Loadout Card Strength Update from the Team!


(MissMurder) #1

As some of you have pointed out, some Silver, Gold and Cobalt Loadout Cards do not always have a Bronze equivalent. Our original intention was for these cards to be side-grades at higher tiers, and we’d curate our catalog to balance them later if they proved to be too powerful. Our goal has always been to ensure that Loadout and Augment systems do not create these balance problems between rarities. However we now realize that this was the wrong approach, as it’s ultimately too subjective a method.

In an upcoming update, any cards currently exclusive to Silver, Gold or Cobalt tiers will have an equivalent Bronze version as well. Additionally, we will be adding a greater variety of Lead and Iron cards to make sure those without Bronze cards are still able to hold their own.

Thank you for all of your feedback, and keep on playing dirty!

-The Dirty Bomb Team-


(Zenity) #2

It’s perfect now \o/


(Advanced) #3

Well, that solves that.

Once again, you guys have shown you listen to feedback and are willing to change. This is really really great. I’m going to keep trying to tell all my friends to try this as long as you guys keep it up!


(CCP115) #4

That’s really great!

Can we buff Arty now ;-;


(Eox) #5

While you guys are at it, get rid of the perks that are either useless for some mercs or badly designed :

  • Cool on low hp mercs makes no sense : even without it, you’ll more likely end dead before the machine gun overheats. It’s a very bad idea to say at a MG with Proxy, Kira or Aura anyway. This feels like a waste : its much more useful on a merc with a higher hp count.
  • I can understand Fail Safe’s presence for Fragger or Nader, but on Arty or Proxy, it feels really insulting. I seriously doubt someone will be clumsy enough to get caught in his own artillery strike or mine.
  • Try Hard more or less rewards you for dying without killing anybody : this is not a good concept IMO. It’s helpful for beginners, and useless for good players. We don’t need such a crutch. Plus some players are just tempted to suicide themselves just to get the bonus health : this is definitely not something that should stay.
  • Spares is useless as soon as you have a competant support on your team, and is even more useless if you are a support merc : it really feels like a waste too. Maybe change it slightly so someone with that perk would get his ammo back very slowly or get more ammo from ammo packs, stations and crates, or something else.

I am also myself suggesting some perks to add to some cards or replace some perks :

  • +X% throwing distance (fun and tactical. A lot of characters may be good candidates. I mainly think about Proxy and Sawbonez. You choose on what it works of course).
  • +X% jump height (why not ?).
  • ability to use F to kick an installation in order to move it around a bit (avoid to loose some time to move things slightly and can be helpful to trap in corners. Bushwhacker and Aura could be some nice candidates. Kicking the installation will make it stop for 1 second and make it take a bit of damage. May work on enemy installations).
  • ability to drag around a downed teammate (in order to move him to a safer zone. Do not give it to a medic, it’s useless !).
  • +X% help up speed (like mechanic, but for support !).

That’s all I can think about that would not be totally OP at first glance. Maybe some perks I am suggesting are pretty bad. I’m just tossing ideas around.

And give us throwing knives back ! :frowning:


(GildedDark) #6

I would like to say one thing. Golds and silvers SHOULD have a bronze counterpart but IMO the Cobalt rarity should be completely unique and not have a lower level counterpart to give a “Hey I got a card that no one else can have unless they have the exact same card” kinda feeling


(Eox) #7

No. Cards unavailable in bronze rarity are exactly what we want to avoid. Especially since Elite cases are supposed to make cobalt loadouts easier to get : this sounds "pay-to-win"ish.


(Szakalot) #8

brilliant response to the issue! +1s all around to the team!


(MissMurder) #9

Thanks to everyone for being patient and understanding about this. We definitely want to stick to being free-to-win!


(Lumi) #10

[quote=“extravagentBypass;21879”]That’s really great!

Can we buff Arty now ;-;[/quote]

Arty is awesome! He’s a great merc for skilled players, even soo good that they had to nerf the presision of one of his weapons.

[quote=“Eox;21885”]

  • I can understand Fail Safe’s presence for Fragger or Nader, but on Arty or Proxy, it feels really insulting. I seriously doubt someone will be clumsy enough to get caught in his own artillery strike or mine.

[/b][/quote]

Actually failsafe on arty or proxy is really useful in some situations. You might want to throw an artillery strike in a danger close situation and especially in Proxy’s situation you never know when some enemy might shoot your mine in flight as you’re trying to plant it!

PS: I’m not from the throwing knife era, but sounds like a meh idea. The current trifecta seems optimal to me. Primary, secondary and blunt weapon. Those are enough.


(_Sniff_) #11

Yay!


(Eox) #12

[quote=“Lumi;21903”]
Actually failsafe on arty or proxy is really useful in some situations. You might want to throw an artillery strike in a danger close situation and especially in Proxy’s situation you never know when some enemy might shoot your mine in flight as you’re trying to plant it!

PS: I’m not from the throwing knife era, but sounds like a meh idea. The current trifecta seems optimal to me. Primary, secondary and blunt weapon. Those are enough.[/quote]

Execpt that as Arty you won’t be able to call an artillery strike if you are harassed at close range most of the time (if you are under fire, whatever the range is, you’ll have an hard time to use the artillery designator anyway). And even if you manage to do it, I don’t get why you wouldn’t not just simply try to move away : you have like three full seconds to do it.

About Proxy, while I admit that Fail Safe can be useful in that case, it’s a really uncommon one. A proximity mine is a small target to aim (you may not be able to trigger it quickly enough : your gun’s spread matter a lot), and you shouldn’t be dancing over your mines anyway. Also, killing Proxy like that counts as a suicide for the Proxy user as far as I remember, and you will not be rewarded for a kill like that, so players may be much more tempted to shoot at Proxy rather than shooting the mine.


(Kouken) #13

huge! thank you so much for this change


(Aazhyd) #14

Very nice, looking forward to the new loadouts!


(Temporary) #15

[quote=“Eox;21885”]

  • +X% throwing distance (fun and tactical. A lot of characters may be good candidates. I mainly think about Proxy and Sawbonez. You choose on what it works of course).
  • +X% jump height (why not ?).
  • ability to use F to kick an installation in order to move it around a bit (avoid to loose some time to move things slightly and can be helpful to trap in corners. Bushwhacker and Aura could be some nice candidates. Kicking the installation will make it stop for 1 second and make it take a bit of damage. May work on enemy installations).
  • ability to drag around a downed teammate (in order to move him to a safer zone. Do not give it to a medic, it’s useless !).
  • +X% help up speed (like mechanic, but for support !).

And give us throwing knives back ! :frowning:[/quote]

Jumping whilst throwing will increase your overall throw distance (Sawbonez) so there isn’t really a need for it and Proxy drops it at her feet anyway so its a moot point.

Why increase jump height when you can just use springy and do it anyway or throw in a running crouch jump.

Moving an enemy object is silly, you just shoot the damn thing to kill it and why on earth would you kick your own to move it, pick it back up and place it again with the CD penalty. This would just open you up to trolling if your own players could move it about.

I cant fault this idea other than it will only work for one thing, maybe change the current one to interaction speed so it covers everything.


(Lumi) #16

[quote=“Eox;21905”] [quote=“Lumi;21903”]
Actually failsafe on arty or proxy is really useful in some situations. You might want to throw an artillery strike in a danger close situation and especially in Proxy’s situation you never know when some enemy might shoot your mine in flight as you’re trying to plant it!

PS: I’m not from the throwing knife era, but sounds like a meh idea. The current trifecta seems optimal to me. Primary, secondary and blunt weapon. Those are enough.[/quote]

Execpt that as Arty you won’t be able to call an artillery strike if you are harassed at close range most of the time (if you are under fire, whatever the range is, you’ll have an hard time to use the artillery designator anyway). And even if you manage to do it, I don’t get why you wouldn’t not just simply try to move away : you have like three full seconds to do it.

About Proxy, while I admit that Fail Safe can be useful in that case, it’s a really uncommon one. A proximity mine is a small target to aim (you may not be able to trigger it quickly enough : your gun’s spread matter a lot), and you shouldn’t be dancing over your mines anyway. Also, killing Proxy like that counts as a suicide for the Proxy user as far as I remember, and you will not be rewarded for a kill like that, so players may be much more tempted to shoot at Proxy rather than shooting the mine.[/quote]

I’ll give you the Arty reasoning, sure it could be changed by some other ability and that one could be lost, but I dissagree about proxy. I’m a regular proxy player and I play offensively. And as such throwing mines into the enemy’s health stations or just feet is common and the mine can either be shot in flight as said before, or I’ll be quite close during the soon to happen explosion. I myself have that ability on my loadout and it gets usefull.

And even if it counts as a suicide I’d rather have an enemy dead than wait one second before killing it just to get the kill. Once more for the record: THIS IS NOT TEAMDEATHMATCH! Seriously, anyone minding KD’s at the end are fooling themselves and don’t realize what the game is all about!

And regarding hitting the mine midflight being difficult: you need to increase your game! I’ve managed to kill Fletchers with their own sticky bombs mid air! Those are even smaller targets than the mines. So your argument is invalid there…


(Eox) #17

[quote=“Lumi;21969”]
And even if it counts as a suicide I’d rather have an enemy dead than wait one second before killing it just to get the kill. Once more for the record: THIS IS NOT TEAMDEATHMATCH! Seriously, anyone minding KD’s at the end are fooling themselves and don’t realize what the game is all about![/quote]

It’s not a question of K/D, it’s a question of score. You earn more credits the higher your score is, so as soon as a player discover it he’ll care about his score, I’m calling it. Most of people in pubs will probably do that, and I wouldn’t be surprised to see the same kind of behaviour in more competitive games (anyway I don’t care how the guy does it, as long as the result is here : Proxy was efficiently killed). Besides that, as a Proxy player, I have yet to find one that will commonly use my own mines against me (and unless he catches me while I plant one he won’t, because I don’t stick around my mines anyway).

And about fletcher’s bombs exploded in midair, I don’t want to minimize what you have done (exploding fletcher’s bomb in air, it’s a good job), but you were probably extremely lucky in my opinion. I seriously doubt you’ll be able to do it everytime one tries to bomb you with it.

So what ? Now you can throw it even farther while jumping. I don’t see any waste here. Anyway perks are more meant to be quality of life improvements for most of them.

Springy does not allow you to jump higher. Crouch jump does, so what ? Now you can reach even higher places or make some tricks with more ease.

That perk is meant to avoid that CD penality if you have to move your own installation on a rather short distance. Just make it so it makes the distance travelled by your installation if you kick it is worth the use. It may look useless for Aura, but I am pretty sure a Bushwhacker may find some use to it.

And you can’t move installations made by your other allies of course. Only yours. I though it was implicit.

Okay for the enemy installation kick : it’s not really the point of the perk anyway.

If you were talking about the +X% help up speed perk : Mechanic only increases your speed for objectives. I don’t see any problem with that +X% help up speed perk. You’ll be very glad to have it if your medic dies, so it’s kinda powerful by it’s own in my opinion.


(Saluko) #18

Thanks to everyone for being patient and understanding about this. We definitely want to stick to being free-to-win![/quote]

now I can sleep better tonight. Relieved.


(Viquel) #19

Thank you!


(Tomme) #20

Thank you so much! Actively taking a stand against mechanics which could be seen as P2W show you want a game with longevity and a strong well rounded community :slight_smile: