First-ever Dirty Bomb Gameplay Video Released!


(Duji) #81

I really hope this game gets the core mechanics down. The core of ET is why the game is so damn great.

Hopefully Dirty Bomb has: fast kill times (think the triple dink in ET), accurate weapons (SMGs in ET), and instant strafes & crouches to reward players with great reflexes. The game really needs to get those three things down otherwise it’s just going to end up being another meh shooter.


(badman) #82

[QUOTE=Tec;415159]Looks great so far.

What’s the graphic engine on DB ?

Thanks.[/QUOTE]
Dirty Bomb is being built on the Unreal Engine.

Yes, you can upgrade.


(Tandem) #83

I like:
the hip fire,
defibs+packs
low recoil

Would like to see:
spawn timer,
lean,
strafe jumping,
trick jumping,
headshot register
(more antipop)


(BomBaKlaK) #84

[QUOTE=Tandem;415631]I like:
the hip fire,
defibs+packs
low recoil

Would like to see:
spawn timer,
lean,
strafe jumping,
trick jumping,
headshot register
(more antipop)[/QUOTE]

+1 !

but for the lean please make it like WolfET you can lean but you can’t shoot when using it.
If you can shoot using lean it’s gonna be a campers game … I dont like how it works in ETQW


(Maca) #85

You seem to have got the team play in order, but I would personally also want exactly what Duji is wanting, the chance of getting a fast kill if your accurate, and the chance of dodging with faster movement and jumping. This is already looking really nice and I can’t yet tell how much of that is in fact already in the game, but I think those were the things that made W:ET (and ET:QW but to be honest I don’t remember the feeling really as it’s been a while since I played it, so I’m consciously avoiding mentioning it) so awesome and unique, and I think new and old players can still appreciate it. It doesn’t need to be quite as fast as W:ET but still.

I just have to add, the med/ammo pack system, and the little we can see about classes seems quite nice. I like that the icons don’t clutter the HUD. All in all the design choices I can see in this trailer, like showing the enemy names, are all nice.


(BomBaKlaK) #86

No recoil need a fast movement system.


(NeoRussia) #87

Really not a fan of leaning. Have yet to see a case where it’s not gimmicky or exploitable because of the animations or lag. It also takes up Q and E which are really nice buttons to have for something else. Would much rather just have the movement feel good so that there is no problems trying to corner someone just by crouching or strafing normally.


(ZeD) #88

Seems pretty good, I was amazed till I saw the ironsight there. I wish it does NOT require ironsight that MUCH but we’ll see. Im pretty satisfied by the pre alpha or whatever it is currently. Hope they wont F this over once again. I really like that you can shoot long range without IS. Like in ET or RtCW.


(GENETX) #89

Wel it doesn’t seem you need them in the gameplay vid. Just as in ETQW, use them on long ranges. Even in ET (don’t know whether it was etmain or an mod or so, probably etpro then) I could use the binoculars and than shoot on a long range with a normal smg. So that was also already a sort of ironsight :stuck_out_tongue:


(Fatfool) #90

No it does not. Leaning in ETQW was useful when you’re using grenades or using the grenade launcher or putting out a shield.


(Fatfool) #91

not ETQW though. I liked the concept of iron sights. Stops people from shooting at ridiculous distances or being ridiculously accurate without any penalty.

There’s always a side that’s defending in ET games so camping’s not an issue for the series.


(Fatfool) #92

I’d prefer data brain maps. Those were awfully tense.


(Fatfool) #93

[QUOTE=jjpron;415334]Oh, yeah, you know what else was fun…
Volumetric Flamethrower.

(Posted this in the Create a class thread too.)[/QUOTE]

This! Will lag out those with crappy hardware.
Postin’ 4 in a row and no consolidation woo hoo…


(DarkangelUK) #94

If only there was an edit option or the ability to multi-quote… oh wait, there is.


(jazevec) #95

As far as accuracy and movement, Dirty bomb seems to suit my taste and looks familiar.

Too familiar, perhaps. I can’t shake the impression Splash Damage is making the same game over and over. Team-based, class-based, relatively fast and arcadish, with maps based on bottlenecks where one team attacks and the other defends.
“They’ve repaired the tank ! Construct the Command Post ! Dynamite planted!”

I hope the sound effects are placeholders. If not, Dirty Bomb is competing with Enemy Territory: Quake Wars for worst sounds in a Splash Damage game. The style visual style is nothing special, either. It looks like Brink minus style and colors. Not really bad, but doesn’t distinguish itself from the horde of run of the mill shooters.


(V1cK_dB) #96

[QUOTE=jazevec;416976]As far as accuracy and movement, Dirty bomb seems to suit my taste and looks familiar.

Too familiar, perhaps. I can’t shake the impression Splash Damage is making the same game over and over. Team-based, class-based, relatively fast and arcadish, with maps based on bottlenecks where one team attacks and the other defends.
“They’ve repaired the tank ! Construct the Command Post ! Dynamite planted!”

I hope the sound effects are placeholders. If not, Dirty Bomb is competing with Enemy Territory: Quake Wars for worst sounds in a Splash Damage game. The style visual style is nothing special, either. It looks like Brink minus style and colors. Not really bad, but doesn’t distinguish itself from the horde of run of the mill shooters.[/QUOTE]

I agree 100%. The solution would be to ensure that the shooting mechanics (spread, rate) are similar to W:ET and that the movement is similar to W:ET (trickjumps, etc). Those 2 things would fix EVERYTHING. With those 2 things it would automatically differentiate itself from the competition due to how much skill it would take to be good at the game. Simple as that. SD always seems to overthink it…or worse yet…they don’t know what made their games great. They think it’s “just” the teamplay (class based, ammo, medpacks). The truth is the magic is in the movement and gunplay.


(jazevec) #97

You don’t agree 100%, because that’s not exactly what I meant :-). I’m mostly bored by sameness of their games. They keep releasing FPS games and very similar FPS games at that. You can have a lot of variety even in FPS, as Valve shows. The SD way is to bang your way against the wall.

I agree, though, that SD don’t seem to learn very much from game to game. Covert Op, disguise ability in particular, is very ineffective in each game they release. Rambo classes continue to exist: medic in W:ET, engineer in Brink, vehicles in ET:QW. Covert Op is like Flametrooper in the sense he’s a solution looking for a problem. Firefights in ET:QW felt much less intense than in W:ET, we agree on that. One thing that especially aggravates me is they hardly ever change balance once a game is released. Rocket artillery sucks, flyers are effectively invicible ? So be it. A map is laughably imbalanced ? Get used to that. They’re not responsive, games are a fire&forget matter for them.

I get an impression for each thing they fix they break one. For example in ET:QW everyone got so much ammo that Field Op’s supply ability became worthless. Akimbo pistols were very desirable in W:ET, but pathetic and unfun to use in ET:QW. Skills took a year to raise to level4, I was only able to reliably get level4 light weapons by abusing the fact that rifle grenades trained it. I kept firing grenades at turrets. One thing that bothered me in ET:QW (I skipped Brink :D) is messed up footsteps. Footsteps in W:ET were great, I was able to get a lot of information by listening. Footsteps in ET:QW were barely audible and for some reason it was hard to distinguish the direction. For these reasons Infiltrator’s ability - silent footsteps - was poor, while it would be awesome in W:ET.


(V1cK_dB) #98

[QUOTE=jazevec;418117]You don’t agree 100%, because that’s not exactly what I meant :-). I’m mostly bored by sameness of their games. They keep releasing FPS games and very similar FPS games at that. You can have a lot of variety even in FPS, as Valve shows. The SD way is to bang your way against the wall.

I agree, though, that SD don’t seem to learn very much from game to game. Covert Op, disguise ability in particular, is very ineffective in each game they release. Rambo classes continue to exist: medic in W:ET, engineer in Brink, vehicles in ET:QW. Covert Op is like Flametrooper in the sense he’s a solution looking for a problem. Firefights in ET:QW felt much less intense than in W:ET, we agree on that. One thing that especially aggravates me is they hardly ever change balance once a game is released. Rocket artillery sucks, flyers are effectively invicible ? So be it. A map is laughably imbalanced ? Get used to that. They’re not responsive, games are a fire&forget matter for them.

I get an impression for each thing they fix they break one. For example in ET:QW everyone got so much ammo that Field Op’s supply ability became worthless. Akimbo pistols were very desirable in W:ET, but pathetic and unfun to use in ET:QW. Skills took a year to raise to level4, I was only able to reliably get level4 light weapons by abusing the fact that rifle grenades trained it. I kept firing grenades at turrets. One thing that bothered me in ET:QW (I skipped Brink :D) is messed up footsteps. Footsteps in W:ET were great, I was able to get a lot of information by listening. Footsteps in ET:QW were barely audible and for some reason it was hard to distinguish the direction. For these reasons Infiltrator’s ability - silent footsteps - was poor, while it would be awesome in W:ET.[/QUOTE]

They could make this game in space and call classes whatever they want and footsteps could be the same or slightly different. I don’t give a rats ass. If the shooting is the same as W:ET and the movement is the same or very similar…you could make a basic elimination gametype (LMS) and it would automatically be better than any game on the market today.


(maxxxxlol) #99

Doubt you will get strafe/trick jumping due to the engine.


(GENETX) #100

All three of them. I really suck at 1v1, but I really enjoy supporting the team as an engineer. And as I am bad at 1v1, I had to sneak in, just try dying or set up a fireteam with some regulars in the pubserver to get things done. That is how i felt about ET and that is why I like it. Everybody can add something to the team. But the movement and gunplay also is what I like. Even tho I suck at it, I like it in some way :slight_smile: