We want your questions! - Developer Stream Monday April 11th


(derpyMoonMoon) #41

Are the drop boosters bugged? Many people, including myself, have bought several boosters and have gotten zilch in terms of cases. 10 boosters was “confirmed” by you guys as giving the same drop rate as regular cases, but many people have all 10, are getting regular cases constantly, but no event cases. Are they bugged? That’s literally below a 1% chance of happening, but it’s happening to everyone I’ve talked to.


(powi_) #42

Any plans on improving spectator view? (add antilag + hitsounds for spectators).

Nerf sparks? too good for comp.
Nerf fletcher? u can be too good with it without any real skill.

I like the game but atm its just a huge public fun game. Originally u said u want this game to be competitive, but right now its really far from that. As far as u have classes that doesnt really require skill like fletcher, phantom… the game cant be taken seriously.


(MarsRover) #43

Not really a big thing but it’s my personal pet peeve as of late.

Sometimes when I try to join a server in “lobby” I get one of these errors:

  • reservation rejected
  • server cannot accept new connections
  • I’m sure there was a third one I don’t remember right now.

I immediately try again and I join successfully, but server is not in “lobby” anymore but in a map. So it looks like this happens when someone tries to join when the server transitions from lobby to a map.

Anything you can do to save us those repeated clicks? I’m sure it’s confusing to new players.


(Kekler) #44

[quote="_powi;167346"]Any plans on improving spectator view? (add antilag + hitsounds for spectators).

Nerf sparks? too good for comp.
Nerf fletcher? u can be too good with it without any real skill.

I like the game but atm its just a huge public fun game. Originally u said u want this game to be competitive, but right now its really far from that. As far as u have classes that doesnt really require skill like fletcher, phantom… the game cant be taken seriously.[/quote]

Why would you nerf sparks even further? She already got nerfed hard in the past 3-4(?) patches, the revivr became a lot weaker (too weak imo, he should work like slug shotgun in extreme cqc, maybe like 1,5m and one hit aura in the body) and her medpacks cant do shit anyway. You would be better off to pick sawbonez or aura in comp on most maps (the only map were sparks is arguably a great medic is Chapel, due to the long range engagements).

And regarding Fletcher, throwing stickies still requires more aim than placing mines or turrets, it´s way easier to score “skillless” killls with both of these. But the Blastradius of the stickies could be reduced, it´s always weird to one hit an proxy or kira without a stuck when you threw the sticky quite a distance next to her.

Of course that´s just my opinion, feel free to correct me.


(p4v) #45

[quote="_powi;167346"]
Nerf sparks? too good for comp.[/quote]
Are you serious?! She already got 2 huge nerfs and I would think twice before taking her instead of Phoenix/Aura. I’m not even maining her so my opinion is from someone who actually plays AGAINST Sparks. I hated her wholeheartedly but she got punished a bit too severely. I agree with @Kekler that her revivr should do more damage on short distance. It’s her main weapon and it was too OP at distance outclassing snipers, so the damage fall is understandable but in medium/close combat duel once you miss with your revivr you are screwed.


([i]Skree-*) #46

True… parcour as an example doesn’t even get mentioned in it and it only explains the two starting mercs.
I myself would really like (once you finished the current tutorial) the option to chose between: merc specific and movemt tutorials.
If you don’t quite know what I mean by that take a look at the tutorials shown in the game SkyForge they show you the essentials of each merc (god in that game) and make it far easier on you to decide which merc you want to unlock next.
Deciding on which merc to get first is a huge thing and allot of people are based by the idea of buying one of the 30k mercs first even tough they may not fit their playstile at all, which is a huge turn off for allot of people.

A good frined of mine as an example got himself Vassili first thing while I was away… he said he got him because he looked cool. After that he wasn’t able to play well in a single match with him obv. and the only motivation he had to keep playing was me and some other friends, after that we all suggested fragger to him since he plays a little more conservative but has good aim (with fully automaticweapons he doesn’t cope that well with snipers), about a week later he was able to buy himself his new merc and now he rips people apart and has fun in the game… just saying


(Jan S.) #47

Any information about “unexpected error” kicking random people from lobbies?


(Starconyx4) #48

Is being able to customize the crosshair going to be possible anytime soon?

Will Thunder (and more specifically, the mk46) be getting any further buffs/reworks to make him more viable?

Same for Phantom^

What is the plan after all the mercs are added in (assuming there is a defined number)? By this I mean how will new content come about. Will it be in the form of these events, new maps, new modes maybe? Any insight that can be given into the further future of the game really.


(NetflixandKill) #49

How does Phantom take no skill? They already have put a loud audio cue for enemies while Phantom is invisible, they have already nerfed Phantom’s camo hard enough to be visible in almost every environment (save some parts of Chapel’s EV escorts), most players can shoot and kill Phantom before he can get to melee range, and other than that Phantom has no other ability to make himself useful for his own combat or for his team. To succeed with Phantom, you need high situational awareness, map knowledge, and intuition to predict enemy movements to flank and succeed with Phantom in either run and gun or melee combat.

So, what exactly about Phantom “doesn’t really require skill”?


(n-x) #50

When will you fix old bugs, like aura healing station glow, phoenix healing pulse, medic defibs, stoker molotov? Is somebody working on resolving them?


(extraordinaryEmperor) #51

Will you revert double time’s functionality so that it doesn’t basically just set your “cancel reload on sprint” option to off permanently? If people want to reload while running, it’s their responsibility to set it to off when they use it.


(LoliGagging) #52

How do you come up with the silly patterns for special edition loadouts


(Arkii) #53

I know the answer is still going to be a “We don’t have the time to invest in that now” but I still gotta ask to keep up the pressure :>

Q: Any word on user generated content, SDK / Steam workshop?

Bonus Round:

Q: Any chance of some stats dumps, eg. most commonly played merc, map death/kills heat maps?

Q: Is it by design that a full exposure of Kiras laser to an EV won’t disable it unlike SkyHammers Airstrike or two of Artys Artillary, or is it just how the damage happened to end up?


(AnimeDude) #54

When will we be getting cosmetic skins that change our models instead of just textures?


(Chris Mullins) #55

Thank you for posting all of your questions. Make sure to tune in tonight at 19:00UTC+1 on Twitch.tv/DirtyBomb


(bontsa) #56

Consistency has been mentioned here already but because it is such a large not only QoL matter, it’s the backbone of any kind of even remotely competitive-aimed game.

When, if being anywhere along roadmap, we can expect to have polished geometry where invisible walls and bulges don’t randomly block jump attempts and projectiles, stop Arty strikes and Kira lasers being called down on? First meaning stuff like iron rods and other props for example on walls, that should be purely wisual instead of having actual hitbox, getting grenades etc. stuck in them. Latter meaning that if you move your cursor 1 pixel anywhere from the spot you started calling it validly, now goes full “screw you in the face” mode and cancels the strike call.

Still consistency: wonky Molotovs sometimes being blobs of cozy campfire, sometimes spreading like a inferno reincarnated through half the map, sometimes telling physics to go home and drunk by getting stuck on ceiling. Irregular effect of Martyrdoms, at one time sniping you with nade shrapnel from objective site all the way to spawn and other times not even tickling from point-blank range. When are these subject to change, what kind of process is being made in terms of them? They’ve been here for quite some time.

Then loadouts: Changing the way functionality and cosmetic appearance are merged in them. What is your standing on it this time? Last couple of times it’s being brought into discussion, you’ve stated it won’t be subjective to change due people having spent money on them.

How about now when 3 events later (CW, WtD, on-going ReV) it is clear community is furious of the RNG involved in getting both well working and nice looking loadouts? Despite internet communities can never be fully pleased, evidently some titles hit the jackpot with their ways of implementing eye-candy into game. Which is certainly not the case with DB at the moment.

Have you considered changes to system? How about long-lasting idea of separating functionality (weapons & augments) and skins, heck even different gun & merc skins for monetisation purposes, giving player chance to “save up” on skins they enjoy and hunt for the right weapon combo to merge them to, or vise-versa. This would result in developer side being able to sell skin cases with RNG, allowing people to keep the hunt for fashion goodies without smacking their face with a giant, throbbing…eel… any time they spin the case lottery. Heck, we could even see default skins in-game that some poor designer has worked dosens of hours with this way.

E: Why how silly that looks now when I was typing that wall of text in the meantime of the stream announcement. Ohwell.


(MarsRover) #57

@stayfreshshoe

Thanks for the stream, it was very informative. Super glad about casual queues and favorite loadouts, whenever they arrive. We can hold on a bit longer :slight_smile:

I really hope that you won’t try to sweep the booster situation under the rug. You fucked up big time, own up to it.


(ImSploosh) #58

Case boosters appear to not be working despite what they say. This is according to everyone’s results so far. If they worked, there would be far less complainers.

Also, I’m surprise this wasn’t asked/addressed: When will we see more maps?

We have a very minimal amount currently which makes the gameplay get old fast (playing the same maps over and over, and having maps like Dome not being voted for at all). I love Dome and never get to play it. :frowning: The last rework did little to help it. It removed some useful spots/routes and implemented pointless ones. Like the right side route for attackers on the first objective. That has almost no use. If the exiting part looked out over the objective more, I could see it being useful.


(doxjq) #59

Was there anything about gun sights in the stream? Only asking here as I am at work with no sound so can’t check the stream myself and saw nothing in it about Faraleths notes.

Edit: Nevermind Faraleth. Someone else just linked a thread which talks about it. So all good!


(doxjq) #60

@Faraleth ^