The Phoenix Update Notes!


(fubar) #41

[quote=“Ardez;78982”][quote=“fubar;78975”]

-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.

Why is this a thing? This essentially defeats the whole purpose and concept of Stopwatch. :stuck_out_tongue:

Don’t get me wrong, it’s not all too bad, it just makes little to no sense and feels really, really weird. You may want to look into an option for turning off overtime in tournament/league games. [/quote]
@fubar

How does it defeat the purpose of stopwatch? The team that attacks second still has to beat the time of the first half. afaik the point of stopwatch was to make the team that goes second beat the time of the team that goes first. It would only defeat the point of stopwatch if overtime existed for the team that went 2nd as well. It doesn’t.[/quote]

The point of stopwatch is to beat the stopwatch. :slight_smile: You have a clock running, you’re trying to defeat the clock, which is a exact duration of time. Overtime shuffles the time around, instead of a 15 minute timer, we’ve now got a 15:40, or 15:49, or 15:02, anything, really.

As said, it’s not too bad, it just seems very weird.


(IrresistibleJ) #42

Great update and i know there is more in the works for future updates but this will solve a LOT of current issues most other players and I have with the game.
Cant wait to get in there and i love the medic change considering how much i seem to end up playing sawbones but i will also be getting Phoenix as well. (Look for me on the battlefield! I will try to fix you!)

Cant wait to get in there and start playing dirty!


(Eox) #43

Blishlok still needs love though.

Besides that, private matches and reporting system. This is perfect ! :slight_smile:


(grayLadder) #44

I’ve been playing Dirty Bomb for about 2 weeks and I’ve gotta’ say the community here is amazing and the patching is so overwhelmingly awesome. I’ve been part of many Alpha and Beta games before, but here I feel it’s different - it’s better and it really seems like a good place to start investing time and maybe money as well.

Regarding the patch: I find that most of the tweaks bring such an improvement to the game and I’m overall hyped to get in and play a few rounds. (Phoenix seems cool as well).

All in all, kudos to the devs and the wonderful people doing such a great job and have fun to everyone out there :slight_smile:


(Ardez1) #45

[quote=“fubar;79004”][quote=“Ardez;78982”][quote=“fubar;78975”]

-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.

Why is this a thing? This essentially defeats the whole purpose and concept of Stopwatch. :stuck_out_tongue:

Don’t get me wrong, it’s not all too bad, it just makes little to no sense and feels really, really weird. You may want to look into an option for turning off overtime in tournament/league games. [/quote]
@fubar

How does it defeat the purpose of stopwatch? The team that attacks second still has to beat the time of the first half. afaik the point of stopwatch was to make the team that goes second beat the time of the team that goes first. It would only defeat the point of stopwatch if overtime existed for the team that went 2nd as well. It doesn’t.[/quote]

The point of stopwatch is to beat the stopwatch. :slight_smile: You have a clock running, you’re trying to defeat the clock, which is a exact duration of time. Overtime shuffles the time around, instead of a 15 minute timer, we’ve now got a 15:40, or 15:49, or 15:02, anything, really.

As said, it’s not too bad, it just seems very weird. [/quote]

I think it is a significant improvement over the 14 minute and 10 second long games of the past(for certain maps).

There was zero reason to keep playing Terminal or Underground beyond 14:10 if you didn’t have the C4 planted. The same is true of all of the C4 objectives, so Both on underground, 2/3 on Trainyard, 3(technically) on Terminal. In the end this change as far as C4 goes does not apply to Bridge or Chapel. And again, only on the first half of the match.

The stopwatch was never 15 minutes. The stopwatch was always the enemies best time/farthest point.


(LifeupOmega) #46

First game, went 47/6 with 16,000+ score. I like Phoenix.


(JW) #47

Some new maps would be great ._.


(mellowLodge) #48

I love it! :smile:


(Random Joe) #49


Now all i need is the credits to get a cobalt.


(Black) #50

[quote=“Ardez;79020”][quote=“fubar;79004”][quote=“Ardez;78982”][quote=“fubar;78975”]

-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.

Why is this a thing? This essentially defeats the whole purpose and concept of Stopwatch. :stuck_out_tongue:

Don’t get me wrong, it’s not all too bad, it just makes little to no sense and feels really, really weird. You may want to look into an option for turning off overtime in tournament/league games. [/quote]
@fubar

How does it defeat the purpose of stopwatch? The team that attacks second still has to beat the time of the first half. afaik the point of stopwatch was to make the team that goes second beat the time of the team that goes first. It would only defeat the point of stopwatch if overtime existed for the team that went 2nd as well. It doesn’t.[/quote]

The point of stopwatch is to beat the stopwatch. :slight_smile: You have a clock running, you’re trying to defeat the clock, which is a exact duration of time. Overtime shuffles the time around, instead of a 15 minute timer, we’ve now got a 15:40, or 15:49, or 15:02, anything, really.

As said, it’s not too bad, it just seems very weird. [/quote]

I think it is a significant improvement over the 14 minute and 10 second long games of the past(for certain maps).

There was zero reason to keep playing Terminal or Underground beyond 14:10 if you didn’t have the C4 planted. The same is true of all of the C4 objectives, so Both on underground, 2/3 on Trainyard, 3(technically) on Terminal. In the end this change as far as C4 goes does not apply to Bridge or Chapel. And again, only on the first half of the match.

The stopwatch was never 15 minutes. The stopwatch was always the enemies best time/farthest point.[/quote]

Pretty much this. It’s kind of silly that after 14:10 the team just sits there for the remaining time knowing no matter what they do they are going to lose. It’s like a part of some sick joke, a taunt.


(MissMurder) #51

This would make it 3v3. Private Matches are primarily for pugs and playing with friends.


(Ceres) #52

You mean you purposely made it so teams consisting of 5 players can’t practice on a server. I’ll forgive your 3v3 comment since nobody in this game plays 3v3 but in some other games 3v3 is viable.

Way to support the competitive scene by discouraging them from practicing and getting better.


(JesseKomm) #53

@MissMurder The update appears to be a huge success! The forum group and I did an event in private matches, and aside from a few bugs it was working quite smoothly! Major problems only consisted of connection issues, which was related to where the server was hosted and where the players were from, so nothing new there.

Overall I’d say it’s perfectly implemented, Phoenix is a neat addition and I’m already loving him(Even though I despise SMGs), during our event we did a Phoenix only Defib Deathmatch, was a lot of fun running around charging paddles to kill one another! :slight_smile:


(Mister__Wiggles) #54

Yeah I was with @JesseKomm and a few others and it was a massive amount of fun. Private servers have brought something to this game for the more casual gamer and for those who just want to play with friends with wacky rules. Truly a great update SD!


(Ardez1) #55

[quote=“Ceres;79090”]You mean you purposely made it so teams consisting of 5 players can’t practice on a server. I’ll forgive your 3v3 comment since nobody in this game plays 3v3 but in some other games 3v3 is viable.

Way to support the competitive scene by discouraging them from practicing and getting better.[/quote]

So your team has no ringer, and you have nobody who is helping you whatsoever? And if you were going to have a ringer, wouldn’t you want them to train with you? :slight_smile:

And the private matches were not exclusively for people to train with. They intended for it to be for private matches, as their name states.

In addition, it is a massive step better then requiring 10 people to start a dirty cups server.


(acrobaticBudgie) #56

[quote=“MissMurder;17422”]
New XP Reward: Health Insurance

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.[/quote]

Any chance something similar could be done for ammo supply? Maybe not shared XP for each bullet fired ( :wink: ) but as the nature of the game leads to spam firing I’m running out a lot, made worse by being revived the moment I drop by newly-zealous medics so I can’t even get respawn ammo :frowning:


(Ceres) #57

[quote=“Ardez;79116”][quote=“Ceres;79090”]You mean you purposely made it so teams consisting of 5 players can’t practice on a server. I’ll forgive your 3v3 comment since nobody in this game plays 3v3 but in some other games 3v3 is viable.

Way to support the competitive scene by discouraging them from practicing and getting better.[/quote]

So your team has no ringer, and you have nobody who is helping you whatsoever? And if you were going to have a ringer, wouldn’t you want them to train with you? :slight_smile:

And the private matches were not exclusively for people to train with. They intended for it to be for private matches, as their name states.

In addition, it is a massive step better then requiring 10 people to start a dirty cups server.[/quote]

Don’t try to justify something as dumb as that. Please, just don’t. The game is supposed to be pushed for the competitive scene (stated a thousand times) but it didn’t come to anyone’s mind that teams consist of 5 players? Jesus, I don’t even know why I get surprised anymore. I can just imagine CSGO needing 6 players to start its sandbox mode and the explanation behind that to be “well, you can get a ringer LOL.”


(Kouken) #58

Can anyone confirm that potent packs works for phoenix’s healing pulse?
KE81 will be great if so


(K1X455) #59

Hmm… I though Murphy’s Law stated that friendly fire isn’t friendly?

But sometimes, I do want to FF and TK who run into my line of fire, specifically those who throw smoke.


(ttownjoe) #60

and the blishlok remains the worse primary in the game… BOOOO