(originally posted on https://www.dirtybomb.com/news/merc-serv-melee-mayhem/ - “we” is Splash Damage, not me)
This update has been long in the making: Melee Weapon Skins, simplified Crafting, Consecutive match bonus, the Community Underground update and a massive amount of map and bug fixes. Let’s dive in.
MercSERV Melee Mayhem
Twice a week for the next 6 weeks we’ll be rotating Melee Weapon Skins in the Store; every single Melee Weapon will be featured, so don’t worry if your favourite isn’t there at first. The Bronze skins will be free, so be sure to keep checking back to grab them. The other skins will be purchasable with Credits (and the newly implemented RAD currency):
Skins Credits RADs
Bronze 0 0
Silver 4500 220
Gold 14000 680
Cobalt 44000 2150
We want to reward our players who have accumulated Credits over the years, and we hope some of the beautiful new Melee skins will be a great addition to your Merc Decks.
RAD
As mentioned above (and in last week’s Dev Update Video), this update also brings with it a new Dirty Bomb currency: RAD. Its introduction allows us to do two key things for the community: Simplify some existing systems (like Crafting), and offer more value when you purchase things in Dirty Bomb. Nothing in the store will change price, and everything that was purchasable with Credits will remain the same. However, we’ll be offering bundles of RAD that come with bonuses for players who buy them.
Alongside this we’ll be removing both Crafting Kits and Weapon Kits from Dirty Bomb, refunding those of you who have them with RAD, and therefore making the Crafting process a whole lot simpler.
##Consecutive Match Bonus
Another long requested community feature has been a reward for those players who play a handful of matches in one session, so we’ve introduced a consecutive match bonus in this update as well.
You’ll earn an extra 10% Credits per match after your first (up to 30%) in Objective matches, and 30% extra after your first Stopwatch match.
Initially this feature will just function in Server Browser and Quick Join matches while we test its implementation, so be sure to let us know what you think on any of our community channels.
Underground Changes
You may remember a few months back we approached you for your top issues and suggestions for Underground. You provided lots of ideas and we identified a bunch of common issues that we would fix, just as a little reminder they were:
-
There are not enough opportunities for Air Support
-
Invisible Walls
-
Too easy for defenders to spawn camp Objective 1 via balcony
-
Roof of Objective 1 offers too much cover for defenders
-
Spawn Transitions weren’t explained well
-
Secondary Gas Route gives little advantage
Over the last few months we have adjusted all these areas and after many playtests we are ready to update the map on live.
##AIR SUPPORT
“Air support is not useful enough throughout the map. Air support can effectively knockout strong defensive positions giving attackers a better chance to push and complete objectives.”
Air support is a key mechanic of some of our Mercs, and they should feel like viable picks on all maps if possible. The goal of the change is to make each air support Merc feel more viable on Underground.
Approach
We have tried to create more opportunities for air support where the map logically allows us. This has been done by removing blockers high above player level, and cleaning up spaces of sporadic air support, to create more readable and consistent spaces which allow for air support abilities
Actions
-
Removed glass on the roof in objective 1, and made roof bars be ignored by air support, allowing for a consistent airspace throughout the majority of the objective
-
Edited the roof architecture in the transition between objectives to expose the main space and pipe route to air support.
-
Closed off the roof in the first part of the transition to clearly communicate the transfer between closed and open airspace
-
Separated the collision checks above the last objective site to ignore some more permeable assets
##INVISIBLE WALLS
“There are many invisible walls that prevent free movement around the map.”
Rather than allow movement through these, as some comments have suggested, to maintain the gameplay and balance of the map, we should work to communicate any invisible walls with a sensible contextual visual representation.
Approach
We have identified the worst case invisible walls, and have looked to better communicate these by adding visual blockers, whilst maintaining any gameplay that we feel is beneficial to the fairness of the map.
Actions
-
Added more support ropes to the pipe on the objective 1 roof, to contextualise that players could not climb on or over this pipe
-
Added construction meshing to the tops of the walls in Objective 1.5, to show that these cannot be jumped over. (This also removes some nade spots over the wall)
OBJECTIVE 1 BALCONY
“Defenders are easily able to take balcony where they can effectively render the attackers left route out of spawn useless. This combined with a defensive hold from roof can stop attackers pushing the right route out of spawn. The only option left is for attackers to take the lift to balcony pushing through a tight choke at the top (which is also signalled by the lifts bell) straight into the sightlines of the defenders camping above.”
We aim to discourage defenders from pushing so high into the attacker’s territory that a spawn camp occurs. As well as designing in this way, we consider how attackers break out of a spawn camp if it occurs.
Approach
We have drastically reduced the defenders’ ability to gain access to the balcony in the first place by removing trick jumps from the roof. We have also made the rotation through attacker’s spawn longer for defenders who are intent on holding the balcony. Once defenders are on the balcony, their options are weaker than in the previous version as we have reduced sightlines Attackers can now push the balcony without having to wait in the lift, which means that have more control over when they push up to balcony.
Actions
-
Closed the lift and added a footpath to the side using the CDA pipes
-
Extended the box wall along the balcony to reduce visibility to the space below
-
Removed the lamp ramp, and thinned the wings on the roof to remove jumps across
-
Added a CDA structure to the roof and edited collision to stop the long jump across from the roof sign
-
The CDA structure also blocks visibility from the other main control point on the roof for defenders, to the balcony itself
OBJECTIVE 1 ROOF COVER
“It can be difficult for attackers to push out of spawn when defenders are set up on roof. Defenders have lots of cover that gives a big advantage.”
We don’t want highly defensible spots, generally by exposing defenders more, or weakening some positions we stop these hardpoints occurring.
Approach
We have slightly expose a defender holding the left side of the roof, and made the defensive positions more finite and clear for attackers
Actions
-
Lowered the pipe up to the roof to expose any defenders on the left side slightly more
-
Raised the main roof sign slightly to make it more awkward for defenders to jump up here to quickly scout or put down fire on the spawn exits
SPAWN TRANSITION
“There seems to be no clear indicator of why one team suddenly spawns only a few feet away from what is a good choke point to defend when the defenders are still around”
This is a unique situation to Underground, making major changes to Underground such as adding an objective could massively affect the balance of the map however so we have decided this can be best solved with clearer visual language.
Approach
We would like to communicate visually when the spawn transition is going to happen. This will be made visible from the main combat points when the defenders would be in a disadvantageous position if the spawns are about to change
Actions
-
Added a sequence of lights on the escalators directly behind the 2nd spawn point (These lights update every 10 seconds, showing the status of the forward spawn)
-
Added a sequence of lights around the bend, positioned to be visible for both teams in the main combat space
SECONDARY GAS ROUTE GIVES LITTLE ADVANTAGE
“The secondary gas route is a much weaker position than the generator room and thus gets used far less.” Without wanting to affect the balance of the map too much, we have tried to make the position feel more viable for attackers using it, by offering them more choice at the exit
Approach
We want to add more cover and options to attackers who exit the route, as currently it is a sniper window, with no advancing potential. Players who are not snipers who use the route, should be able to manoeuvre and contribute to defence disruption more than they can now
Actions
-
Added cover to the left side of the exit
-
Moved the right side of cover further back, to allow crossfire to the main pipes (allowing displacement of meta health station placement)
-
Flatten and widen the right side of cover to offer more protection
Bug Fixes
-
Objective 1 roof had its pipes lined up to create flat wall to remove an invisible wall and added crates to enable attackers up on the pipe
-
On Last defender spawn exit the floor tiles were rearranged to fix an issue where you could see through the floor
-
Fixed collision above lights in third objective, where players could perch
-
Blocked glass by the train tunnel on objective 1 to stop you being shot through a tiny gap
-
Blocked gaps in box cover in the gas tunnel on objective 3
-
Reduced the size of the tube signs above the escalators to 75% and set them to BlockWeapons