Pinny0101's Dirty Bomb Improvements Thread


(terminal) #41

This guy represents the stereotypical dirty bomb reddit keyboard warriors


(pinny0101) #42

Hmm, what’s that??


(blisteringOwlNest) #43

I like your app idea, but it would take an insane amount of development time and money, and SD don’t exactly have a big staff to do it in house. Though I couldn’t comment on this as I have no idea of what you’d need to develop it.

But I get my mobile dirty bomb fix from the forums, so I’d love it personally, but it definitely sounds like a post beta idea.


(pinny0101) #44

Yeah, again, these aren’t things I’m saying are possible right now, just things that I think DB would benefit from. Maybe right now though I think a forum app would be attainable.


(Amerika) #45

You’re right, it’s not. It’s an open thread where you made a lot of statements and I am responding to one of them and identifying an issue with how you play which messes with your perceptions of power. You play Phantom incorrectly and call for a buff because you’re playing him incorrectly. Fixing how you play him and how you perceive him will nullify most of your concerns that you made in your original post about Phantom.


(pinny0101) #46

@Amerika … I played him correctly, still not powerful enough. Yes he can play with guns, and it does work minimally better and can own noobs, however, he still gets rekt by experienced players and why would I want to use guns on the melee class.


(OmaGretel) #47

Phantom is NOT a melee class.


(Sinee) #48

[quote=“Pinny0101;28140”]
4. Lower Headshot Damage- One of my favorite things about dirty bomb is the long ttk. It makes the game very strategic and less twitch based and who shot first. However, with the 2x headshot damage with some of the guns, like the assault rifles, the ttk becomes just like so many other shooters. It just feels like a way to quick death and removes some of the skilled play. I mean obviously a player has to be skilled enough to headshot, but it doesn’t really give the other player enough time to react or fight back. So I think the headshot damage should be lowered to 1.5 or 1.7x damage rather than 2x. Ooh, leave sniper damage where it is though, that’s fine, they should one shot headshot.[/quote]
No fucking way. Removing headshot damage would be lowering the skill ceiling. It takes skill to track and dink heads; when I first started, I was bad at it and had to elevate my skill in order to compete and win my 1v1’s reliably. This is what everyone should do. If you removed damage for headshots or lowered it, you might as well play APB or some other shooter that requires no basic skill.

The other player has plenty time to react and fight back. If it helps you, turn on hit beeps so you know when your head has been dinked. Then get out of combat or try and dink them back and win your 1v1. It’s basic combat. Some people will kill you faster. This is why you elevate your skill and get better to kill them faster. And sorry, but DB is a fast-paced twitch shooter. You have to get faster and more skilled to stay alive.


(pinny0101) #49

Alright, fine, I was wrong about headshots, ppl like it apparently, will remove when I feel like it.


(pinny0101) #50

@OmaGretel exactly, that’s the reason he needs a fix


(OmaGretel) #51

You can’t fix what isn’t broken. He is not meant to be a melee character only because he has a cool melee weapon.
Amerika explained perfectly why he is fine on pubs, even though most people don’t know how to play him. Thanks btw @Amerika , couldn’t have said it better myself. I don’t know what you want to have “fixed”, but Phantom is not underpowered.


(pinny0101) #52

Bu bububu. Bubububu hubububu. You are both saying he is fine in pubs. As in against noobs. But he is easily countered… soooo, umm, yeah. You can play him well and do well in pubs, the other classes you can play well and do well in pubs and competitive, what more do you want.


(pinny0101) #53

Strawpoll added, please vote!!


(Amerika) #54

His issues in competitive play revolve around his lack of utility for the team. There is no reason to bring him over most other mercs due to his lack of options that go along with his killing potential. He can’t spot people or debuff them like all the other recons and he doesn’t have support abilities like engineers or fire support and he’s not an assault class. And your idea to “fix” him is to make him a nightmare in the game by allowing you to walk up to anybody and easily right/left click them to death without them being able to respond. That has no place in a game where the gunplay takes center-stage and it lowers the skill ceiling by an incredible amount. Also, it buffs players who know how to play him correctly already to a ridiculous degree.

SD has already said he’s being reworked and mentioned that they want to add more utility to him as that is what he’s lacking right now.

He’s not a melee character and was never advertised as a melee character. You can play him as melee only if you wish but don’t get upset and call him underpowered because you’re using him incorrectly by intentionally choosing to ignore his guns. He has issues and those issues will hopefully be dealt with in the future…but none of those issues revolve around his melee.


(pinny0101) #55

Well I did say there were multiple ways to fix him, that was just my idea on how they maybe could do it… has sd said he is being reworked?? Last I checked they were laughing at the phantom players making April fools day videos about a buff they don’t care about making, idk. If they give him more utility though, that would be fine as well. My argument is purely that he needs a buff, that was my idea for it, but I’m not saying it’s the best or that it’s the only one. You guys were saying he is good as he is though, which isn’t true.


(OmaGretel) #56

Those are 2 different things. You are saying Phantom is underpowered and want to make him stronger. SD will likely just give him another ability (just my guess though), like a spotting ability for example, as many people have suggested, to make him more useful for the rest of his team. I don’t really think the new ability will influence his combat strength too much.


(pinny0101) #57

I guess it really depends on how they make his ability, Ohh, I know what they can do, how about this to balance him, anytime he kills an opponent, he can activate a short speedboost that ends if he attacks an opponent, that way, you still have to be strategic and sneak up on people, but then you will be able to get away after an assassination!! Right, I think that would work really well.


(Ardez1) #58

@Pinny0101 You are still focusing on melee and not on his ranged options. T.T


(Amerika) #59

Yes, they have talked about it. Multiple times which is why I mentioned it.

I never said he was good as he is. In fact I specifically mentioned where he had issues and then later clarified the exacts of his particular situation. So far you’ve made up percentages, made up what was stated here and you’ve made up what was advertised for Phantom (he’s not and never was melee orientated while the game has been live). Which makes me done with this particular subject.

Most of your issues with him stem from you attempting to put a square peg into a round hole and having an idea in your head what you want him to be but not accepting what he actually is. So I think I’ve said all I need to.


(pinny0101) #60

Yeah, I am, there are other ways you could fix him with guns and such, but my fixes are focused on melee fixes, because it feels like a waste to have the sneaky ninja assassin with the best melee weapon in the game who’s only kill in the scrubs trailer is with the katana to have melee be useless. But yeah, I think there could be some cool thing with like a speed boost after he melee and stuff, hes a phantom and he absorbs their souls or something.