FINE TUNING UPDATE - OCTOBER 2015


(MissMurder) #1

It’s been nearly four months since Dirty Bomb hit Open Beta. Since then, we’ve released four new Mercs, added new features like Private Matches and new varieties of servers, refreshed our anticheat solution, made countless improvements and enough balance changes to shake a cricket bat at… and the best is yet to come.

Our next update will be the biggest we’ve had since Dirty Bomb entered Open Beta, but we still need more time to get it ready. As such, October’s Fine Tuning update contains a few improvements and another round of balance changes and bug fixes. Stay tuned for more info on the next release, and in the meantime enjoy this update!

New Feature: Loadout Trade-In (Beta)
Have a few Loadout cards you don’t want to use, but don’t want to bump up the rarity? The new Loadout Trade-In system will let you trade in three cards of the same rarity, from Bronze through Cobalt, for a random Loadout Card for the Merc of your choice at the same rarity.

http://i.imgur.com/jCoWBoq.png

At the moment, Loadout Cards can not be traded in for cards of the same Merc - A future update will contain this functionality. Apart from that, any of your owned Loadout Cards can be traded in, putting those unwanted cards to good use.

5 Player Private Matches
After getting a lot of feedback on Private Matches, we’re reducing the minimum players required to allow teams of 5 or more to jump into a server to train together!

Party Matchmaking Improvements
Since the team-balancing system is heavily restricted when a large Party is involved, we’ve introduced a system where the larger the searching Party, the smaller the skill variance they will search for. This means that matches involving a large Party will be more balanced in terms of skill but they can take longer to find.

The new Matchmaking Search Range bar has been added to better visualise these improvements. It will expand over the course of 5 minutes until it hits its maximum skill variance threshold.

5 Player Private Matches
After getting a lot of feedback on Private Matches, we’re reducing the minimum players required to allow teams of 5 or more to jump into a server to train together!

Removed Secondary Objective Missions
http://i.imgur.com/OqSVbEF.png

That’s right, they’re outta here! Based on player feedback, and the confusion around what constituted completing a Secondary Objective, we’ve decided to remove them entirely. (Credit to /u/UltraWideGamer for the source image)

Balance Changes
General Gameplay
-Reduced the amount of view kick players get when receiving small amounts of damage by ~10%

Phoenix
-Slightly reduced the amount of time it takes to switch from Healing Pulse to other items

Redeye
-A Smoke Grenade’s Smoke Cloud now requires more than one explosion to be dispersed, regardless of the damage of each explosion

Fletcher
-Increased Sticky Bomb detonation time to 0.5s (up from 0.366s)
-With the Lock-On Augment’s 30% faster detonation, time is 0.35s (up from 0.256s)
-Sticky Bombs can no longer be detonated by enemy fire for 0.2s after being thrown

Proxy
-Reduced Proximity Mine cooldown to 25s (down from 30s)

Hollunds 880
-Increased rate of fire to 90 RPM (up from 86)

Dreiss AR
-Reduced horizontal recoil by ~10%

Blishlok SMG
-Increased effective range to 19m (up from 18m)
-Reduced reload time to 1.8s (down from 1.9s)

Other Changes
User Interface
-The scoreboard now displays the current Server Name
-While typing into a chat box in the main menu, the Console will not longer inadvertently appear if the bound key is pressed
-Made several optimizations to HUD performance
-Added personal Score Per Minute and KDR to the End Game Review screen
-Spectator View now auto-switches away from killed players
-Increased Warmup Time back to 20s, as some players were unable to connect in time
-Reduced End Game Review to 20s (down from 25s)
-Increased Map Voting time to 20s (up from 15s)

Animation
-Fixed a few issues with the Grandeur SR reload animation
-Improved the Iron-Sight positioning while firing the Grandeur SR

Audio
-Hit Beeps are now Enabled by default. These can be disabled in the Audio / Notifications option in the menu, and existing players should not see their settings change with this update
-Body-shot Hit Beeps have been made more distinct
-Added audio when a Credit Booster is activate
-Added mouse-over and click sounds to several buttons in the Main Menu
-Added VO lines for when a Merc is firing a Mounted Machine Gun
-Adding audio confirmation for incapacitated players
-Assorted improvements to the overall audio mix

General Gameplay
-Significantly reduced the collision around Mounted Machine Guns
-Pressing Q to deploy an item in an invalid location will now switch back to the previously equipped item, rather than -leaving the deployable in-hand
-Fixed bug where Health Insurance XP was granted if you healed an enemy player

Phantom
-Fixed bug where Refractive Armor would not always be disabled if in-use while placing a deployable item (such as C4)

Phoenix
-The “Potent Packs” Augment now correctly increases Healing Pulse’s healing by 20%

Redeye
-Fixed bug where IR Goggles could sometimes not be selected with Q

Sparks
-The REVIVR battery will no longer drain faster than intended when using the “Quick Charge” augment

Kukri
-Adjusted slash damage timings so that off-screen targets will no longer be hit

Notable Bug Fixes
-Fixed hit detection issues when shooting deployable objects
-Fixed a bug where player models could become stretched while using a Mounted Machine Gun


(MarsRover) #2

[quote=“MissMurder;18582”]New Feature: Loadout Trade-In (Beta)
Have a few Loadout cards you don’t want to use, but don’t want to bump up the rarity? The new Loadout Trade-In system will let you trade in three cards of the same rarity, from Bronze through Cobalt, for a random Loadout Card for the Merc of your choice at the same rarity.[/quote]

:disappointed: :cry:


(triteCherry) #3

I don’t think i’ve ever been as disappointed with Dirty Bomb as I am right now. I’m actually considering not spending any more money (even with new mercs incoming) just because of this decision, lol.


(LifeupOmega) #4

That Trade In feature is a pretty bad way to solve the Cobalt issue.


(JonSnow) #5

Sorry for rage but 3 cobalts for 1 RANDOM cobalt?! Plus a FEE?! WTH are you smoking guys?

Still love the game and still love you devs but this is just crazy, it’s not worth it at all (unless you are @Sniff :neutral: )


(Parmenion) #6

This is really bad, but idc i don’t have cobalt card :smiley:


(JonSnow) #7

Also, why would anybody use trade-in for bronze? You have a choice between using 3 cards + 1200c for another random bronze or using 4 cards + 2000c for a silver. The choice for me is obvious. :disappointed:


(_Sniff_) #8

@MissMurder 3-1 trade ration is complete bullshit. I paid for elite cases and got repeat cobalts from it. Why should I be punished to trade up 3 because of it?


(god1) #9

Why should you be entitled for anything but the contents of those cases?


(GodsMistake) #10

Agree completely. This is not a solution to the unused loadout problem. We already paid real money and game money for cards we randomly were given and now we have to pay for for the privilege to give them back?

Whomever green lighted this as a solution needs to be drug tested. Ive reserved making any critical judgments until now–this is a real insult to the people who actually support the game.


(_Sniff_) #11

Agree completely. This is not a solution to the unused loadout problem. We already paid real money and game money for cards we randomly were given and now we have to pay for for the privilege to give them back?

Whomever green lighted this as a solution needs to be drug tested. Ive reserved making any critical judgments until now–this is a real insult to the people who actually support the game.[/quote]

NOT ONLY THAT YOU CAN GET A FUCKING REPEAT FROM RECYCLING. FUCK.

Why should you be entitled for anything but the contents of those cases?[/quote]

I paid money. There should be quality assurance.


(Eox) #12

Three loadouts for one, and an increased fee, totally random ? Guys, this is terrible. If I waste three loadouts plus 24k credits, I should be able to pick the loadout I want.


(sentimentalDime) #13

@MissMurder I’m sorry to say, but the way you handled the cobalt trade in is the worst way i’ve ever seen something like that dealt with. There are so many different ways you could have handled this thing and you chose this one. If you take a quick look around the forums you can find a gazillion request for a feature like this, all with better examples than the one you chose to implement into the game. Along with the 3-to-1 trade in ratio, you ddecided to add a fucking fee?!? This is just stupid, and this will never be used, i guarantee it.

EDIT: Just tested the system, apparently, you can’t use a card for a merc to trade up for a card of the same merc, for example, say i had 3 cobalts, one for each one of the mercs i main, however, all of them suck. I want to trade in one for a Nader card, alright i’ll do that. WAIT! No, you can’t do that if one of the cards you wanted to use for the trade in is is a Nader card.

Splash Damage/Nexon, i serously don’t know if this is some stupid joke, or if that was actually thought of as a good idea, because whoever thought of it and greenlighted it needs to be tested for every drug in the book.


(AdmiralTeddy) #14

I think if you’re gonna make the cobalts go for a 3 to 1 value, at least it needs to be a card of your choice not a random one.
or you choose like 1 cards for 5 different mercs and by random get one, but you still should get to choose.
this current one is just a recipe for disaster…


(qjack) #15

[quote=“MissMurder;18582”]
New Feature: Loadout Trade-In (Beta)[/quote]LOL! ok, think about it and please tell us again. :wink:

[quote=“MissMurder;18582”]
User Interface
-The scoreboard now displays the current Server Name[/quote]thx!

[quote=“MissMurder;18582”]
-Made several optimizations to HUD performance
-Added personal Score Per Minute and KDR to the End Game Review screen[/quote]nice!


(TmGSpade) #16

3 useless cobalts + a fee for a small chance of getting a useful cobalt is complete bullshit.
Might as well make it 2 cobalts + 10k for a cobalt loadout card that you can select.
I thought you guys were going to fix this useless cobalt issue, not make it worse.


(exaltedLodge) #17

:s :s


(irrationalOfficer) #18

2:! would be considerable


(exaltedLodge) #19

was so exited because i thought i could get rid of my useless cobalt…but no…


(god1) #20

[quote=“Sniff;91480”]
I paid money. There should be quality assurance.[/quote]

Maybe you should get into reading the fine lines before you spend hundreds of dollars on hats.