The Containment War Update is almost here, and out of gratitude to all of our players that have been continuing to play dirty and provide their feedback, we're giving everyone that logs into Dirty Bomb in the week after the release of the Containment War Update a special gift.
Every single player that logs in during that time will receive one of the hardest to kill medics out there, Phoenix. He's an expert at healing everyone around him while under heavy fire with his Healing Pulse ability, and he can even revive himself when incapacitated, helping your team keep the pressure on.
If you have already unlocked Phoenix by the time the Containment War update arrives, you'll get a special reward of your own: 1x Elite Case A, 1x Elite Case B and a unique Obsidian Loadout Card for Phoenix!
This will end a week after the release of the Containment War during the week of October 28th, so be sure to grab your free Phoenix while you can!
Note: Dates may fluctuate with final release schedule.
The Containment War Update is almost here, and out of gratitude to all of our players that have been continuing to play dirty and provide their feedback, we're giving everyone that logs into Dirty Bomb in the week after the release of the Containment War Update a special gift.
Every single player that logs in during that time will receive one of the hardest to kill medics out there, Phoenix. He's an expert at healing everyone around him while under heavy fire with his Healing Pulse ability, and he can even revive himself when incapacitated, helping your team keep the pressure on.
If you have already unlocked Phoenix by the time the Containment War update arrives, you'll get a special reward of your own: 1x Elite Case A, 1x Elite Case B and a unique Obsidian Loadout Card for Phoenix!
This will end a week after the release of the Containment War during the week of October 28th, so be sure to grab your free Phoenix while you can!
Note: Dates may fluctuate with final release schedule.
On October 4th, these teams squared off from others across North America and Europe, fighting their way to qualify for the second round. This Sunday, October 18th, those teams will be paired off in a series of best of three matches, to see which team can reign supreme. You can watch the finalists go at it, starting at 18:00 UTC (2 PM EDT, 20:00 CEST) on the DBNation Twitch Stream, and learn more at the DBNation website.
On October 4th, these teams squared off from others across North America and Europe, fighting their way to qualify for the second round. This Sunday, October 18th, those teams will be paired off in a series of best of three matches, to see which team can reign supreme. You can watch the finalists go at it, starting at 18:00 UTC (2 PM EDT, 20:00 CEST) on the DBNation Twitch Stream, and learn more at the DBNation website.
It's been nearly four months since Dirty Bomb hit Open Beta. Since then, we've released four new Mercs, added new features like Private Matches and new varieties of servers, refreshed our anticheat solution, made countless improvements and enough balance changes to shake a cricket bat at... and the best is yet to come.
Our next update will be the biggest we've had since Dirty Bomb entered Open Beta, but we still need more time to get it ready. As such, October's Fine Tuning update contains a few improvements and another round of balance changes and bug fixes. Stay tuned for more info on the next release, and in the meantime enjoy this update!
New Feature: Loadout Trade-In (Beta)
Have a few Loadout cards you don't want to use, but don't want to bump up the rarity? The new Loadout Trade-In system will let you trade in three cards of the same rarity, from Bronze through Cobalt, for a random Loadout Card for the Merc of your choice at the same rarity.
Bronze: 1,400
Silver: 3,200
Gold: 7,200
Cobalt: 24,000
At the moment, Loadout Cards can not be traded in for cards of the same Merc - A future update will contain this functionality. Apart from that, any of your owned Loadout Cards can be traded in, putting those unwanted cards to good use.
5 Player Private Matches
After getting a lot of feedback on Private Matches, we're reducing the minimum players required to allow teams of 5 or more to jump into a server to train together!
Removed Secondary Objective Missions
That's right, they're outta here! Based on player feedback, and the confusion around what constituted completing a Secondary Objective, we've decided to remove them entirely. (Credit to /u/UltraWideGamer for the source image)
Balance Changes
General Gameplay
Reduced the amount of view kick players get when receiving small amounts of damage by ~10%
Phoenix
Slightly reduced the amount of time it takes to switch from Healing Pulse to other items
Redeye
A Smoke Grenade's Smoke Cloud now requires more than one explosion to be dispersed, regardless of the damage of each explosion
Fletcher
Increased Sticky Bomb detonation time to 0.5s (up from 0.366s)
With the Lock-On Augment's 30% faster detonation, time is 0.35s (up from 0.256s)
Sticky Bombs can no longer be detonated by enemy fire for 0.2s after being thrown
Proxy
Reduced Proximity Mine cooldown to 25s (down from 30s)
Hollunds 880
Increased rate of fire to 90 RPM (up from 86)
Dreiss AR
Reduced horizontal recoil by ~10%
Blishlok SMG
Increased effective range to 19m (up from 18m)
Reduced reload time to 1.8s (down from 1.9s)
Other Changes
User Interface
The scoreboard now displays the current Server Name
While typing into a chat box in the main menu, the Console will not longer inadvertently appear if the bound key is pressed
Made several optimizations to HUD performance
Added personal Score Per Minute and KDR to the End Game Review screen
Spectator View now auto-switches away from killed players
Increased Warmup Time back to 20s, as some players were unable to connect in time
Reduced End Game Review to 20s (down from 25s)
Increased Map Voting time to 20s (up from 15s)
Animation
Fixed a few issues with the Grandeur SR reload animation
Improved the Iron-Sight positioning while firing the Grandeur SR
Audio
Hit Beeps are now Enabled by default. These can be disabled in the Audio / Notifications option in the menu, and existing players should not see their settings change with this update
Body-shot Hit Beeps have been made more distinct
Added audio when a Credit Booster is activate
Added mouse-over and click sounds to several buttons in the Main Menu
Added VO lines for when a Merc is firing a Mounted Machine Gun
Adding audio confirmation for incapacitated players
Assorted improvements to the overall audio mix
General Gameplay
Significantly reduced the collision around Mounted Machine Guns
Pressing Q to deploy an item in an invalid location will now switch back to the previously equipped item, rather than leaving the deployable in-hand
Fixed bug where Health Insurance XP was granted if you healed an enemy player
Added new player missions for players at level 3 and below, to better teach the basics of the game
Phantom
Fixed bug where Refractive Armor would not always be disabled if in-use while placing a deployable item (such as C4)
Phoenix
The "Potent Packs" Augment now correctly increases Healing Pulse's healing by 20%
Redeye
Fixed bug where IR Goggles could sometimes not be selected with Q
Sparks
The REVIVR battery will no longer drain faster than intended when using the "Quick Charge" augment
Kukri
Adjusted slash damage timings so that off-screen targets will no longer be hit
Notable Bug Fixes
Fixed hit detection issues when shooting deployable objects
Fixed a bug where player models could become stretched while using a Mounted Machine Gun
It's been nearly four months since Dirty Bomb hit Open Beta. Since then, we've released four new Mercs, added new features like Private Matches and new varieties of servers, refreshed our anticheat solution, made countless improvements and enough balance changes to shake a cricket bat at... and the best is yet to come.
Our next update will be the biggest we've had since Dirty Bomb entered Open Beta, but we still need more time to get it ready. As such, October's Fine Tuning update contains a few improvements and another round of balance changes and bug fixes. Stay tuned for more info on the next release, and in the meantime enjoy this update!
New Feature: Loadout Trade-In (Beta)
Have a few Loadout cards you don't want to use, but don't want to bump up the rarity? The new Loadout Trade-In system will let you trade in three cards of the same rarity, from Bronze through Cobalt, for a random Loadout Card for the Merc of your choice at the same rarity.
Bronze: 1,400
Silver: 3,200
Gold: 7,200
Cobalt: 24,000
At the moment, Loadout Cards can not be traded in for cards of the same Merc - A future update will contain this functionality. Apart from that, any of your owned Loadout Cards can be traded in, putting those unwanted cards to good use.
5 Player Private Matches
After getting a lot of feedback on Private Matches, we're reducing the minimum players required to allow teams of 5 or more to jump into a server to train together!
Removed Secondary Objective Missions
That's right, they're outta here! Based on player feedback, and the confusion around what constituted completing a Secondary Objective, we've decided to remove them entirely. (Credit to /u/UltraWideGamer for the source image)
Balance Changes
General Gameplay
Reduced the amount of view kick players get when receiving small amounts of damage by ~10%
Phoenix
Slightly reduced the amount of time it takes to switch from Healing Pulse to other items
Redeye
A Smoke Grenade's Smoke Cloud now requires more than one explosion to be dispersed, regardless of the damage of each explosion
Fletcher
Increased Sticky Bomb detonation time to 0.5s (up from 0.366s)
With the Lock-On Augment's 30% faster detonation, time is 0.35s (up from 0.256s)
Sticky Bombs can no longer be detonated by enemy fire for 0.2s after being thrown
Proxy
Reduced Proximity Mine cooldown to 25s (down from 30s)
Hollunds 880
Increased rate of fire to 90 RPM (up from 86)
Dreiss AR
Reduced horizontal recoil by ~10%
Blishlok SMG
Increased effective range to 19m (up from 18m)
Reduced reload time to 1.8s (down from 1.9s)
Other Changes
User Interface
The scoreboard now displays the current Server Name
While typing into a chat box in the main menu, the Console will not longer inadvertently appear if the bound key is pressed
Made several optimizations to HUD performance
Added personal Score Per Minute and KDR to the End Game Review screen
Spectator View now auto-switches away from killed players
Increased Warmup Time back to 20s, as some players were unable to connect in time
Reduced End Game Review to 20s (down from 25s)
Increased Map Voting time to 20s (up from 15s)
Animation
Fixed a few issues with the Grandeur SR reload animation
Improved the Iron-Sight positioning while firing the Grandeur SR
Audio
Hit Beeps are now Enabled by default. These can be disabled in the Audio / Notifications option in the menu, and existing players should not see their settings change with this update
Body-shot Hit Beeps have been made more distinct
Added audio when a Credit Booster is activate
Added mouse-over and click sounds to several buttons in the Main Menu
Added VO lines for when a Merc is firing a Mounted Machine Gun
Adding audio confirmation for incapacitated players
Assorted improvements to the overall audio mix
General Gameplay
Significantly reduced the collision around Mounted Machine Guns
Pressing Q to deploy an item in an invalid location will now switch back to the previously equipped item, rather than leaving the deployable in-hand
Fixed bug where Health Insurance XP was granted if you healed an enemy player
Added new player missions for players at level 3 and below, to better teach the basics of the game
Phantom
Fixed bug where Refractive Armor would not always be disabled if in-use while placing a deployable item (such as C4)
Phoenix
The "Potent Packs" Augment now correctly increases Healing Pulse's healing by 20%
Redeye
Fixed bug where IR Goggles could sometimes not be selected with Q
Sparks
The REVIVR battery will no longer drain faster than intended when using the "Quick Charge" augment
Kukri
Adjusted slash damage timings so that off-screen targets will no longer be hit
Notable Bug Fixes
Fixed hit detection issues when shooting deployable objects
Fixed a bug where player models could become stretched while using a Mounted Machine Gun
You enjoyed it so much last weekend, so we're bringing it back again! For this weekend, starting at 17:00 UTC, Friday, October 2nd and ending 17:00 UTC, Monday, October 5th, the prototype game mode Execution will be available for play in marked Dirty Bomb servers, with both the Overground and Canal maps playable. This mode is designed to be a good jumping on point for Dirty Bomb, bringing in a familiar style of gameplay, but maintaining Dirty Bomb's unique flair.
Event Duration -London (BST, UTC +1:00): 18:00, Friday, October 2nd - 18:00, Monday, October 5th -Los Angeles (PDT, UTC -7:00): 10:00 AM, Friday, October 2nd - 10:00 AM, Monday, October 5th -Sydney (AEST, UTC +10:00): 3:00 AM, Saturday, October 3rd - 3:00 AM, Tuesday, October 6th
You enjoyed it so much last weekend, so we're bringing it back again! For this weekend, starting at 17:00 UTC, Friday, October 2nd and ending 17:00 UTC, Monday, October 5th, the prototype game mode Execution will be available for play in marked Dirty Bomb servers, with both the Overground and Canal maps playable. This mode is designed to be a good jumping on point for Dirty Bomb, bringing in a familiar style of gameplay, but maintaining Dirty Bomb's unique flair.
Event Duration -London (BST, UTC +1:00): 18:00, Friday, October 2nd - 18:00, Monday, October 5th -Los Angeles (PDT, UTC -7:00): 10:00 AM, Friday, October 2nd - 10:00 AM, Monday, October 5th -Sydney (AEST, UTC +10:00): 3:00 AM, Saturday, October 3rd - 3:00 AM, Tuesday, October 6th