Dirty Bomb’s fourth medic has arrived to heal the sick and shred the healthy, and he’s bringing along a crap-ton of new features as well! Check it all out below!
New Merc: Phoenix
Phoenix is a Doctor. A healer. A saver of lives. An arrogant bastard who broke his Hippocratic Oath ten minutes into his first surgery and thought self-replicating nanomachines would be an exceptional instrument for face-lifts and nose-jobs. After the Spanish medical community banished him for ethical violations bordering on mad science, Phoenix has risen again, finding his way to London to see what his special little friends can do on the battlefield.
His prototype nanites mend the wounds of himself and his nearby allies, and trigger the ability that lends him his name. More offensive-minded than Aura and Sparks, Phoenix heals his teammates by being right in the thick of things.
Phoenix can trigger his experimental nanites to spread to nearby allies, instantly mending their wounds, and his own as well. The longer he spends charging the ability with the Q key (default), the more health the Healing Pulse restores, triggering an increased cooldown. But that’s not all the nanites do…
The problem with needing to be near the people getting shot is that Phoenix can become something of a target himself. Luckily, those helpful nanites can revive him once downed, fully restoring his health. It takes a few seconds to trigger, so make sure that the enemy isn’t closing in to finish the job.
Ability: Defibrillators
Just like Aura and Sawbonez, Phoenix can also revive incapacitated allies with Defibrillators, bringing them back into the fight and restoring health based on how long the paddles have charged.
Phoenix’s SMG’s and Semi-Auto Pistols are effective close-to-medium-range workhorses. He has a full array of Loadout Cards, featuring Augments and other Weapons that let him hold his own in battle.
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Each of his Bronze Loadout Cards can be purchased directly for 17,500 Credits or $3.49 USD, or all of them in a bundle for 100,000 Credits or $19.99 USD. As with all Mercs, every current combination of weapons and augments available for Phoenix is available as a Bronze Card, and Phoenix himself can be purchased from the Barracks for 50,000 Credits, or $9.99 USD.
New XP Reward: Health Insurance
Phoenix’s messiah complex extends to his new ‘workplace’, along with his need to claim his share of the spotlight; introducing the new “Health Insurance” XP Reward!
After healing or reviving a friendly player, you’ll be rewarded with an XP bonus based on the XP your patient earns for the 10 seconds after being revived, which applies to all medics that put themselves in the line of fire for their teammates.
Player Reporting (Alpha)
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While we’re keeping it as up-to-date as possible, our new anti-cheat system NGS is only one layer of protection. To support NGS, we are adding in the much-requested Player Reporting system. Accessible by right-clicking on another player’s name in the scoreboard, doing so will send a report to our team.
Due to the high impact of this system, Player Reporting is being released in an Alpha state. While we will be punishing guilty players in submitted reports as soon as possible, we do ask that you remain patient as we gather data and tweak the system’s parameters.
Updated Stopwatch Rules
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We’ve improved the rules in Stopwatch Mode, properly rewarding teams who progress through the objectives the furthest. A few edge case situations are now accounted for, including the allowance of draws where appropriate:
-If neither team completes the map, only Primary Objective progression is taken into account and the team who progressed the furthest will win. For example:
-On multi-C4 objectives (such as the second objective in Terminal), destroying one Container is better than none.
-On multi-Delivery objectives (like the final objective for Trainyard), delivering one Data Core is better than none.
-If both teams are held on an EV Escort Objective (such as Bridge’s second objective), the team who moves the EV closest to the destination will win.
-If both teams reach the same point in the same amount of time, the match is a draw, regardless of time taken to complete previous objectives, for example:
-If both Teams only manage to destroy one Container in the second half of Terminal after 15 mins, the match is always a draw.
-At the end of the first half of a Stopwatch match, Overtime can now activate. Any extra time added due to Overtime is added to the clock in the second half of the match, for example:
-If a C4 is planted in the first half and the timer runs out, the game will continue until the C4 explodes or is disarmed.