For this weekend, starting at 18:00 UTC, Friday, September 25th and ending 17:00 UTC, Monday, September 28th, the prototype game mode Execution will be available for play in marked Dirty Bomb servers, with both the Overground and Canal maps playable. This mode is designed to be a good jumping on point for Dirty Bomb, bringing in a familiar style of gameplay, but maintaining Dirty Bomb’s unique flair.
Event Duration
- London (BST, UTC +1:00): 19:00, Friday, September 25th - 18:00, Monday, September 28th
- Los Angeles (PDT, UTC -7:00): 11:00 AM, Friday, September 25th - 10:00 AM, Monday, September 28th
- Sydney (AEST, UTC +10:00): 4:00 AM, Saturday, September 26th - 3:00 AM, Tuesday, September 29th
Changes
Since the last Prototype Showcase for Execution Mode, a key change has been made: There’s only one bomb. The highest level Engineer on the attacking team (and the highest level player if there’s no Engineers) will be given the bomb at the start of each round, who can carry it themselves to the objective to plant. They can also pass it onto another teammate, using ‘6’ to switch to the bomb and using primary fire to throw it at your buddy.
Be warned, though. If you’re killed with the bomb, one of your teammates is going to have to pick it back up with the ‘Use’ command, and may need to deal with the same incoming fire that took you down…
About Prototype Showcase
Dirty Bomb will always have something new in development, and whether it’s a new map, mode, or something else there’s no replacement for the kind of feedback that our players can provide. As such, we will occasionally give limited sneak peeks of upcoming content in its prototype state, in order to ensure that it is of the highest possible quality when it is fully released.
Please remember that these features are in a prototype state. While everything should be playable and largely functional, there will be bugs, there will be imbalances, and there will be parts that are clearly unfinished. For this test, Execution Mode’s only map is in a Blockout status, using placeholder textures instead of full ones, and we are looking forward to what you think of this very different way to play Dirty Bomb, so please experiment and try out bizarre strategies.
About Execution Mode
In Execution Mode, teams are trying to win the most out of 12 rounds. To win a round the attacking team needs to eliminate all enemy players or bomb one of the objectives; for the defenders to win the round, they have to stop them.
Execution Mode is played out over 12 rounds, first to win seven wins the match. In each round, the Attacking team is tasked with planting and defending C4 at one of two bomb sites, while the defenders must stop them from doing so, be it through defusing planted C4, or just killing anyone that tries to plant a bomb.
Win Conditions
A round is won if:
Attackers
- The attackers kill all of the defenders
- The attackers destroy one of the two objectives
Defenders
- The defenders kill all the attackers and no C4 is currently active
- The defenders defuse a planted C4 before it goes off
- The round time expires
The first team to win 7 rounds is declared the victor for the match, ending even if all 12 rounds have not been played. If each team wins 6 rounds, it is declared a Draw. Individual rounds cannot end in a draw.
Team Sizes
Matches will be 7vs7 for this test.
Match Time & Rules
Each round has a time limit of 2:00. If C4 is not planted at one of the bomb sites before that timer expires, the Defending team wins the round. Only one C4 charge can be planted at a time, and the other bomb site becomes disabled once it is planted.
Once killed, players do not respawn until the next round. Players that are incapacitated but not finished can still be revived or helped up to continue fighting.
Half Time
After 6 rounds, the attacking and defending teams switch sides.
HUD
The objective HUD is in the top left of the screen and shows:
- The round timer
- The round number
- The number of players alive on each team
- The number of rounds won by each team
- If the bomb has been planted
- The bomb’s fuse progress
Maps