Oh yeah, one v one he is amazing, however he is so slow and he can’t recloak after attacking, he tries to go after 2 or more people and he can’t get away.
Pinny0101's Dirty Bomb Improvements Thread
There was an extreme melee nerf when Phantom came out because the katana didn’t hinder his movement at all and it had a pretty decent hit window. People called it ‘Beyblading’ to do a 360 with meleeing and it would hit everybody around you cause you can macro a command to do a full 360 in less than half a second. So the melee hit window caught everything. Broken af. They buff melee soon after, but they never gave it the free range of motion it had originally to prevent things like this.
Also, I believe it was mentioned in the dev stream that Phantom would never receive a direct power buff. I think they said they might looks at a utility buff but that is a long time away if they do it imo.
Ooh yeah, I saw a video of beyblading, hilarious, but that could easily be fixed by keeping the hit and everything the way it was but just allowing people to get hit by a katana strike once. I guess that might be hard to do though, idrk how to code, but I would think they have to skill set to do that.
He was never advertised as a melee class. What you want him to be and what he was actually advertised as are entirely different things. He’s not a melee merc…but he is a gun merc that has semi-stealth and armor that has to be used intelligently to do well with. He has intentionally been balanced around a player needing to be smart with his tools to do well. Yet tons of people seem to only turn on the refractive armor, over extend and chase into really bad situations and get mowed down for their efforts (and many of them can’t figure out why…which I’ll never understand). Stop playing him as melee only if you want to succeed. You and your misconceptions are your own worst enemy here.
Also, please don’t use random made up stats when debating something. It’s a pet peeve of mine and it doesn’t help your side of things at all 
Cloaking is great for engaging, but if you can get the drop on someone without cloaking, by flanking or hiding behind corners, you can save the cloak for escaping if more enemies show up or something goes wrong.
Personally my favorite loadout for Phantom has the augment that makes enemy footsteps louder so that you can move around without cloak on, and only use it when crossing openings or if you hear an enemy coming. You can just deactivate it whenever you don’t need it to keep the cooldown short, that way you can use it to get away in an emergency.
Another good augment on the same card, double time, lets you reload while running. That way you can engage with an enemy, cloak and run away while reloading, then turn to fire on them when they catch up. Remaining mobile as phantom is key.
This is a real Signature.
Ugh, well he still needs a buff, there are good ways to play him that many people don’t know, but he isn’t very efficient, anyways, this wasn’t a how to play phantom thread XD.
There are times when the movement of my crosshair might look like I was using wallhack even tho I’m actually following the enemy with my crosshair based on sounds the enemy produces (whetever it’s footsteps, gunfire or whatever).
If SD and Nexon would judge whetever a person is a hacker or not based on a 5 second clip instead of few minutes of footage, it would be disastrous.
For your comment on number 6 I was saying how having only one game mode that is rather unbalanced would turn new players away from picking up dirty bomb, slowing its growth.
Oh wait shit yeah. My bad.
Man you can’t even imagine how much you speak out of my mind.
These execution missions are ruining me. I instantly toss them away when they appear.
Id love kill cams, simply because i love seeing skilled play, or how I messed up.
@SereneFlight hmm, yeah, I guess that could happen, I mean, they would still need a lot of reports I guess, but it could help support a claim, I mean, all of the 3 hackers I have run into it is pretty obvious they are hacking, they all used some aimassist thing that made all their shots seek the targets heads, but I suppose a very good player could be confused for hacking.
I’m not sure even if a whole lot of people report hackers. Just today saw and obvious wallhacker (probably was using aimbot as well) in my team, reported the guy and meanwhile one of my teammates was telling rest of the team to kick him instead of calling the vote by himself lol.
Anyways… even then I don’t think it’s such great idea because it still would be based on a short clip and there are people who call better players “hackers”.
Sometimes my aim goes full MLG mode for a short period of time and I bloody well don’t want to get banned because of that just because couple enemies thought I was hacking.
Yeah, I feel you, new idea added, check it out, think it would be appreciated.
I really don’t see the point of Ranked Execution. DB’s competitive is interesting in that the round is an ongoing process unlike the start and stop nature of Execution and CS GO. There is no economy or other sort of overarching strategy to Execution so it just ends up being bland repeating IMO.
Phantom is kind of pointless at the moment, but making him better at running around swinging wildly is not helping.
High headshot multiplier makes the game skill based. 
I can see your point for all but execution. Why would it affect you if there is a ranked mode, if you don’t play it anyway what does it affect you. Yes, DB competitive is interested in an ongoing process… because that’s all there is. If they were to make ranked execution I could easily see DB getting a competitive community for that as it is basically CSGO but free with more customization and better combat… And anyways, about no strategy, what, execution is highly strategic, possibly more so than objective modes, too bad you can’t really make a nice team and work on those strategies… because no ranked.
I never said I don’t want there to be one, I said I don’t see the point of one.
I said there was no OVERARCHING strategy behind it. I never said Execution didn’t provide tactical depth, it just lacks any strategic connection between rounds. Tell me, what would your actions in one round do to affect another in any way that’s not just putting a number on the scoreboard or just hiding some secret tactic or something (which is just as relevant in Stopwatch)?
Alright, I get it, but still, there would be a point just in that it might make dirty bomb more popular. CSGO is a massively popular game and if word gets out dirty bomb is like CSGO but free with faster paced combat and more customization, I think more people would join. But your right, there is no overarching strategy, but that doesn’t make it bad or pointless.
Well, I’m pretty sure CSGO has more customization see how anybody can bring anything they want. DB is a class based shooter with relatively little player customization beyond picking which loadout they want to use. I actually would rather not compare it to CS:GO personally because they are quite different games besides they are both FPS. The mode execution is similar to CSGOs primary game mode, but it is not DB’s primary mode.
Well I meant more like skin customization and stuff, like I guess csgo has some more skins but dirty bomb definitely has the better ftp model. And no, csgo is not ftp. Anyways, execution is defiantly supposed to be csgo, it’s csgo with dirty bombs combat. Adding ranked would appeal to competitive csgo players looking for a combat change, as well as people who don’t have any money but still want to play a csgoish game.
2 Problems with ranked execution, tho.
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a simple logistical one. Ranked stopwatch already has a big playerbase problem. Execution is even less played than objective/stopwatch if you would make execution ranked now you’d have the same problem finding matches, only worse.
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Balance stopwatch is a pretty solid balanced mode and everything in this game is geared toward this mode. Execution is currently fine because it is not a focus of balancing (outside of map / timer tweaks) if it would become a ranked mode, those that would play ranked sooner or later would find that some mercs and merc behaviour that is perfectly fine in stopwatch is borderline ruining execution (medics for example, on stopwatch they pretty much only cut a 20 sec respawn short. In execution they technicaly increase the size of your team by one player everytime they revive). Players would take balancing for execution more serious because the mode is played more serious.
Ranked in that regards could split the Dev team attention between those two modes. And could theroticaly prevent a good balance measure from being implemented because it might ruin execution ranked (further).
Hmm, yeah, playbase thing isn’t to good, but if you go into an execution game almost everyone says they wish there was ranked, so I think there would be some playerbase. Also, I honestly don’t think there is a problem with execution balance atm, I never see anyone complaining about it, and while medics are good, it puts more of a stress on finishing off enemies and it just puts focus on different aspects than stopwatch, it is still perfectly balanced though. Maybe some of the maps can be balanced, air strikes can be a lot with such open maps, but it’s honestly really balanced, I find it more balanced that stopwatch, because I never feel like one side has an advantage wether planting or defending, in stopwatch defence almost always has the upper hand.