Beautiful
The Classy Art Hole Update
Well, i got a weapon kit from an arsenal crate. Its nice, but it takes a year or more to craft a cobalt with the weapon of my choice. Awesome!
Totally agree. I also thought that the burst rifles needed a nerf. They were really strong in hands of more competent players. But nerfing them to dust is also something we don’t want right?
There are people who are good with full auto rifles and there are players who are good with burst rifles. I actually like the diversity between the two. M4 seems to be still one of the best guns in the game especially for those who hate burst rifles. Same goes for Timmik. People who can handle recoil and are able to tap fire will love it, but that is not my play style. That is why I was a bit worried seeing burst rifles being nerfed again. I played couple of games yesterday and I think they are still very good, so I am happy.
[quote=“ProfPlump;193226”][quote=“RazielWarmonic;192990”]Classy Case Event
For the next two weeks, Equipment, Expert and Elite Cases in drops and the Store will be replaced with classy ‘Golden’ variants, which give you a higher chance of scoring Gold Loadout Cards. Prices remain the same, so get in there while your chances are golden!
On top of that, a Golden Equipment Case will hit your inventory every day you log in until the 21st of July. So log in! And play a game or two, unless your life has been reduced to a case-hoarding Dirty Bomb meta.
Classy Case Duration
- London (BST, UTC+1): 18:00 Thursday, July 7 - 18:00 Thursday, July 21[/*]
- Los Angeles (PDT, UTC-7): 10:00 Thursday, July 7 - 10:00 AM Thursday, July 21[/*]
- Sydney (AEST, UTC+10): 3:00 AM Friday, July 8 - 3:00 AM Friday, July 22[/*]
Ranked Mode Enabled
After squashing bugs relating to Ranked Mode, we’re finally able to switch it back on! We’ve also added a ‘Recent Matches’ section to your Profile, giving you information on the last 10 matches you’ve had.
Jump in-game and get your competitive on!
Balance
Burst Fire Rifles
We took a look at the much talked about burst-fire rifles and have decided to reduce the rate of fire during the 3-bullet bursts.
With this increased time between each bullet during a burst, players will be less likely to land all three shots in the same spot (especially on moving targets) and the overall damage-per-second output of the burst-rifles will be lowered.
We’ve also slightly increased their reload times, nudging them towards the slower-end of the Assault Rifle spectrum.
BR-16
- Reduced rate of fire during a burst to 720 RPM (from 800 RPM)[/*]
- Increased reloading time to 2.2s (from 2.0s)[/*]
Stark AR
- Reduced rate of fire during a burst to 800 RPM (from 857 RPM)[/*]
- Increased reloading time to 2.2s (from 2.1s)[/*]
Sniper Rifles
We’ve reduced the number of rounds for the PDP-70 Sniper Rifle, so players have to be more careful with their shots and spamming will be less effective.
We’ve also increased visibility and duration of the bullet trails for semi-automatic sniper rifles, so it’s more clear when Redeye is firing through smoke.
PDP-70
- Reduced magazine size to 9 rounds (from 11)[/*]
- Increased visibility and duration of bullet trails[/*]
Grandeur SR
- Increased visibility and duration of bullet trails[/*]
Shotguns
Ahnuld-12
The Ahnuld-12 Shotgun has been out-performing other shotguns, largely due to its range, so this is being toned-down a little.
- Reduced damage falloff start distance to 3.2m (from 3.84m)[/*]
Pistols
We’ve generally improved Pistols across the board to make them more viable, especially when compared to Machine Pistols.
The main focus has been on making the the more powerful pistols hit harder (but fire slower) while also creating more distinct differences between each one.
DE. 50
- Increased damage to 26 (from 20)[/*]
- Reduced rate of fire to 257 RPM (from 360 RPM)[/*]
Caulden
- Increased damage to 20 (from 19)[/*]
- Reduced rate of fire to 327 RPM (from 360 RPM)[/*]
Simeon .357
- Increased damage to 30 (from 25)[/*]
- Reduced rate of fire to 225 RPM (from 300 RPM)[/*]
Smjüth & Whetsman .40
- Increased damage to 34 (from 27)[/*]
- Reduced rate of fire to 200 RPM (from 300 RPM)[/*]
- Increased recoil by ~10%[/*]
Selbstadt .40
- Increased damage to 17 (from 15)[/*]
- Reduced rate of fire to 400 RPM (from 450 RPM)[/*]
- Increased recoil by ~10%[/*]
Machine Pistols
Tølen MP
- Increased rate of fire to 750 RPM (from 732 RPM)[/*]
Empire-9
- Reduced effective range to 11m (from 12m)[/*]
- Increased recoil by ~10%[/*]
Other Changes
User Interface
- System messages are now colored yellow in the chat window to make them stand out[/*]
Gameplay
- Heavy Melee attacks no longer reduce mouse sensitivity[/*]
- Melee attacks can now only deal damage to targets who are in front of the player (in a 140 degree arc) [/*]
- Quick Melee now defaults to using Light Melee Attacks[/*]
- Added Quick Heavy Melee as a new key-bind, defaulting to Mouse 4[/*]
- Players will sometimes automatically inspect their weapon before the match begins[/*]
- Players who are idle for 60 seconds will now automatically trigger a Kick vote against themselves[/*]
- Players who are idle for 180 seconds will be automatically Kicked by the server[/*]
Audio
- Updated the Badge award audio, reducing length and volume[/*]
- Added additional audio to the Voting interface[/*]
- Friendly gunfire is now slightly quieter than enemy gunfire[/*]
Notable Bug Fixes
[list]
[]Fixed bug where Stopwatch matches would sometimes incorrectly end in a Draw when a team had actually Won[/]
[]Fixed bug where jumping on a player’s head could cause you to de-sync from the server and cause issues[/]
[]Fixed bug where the Guardian Angel Augment would sometimes be incorrectly triggered[/]
[]Fixed bug where rapidly changing Merc during warmup could hurt performance on the server[/]
[]Fixed bug where deployables could block the healing from Phoenix’s Healing Pulse[/]
[]Fixed bug where Skyhammer was not correctly receiving ‘Splash Damage’ XP from Airstrikes[/]
[]Fixed bug where Sparks would swap back to her Machine Pistol (rather than REVIVR) after Quick Throwing a Health Pack[/]
[]Fixed bug where explosive audio would not play if an explosion was a killing blow in an Execution round[/]
[]Fixed bug where players could get outside of the map using grenade-jumps in several spots on Overground[/]
[/list][/quote]
So much of this update is just idiotic:
First off, they said that they’ve “generally improved pistols” but the DPS of ALL of the pistols (except for the Selbstadt and the M9) has been made WORSE (since they increased the damage per shot a little bit, but decreased their firerates more harshly). This is exactly what we DIDN’T need - the M9 was already the most popular sidearm in this game, and now we’ve nerfed the DPS of all its competitors.
Hell, even though you guys said that you were improving them to make them more viable over the machine pistols, you even gave the Tolen MP a DPS buff… That’s the OPPOSITE of making them more viable, Splash Damage - you gave DPS nerfs to all the pistols and a DPS BUFF to one of the machine pistols! Wtf???
Second, the burst rifles were overpowered for sure, but this nerf is just going to put them way back into obscurity. Great job - let’s all jump back on the M4 master race once again.
Seriously - it’s not that hard to find a balance so that the M4 doesn’t dominate, so that the Burst Rifles don’t dominate, and so that the specialty weapons actually have a reason to be used (ie K-121, MK46, Dreiss AR). In fact, I made a post about it here: http://forums.dirtybomb.nexon.net/discussion/comment/191624#Comment_191624
And don’t get me STARTED on this new crafting system…[/quote]
I never shot the bigger pistols at maximum fire rate anyway, becaues the accuracy went to shit.
Wow, so many disconnects since this update went live. Each one was on stopwatch and always at the end of the match, or right at half time.
Please fix!
Just had another one, posted details in the General thread. Pretty pissed.
I enjoy this update a lot.
Gallery and the changes to the other Execution maps bring in fresh air.
The weapon changes look decent in my opinion.
I am not experiencing the last second server crash myself but I hope it will get fixed soon.
Well I’m done playing dirty bomb. I can’t even get a new card anymore. What the fuck is up with that? Weapon kits? How the hell am I supposed to get those in time for a fucking upgrade?
- Burst nerf ? Really ? For me it’s actually the same shit !
- Some pistols are now super (to much ?) efffective !
- Spark still OP and broken by design
- Massive server bug at the end is really painfull (play 40 min on a map then no XP, no money … it’s like working for nothing …)
- Crafting system still really weird and not user friendly
- WTF with the weapon kit ?
- Can you make something for the Ranked to fill up ? Like offer special skins / or pokemon cards ffor people playing it ? Better reward playing Ranked can be a solution.
- Still the same 5 boring maps in SW /OBJ
[quote=“BOMBA;194058”]- Burst nerf ? Really ? For me it’s actually the same @$!# !
- Some pistols are now super (to much ?) efffective !
- Spark still OP and broken by design
- Massive server bug at the end is really painfull (play 40 min on a map then no XP, no money … it’s like working for nothing …)
- Crafting system still really weird and not user friendly
- WTF with the weapon kit ?
- Can you make something for the Ranked to fill up ? Like offer special skins / or pokemon cards ffor people playing it ? Better reward playing Ranked can be a solution.
- Still the same 5 boring maps in SW /OBJ[/quote]
(- Burst nerf ? Really ? For me it’s actually the same @$!# ! )
Burst rifles were nerfed, but it’s true that the nerf may not have been harsh enough. That said, it’s better that they went in and tested how much the effect of their nerf would have on the meta, instead of what they did with Phantom where they just nerfed him into oblivion and learned nothing. Balancing takes time, and I’m sure that this nerf to the BR/Stark is just the first step to test the waters.
(- Some pistols are now super (to much ?) efffective !)
The pistols are NOT too strong. They’re more consistent now, but they’re less strong in the potential damage output (their DPS’s were nerfed significantly, but their accuracy has improved).
(- Spark still OP and broken by design)
Sparks is not OP… Her incapability to heal teammates is a huge drawback to her viability, and her damage output is not as high as Sawbonez or Phoenix which means that she limits the amount of damage that her team can do. She’s very good at staying alive and, if played right, she can be very good at reviving, but that ability to revive can be EASILY negated by anyone playing with a bolt action rifle on the other team (because they can just gib the dead enemies as soon as they fall, preventing them from being revived). I’d say that she could be a pub-stomper, but often even playing a perfect game as Sparks does nothing if your teammates don’t DO something with the support that you’re giving them as a medic. She USED to be OP (before her REVIV-R range nerf, and before her slowed-down medpack spam, and before the nerfs to Get Up and Quick Charge, but now she’s fine).
(- Still the same 5 boring maps in SW /OBJ)
They’re working on a new SW/OBJ map right now - we played the alpha or beta version of it not too long ago, remember? It’s coming - shut up and be patient. They JUST gave us a new Execution map, and it’s really good, so don’t complain that they aren’t doing anything in terms of map development. It’s a free to play game, so stop demanding that they ‘pick up the pace’.
The costs of getting cards has actually lessened (now it’s around 300k for a Cobalt, before it was around 360k-470k). Learn some maths before you complaing about it, you nitwit.
Also, the introduction of weapon kits hasn’t made it harder AT ALL to find your card, even if you don’t have any of those kits to use. They just make it easier if you DO happen to get one - they don’t make it any harder for people who DON’T.
@BOMBA
-It’s a little nerf quite unseen because values are close, but you can’t balance with a big change when the game is not broken. Burst rifle were not weapon of ultra powered death. They were quite OP, but nerfing them to the ground will not make the game more bala’ce it’ll be worse. The game is in beta, if it seem that the change wasn’t enough, they’ll nerf it a little more. They want more feedback before nerfing again bust rifle
- super effective ? It’s a little change here too. The game need balance and they need doing some tweaks in order to know how to balance some stuff.
- Sparks OP ? Try phoenix or aura. She’s a reviver and people complain because she revive her teammates. I don’t see where you want her to be nerfed. She’s fine, maybe weak. But absolutely not OP. Maybe some tweaks to her pack but it’s hard to balance her as there is always people saying “she can revive from long range. It’s OP” and it’s her role. Sparks was a bad idea to release in a game full of noobs, imo.
-never got the bug in all of my games since the update. But it’s a bug and need fix, I agree on this point.
-Agree on this point, crafting is worse than spending time with trade up.
-Weapons kits are just a way to reduce rng, but it’s not like not having this make rng worse than before. If you don’t have it, then just door’s like it was before. It’s only an improvement and it can’t be worse than before.
-There is reward, like 2x credits rate. Maybe not enough because of queue time. But the only way to fix that is more players, and ranked players who quit the game because of the noob meta who must come back, when the game will not be noob friendly but “hard to master” like it always must have been.
-6 maps. Try dome, it’s a very good map since the rework. Only problem is fps drop in this map. Need optimisation.
Just for info i’m a founder and I play this game since more than 3 years when it was in alpha stage, so thx for explainations but I already know all this.
Spark not OP cause of DPS but when it come to revive I think it’s obvious.
I hate most of the DB maps, Dôme is a good map except first obj who need a bit of tweak I think.
The others maps are not even design for the movement system …
Execution is clearly not my cup of tea, so I don’t talk about but I like the new map design. We really need something new in obj / SW mod.
I’m actually quite liking the case event that’s going on right now. In the past I’ve struggled getting getting bronze or higher cards. The last couple of days I’ve managed to get a gold card and about 4 bronze cards. Sadly, I have no use for them, but they are shiny and it excites me. I’m a simple human.
People has given the new crafting system a lot of crap, but I think it’s alright. Sure enough, it’s a bit grindy, but it’s ok.
I’ve yet to play the new map, mostly because I’m not a big fan of execution mode, but I’ll get to it eventually.
All in all, it’s a pretty good update and the trailer was very well done!
[quote=“BOMBA;194099”]Just for info i’m a founder and I play this game since more than 3 years when it was in alpha stage, so thx for explainations but I already know all this.
Spark not OP cause of DPS but when it come to revive I think it’s obvious.
I hate most of the DB maps, Dôme is a good map except first obj who need a bit of tweak I think.
The others maps are not even design for the movement system …
Execution is clearly not my cup of tea, so I don’t talk about but I like the new map design. We really need something new in obj / SW mod. [/quote]
The other maps aren’t designed for the movement system? Bruh.
Sure, Bridge and Trainyard don’t have many tricky jump spots and parkour shortcuts, but Chapel, Terminal and Underground a FULL of awesome jumps you can do. Terminal, for example, has 3 different ways of leaping over the 1st objective wall, and all of them are incredibly satisfying to do. Chapel’s first objective also has a bunch of ways that you can take alternate routes to get onto the Bridge as attackers, rather than using the two usual pathways, AND the defending team can make jumps up onto the balcony behind the EV, as well as up into the rafters of the warehouse behind the EV.
@ProfPlump Oh come on, Bridge has plenty of trickjumps. Not as many as chapel, but quite a few useful ones.
Does it really, though? The first section has ONE that I can think of (jumping from the window in the building opposite the EV, onto that lamp post and onto the bridge), the second section has ONE, which is only useful for the defenders and only useful to jump up onto the road from the window of that building next to the EV’s final parking spot while all the others in that section are kind of useless (such as the ones that are right on the side of the road so everyone will shoot you as you try to make the jumps), and the final section really doesn’t have any jump spots at all.
During the 2 years in alpha stage, there was no wall jump, and no long jump.
And we were playing on Chappel, terminal, bridge, underground, trainyard. Then they implement the new movement system almost at the end of the alpha, with walljump and longjump. But this new movement system start to feel really useless in this maps not design for. After that they try to add some few things but nothing really consistent due to fact that maps were design for another movement system. Dev can confirm if you want.
Then they make dome and the execution maps, with movement system in mind, and a lot of tricks, secondary routes/access etc … we can clearly see the différence between those maps.
That’s why I’m asking for some old maps rework since so long.