519 - August 8th 2013
The differences aren’t that great right now, this is definitely something that will be tweaked over time.
I hope it’s pretty drastic, where the engineer would have 100% (normal) speed to repair something whilsti t’s 10% or 20% for the covert ops etc. So there’s at least the incentive to go with the class more appropiate for the situation.
I think self revive should have some small animation while its winding up. Perhaps the medic takes a syringe out and pokes himself before standing up. Perhaps he just kinda moves a little bit. Maybe even a slightly longer cooldown since it seems like you can use it every life.
Spectator
So much niceness!
Ladders
Should move in the direction being looked at with mouse (i.e. look up = move up, look down = move down) rather than moving with WASD (A = up, S = down).
Nades
Really missing these right now, sure they needed a slight nerf, but not to be blasted out of existence. Can’t state this enough, my current feeling it that nades need to make a comeback.
Agnosticism
Mostly not liking this right now, although I could potentially cope if it was hashly balanced as other have suggested. i.e. Assault = 100% plant speed, Engineer = 100% build speed, Recon = 100% hack speed, Non-primary objective class = 20-25% do-it speed.
Assault 3
Can’t even remember her special ability, does she even have any yet? Weapons seem nicely balanced for now.
Medic 3
Love self revive, it’s quite well balanced already, although I’d like it if my “F button” releases I didn’t have to start all over again, could it save the “revive progress” for a couple of seconds to allow time to re-press or for dodgy kb/m switches. Healing wave should probably be restricted to the 90 degrees you’re looking rather than 360 degrees, also needs an awesome sound and the visuals are a bit broken when not used standing on the ground. What happened to my revive gun, or is that saved for medic 4?
Engineer 3
Stick mines are fine and fun to use, placeholder projectile I guess. Don’t like shotguns so I end up using SMG, but it’s spread makes it worthless, I guess selectable weapon options are coming.
Fire support 3
Initial thought are that molly should cover a larger area. Would prefer if ammo box (as with medic box) could be re-deployed a lot sooner after picking it up to allow for position correction if it doesn’t initially place where expected.
Recon 3
Feels a bit weird that shooting breaks camo but you can re-fire in ~1 second whereas camo takes ~3 seconds before allowing re-activation. Perhaps both could be ~2 seconds? Not a fan of having no MP with a slow riffle, I guess selectable weapon options are coming.
General
All systems look a massive 30-40 fps drop across the board, not good. Hit indicators look to be improved, I might actually use them now. Shouldn’t have to press Z to see team names and health, it’s pretty sporadic on how it works. Server browser (and related game/server stats) should be available in-game, from launcher, on website and via API.
Good move to make objectives more universal. As an objective guy I always disliked how certain class choices was forced upon me at certain points of the map. With these changes I can choose a class more freely, depending on what combat style (and combat role) I want to perform, (instead of objective role,) thereby better utilize the classes and give them more meaning.
Now you just need to implement advanced movement, like most of us love from your previous games.
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My loves and hates (fanboy alert):
max size of the gun-cross and the visual feedback when ironsighting and hitting the target
color palette
jumping physics/behaviour
Molotov-Grenade
Ammo Stations
Sticky-Grenades
"F"-key for everything and everyone(it felt so wrong, yet it felt so right, repairing the EV as FOPS:wink:)
only one diamond marks area of interest now
EV speed depends on the number of people escorting it
GH research building interiors
:(Arty’s target-designator isn’t a toggle anymore; makes zooming with it quite complicated. Please bring back the “old” target designator.
Edit: Designator only works as a toggle when you bind it as an item, not when you bind it as an ability(confusing it is)
:(no nades
:(useless Soldier 3(grenade guy) weaponary
:(fps reduced to 50-80%
:(character icons obscuring the vision and not really doing anything for me, especially because I can not see who(what class) just died, since the class icon gets replaced by a death skull)
:(the ground in LB is way too bright, could use some serious brightness reduction.
Requiring a lot of damage to gib is a good thing, as a Medic I actually get the chance to revive now, previously team-mates were dead and gibbed before they hit the ground (or at least it seemed like it). Headshots do count, and of course a quick knife is insta-gib, so the incentive, and capability, to gib is still there, but it’s balanced against the Medic revive function being viable as well. I also think the revive “hit-box” has been increased, making it even easier to revive. All things considered the Medic is a much more viable support class now compared to pre-patch, IMO.
Oh, just a small gripe that came to mind, not sure if it’s me or if a bit of Brink-ish-ness is creeping in. As Medic I tried to arm a C4, pressed my F key, and dropped a Med Pack instead. Presumably the game didn’t realise I wanted to arm the C4 because I hadn’t aimed at the correct spot to do so, and so it decided I wanted to drop a pack instead. This is the No.1 thing I hated about Brink, the game making decisions for me when I’m quite capable of making my own decisions.
We’ll likely give players the option to bind all of their tools (like pliers) to keys in the controls menu but for now this was the quickest implementation.
I expect we wont have them bound to anything by default to reduce the confusion new players might face when presented with a massive load-out. I do think we need to cater for advanced players who want to pre-select tools.
OK, maybe it has to do with my mouse buttons; didn’t had that issue before though. Thnx for the info.
Edit: Designator only works as a toggle when you bind it as an item, not when you bind it as an ability(confusing it is)
PS: I like to zoom, simply to be more accurate over long distances; cause only one meter away from the actual target Arty’s strikes are severely less effective.
I completely understand where you’re coming from, but right now it just feels like too much, almost half a clip. It takes less ammo to down someone and you get 100 XP, you spend twice the amount of ammo to gib them and get 25 XP. Granted I didn’t know headshots counted towards gib so I’ll do this from now on which will more than likely appease my gripe.
[QUOTE=Smooth;461351]We’ll likely give players the option to bind all of their tools (like pliers) to keys in the controls menu but for now this was the quickest implementation.
I expect we wont have them bound to anything by default to reduce the confusion new players might face when presented with a massive load-out. I do think we need to cater for advanced players who want to pre-select tools.[/QUOTE]
Been waiting for the option, to individualy bind abs and tools, for quite a while now; can’t wait. Glad you guys still have that on your radar.
I think its exacerbated by the fact that after gibbing someone you cannot sprint to cover while reloading.
I have 2 side buttons on my mouse, one I use for reloading (in every game) the other is for something I would need in the heat of battle.
For example I bind (item 4?) the defibs to that so I can pull them in an instant. I use Q for the other item and then E for interact. My problem arises when item 3 is the more important thing (and in some cases there is no item 4) - I would love to be able to change which item is 3 and which is 4 per character/class.
one of the highlights for me so far is being able to repair the ev and plant c4 while cloaked. supeeerb.
classless is working well imo.
new soldier needs slower rof and more power on that grenade launcher. too much spam especially at an ammo rack.
feels like a beanbag hose. less will feel more valuable and used with more care. if it can kill. i think it takes 4 to kill atm.
new fops i didnt feel i wanted to use it. molotov didnt give me feedback ie constant hit sounds. but i only had a quick go.
new engineer. im a sticky bomb addict. only issue i dont like shottie as prime weapon and i always swap with machinegun.
new medic was ok, aura feels good to use.i felt guilty when i delivered with self revive on whitechapel.
lots of great changes. my only gripe is frag nades.
the one remaining nade used by the soldier is woefully underpowered.
my own preference would be for there to be a scattering of characters who use nades and
have a loudout of two rather than cooldown. and that they were as powerful as the last patch.
the art of cooking and aiming a nade is part of our tradition please dont side line it.
there should be at least 1 from each “class” that use frag nades.
classless is good but the engi etc need to have more construct speed then other classes, right now it;s the same and shouldnt;be like that.
like for planting c4 soldier should plant faster then other classes like mentioned above in these posts. Otherwise I don;t really plan on using engi anymore and I play soldier all the time for constructing and planting c4.
Where did my pliers go? This is worse than work when someone takes off with my tools! 
