The life, death and respawn of a hero.


(Ducks) #1

After having played Dirty Bomb for the first time today, I have experienced many of the joys and challenges that it has to present. As I clearly don’t have extensive knowledge of everything this game has to offer after the first day of playing, I will offer up my impressions and concerns thus far instead. All of this is entirely my opinion and anyone is welcome to add, comment or question what ever I have to say.

Gameplay

  1. First thing that I noticed about the game is how smooth the movement feels. The characters motions are fluid and easily digested by the player.
  2. The second thing that I grabbed my attention was that the classes felt unique on an individual level rather than just through a variety of gun modifications (like many other FPS type games do), although some of them do have similarities.
  3. Firing your weapon at an enemy presents you with a bit of a confusing reaction, which leaves you questioning whether or not you actually landed a shot on the target.

Content

  1. There is an extremely large selection of characters and roles to play considering this is till in beta. That impressed me considering they all have decently unique models and gameplay style all while remaining more or less balanced. One thing to note however is that the Nader’s “Martyrdom” does feel a tad difficult to spot upon falling on the ground as well as explodes rather quickly offering you nearly no time to possibly escape.
  2. The game modes focusing on objectives rather than just run and gun is possibly my favourite aspect about this game. That and the necessity to work with your team in order to accomplish anything with at least a bit of ease.
  3. The game goes up and down depending on how well your team communicates and with the way it is now in beta, I look forward to seeing it in the future.
  4. Maps have open areas as well as a lot of environment which can be used to further your advantage, or loss completely. Maps fit well with the game modes associated to them and don’t fail to please aesthetically.

All in all, I am thoroughly enjoying the game on my first day and have a lot more to learn. I look forward to the continued growth of both the community as well as the games development. See you on the battlefield, Soldiers!

Thank you,
Ducks.

TL;DR this game feels smooth, fast and fun. People must work together in order to get things done rather than just shoot at each other aimlessly. Maybe make Nader’s Marty more visible?


(Ardez1) #2

Just looking at gameplay, I think you made some excellent points. Some maps are a bit more locked down(Underground), but there is always another route/opportunity to exploit.


(triteTongs) #3

Being able to identify nader’s marty gets a lot easier as you play more games. It’s hard on the first day to understand it, but eventually you’ll be able to identify each Merc and their abilities.

Nader won’t be a problem as you play more because you’ll hear the nade and assume she will drop it if you get close.

One note: You can tap Ctrl, then space to launch into a “long jump”. If you also have your knife out, you will run faster and jump farther.
Keep that in mind while moving around the map or happen to be on top of a nader.


(GregHouseMD) #4

Believe me when I say you’re going to run into other things that feel lame. Also believe me when I say whether or not they’ll stay that way depends on how much you practice. Because if you put in the work and learn how to notice and avoid things like martyrdom, airstrikes, and so on, you’ll never die to them again ( *never dying to them again, ever, is not guaranteed ).

I’m by no means an amazing player, but I’ve put in some 200-odd hours and learned a thing or two. Among those is that if you die to martyrdom, airstrikes, artillery, mines - any number of things - it’s usually your own fault. It’s not always true, but in the vast majority of the cases it is. Awareness is everything. And, when in doubt, don’t take any chances.