Well, the time has finally come. I will be stepping back from Dirty Bomb in terms of planning to focus it on YouTube and I will be looking for a new game. The reason why I decided to come over to Dirty Bomb in the first place was its potential for content creation based off what was said during the early marketing and at events like PAX. I believed that the game was going to be complex enough to create lots of content regularly for, however I no longer feel that’s the case. Please understand that this is not supposed to be insulting, we have had many great games in the past that lack the ability to create decent content for. Saying that, be careful as even now the marketing hype being released on the SD Blog is missing the mark wildly. I hope this is due to communicating your future goals and not down to a basic misunderstanding of what you have actually created.
Anyway, the big issue I have… The one aspect that I honestly feel has gimped the potential for depth and mastery is… Dirty Bomb should have been designed from the ground up with Mercs that have multiple abilities and the game modes should have run on a draft mode system. Having multiple Mercs per map/round with limited abilities promote switching Mercs and always having the best possible combo at any given point of a map. This limits choice, depth and meta game as it results in both attackers and defenders always being able to have the best Mercs up at any one time. At the very most the 3 Merc selection should have been 3 loadout selection for that Merc to allow small deviations in role.
A simple example too this is a defending team in the same map being able to have 3 Skyhammers on an EV objective, 3 Bushwhackers on a hold/defuse objective and 5 medics on a push objective. This does NOT make gameplay dynamic. As a result videos based on how to play a certain Merc on a certain map are kind of muted and it limits you down to one or two videos per map where you cover everything. I was really hoping to see the draft system as it would have a huge impact on meta and we would see some crazy picks that would on the surface look like suicide. Having you play both the same Merc on attack and defend in stopwatch is very interesting actually. Would you want multiple Proxies and do I take 2 FO or 2 Medic. Having it so your setup means you can attack fast but knowing it you will find it harder on defence and stuff like that would have really opened up the game for me.
When it comes to multiple abilities, I always assumed this was a given. However the more I read the blogs the more obvious it is that you are all but done with the current selection. This makes me very sad. Leaves the game feeling over predicable and pretty boring to play. It is sad to say but I still do select a Merc based on his role + primary weapon more than anything else (with the exclusion of Skyhammer who is the current based FO due to air-strike). On top of that you are going to be sharing weapons between Mercs (what I consider to be the more recent horrible decision SD have made). Again this limits the ability to create video content on the Mercs as everything about them is fairly standard/dull. I still consider the Mercs to be nothing but a poorly implemented class system with a very limited loadout system. Sure I could stick around and see if you manage to improve the loadout system but knowing that you plan on sharing weapons, have weak perks, crazy rarity choices and no guarantee I can get what I want to make a video on, I have kinda lost hope here. This is one place where I think the TF2 standard for weapons would have been much better.
The weapons in general were something I thought would allow for lots of content. However, you have 1/10th of the weapons in the game when compared to games like CoD, BF, TF2 and more. Also the weapons are the most shallow aspect of the game. To the point where it would only really be worth creating a video per class of weapon rather then each weapon on its own. Every SMG feels like every SMG and Every shotgun feels like every shotgun. Battlefield has stuff like velocity, rate of fire, random deviation, predictable recoil, wide ranging DPS and lots of meaning full attachments and scopes. CoD is the same apart from velocity and DPS. Dirty Bomb on the other hand is literally all about sticking the crosshair on the enemy and holding fire whilst crossing your fingers. Based off the current weapon system I even doubt the attachments will make any real difference. Sure not all weapons are made equal but technically they all play the same.
I could continue on the game modes, team play, roles, objectives and much more but I think you get the idea. It is just really hard to make meaningful content on a game that is more about RAW SKILL than anything else. I think the simple fact that even as a Vasseli up close with secondary weapon out, I do not feel disadvantaged vs a Fragger or Thunder kinda explains what I mean.
Anyway, I will still be around the forums and you will continue to see me in game and stuff. I will also give my feedback on the game via posts and in chat and stuff. It’s been… well fun… and frustrating… lol, thanks 

