Introducing Bushwhacker and a some Glorious Extras v44811 (9th April 2015)


(Chris Mullins) #1

Dirty Bomb presents… the Bushwhacker Update

Inviting friends, a new Merc, Balance fixes and UI Updates. All this and more to come in the latest Patch Update.

Highlights

Meet Bushwhacker
Bushwhacker is joining our merry band of playable Mercs, and he’s not afraid to wear a hat at all times. Better yet, Bushwhacker can set up an automated machine gun turret right on the battlefield, providing a handy portion of additional firepower.

Much like Proxy, Bushwhacker is also great at tackling objectives, and you can customise him with a variety of SMGs and augments by collecting his Loadout Cards.

//youtu.be/5bP-i8z75Go

Hot-joining Friends
One of the most requested features has been to make playing with friends easy and convenient. We couldn’t agree more! The first round of improvements arrives with this update, adding two ways to link up with friends

Joining Friends’ Games

If your friend is playing a Casual Match in Dirty Bomb (via Quick Match or the Server Browser), and that match has open slots, you can now join them directly through the Steam friends list. To do this, open up the Steam friends list, right-click on your friend’s name, and select Join Game.

Sending Invites
This one’s handy if you’re the one playing and your match has open slots. Just bring up the Steam overlay, right-click the friend you want to invite to your game, and select Send Invite. If they accept, they’ll end up right on your server. Easy!

Equipping Loadouts outside of Lobbies

Dirty Bomb’s Loadout Cards have received a ton of feedback (keep it coming!), and with this update we’re making it easier to equip them. Whereas before you could only select them in the pre-match lobby, you can now fully customise your squad in the Mercs tab. To do that, drag the Mercs you want to use up into the Current Squad widget, and select their Loadout Cards when prompted.

We’ll be making further improvements here, so do keep your comments coming.

Full Changelog

Map Balance - Objective Mode

• Reduced the Attacker Faster Respawn Bonus in Objective Mode to -30% (typically 6s faster) from -50% (typically 10s faster)
• This will help reduce the overall attacker bias we have seen across the maps

Merc Balance

Arty
• Reduced Artillery Cooldown to 20s (from 25s)
• This will help improve the effectiveness of Arty and should lead to more users playing as him

Proxy
• Reduced movement speed by ~5%
• This change makes her slightly slower than Aura which makes sense with the additional 10hp
• Reduced Proximity Mine damage radius by ~10%
• Proxy is currently killing more efficiently than most Mercs, this will reduce some of her killing potential

Arty & Skyhammer
• Increased XP reward when providing Ammo to 30xp per magazine (from 20xp)
• These two Mercs have been slightly below the average when it comes to XP gain rates and we have adjusted accordingly

Aura
• Reduced Healing Station deployable health to 90hp (from 100hp)
• This makes the station a little easier to destroy, without detracting from it’s role of powerful, fixed, in-combat healing
• Enemy healing stations now emit a red glow instead of blue to distinguish them against friendly ones

Weapon Balance
Caulden Pistol
• Increased recoil by ~20% and maximum spread by ~30%
• This pistol was too effective, dealing similar damage to the DE. 50 but with the control of much lower damage pistols

MP 400
• Reduced magazine size to 30 (from 35)
• Machine Pistols were too powerful compared to their Pistol counterparts

Tølen MP
• Reduced magazine size to 35 (from 40)
• Machine Pistols were too powerful compared to their Pistol counterparts

Empire-9
• Reduced magazine size to 40 (from 45)
• Machine Pistols were too powerful compared to their Pistol counterparts

Selbstadt .40 Pistol
• Increased starting minimum spread by ~15%
• This pistol was a little too accurate at range

Crotzni SMG

• Increased both maximum bullet and recoil kick spread by ~10%
• This SMG was shown as being more effective than the rest and needed some adjustment

Dreiss AR
• Increased fire rate to 360rpm (from 300rpm)
• Not only does this now feel better to use, it will also be more lethal in the right hands

M4A1
• Reduced recoil kick by ~10%
• This should bring up the M4A1 to the effectiveness of the Timik-47

BR-16
• Reduced maximum spread ~10%

Stark
• Reduced maximum spread ~10%
• General tweak to burst-fire rifles, these have been show as lacking after recent changes

Gameplay

• New Merc: Bushwhacker
• Daily Missions: Updated several requirements:

• Play Stopwatch Matches reduced from 4 to 2
• Play Objective Matches reduced from 6 to 4
• Win Stopwatch Matches reduced from 2 to 1
• Win Objective Matches reduced from 4 to 2
• Support XP reduced from 14,000 to 7,000
• Game Mode XP reduced from 14,000 to 7,000

• Reduced player collision on the Healing Station to more closely match the model

User Interface

• Improved general front-end performance
• Can now select Loadout Cards when updating Squad in the Mercs tab of the menu
• Can now connect directly to friends’ servers, and send game invites via the Steam friends list
• Team balance: Added “shuffle by skill” vote to the in-game escape menu
• ‘MiniMapScale’ options have been added to the options menu
• Added ‘Walk’ option to the Options menu
• Added tooltips to Loadout cards to show augments, weapons and rarity
• Opening a Case now displays more information on the Loadout Card received
• Added a “back” button to the “Mercs” screen
• Added a “back” button to the character selection in the lobby
• When using Quickmatch the server found is now displayed while connecting
• Match review screen’s credit breakdown now displays Credit penalties
• These are applied for playing with unbalanced teams or with less than 10 players

Miscellaneous

• Tweaked “Last Objective Activated” Music and Lobby music
• Some tweaks to aim poses and fire animations (male and female)
• Fixing up some issues with raising and lowering weapon/items
• Optimised decal performance

And that’s everything. Let us know your thoughts on the changes and what you think about Bushwhacker. Also if there is anything you were hoping for which isn’t included in this patch, let us know!

shoe.


#2

Nice! Thank you


(fubar) #3

You really don’t want people to play Sawbonez don’t you. :S Buffing the m4 seems rather extreme too.


(Rémy Cabresin) #4

Decent update, @ weapon balance the first changes don’t show which pistol it actually is changes for. Assuming the revolver thing?


(prophett) #5

Was is the pass % required for the team shuffle vote option?


(Runeforce) #6

When will it go live and what is the cost of Bushwacker?

“Good job, lil’ turret buddy!”


(INF3RN0) #7

Decent list of changes.

Attacker Time- Is echo tracking the team balance? In even match-ups the maps are generally more difficult to complete as attacker.

Arty Strike- Why not make the call-down time faster instead of more spammable? The c/d was already low, but with the small AoE there was simply too much time to escape.

Aura Station- Still no experimenting with different healing mechanics :frowning:

Dreiss AR- Why not just lower the spread in hipfire? The gun wasn’t nearly as bad as people claimed, you just needed to get headshots and ADS more than you’d like. I’d really like to not return to the rapid fire body spam.

M4- Wait the M4 has recoil :eek:


(ragnak) #8

Loled@proxy heavy nerfs (which i dont mind) while leaving fragger alone and healing station nerf can hardly be called a nerf, also nerfing pistols over fraggers mg is a bit silly as well. I already felt that timik 47 was worse than m4 so im kinda confused here.

Fragger honestly starts to look like a pay2win scheme =/.


(Tekky) #9

Where Rhino at m8.

Can’t r8 8/8.

Dreiss buffs make me happy though.


(syku1) #10

No nerf to fraggers nades? i understand the 50k cost now :eek:


(montheponies) #11

I’d have thought sawbonez primary would have been given a buff…

On the skill shuffle, how is skill being calculated?


(spookify) #12

I will like the arty buff! Nice work. The gun felt slightly to slow.

Also nice work on the gun animation! Hope it works!


(spookify) #13

Attacker Time- Is echo tracking the team balance? In even match-ups the maps are generally more difficult to complete as attacker.
Something is Fishy… Make me hate OBJ mode even more…

Arty Strike- Why not make the call-down time faster instead of more spammable? The c/d was already low, but with the small AoE there was simply too much time to escape. I agree. I think the little dot that goes down should be delayed sight for the enemy so when they see the dot its almost to late.

Aura Station- Still no experimenting with different healing mechanics :frowning: I dont mind this to much

Dreiss AR- Why not just lower the spread in hipfire? The gun wasn’t nearly as bad as people claimed, you just needed to get headshots and ADS more than you’d like. I’d really like to not return to the rapid fire body spam. Arty might be as valuable as Fragger now in matches… Good Gun and gives out ammo and can call arty! You have to have your kills and toe to toe shooting either class could win now. It was just slightly to slow imo so I like this change. You count your ms taps in your head and the speed and animation didnt match up

M4- Wait the M4 has recoil :eek: Whats the M4! I wish they had little pictures next to the guns so I knew them apart! 2+ years of playing and I still dont know the gun names. In fact I think I finally have the map names down and most of the mercs. haha!


(prophett) #14

Holy snappin’ arseholes, the heal station is totally not OP anymore! Quality work as usual, echo…


(Anti) #15

Her balance was discussed on today’s stream which can be found here: http://www.twitch.tv/splashdamageltd/b/647855499

Cut and thrust of it is we want to change her more, but not by tweaking the station’s health or healing rate. To add the changes we want it’s going to take more time to fix, so it’ll be in a future patch.


(prophett) #16

Which changes do you want to make?


(Rex) #17

Performance got worse again. And I was so happy with the last patch. :frowning:


(ragnak) #18

[QUOTE=Anti;524291]Her balance was discussed on today’s stream which can be found here: http://www.twitch.tv/splashdamageltd/b/647855499

Cut and thrust of it is we want to change her more, but not by tweaking the station’s health or healing rate. To add the changes we want it’s going to take more time to fix, so it’ll be in a future patch.[/QUOTE]

Assuming that you will still have people playing the game by then, but no rush, take your sweet time. Kappa.


(prophett) #19

Anyone actually watch that/know the time when they talk about Aura?


(INF3RN0) #20

[QUOTE=Anti;524291]Her balance was discussed on today’s stream which can be found here: http://www.twitch.tv/splashdamageltd/b/647855499

Cut and thrust of it is we want to change her more, but not by tweaking the station’s health or healing rate. To add the changes we want it’s going to take more time to fix, so it’ll be in a future patch.[/QUOTE]

I missed that part, but I think that if you want people to be more accepting of such good auto in-combat healing, the mechanics need to at least change some. Of course with more mercs in the game it will be more counter-able (aka nader), however the problem with many ability/weapon mechanics is that they are too empowering or too useful comparatively. I personally would like to see something more consistent with sawbones packs for example. I think sawbones packs turned out great, with the bonus for direct hits and interrupt from damage. Aura’s station on the other hand doesn’t have nearly as interesting of mechanics or enough of a weakness to justify the regen value. These kinds of obvious inconsistencies in the game mechanics are the main issue with anything people consider OP in the game. It’s not that something can’t be strong, but there needs to be some variable of general inconsistency that forces the player to play intelligently or skillfully.