Dirty Bomb is in Open Beta! Grab it for free here. Join our Steam group! http://steamcommunity.com/groups/dirtygoons So what's Dirty Bomb? Dirty Bomb is a free-to-play First Person Shooter by Splash Damage, the makers of Wolfenstein: Enemy Territory, Enemy Territory: Quake Wars, and, unfortunately, Brink. It is a fast paced, team-based FPS, focusing around objective play, and combines the multi-hero team setups of games like League of Legends and DOTA 2, with the fast, twitch based combat of shooters like Quake and Unreal Tournament. It is currently in open beta. Dirty Bomb's gameplay combines objective-based gameplay from the Enemy Territory games with Team Fortress-style characters and humor, wrapped up in a nice stylized, but not cartoony package. Players choose three mercenaries to form a squad; all players start with two unlocked along with three weekly rotational free mercs, and more can be purchased using in-game money or real money. Different mercenaries have different abilities: some are medics that can heal and revive teammates, others have fire support abilities that can summon air strikes or orbital lasers, and others can plant auto turrets or landmines. There are several mercenaries that represent each "class" with their own weight categories, representing their speed and health. So if the game's free-to-play, that means I can spend money on premium stuff, right? Dirty Bomb allows players to buy mercenaries, credit boosters, cases, and loadouts for real money. All of these things (save the credit boosters) can also be acquired through in-game credits. Loadouts? Cases? What's this? While you're playing Dirty Bomb, you might get equipment cases as a drop at the end of a match (or you can buy them with credits). These cases contain a random loadout for a random merc. Loadouts offer a different primary weapon, secondary weapon, melee weapon (purely cosmetic as I understand it), and one to three "perks" (slight bonuses, like reloading a little faster) depending on the rarity. If you don't like the loadouts you currently have, you can combine them for a nominal credit fee for a random loadout for a specific merc at a higher quality! There's also special loadouts of Silver, Gold, and Cobalt quality that offer no gameplay improvement beyond the Bronze level, but have special "bling" that makes your future merc barbie look nice. You have a chance at these from any case, but you can buy "elite cases" for a sort of outrageous cash fee for a guaranteed Silver/Gold/Cobalt quality. Wondering what loadout to use for your mercs? Check this guide out! Thanks to Ruzihm for pointing this out and the 4chan/8chan Dirty Bomb community for throwing together the image. What game modes are there? Currently, there's two game modes, Objective and Stopwatch. A third game mode, Execution, is in the works but is not currently available. Objective is the more casual mode in Dirty Bomb. Teams are divided into Attackers and Defenders, with the attackers having to complete a set of objectives in a limited amount of time, and the defenders being required to stop the attackers. Objectives range from planting a bomb, to repairing and escorting an APC to a point, to escorting teammates trying to deliver EMP charges to a target. Stopwatch plays just like Objective, with a twist. When one team wins, either the attackers by completing all objectives, or the defenders by stopping the attackers, the teams become switched. The attackers for the second half then have to get further than the first half attackers did in the same amount of time or less. You can find plenty of servers in the open beta (yes, this game has a server list complete with search options and a favorites list) hosted in locations all around the world, running both modes and supporting up to 16 (8v8) players. Pub matches are great and all, but I want to get competitive. What're my options? Dirty Bomb features a matchmaking and ranking system similar to CS:GO, where you and up to four friends can get into a party and join in on 5v5 pickup group Stopwatch matches. There's also a burgeoning competitive scene that has grown explosively due to the launch of the open beta, complete with scrims, pugs, cups, matches, and all sorts of other competitive energy-drink-sponsored buzzwords! Find out more about it here. I hate playing with strangers! I want to play with strangers I met on an Internet forum. We've started our very own Steam group, complete with Mumble and everything! Come on in, join on friends, start comp parties, leave the mic on and jerk off, whatever! Join us at http://steamcommunity.com/groups/dirtygoons. Segmentation Fault fucked around with this message at 16:56 on Jul 22, 2015 |
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# ? Jun 8, 2015 01:18 |
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# ? Apr 26, 2024 13:32 |
Characters There are 12 mercenaries in the game right now, with 20 total planned for the official release (and even more planned past that!). Here are the ones currently available: Medics: Self-explanatory, mostly. Support classes for healing and reviving teammates. Absolutely essential to have. When reviving with Defib paddles, holding down E will charge them to revive with more health, otherwise an instant tap will revive with 50% HP. The augment "Get Up" will add 50% additional HP on revives, so you can instant revive people at 75%, so its a great augment to have. Defib paddles will also hurt enemies if used on them, and can instantly frag downed enemies. They use SMGs & shotguns. *Aura - 80/470: One of the two free starter classes. Lowest health, but fastest movespeed class. The shotguns pair really well with her healing station. Her heal station ability heals very, very quickly, and is incredibly powerful at supporting a push when you're stuck at a choke point or corner. People pushing into your heal station without killing it first will usually just get mulched by point-blank shotgun as you heal through the damage they put on you. *Sawbonez - 110/410: The second currently released Medic. Average hp and movespeed, but has a lot of sustainability in combat due to being able to drop medpacks at his own feet to self-heal. The med packs heal over time, and if you take any damage that healing will stop, but if you're good about making sure you always have the ability to toss one at your own feet you can get a nice little bonus to your health if you get into a firefight and can duck behind cover for a reload. My main class currently, and I use the CR73 series of Loadout cards, which has the amazing augment combination of Get Up, Mechanic, and Potent Packs. Probably the best card for competitive play, and easily one of the best cards in the game overall at having augments that really synchronize well with the class. *Phoenix - Unreleased: I believe the abilities are supposed to involve being able to self-res somehow, thus the class name. *Sparks - Unreleased: I don't know anything about this one. Engineers: These are your objective classes. They all have increased speed when planting/disarming C4, and repairing EVs/generators. Use SMGs and shotguns. *Proxy - 90/450: Like Aura, another quick character with low HP. The ability to drop proximity mines is really powerful and people generally don't pay enough attention for them. Really good for getting to and from objectives very quickly and laying some traps on the way. Has shotgun loadouts and an exclusive(?) SMG that is low damage per shot, but high rof and has deep mags. Using speed and movement to keep from taking damage while dishing out your own and laying traps is really satisfying. Good Proxy's are really, really dangerous, despite their low HP. *Bushwacker - 110/410: Everyones favourite deployable turret rear end in a top hat. Think a cross between the TF2 sniper and Engineers. Turrets are really good in this game, and so far seem like they're not too powerful, but they're still a legitimate threat. Good damage output but they die about as fast as most classes. Great for blocking off a choke point or putting behind cover somewhere as a trap to start hitting someone from behind as they run into him. I believe he can get an augment that increases the time it takes the turret to lock on someone, too, so that'd be a must-have. His default SMG, the KEK-10, is really good. *Fletcher - 110/420: Fletcher's default loadout has a flechette shotgun with better range and a tigher choke than the other shotguns. I've yet to use it much but it seems pretty good. Sticky grenades can make great traps, but they're also really great for destroying things like Aura heal stations and groups of people on objectives. Pretty good for defending. He can pick up undetonated stickies after he's thrown them too, and you can also shoot them to blow them up. If someone else shoots his sticky and blows it up, it will injure him if he's in range. You can shoot them out of the air as he throws them too. Don't stand on your own stickies. *Turtle - Unreleased: Don't know anything about this one yet, but I do like turtles. Fire Support: Also sometimes called your "ammo classes." Their Assault Rifles have great range but the burst rifles are kinda mediocre, while the semi-auto Dreiss is the highest DPS and hits really hard but with a fairly large one of fire on repeated shots. All of them have abilities that rely on view to the sky and all can drop ammo in some way. While maps do have stationary ammo crates, its great to have teammates who toss them all over so you're always nearly topped off. Explodydendron is a great augment to have on here for the slight boost to ability splash range. *Skyhammer - 120/400: Default combat class. His airstrike markers work as small grenades if thrown indoors, and only use 25% of the cooldown if an airstrike is not called in. Airstrikes will always come in right-to-left, perpendicular from the direction he threw them. Markers will glow on the ground with a line showing the direction as they're coming in, and you can hear planes flying by to accompany them. *Arty - 120/400: Very similar to Skyhammer, but his airstrikes are faster and more frequent, while covering a much smaller cylinder rather than a line. I thought I would really like him until I used him, then decided Skyhammer is pretty much better overall. His airstrikes will leave a small glowing ball marker on the ground where they're going to strike. *Kira - 90/450: Orbital laser is loving cool. That alone should sell you on Kira. She's kind of an odd duck with her hp/movespeed numbers, because of the more ranged ability of her weaponry, but it makes her a really powerful flanker and anti-sniper. The laser can be guided and is ridiculous for clearing up groups in the open. It turns slowly so try not to zig-zag with it too much when chasing things with it.Conversely, zig-zag a lot and make sharp turns if you're running from it. *Stoker - Unreleased: Pyro guy. I think he gets molotov cocktails or something. Assault: The big combat classes. Good at killing people and clearing areas, but otherwise they don't have any of the teamplay benefits of all the other classes. Explodydendron perk is really powerful on Fragger and Nader, Looter perk is good on them all. Weapons vary. *Fragger - 150/385: His LMG is easily one of, if not the best auto in the game. Deep mags, accurate, hits hard with each bullet. Surprise cooked grenades will kill anyone except for Rhino, which is a really powerful ability if people get in an enclosed space. Really great combat class if you just want to frag, as his name suggests. Non-LMG loadouts are either burst AR or M4. *Nader - 100/430: Her grenades are really good. I don't know if the damage model on them is the same as Fraggers' nades, but the grenade launcher is an incredibly good ability to clearing up choke points and people hiding. Martyrdom ability is great for being a troll in a group of enemies. With a keen eye on your spawn wave timers, you can make the call to suicide into a ball of enemies if they're bunched up too heavily. Run in spraying your nades into the group, then unload your SMG and maybe get some melees off, then when you fall over dead in the group, press F and laugh as the idiots who didn't move get blown up... and then you just respawn because you paid attention to the timers, right? *Rhino - 200/350: More of a hippo than a rhino. He's pretty much the TF2 Heavy. Minigun has a heat mechanic and unlimited ammo, can spin up with right click, and is really powerful for spraying down groups. Super tanky with his health, pair one with a pocket Aura dropping stations and good luck getting them out of their little medical tent without explosives. Primary weapons are shotguns, to even further shore up his close-range damage output. Stay back when fighting a Rhino. *Thunder - Unreleased: I think he gets concussive or flashbang grenades, something like that. Recon: Snipers and such. Theres only one released right now so its hard for me to really try to give them more of a niche than that. *Vassili - 100/420: Your sniper that all the 360noscopecodkiddies are gonna flock to. Like snipers in most games of this type, 90% will be a waste of a slot on your team, 9% will at least try to pull their weight, but the 1% will carry super hard. Headshots will instakill and instagib everyone, so they can't be revived. Pretty powerful for that. I'm not really sure how the heartbeat scanner thing actually works. *Aimee - Unreleased: Don't know poo poo about her. *Phantom - Unreleased: I think I heard he some kind of cloaking character with a Katana and melee focus. Don't know for sure. *Red Eye - Unreleased: Another sniper, I think. Has a beret and a glowing red eye. Will possess smoke grenades and thermal vision. Segmentation Fault fucked around with this message at 15:37 on Jun 12, 2015 |
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# ? Jun 8, 2015 01:18 |
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# ? Jun 8, 2015 02:13 |
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Anyone have an issue where you get single digit FPS and massive lag in the menu, but the game it self plays fine?
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# ? Jun 8, 2015 02:18 |
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So I played this for a bit, as someone who loves that style of game.... - Shotguns feel useless. If you are a class that has a shotgun, sucks to be you. - Anybody with mines/stickies is guaranteed to be a crowd pleaser. Every match I played, the Proxy on the team was just constantly getting kill after kill. When I asked how this was supposed to be countered, everyone basically just said "the counter isn't in yet.". - Everyone seems to have an explosive AoE of some sort, and if they hit even somewhere near you with it, you will die. We'd constantly get near the objective/try to deliver the drugs, and suddenly 4-5 rocketstrikes would kill us all. Even with our whole team playing defense to kill people before they got close, someone would sneak an AoE in to kill us. The reload on these AoEs seems super short, we had an Skyhammer throw his airstrike thing in, then I ran in to deliver the package, and by the time I got there he had another one ready to throw at me. Our only choice was to chase him into his base/team, because by himself he could lock us from the objective. Like there's a cool game here, but it just doesn't feel balanced in a way that'd be fun to play. I dunno, maybe I'm missing something.
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# ? Jun 8, 2015 02:22 |
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Yay, a new OP! I've been greatly enjoying this game so far and it hits a lot of things I like in FPS games. Worth noting that there are 24 classes planned currently, 5 different groups with 4 classes in each. I believe the 5 class groups are Recon, Fire Support, Medic, Engineer, and Assault. There is only one Recon right now, 3 Fire Support, 2 Medic, 3 Engineer, and 3 Assault. I think its probably also worth linking the wiki: http://dirtybomb.gamepedia.com/ Also worth putting in these nifty images of the card drop chances from cases, with the big rear end warning message to NEVER loving BUY CRATES. Standard Case: Elite Case: Looking at these chances should tell you that buying crates is a waste. Save your credits for mercs, and for buying bronze loadouts of your choice for 17.5k each. Sounds like a lot but its pretty reasonable when you consider that you're buying what is the same functionally as the higher fancy tiers, and you get your choice of which loadout to buy. You'll get cases for crafting from just playing the game and beyond buying a handful at lower levels just to get a bit of a base for crafting, they're not worth spending credits on otherwise. I got super lucky and managed to get this out of one of the two Elite cases I got along with the open beta starter pack: Pretty solid flanking/annoyance pub Proxy loadout. I'd want an SMG over a shotgun for ranked, I think, but this could be a really fun one for pubbing. Rookersh posted:So I played this for a bit, as someone who loves that style of game.... Shotguns are far from useless. On Aura and Proxy, where you have super high move speed, they're incredibly powerful just because of how hard you can be to hit when you get up in someones poo poo with them. Add to it that they can two-shot almost every merc, and one-shot the low-HP mercs if some pellets hit the head, and they're really powerful in casual pubs. The counter to mines is to shoot them. They are pretty big and glow orange, so its just a situational awareness thing. There are some really infuriating spots to put them, but if you're dying to them a lot its more likely that you're just not looking for them. Dying instantly to cooked Fragger nades or to Martyrdom nades is far more annoying, but thats a part of how a class-based game works, you need to adjust your strategy to what you're using and what the enemy is using. You also need to try to position yourself advantageously. Don't try to 1v1 a Fragger when he's sitting behind a corner in a hallway cause its just a dumb decision unless you know the player is bad. AoE and airstrikes in particular are annoying, but once again it comes down to positioning and awareness. All of the airstrikes require view of the sky for obvious reasons, and they also leave a visible marker on the ground when they're about to hit. Skyhammer has the grenade and a line indicating the left-right direction it'll pass, Arty will leave a bright dot and a circle, and I think Kira's is similar to Arty's but I haven't played with her at all yet. You simply need to expect that these things are going to drop. The cooldown for Skyhammer is pretty long, its about a minute, but they get dropped a lot cause its the go-to free class for most new players. I could post my general feelings and personal thoughts on playstyle for each class later, maybe as little notes as a potential addition to the OP, but I've made way too many wall-sized posts in the past few hours, so it'll have to wait a little bit. EDIT: Gonna do this in a bit. Just little tidbits about weaponry and abilities, maybe notes on good augments to have. Horizontal Tree fucked around with this message at 03:11 on Jun 8, 2015 |
# ? Jun 8, 2015 02:43 |
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Just played a few rounds and I like what I see. What's the best way to earn credits ?
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# ? Jun 8, 2015 03:42 |
Eraflure posted:Just played a few rounds and I like what I see. What's the best way to earn credits ? Check your daily missions. They'll offer bounties for things like "win 3 Objective matches" or "play 5 rounds with Aura." Once you do one the slot's opened up and in a while you'll get a new one.
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# ? Jun 8, 2015 03:48 |
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So Segfault listed all the current classes in the OP, but I said in my last post that I'd post up some other info to add, and I'll also list the known, unreleased Mercs. Some of this is obviously opinion, but some will just be good little tips that are worth knowing and if you're newer to the game, may help you grasp everything going on a bit quicker. I'm going to list the classes in groups, based on the class types. The two numbers listed after the name are HP/Movespeed respectively. I'll comment on augments/loadouts a bit where I have experience, but I don't have too much to say in that regard just yet. Need more playtime with the classes I haven't used much or at all yet. Of course, feel free to ask questions about guns, anything! Weapons are all pretty balanced, and while there is variation in them their effectiveness seems relatively even. I haven't used everything yet but I've got enough knowledge to compare things. Medics: Self-explanatory, mostly. Support classes for healing and reviving teammates. Absolutely essential to have. When reviving with Defib paddles, holding down E will charge them to revive with more health, otherwise an instant tap will revive with 50% HP. The augment "Get Up" will add 50% additional HP on revives, so you can instant revive people at 75%, so its a great augment to have. Defib paddles will also hurt enemies if used on them, and can instantly frag downed enemies. They use SMGs & shotguns. *Aura - 80/470: One of the two free starter classes. Lowest health, but fastest movespeed class. The shotguns pair really well with her healing station. Her heal station ability heals very, very quickly, and is incredibly powerful at supporting a push when you're stuck at a choke point or corner. People pushing into your heal station without killing it first will usually just get mulched by point-blank shotgun as you heal through the damage they put on you. *Sawbonez - 110/410: The second currently released Medic. Average hp and movespeed, but has a lot of sustainability in combat due to being able to drop medpacks at his own feet to self-heal. The med packs heal over time, and if you take any damage that healing will stop, but if you're good about making sure you always have the ability to toss one at your own feet you can get a nice little bonus to your health if you get into a firefight and can duck behind cover for a reload. My main class currently, and I use the CR73 series of Loadout cards, which has the amazing augment combination of Get Up, Mechanic, and Potent Packs. Probably the best card for competitive play, and easily one of the best cards in the game overall at having augments that really synchronize well with the class. *Phoenix - Unreleased: I believe the abilities are supposed to involve being able to self-res somehow, thus the class name. *Sparks - Unreleased: I don't know anything about this one. Engineers: These are your objective classes. They all have increased speed when planting/disarming C4, and repairing EVs/generators. Use SMGs and shotguns. *Proxy - 90/450: Like Aura, another quick character with low HP. The ability to drop proximity mines is really powerful and people generally don't pay enough attention for them. Really good for getting to and from objectives very quickly and laying some traps on the way. Has shotgun loadouts and an exclusive(?) SMG that is low damage per shot, but high rof and has deep mags. Using speed and movement to keep from taking damage while dishing out your own and laying traps is really satisfying. Good Proxy's are really, really dangerous, despite their low HP. *Bushwacker - 110/410: Everyones favourite deployable turret rear end in a top hat. Think a cross between the TF2 sniper and Engineers. Turrets are really good in this game, and so far seem like they're not too powerful, but they're still a legitimate threat. Good damage output but they die about as fast as most classes. Great for blocking off a choke point or putting behind cover somewhere as a trap to start hitting someone from behind as they run into him. I believe he can get an augment that increases the time it takes the turret to lock on someone, too, so that'd be a must-have. His default SMG, the KEK-10, is really good. *Fletcher - 110/420: Fletcher's default loadout has a flechette shotgun with better range and a tigher choke than the other shotguns. I've yet to use it much but it seems pretty good. Sticky grenades can make great traps, but they're also really great for destroying things like Aura heal stations and groups of people on objectives. Pretty good for defending. He can pick up undetonated stickies after he's thrown them too, and you can also shoot them to blow them up. If someone else shoots his sticky and blows it up, it will injure him if he's in range. You can shoot them out of the air as he throws them too. Don't stand on your own stickies. *Turtle - Unreleased: Don't know anything about this one yet, but I do like turtles. Fire Support: Also sometimes called your "ammo classes." Their Assault Rifles have great range but the burst rifles are kinda mediocre, while the semi-auto Dreiss is the highest DPS and hits really hard but with a fairly large one of fire on repeated shots. All of them have abilities that rely on view to the sky and all can drop ammo in some way. While maps do have stationary ammo crates, its great to have teammates who toss them all over so you're always nearly topped off. Explodydendron is a great augment to have on here for the slight boost to ability splash range. *Skyhammer - 120/400: Default combat class. His airstrike markers work as small grenades if thrown indoors, and only use 25% of the cooldown if an airstrike is not called in. Airstrikes will always come in right-to-left, perpendicular from the direction he threw them. Markers will glow on the ground with a line showing the direction as they're coming in, and you can hear planes flying by to accompany them. *Arty - 120/400: Very similar to Skyhammer, but his airstrikes are faster and more frequent, while covering a much smaller cylinder rather than a line. I thought I would really like him until I used him, then decided Skyhammer is pretty much better overall. His airstrikes will leave a small glowing ball marker on the ground where they're going to strike. *Kira - 90/450: Orbital laser is loving cool. That alone should sell you on Kira. She's kind of an odd duck with her hp/movespeed numbers, because of the more ranged ability of her weaponry, but it makes her a really powerful flanker and anti-sniper. The laser can be guided and is ridiculous for clearing up groups in the open. It turns slowly so try not to zig-zag with it too much when chasing things with it.Conversely, zig-zag a lot and make sharp turns if you're running from it. *Stoker - Unreleased: Pyro guy. I think he gets molatov cocktails or something. Assault: The big combat classes. Good at killing people and clearing areas, but otherwise they don't have any of the teamplay benefits of all the other classes. Explodydendron perk is really powerful on Fragger and Nader, Looter perk is good on them all. Weapons vary. *Fragger - 150/385: His LMG is easily one of, if not the best auto in the game. Deep mags, accurate, hits hard with each bullet. Surprise cooked grenades will kill anyone except for Rhino, which is a really powerful ability if people get in an enclosed space. Really great combat class if you just want to frag, as his name suggests. Non-LMG loadouts are either burst AR or M4. *Nader - 100/430: Her grenades are really good. I don't know if the damage model on them is the same as Fraggers' nades, but the grenade launcher is an incredibly good ability to clearing up choke points and people hiding. Martyrdom ability is great for being a troll in a group of enemies. With a keen eye on your spawn wave timers, you can make the call to suicide into a ball of enemies if they're bunched up too heavily. Run in spraying your nades into the group, then unload your SMG and maybe get some melees off, then when you fall over dead in the group, press F and laugh as the idiots who didn't move get blown up... and then you just respawn because you paid attention to the timers, right? *Rhino - 200/350: More of a hippo than a rhino. He's pretty much the TF2 Heavy. Minigun has a heat mechanic and unlimited ammo, can spin up with right click, and is really powerful for spraying down groups. Super tanky with his health, pair one with a pocket Aura dropping stations and good luck getting them out of their little medical tent without explosives. Primary weapons are shotguns, to even further shore up his close-range damage output. Stay back when fighting a Rhino. *Thunder - Unreleased: I think he gets concussive or flashbang grenades, something like that. Recon: Snipers and such. Theres only one released right now so its hard for me to really try to give them more of a niche than that. *Vassili - 100/420: Your sniper that all the 360noscopecodkiddies are gonna flock to. Like snipers in most games of this type, 90% will be a waste of a slot on your team, 9% will at least try to pull their weight, but the 1% will carry super hard. Headshots will instakill and instagib everyone, so they can't be revived. Pretty powerful for that. I'm not really sure how the heartbeat scanner thing actually works. *Aimee - Unreleased: Don't know poo poo about her. *Phantom - Unreleased: I think I heard he some kind of cloaking character with a Katana and melee focus. Don't know for sure. *Red Eye - Unreleased: Another sniper, I think. Has a beret and a glowing red eye. This ones just a guess but maybe some sort of thermal scan, as a different flavour of Vassili's heartbeat scanner? This post kinda reads like I got bored as I continued through it, but its more than I just started with the ones I had a bit more to say about. I'm sure theres more little tips and things that can be shared, but this should be a good overview for new players at least. Hope it helps! Segmentation Fault posted:Check your daily missions. They'll offer bounties for things like "win 3 Objective matches" or "play 5 rounds with Aura." Once you do one the slot's opened up and in a while you'll get a new one. Worth noting that they made it so the daily missions are no longer daily, there are 6 at a time but they refill on a 3-hour timer now, instead of daily. You can cancel out unwanted missions if you'd like, and that slot will refill with the next 3-hour timer. Between these and the daily "first win" and "first game of ___" bonuses you get a nice boost to credit income just for playing a bit. The devs really ramped up credit income like crazy over a pretty short time span, and I'm hoping that continues up a bit further. I feel its still kinda slow for the price of things.
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# ? Jun 8, 2015 05:29 |
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Fragger is really good and fun and strong, also proximity mines are really annoying
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# ? Jun 8, 2015 08:17 |
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I love the character design, especially how the females are all wearing practical outfits. I just hope they won't gently caress up that cohesive art style with giant hats. I also hope they'll either fix their matchmaking or find more players, because I shouldn't have to go from the AUS server to the USW one when I live in loving Belgium. Finally, I hope I'll become less horrible at this game after a while. How should I fight with Proxy ? I'm laying mines in corners and chokepoints, but I don't really know if I should hunt down stragglers, bait people into following me (seems a bit too obvious), hit and run or just duke it out. I guess I just need more experience in general.
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# ? Jun 8, 2015 13:25 |
DoubleDonut posted:Fragger is really good and fun and strong, also proximity mines are really annoying If you're a faster class you can run and jump past them to shake off some of the damage.
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# ? Jun 8, 2015 13:33 |
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this game is really bad lol
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# ? Jun 8, 2015 13:36 |
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Rookersh posted:Like there's a cool game here, but it just doesn't feel balanced in a way that'd be fun to play. I dunno, maybe I'm missing something.
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# ? Jun 8, 2015 13:39 |
StabMasterArson posted:this game is really bad lol Please don't cyberbully me
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# ? Jun 8, 2015 13:45 |
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Eraflure posted:I love the character design, especially how the females are all wearing practical outfits. I just hope they won't gently caress up that cohesive art style with giant hats. With Proxy you really need to abuse your movement speed. Don't try to head-on other players if you can avoid it, because you're limited to either a shotgun or a low damage-per-shot SMG. Its a class that makes great use of wall-jumping and the movement mechanics in general. Bait people into mines, set traps for them as best you can, and try to hug cover. If you turn a corner into an open area and theres someone there waiting for you, just get back behind cover unless they're already in shotgun range or they aren't paying any attention to you, in which case ambush them! The prox mines are really good for dropping at your feet as you run back behind a corner if people are chasing you, because they'll run over the mine and get at least a chunk of splash damage, and then eat shotgun to the face. Definitely try to play hit and run on flanks when not doing objectives, and try to pick off those injured stragglers if you can, because they probably wont be able to get away from you. Make sure with every class that you're constantly switching to your melee weapon when you're running around. I have a Logitech G502 and I have one of the extra index finger buttons bound to switch to my knife, so I can instantly swap. Weapon switches in this game, like everything else, are really fast, so you want to make the most of that. Weapons all have a movespeed modifier, with melee being at 100%, pistols being 95%, Shotguns 93%, SMGs 90%, ARs 88%, Snipers 85%, LMGs 82%. Its also worth noting that there are both light and heavy melee attacks when you have your melee equipped, left click is light and does about half damage, right click is heavy and all three can one-shot Auras with a heavy. Combat Knife is 40/80 damage, Stiletto is 35/90, and the Cricket Bat is 55/80. I'm not sure if their range or speed actually varies between the three, however.
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# ? Jun 8, 2015 17:16 |
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Horizontal Tree posted:*Red Eye - Unreleased: Another sniper, I think. Has a beret and a glowing red eye. This ones just a guess but maybe some sort of thermal scan, as a different flavour of Vassili's heartbeat scanner? He gets a smoke grenade and IR vision. The smoke is pretty useless because you can just disable it via graphical settings and even if you don't you can still see nameplates through it. edit: Stoker's molotov is bananas though and if he releases in the state he was in before there will finally be a better pub character than Fragger. Phoix fucked around with this message at 17:30 on Jun 8, 2015 |
# ? Jun 8, 2015 17:28 |
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Some of those class names are pretty terrible
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# ? Jun 8, 2015 17:28 |
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Phoix posted:He gets a smoke grenade and IR vision. The smoke is pretty useless because you can just disable it via graphical settings and even if you don't you can still see nameplates through it. Close enough to my guess. Molatovs would be pretty cool, but I could definitely see them being absurdly powerful. Could cut off entire flank lanes temporarily I assume?
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# ? Jun 8, 2015 18:16 |
Updated the character roster to Tree's list. Thanks, Tree! I might do something fancy with that later.
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# ? Jun 8, 2015 21:44 |
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Don't buy credit boosters, you won't see any return from them and you may as well just buy the mercenaries straight up if your time is valuable enough to consider boosting. Don't buy the elite cases, either. The cobalt 1/50 drop chance includes plenty of very awful cards which aren't worth equipping over basic The dev team at Splash Damage is ratcheting up and adding more hands for open beta. That means there is a *lot* of stuff which is going to change from week to week, and sometimes that means the stuff you just found/bought will get nerfed into the ground. The rule of thumb seems to be that a mercenary will be at their strongest the week they're released, and then 2 or 3 weeks later they'll get hit with a big nerf and go onto free rotation. After that, they're tweaked into what you can expect them to be for realsies. If that kind of deal is not OK with you, don't buy mercs when they're released. Microsoft Weird fucked around with this message at 23:46 on Jun 8, 2015 |
# ? Jun 8, 2015 22:14 |
schizopol posted:The rule of thumb seems to be that a mercenary will be at their strongest the week they're released, and then 2 or 3 weeks later they'll get hit with a big nerf and go onto free rotation. After that, they're tweaked into what you can expect them to be for realsies. If that kind of deal is not OK with you, don't buy mercs when they're released. From what I understand this is how Riot handles League of Legends champions. I think it's dumb in LoL because that game's live and you're constantly trying to balance stuff on a platform where competitive gaming is taking place, but Dirty Bomb is clearly in open beta and things aren't quite ready yet.
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# ? Jun 8, 2015 22:36 |
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I'm enjoying this game a lot more than I thought I would. Still has the problem all objective-based shooters have where sometimes your team thinks every game is team deathmatch, but the classes all feel satisfying to use.Horizontal Tree posted:*Vassili - 100/420: Your sniper that all the 360noscopecodkiddies are gonna flock to. Like snipers in most games of this type, 90% will be a waste of a slot on your team, 9% will at least try to pull their weight, but the 1% will carry super hard. Headshots will instakill and instagib everyone, so they can't be revived. Pretty powerful for that. I'm not really sure how the heartbeat scanner thing actually works. If they are what I think they are, the heartbeat scanners are those little blinking balls that reveal where enemies are nearby. If you see DETECTED flash up, look down and there's probably one right there.
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# ? Jun 8, 2015 22:45 |
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Segmentation Fault posted:From what I understand this is how Riot handles League of Legends champions. Then you understand wrong
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# ? Jun 8, 2015 23:16 |
This game has a lot of potential but BOY does it have some pretty glaring issues! Though some of those issues can be summed up as pubbies being pubbies there are stuff like the level design not being very good and everything being really expensive.
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# ? Jun 9, 2015 00:41 |
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I'm enjoying this a lot, but I also preordered Brink so take it how you will. It's a lot better balanced, though defense still seems a bit too easy. It also seems that Aura needs some serious balance work, since her shotgun is exceptionally powerful, and a mediocre team of nothing but Aura and Sawbones can basically shut out a team way way too easily. The economy seems ok enough too, since I've made $30,000 in like 4 hours of play.
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# ? Jun 9, 2015 00:50 |
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Segmentation Fault posted:Updated the character roster to Tree's list. Thanks, Tree! I might do something fancy with that later. schizopol posted:(You can get a refund of in-game credits for any starter pack mercenaries unlocked before you bought in, just contact Nexon Support.) Maduo posted:If they are what I think they are, the heartbeat scanners are those little blinking balls that reveal where enemies are nearby. If you see DETECTED flash up, look down and there's probably one right there. watho posted:This game has a lot of potential but BOY does it have some pretty glaring issues! Though some of those issues can be summed up as pubbies being pubbies there are stuff like the level design not being very good and everything being really expensive. Credit income has been increased DRASTICALLY in just the past month. Its still beta and it shows they're taking a lot of steps in the right direction there. Elite Case and Booster prices are bullshit though, don't buy anything with real money other than the starter pack on Steam. Elliotw2 posted:The economy seems ok enough too, since I've made $30,000 in like 4 hours of play. Horizontal Tree fucked around with this message at 01:46 on Jun 9, 2015 |
# ? Jun 9, 2015 01:32 |
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Elliotw2 posted:I'm enjoying this a lot, but I also preordered Brink so take it how you will. It's a lot better balanced, though defense still seems a bit too easy. It also seems that Aura needs some serious balance work, since her shotgun is exceptionally powerful, and a mediocre team of nothing but Aura and Sawbones can basically shut out a team way way too easily. The first 30k credits are easy. After that it becomes a real slog.
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# ? Jun 9, 2015 01:49 |
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Just send Nexon Support a message from your support account and tell them you heard it was possible. Give them a link to your steam profile and tell them you bought the starter pack and which mercs you unlocked beforehand. Make sure your profile is publicly visible.
Microsoft Weird fucked around with this message at 03:16 on Jun 9, 2015 |
# ? Jun 9, 2015 01:52 |
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I found a nice spreadsheet for the spergs! Gun numbers in-depth. https://docs.google.com/spreadsheets/d/t1KG1mkIajGcBuDFQ6MTKlw/edit#gid=0 schizopol posted:Just send Nexon Support a message from your support account and tell them you heard it was possible. Give them a link to your steam profile and tell them you bought the starter pack and which mercs you unlocked beforehand. Make sure your profile is publicly visible. Thanks for this, definitely gonna do it tonight. Hope I can get that 30k for Sawbonez back.
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# ? Jun 9, 2015 03:28 |
I'm gonna have to do that refund for Proxy. Proxy with her SMG I'd some great fun.
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# ? Jun 9, 2015 03:39 |
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Is there a goon squad rolling around out there? Playing with pubbies is garbage.
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# ? Jun 9, 2015 05:21 |
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Was playing this last night and having a blast, especially with Aura and her gently caress you Shotgun and campy healing station. If people haven't worked it out yet if you're sprinting and you hit Crouch then immediately hit jump you'll long jump. Just like in Half Life 1, though not as far! It comes with a little slowdown so only use it to boost for cover or over a gap, not all the time. Ammo packs reduce peoples ability cooldown by 15% if you direct hit them with it. Health packs give a bit of an instant heal for a direct hit. More points too! Feel free to res people in line of sight of the enemy. They get a 2 second spawn shield while revived providing they don't fire or use an ability. Plenty of time for them to get back into cover. Also charging a the Res Paddles not only increases the health of the person when revived but also the range at which you can use them. Another a good tip, the EV needs people to push it like the TF2 Bomb and the more around it the faster it goes. Once it's repaired don't gently caress off and leave it there, group up around it! If you don't like a particular daily mission then on the front page you can click the little X in the top right to change it for a new one. You can't change the new one but if you weren't going to do the first one anyway it's worth the gamble! They refresh every three hours. Any advice on what class to pick up first? An Objective one makes sense to round out the starting team, but which? Fans fucked around with this message at 08:59 on Jun 9, 2015 |
# ? Jun 9, 2015 08:20 |
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Help I can't decide if I want Fletcher or Proxy When do free characters switch over? I'm really enjoying Fragger and I want to try out Nader to see if I like her more. Finally, is there any way to party up? My friends and I have just been having one of us connect to the server and everyone else trying to join them, which seems inelegant.
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# ? Jun 9, 2015 09:23 |
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I tried this out the other day and it seems like a Splash Damage game, but I'm concerned by the possible pay to win aspect. Are higher tier character variants significantly better?
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# ? Jun 9, 2015 10:00 |
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played this game a bit yesterday, it was pretty fun!
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# ? Jun 9, 2015 10:08 |
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AlmightyPants posted:I tried this out the other day and it seems like a Splash Damage game, but I'm concerned by the possible pay to win aspect. Are higher tier character variants significantly better? It seems to be very League of Legends like. You can expand your roster, but every Merc is useful so your randomly assigned Mercs aren't going to let you down. The higher tier cards have a few useful perks but nothing that'd make them significantly better. You can earn everything by just playing, there's nothing P2W I've seen yet.
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# ? Jun 9, 2015 10:13 |
It doesn't feel worth it to save up and buy another merc after you've gotten your initial 30k but there isn't really anything else worth doing with them except for trading up loadouts.
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# ? Jun 9, 2015 10:35 |
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Just save up for the mercs you want to play with all the time. Everything else will come eventually.
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# ? Jun 9, 2015 10:39 |
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# ? Apr 26, 2024 13:32 |
I mean, I already have Proxy and Aura which are the ones I want to play as all the time. I do kinda want to try Fletcher though so I might save up for him and I guess they might add some new ones I want to get later.
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# ? Jun 9, 2015 10:50 |