Please remove or rework the loadout system


(cherishedAlligator) #1

I think that Dirty Bomb is a great game with lots of potential but the load-out system is doing more harm than good.
It scares away new players because they don’t completely understand the system.
Also, many cards are pretty useless because there’s always one or two superior cards.
The RNG factor is also something that frustrates people.
It’s pretty annoying and tedious to keep trading and trading and to end up with a useless gold card where you can’t do anything with.

You can compensate the players by giving them credit which can be used for buying crates.

I think the long grind for unlocking mercs in-game is pretty similar to League of Legends which is a good system. I know that many people want everything instantly nowadays but to me it provides pleasure to work and get excited for something. Beside that you should just focus on cosmetics just like Counter-Strike Global Offensive. You can even introduce things such as outfits.

I really hope that Splash Damage will consider this because I honestly think that the load-out cards with percs was a wrong decision which still can be fixed.


(Ardez1) #2

RNG is essentially their business model at this point(cosmetic wise), except that it is completed avoided if you are fine with Bronze cards. 17,500 credits and you can get the EXACT loadout card that you want. No RNG required. With that option I see no issue with the current system personally besides some augments being plain broken/useless.

And as far as scaring them away goes, a small amount of research and you should be able to handle it. While I do think they need bigger/more noticeable warnings about cosmetic only above bronze, the system itself is fine imho.


(Ghosthree3) #3

The loadout system is one part of the game that is done just perfectly imo.


(Yak) #4

The awesome part about the augments is that (with the exception of a few medic augments) the others don’t affect the game a significant amount.


(Reddeadcap) #5

@Ghosthree3 I agree about the loadout system, except for a few augmentations just not making sense, one I hear is “Why do fire supports have Spares?” But I don’t mind as giving ammo to myself is my last priority.

The biggest head scratcher being Failsafe on Arty, it just doesn’t or shouldn’t happen and I’ve had moments where I’ve shot it straight to my feet to make someone follow me into the bombing, it just doesn’t seem necessary.

Few augmentations not working due to the merca ability not being compatible,Lock-On for Fletcher, Potent Pack on Sparks.

Some not working altogether, Flying Pigs is a big complaint and maybe Steady for Bushwhacker.

Some that don’t really feel like they should exist or could’ve been implemented better, Mechanic in hindsight doesn’t seem effective oh anyone if an engineer should make arming/disarming/repairing their priority and that bonus could’ve been a more useful augment related to the mercs role.

Tryhard in general seems a bit condescending as it rewards you for dying, even if you’re playing a merc with a more supportive role you’ll try to at least kill someone as it helps defending or pushing forward, and its even more annoying when implemented on Rhino,
A better version imo could’ve been “every other kill, gives you a damage mitigating ‘Shield’.” max being 30-50 at 10 armor a kill or so with its own cool down between kills adding a shield, which could work well with survivability For any merc.

Gunner is a fine augment, except that there’s so many downside to being on a turret, its glanced over even more as most characters with it have low health.

My only loadout gripe involving a weapon is Fragger having a BR-16, Now I love the BR-16 on a fire support but assaults/soldiers feel like they should be shooting as much as possible or lobbing enough grenades, seeing the M4A1 as their accurate counterpart, aw how Arty and Kira see the BR-16 as their more hipfiring less pinpoint accuracy dependant rifle and Skyhammer and most likely Stoker see the BR-16 as their more accurate counterpart, Why it bothers me is that I really think Fragger should have both LMGs and rifle and Thunder as well enforcing that they are meant more to be bullet hoses and fire supports more accurate than them but lack the high ammo capacity, and the little itty-bitty annoyance that when selected you have to see Fragger carrying the MK46 as his default in the barracks and this will most likely happen to Thunder as well when implemented.

This also brings the gripe of Redeye when he is implemented and hope that they don’t (like in his old loadouts give him the FEL-IX, as it really goes against his playstyle and hope that instead they give him loadouts with his default M4-10 BR, Arty’s default Dreiss and for long ranges Aimee’s PDP-70.


(RuleofBooKz) #6

My biggest gripe that ive already highlighted in other threads is: Introducing some way to deal with Redundant or useless cards.

as anything above bronze is cosmetic, but sometimes u dont get the bronze card u want using the trade up system, sometimes u have a bunch of useless bronze cards (or above) and eventually u can no longer trade up these cards.

there should be a buy back or even scrape for credits option for cards above bronze or possibly on gold (as u can trade ur bronze to silver to hope to get the loadout you want up and up etc etc etc)

the fact u can buy any loadout for 17k is great but sometimes u want to use the trade up if only to use those cards u get in gift crates


(Ardez1) #7

[quote=“RuleofBooKz;34335”]My biggest gripe that ive already highlighted in other threads is: Introducing some way to deal with Redundant or useless cards.

as anything above bronze is cosmetic, but sometimes u dont get the bronze card u want using the trade up system, sometimes u have a bunch of useless bronze cards (or above) and eventually u can no longer trade up these cards.

there should be a buy back or even scrape for credits option for cards above bronze or possibly on gold (as u can trade ur bronze to silver to hope to get the loadout you want up and up etc etc etc)

the fact u can buy any loadout for 17k is great but sometimes u want to use the trade up if only to use those cards u get in gift crates
[/quote]

I believe a trading down system was brought up in a Dev stream and they liked the idea… It was either a trading down system or a reroll system… Can’t remember… Maybe we will see something coming up?


(Potato Potasto) #8

The only issue I feel is having cards that you are never going to use, and not really being able to do anything with them except trade up, which if it’s a cobalt card obviously you can’t do. Some kind of trade down system, or being able to sell or trade cards would be cool.


(RuleofBooKz) #9

+1 Potato Potasto thats a great idea :wink:

(read the post above yours ;p )


(Daergar) #10

A fee to re-spin a card would work as well.


(buffTelescope) #11

Please rework the whole loadout card system. It’s a neat take on the idea, but doesn’t work as is. The idea for collectibles is great. Pay $$$ for a skin is great. However, having the augments/weapons like this doesn’t feel right. Bottom line is: A lot of us want change to the loadout card system. Please notice us.


(zealousHumdinger) #12

Maybe make a system to sell the loadout cards back to the game for credits.

Lead -> 500
Iron -> 1000
Bronze -> 1500
Silver -> 2000
Gold -> 2500
Cobalt -> 3000

Values are examples.

Something like this could maybe keep the player cycle going in the game.


(Clive The Conqueror) #13

A few tweaks would be nice, but I love the load out system, it’s what drew me and my buddies to this game.