How are load-outs supposed to work in a competitive scene?


(evuze) #1

Love the game so far, but can’t help but feel load-outs are uncool. It’s RNG at it’s finest to get them, which doesn’t bode well with competitive play. I don’t understand how this can be a competitive game with them. If pro team A has an option that pro team B doesn’t have, that’s an advantage.

I’ve not unlocked many, but so far I’m not liking it. It’s also an unnecessary complexity imo. I feel classes are just fine, go mental with them if you like. I see no reason why a FPS can’t have a lot of classes dota/lol style and still be competitive, adds a nice element of strategy drafting a team. And it works well in the moba scene.


(NEWater) #2

Eh. The loadouts I’ve unlocked so far are kind of terrible and I’ve found myself sticking to the default ones.

Especially Arty’s AUG rifle. Screw that piece of garbage.


(Rehoma) #3

I feel like these crates and keys are an absolutely awesome thing! But the contents are WRONG, just as you said. These crates should not contain any items that affect gameplay or what so ever. Not just to ensure a safe and fair competitive scene, but also to prevent frustration among the community. If you get killed by that one loadout you’ve always wanted but failed to get due to RNG, things can get pretty irritating.

The crates should, in my opinion, be removed from the game until they can be filled with cosmetic contents. Loadouts should be unlock-able or something, for example, at level 10 you can unlock Loadout #3 or something.


(evuze) #4

agreed IncredibleBill, I’ve been playing Destiny recently, that’s rife with frustraitions of people having the best raid gear in a pvp match, just makes the game annoying and unfair when you can’t equip the same shit as your opponenet.

At the very least it’ll stop people whining about not having X gun/perk/etc. Forums fill with that kind of shit quick.


(Rehoma) #5

I actually go by the name Rehoma, for some reason it changed back to incredibleBill (standard forum name that was assigned to me a while ago). But you couldn’t know :wink:

I just opened a case and got a Legendary loadout for Arty. Unfortunately I’m not all that much into him, but it is fun to have a rare quality loadout. To see the different weapons and feel how your Merc has changed is awesome. But I’m not willing to open up 20 cases and be stuck with 20 common loadouts just to have a chance at a rarer quality one (or that one specific loadout that you’re looking for).


(Szakalot) #6

i haven’t played destiny, but as any console shooter, it would not surprise me if the differences in various weapons & abilities were huge.

in DB most weapons are on an equal ground, with a few being particularly good, and few being particularly bad. I honestly don’t see any single loadout card affecting comp gameplay, other than to fit specific player’s playstyle.

In the end aim&teamplay > any loadout card.

Not to mention we don’t even know how its gonna be implemented.


(Rehoma) #7

Very true mate but keep in mind that it can be very frustrating to miss out on that loadout you’ve been wanting for a long time. Nobody wants to end up buying lots of keys out of frustration, just for that one loadout.


(evuze) #8

Cosmetic things are fine but things like an extra jump and speed, damage, etc are not. For the average person it won’t matter much but competitivly, edges count.

Don’t get me wrong, crates and that are good, but not for potentially game altering equipment. It’d be nice to have a lotto multiplier on winning games to increase chance of crate or something, it’ll make people want to do obj instead of killing sprees.


(Szakalot) #9

[quote=“evu;4614”]Cosmetic things are fine but things like an extra jump and speed, damage, etc are not. For the average person it won’t matter much but competitivly, edges count.
[/quote]

here is an old list of some of the augments in the game. Many of these numbers have been tweaked since:

http://forums.warchest.com/attachment.php?attachmentid=12524&d=1408703462

None of what you describe is really there. Extra jump might make a few trickjumps easier, but walljumping will never be a way to win a match. As far as damage increase, the only one is increased melee damage, hardly a huge factor.

Most of these augments provide advantages in specific situations, and thus are hardly going to be chosen based on their overall usefulness. With the exception of faster reload time, which can surely be balanced.

Overall, I don’t see any unique set of loadout card turning the tides of comp games.


(NuclearSharkhead) #10

I don’t think the augments are a huge deal right now. Most of the mercs are disabled for the latest phase so it’s impossible to tell what loadouts are actually broken enough to make a widespread difference in game advantage.


(Looms) #11

They are NuclearSharkhead. 30% faster reload, triple jump, increased damage and reload while sprinting will play huge role in competitive matches.


(Nail) #12

faster reload is pretty much the only one, any damage increase is only on the EV afaik


(bubblesKeyboard) #13

I think it’s fine. Coming from CoD:AW where they have supply drop weapons with choices that simply out do others, pros hardly ever use them. Real scrims wont allow them, and I don’t THINK competitive rules should allow these either, but if they do it’s no big deal. The biggest difference I’ve seen is from Proxy and Aura where I can use an SMG rather than a SG but the SMGs aren’t that amazing either.

From a business standpoint it’s really good. It gives players an incentive to play for the chance to earn something, which sounds horrible, but when you really want that loadout you will play hours and hours for it. Its pretty much like CS:GO with skins that affect the stats of the gameplay. Personally I don’t feel like they’re a big deal even though I don’t like the idea of it.

Inb4 Nexon creates OP loadouts and sells them for $20/each hahahaha… :’(


(tealCommando) #14

I’ve unlocked a few loadouts and I can partially agree with the op’s statement, I don’t really use all the different loadouts. I like the loadout card idea but I don’t see a huge reason to deviate from my favourite one, because the playstyle/damage of the loadouts within a merc are relatively the same. The RNG aspect of the crates should be better defined, because I don’t know how I acquired my crates.

I feel going a similar route as league of legends would a nice way but we gotta keep in mind that the developers have to code, and animate each of the mercs and make them feel unique with special weapons and abilities. Lol, Dota, and other similar moba’s can have so many characters because they have large funds and they’re sprite like charaters. I feel that the future multiple tiers of loadout cards are gonna make you unhappy.

I believe that the key thing about competitiveness for Dirty bomb is to keep all the mercs and their large respective loadout cards balanced.


(evuze) #15

Maybe the answer is to just leave them in casual play and have them all unlocked/disabled in competitive.

Whether the difference is minimal or not doesn’t matter, the fact that one team might have something the other doesn’t is the case.


(xMrMeow) #16

I think either having them unlocked through not RNG (just through leveling up or whatever, just not random) or having them tradeable on the steam community market(since most of them don’t seem to have much difference in how good it is overall dont really think its pay to win or anything) would be best.


(Cyphre) #17

Can’t say I completely understand these loadout things either, as most games at least give you some per weapon options at the end of the day. If anything, it seems this sort of system would be better suited to competitive play, as restricting certain loadouts, or otherwise preventing certain combinations, else it would get out of hand.


(Nail) #18

pretty sure this weekend was to test the mechanisms, not the actuality