/
What do you think about the latest update?
[quote=“Kirays;100512”]Are the burst rifles that bad now?
I’m maining Kira myself and wasn’t able to test it out as I’m still downloading…[/quote]
Yeah, they are pretty trash now. It feels like SD saw that burst rifles were starting to get more popular and were like “Fuck no! No one should be liking those!”
Aww. But why? They were high skill high reward guns.
I love my BR-16. :’(
I’ve fired 247,760 shots with it.
[quote=“Kirays;100527”]Aww. But why? They were high skill high reward guns.
I love my BR-16. :’(
I’ve fired 247,760 shots with it.[/quote]
Where can you see the shots fired with one weapon? I can only see it for my whole character 
So, my benefit to my team, for not being some shitty Vasiline, but can actually aim, is +1 damage to headshotting Auras, that just instant-revive, by OTHER AURAS? That’s nice. Considering there’s a whole SECOND AND A HALF to full-revive them back, before my rechamber. Not to mention, if they died behind a small stump, they are blocked and can’t be shot again. MAYBE not being able to one hit kill Mercs OVER 100hp, but this makes no sense. It removes skill completely. If you can aim, why not just equip a 50 round magazine weapon, and just use the 3 seconds it would take to shoot and re-chamber, to just bullet-hose TWO people down, with added close quarters defense?
Developer still couldn’t figure out how to allow players to bind their controls. The bug that doesn’t allow a player to bind their “Home” key is still there. Wish Splash Damage could hire at least one competent programmer who knows something about how to program control customization.
Its a shame.
I think this update stinks.
The reason being these changes:
- Players who supply Ammo are now rewarded Fire Support XP, which is a bonus based on the amount of the Combat XP the recipient gains for the next 10s
- Reduced XP given when providing Ammo to 10XP per magazine (from 30XP)
Due to these changes, you get nothing from ammo packs.
It used to make sense to throw out all your ammo whenever you spawned so that your teammates have their extra clips, and can flank/pin down opponents without having to resort to their secondaries.
Now, it is still good for the team if someone throws out the extra ammo, but from the perspective of the player doing it, they literally get nothing. Honestly, 20~30 per ammo pack is not enough to make me beeline across the map to give that Fragger or Sawbones/Phoenix some extra lead. Especially when I myself would get way more support experience from the few random revives than from having spent the entire game giving out extra ammo.
Not to mention that throwing out ammo packs in the middle of a firefight does not make sense. It is faster to switch down to your secondaries than it is to reload and another gun by your side is more useful than some twerp pumping out ammo as little more than a sitting duck.
So… these changes only work with ammo stations and only when you are defending something. You can place the ammo station, and your defenders will stick around to resupply. (Kind of like with healing stations.) Heck, you might even get some of that Fire Support XP. But on offense, you are still required to push, and the chances are that during that 10 seconds your team is already gunned down or moving onward.
And lets not forget the effect that this will play on that new player trying Dirty Bomb for the first time. You know the sort: the players who do not know the maps, or how to shoot, or even what to do, and people know when they are rubbish compared to the other players.
Thus before, when our newbie played a Skyhammer, even without a single kill or a completed objective, they could have thrown out those ammo packs. And with a single glance at their own score, they would know that they actually managed to do something. But now, you literally get no experience from throwing out the extra ammo, and therefore their contribution to the team doesn’t show anymore.
Heck, were I trying out DB myself today, I do not think I would stay. I mean, the support experience from ammo packs gave me a small sense of accomplishment even when my first match was otherwise entirely rubbish. I do not think that I would have stayed for another without that small sense of having done something.
And yeah, I like throwing ammo packs. But… for the first time since I started playing DB, Skyhammer feels like rubbish. It was one of my favourite mercs.
…
Additionally the new objective icons obstruct view. Those even managed to hide some enemy players behind them. Don’t like them.
[quote=“Monty;100625”]I think this update stinks.
The reason being these changes:
- Players who supply Ammo are now rewarded Fire Support XP, which is a bonus based on the amount of the Combat XP the recipient gains for the next 10s
- Reduced XP given when providing Ammo to 10XP per magazine (from 30XP)
[/quote]
Yeah, these changes encourage hoarding ammo packs instead of throwing them after spawning.
I liked the previous system. There was a nice balance in support XP - medics got up to 100XP for revives, up to 200XP for healing and health insurance later, but they actually had to be team players - revive and heal. Fire support mercs got 60XP per spawning teammate and upto 120XP later, and nothing else, which was OK because you could give out ammo pretty much as fast as it replenished. Now you are discouraged to give ammo during downtime because you will get less XP. So you get higher score by being a dick 
They have ruined burst fire weapons. Kira and Arty just aren’t viable anymore. Kira, my go to merc, 174 hours clocked on her alone, (280 time in game in total) with the Stark AR is just no longer an option for me. she was never that popular as a merc, fairly balanced with a experienced player. so why the nerf? this one little nerf has been enough to kill the enjoyment for me. I just dont understand why they even felt this change was needed 
Content is content so far. After 4 hours of playing, I’m quite happy with Dome and Stoker coming. Some graphic changes looks terrible and seems badly out of the graphical chart there were so far. The EV has been pulled out of a car tuning contest.
Burst rifle update ? Looks weird to me right now but I guess that’s just something we should get used on the long run. But Arty and Kira will require some fully auto weapon to remain viable. Removal of insta-gib is a good thing, which indeed does not change much during public games.
Sadly, no updates on optimisation, new bugs appeared (massive collision madness with enemy’s ammo station), and servers totally do not keep up right now in Europe. Further warps and roll backs in every game I played…
So, after all, good update, but ponctual satisfaction of having new content clearly does not overshadow latent problems that still exists.
[quote=“Kirays;100512”]Are the burst rifles that bad now?
I’m maining Kira myself and wasn’t able to test it out as I’m still downloading…[/quote]
Oh you are in for a baaaaad time. forget using Kira, unless you think the Dreiss AR is even an option. they ruined them man 
Yeah i’d like to give it at least 24 hours before we figure out what the general consensus is 
Well, it would be Dirty Bomb update if it didn’t break the game’s functionality a little bit.
Burst rifles are broken. Instead of messing with the M4/Kek they go for the mercs that get the least amount of usage which is literally pointless. While Rhino is beyond overpowered sitting on Aura station funny seeing how neither of them got nerfed.
Well… They screwed up performance once again
I think it’s time to wait for a cash for a new PC…
But, beta card and stoker are nice 
I can’t vote since there is no in between option. I do appreciate the arrival of Stocker, he rocks! I’m having a blast with him, pun intended. Execution is fun, yet the lack of vote shuffle is a dark spot in this mode.
The addition of a ton of new bugs as well as old ones are not a good thing: invisible bridge barrier, impossibility to defuse in execution and even the old Underground door bugs, yes those are back according to a friend of mine.
The change on burst fire rifles suck, but they were needed I guess.
The insta-gib removals are nice, yet I haven’t really tested it on the delivering side. Mainly playing Stoker doesn’t give you a chance to try out Vassili nor Fragger.
I haven’t seen Dome yet, but a new map is always nice. Just seems there is no Objective server with it yet and that sucks.
The CW loadouts look neat but the 0.3% drop chance is a joke. Not even one in a hundred…
Balancing is still horrendously bad and nothing has been done about it.
Emphasis on level limits for quick join and comp being a special feature of the update, just shows how much content this update is actually lacking. I mean in realtion to how it was advertised. Seriously, we had previous updates with longer patch notes…
The fact that comp missions are gone is nice, yet they still didn’t get the message and stick us with execution round winning missions. Like who thought of that crap? Didn’t you see the multiple choices people voted for in Faraleth’s survey? something like revive X times and so on.
Sound changes for the burst rifles are nice but besides that I still can’t hear any footsteps unless there is total silence on the battlefield and we know how often that happens.
So all in all, there’s some nice stuff but it will only keep me going for a little while. I’m already looking at the next update and expecting proper bug fixes for once as well as proper game balancing.
Burst rifles ruined. They were fine the way they were, it was enough to (finally) lock down the fire-rate and thus disable any weird auto-fire mouse-wheel nonsese. No need to further nerf them into the ground.
I don’t care if the math supports it, they feel horrible. Increase rate of fire, lower damage per round if you must.
As for the rest, this update felt like the good old one step forward, two steps back.