Prototype Showcase: Execution #4


(NXA-Orellien) #1

You enjoyed it so much last weekend, so we’re bringing it back again! For this weekend, starting at 17:00 UTC, Friday, October 2nd and ending 17:00 UTC, Monday, October 5th, 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): 18:00, Friday, October 2nd - 18:00, Monday, October 5th
  • Los Angeles (PDT, UTC -7:00): 10:00 AM, Friday, October 2nd - 10:00 AM, Monday, October 5th
  • Sydney (AEST, UTC +10:00): 3:00 AM, Saturday, October 3rd - 3:00 AM, Tuesday, October 6th

Changes
Since the previous round of Prototype Showcases for Execution Mode, a key change has been made: There’s only one bomb. The Objective Specialist on the attacking team with the highest score for the match (and the player with the highest score if there’s no Objective Specialists) 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

(AggressiveHamster) #2

8/10 posts on this forum related to Execution are negative feedback, posts about how much it sucks, and people saying it’s a waste of developers time. Where are you getting the idea from that people ‘enjoyed it so much’ …?


(SteelMailbox) #3

(HonourBound) #4

Nice to see it back again :smile: has there been any changes since last week or is it completely the same? :open_mouth:

Either way I don’t mind :smile: execution is always welcome in my books :smiley:


(Aazhyd) #5

I enjoyed it, glad it’s back.


(xAvenger) #6

YAY! Wanted to play some more; had bronchitis last weekend!


(Szakalot) #7

8/10 posts on this forum related to Execution are negative feedback, posts about how much it sucks, and people saying it’s a waste of developers time. Where are you getting the idea from that people ‘enjoyed it so much’ …?[/quote]

not sure where that is coming from. Its great. Heavily unpolished, and individual rounds should definitely go faster; but its a welcome change to DB’s pace, and teamwork is a lot better as well.


(N8o) #8

8/10 posts on this forum related to Execution are negative feedback, posts about how much it sucks, and people saying it’s a waste of developers time. Where are you getting the idea from that people ‘enjoyed it so much’ …?[/quote]

not sure where that is coming from. Its great. Heavily unpolished, and individual rounds should definitely go faster; but its a welcome change to DB’s pace, and teamwork is a lot better as well.[/quote]

I seriously love this game mode. Don’t know where all these hate posts are? All of my friends seem to like it. It’s a game mode for just derping around.


(Yes) #9

This is good news, loved the mode. It has two great maps, teamwork is easier with randoms and there’s also a bigger emphasis on teamwork.


(bontsa) #10

Went in-game. Didn’t see Execution. I was about to come full caps-post a "EXECUTION OR RIOT (╯°Д°)╯︵ /(.□ . ) " but then I realized the bloody summertime saving is still around ruining everyone’s day :’<

Good to have it on in 40-ish minutes though.


(SereneFlight) #11

So I just figured out that you can vote balance in Execution… okay… who came up with this idea? Who is this genius who said “what if we disabled balance voting in Execution mode” middle of the meeting?


(SnakekillerX) #12

Glad to see it back, hope it’ll be here to stay soon.
Has the Execution Mode mission XP progress been fixed yet?


(CCP115) #13

I really want to play this gamemode, but a few things just kill it for me:

Flanking is so much more predominant and effective in this gamemode, due to the maps and the power of a single pick. Compared to something like objective where the maps are a lot more linear, and flanks rarely happen, and if they do they’re shut down quite easily.

And the EXP mission bug. I want my credits, please fix this.


(Pecka) #14

8/10 posts on this forum related to Execution are negative feedback, posts about how much it sucks, and people saying it’s a waste of developers time. Where are you getting the idea from that people ‘enjoyed it so much’ …?[/quote]

I agree. For the few people that enjoy this: people just don’t bother anymore to post about it, devs won’t listen anyway.

And fyi, while it’s prototype and it might be fun, there are more important things devs should spend time on, that’s where the rage is coming from.


(Szakalot) #15

[quote=“CCP115;90212”]I really want to play this gamemode, but a few things just kill it for me:

Flanking is so much more predominant and effective in this gamemode, due to the maps and the power of a single pick. Compared to something like objective where the maps are a lot more linear, and flanks rarely happen, and if they do they’re shut down quite easily.

And the EXP mission bug. I want my credits, please fix this.[/quote]

I actually disagree. Since execution came out the most effective tactic I’ve ever seen is walking as a Protoss ball of death of 7 people. Any enemy is quickly rushed&overwhelmed with firepower. Any flanker is quickly detected and hunted down. If you know what you’re doing, enemies won’t have time to gib anyone, as you always engage them with a number advantage.

But yeah, if people are clueless and just randomly roaming around, flanking can be very powerful.


(diamondArcher) #16

Loved it. Reminded me somewhat of COD S&D which I cut my FPS teeth on many years ago. I suspect it will also be familiar to CS players so might garner a few more of them. All in all though I think the audience for DB won’t get behind it in great numbers. Some classes are just so OP as to be no brainers whereas in stopwatch or objective you really have to give it some thought depending on the map, the objective and what roles are needed.


(Lumi) #17

I liked the previous way better, the one with everyone having the bomb. Now there’s only one carrier, which tries to mimic CS but it fails completely due to the big maps and 7vs7 showing that there was no thought whatsoever behind this choice.

All in all, for me, bring back the everyone has a bomb mechanic and reduce player numbers.


(Szakalot) #18

[quote=“Lumi;90989”]I liked the previous way better, the one with everyone having the bomb. Now there’s only one carrier, which tries to mimic CS but it fails completely due to the big maps and 7vs7 showing that there was no thought whatsoever behind this choice.

All in all, for me, bring back the everyone has a bomb mechanic and reduce player numbers.[/quote]

no its great, it forces people to cover the bomb-carrier, and gives everyone on the server an objective to focus around. Everyone having a bomb was a pure TDM.


(Lumi) #19

[quote=“Szakalot;90993”]

no its great, it forces people to cover the bomb-carrier, and gives everyone on the server an objective to focus around. Everyone having a bomb was a pure TDM.[/quote]

I disagree, I saw much more planted bombs in the previous iteration than currently. Now, since people need to basically cover one person, there is (as previously mentioned) a ball of 7 steamrolling attackers, while defenders either split up to cover both points or try to stick together to have the numbers.

Games often end in attack winning through total killing of defence or time ends because a stale-mate situation of healers on both sides has been established. The only times, defence wins is when their is a clear skill or player number unbalance in the defence’s favour.

Anyway, this is my view on things: I had fun before, the last weekends I didn’t. So no matter what’ll happen, in the current state I won’t be visiting execution, unless maybe there’s a mission attached to it, which it inevitably will have…