Dirty Bomb® - Moobabe


Nuclear Winter has arrived. Check out our brand new microsite for more information.

https://www.dirtybomb.com/chapters/the-nuclear-winter/



NEW SYSTEM: WEAPON CARDS

Weapon Cards are a brand new system in Dirty Bomb, allowing you to change the weapon skin on your favourite Loadout Cards. There are three skin sets in this first iteration for purchase, but also some festive skins that you will unlock just through playing in the event. You can read a full breakdown of the Weapon Card system in this news post.

NEW SYSTEM: MERC DECKS

Merc Decks are another new system in Dirty Bomb, allowing far more customisation for your favourite Mercs than ever before. You select your Merc, apply your Loadout Card and then equip a brand new Weapon Skin. You can also equip a Trinket per Merc, meaning that each of the three Mercs you take into battle will be fully customised.

MVP BALANCE CHANGES

The MVP screen was one of our main additions in the Javelin update and we haven’t stopped working on it since its introduction. We feel that it is important that our players get their time in the spotlight, no matter how they contributed to the success of the team. We’ve changed how the MVP awards are calculated to ensure that the award distribution is fair and more reliable. However, this is just the first step. We will be constantly monitoring and adjusting the MVP system to provide a good user experience. Below are some of the bug fixes we have applied in this update.

MVP award for Most Accurate changed from “Shots Landed” to “Overall Accuracy %”
Fixed bug where Best Merc award sometimes displayed the incorrect Merc
Fixed bug where Most Kills award also counted Friendly kills

MERC BALANCE OVERVIEW

GUARDIAN

Guardian is currently not where we want her to be, and we are looking to improve her over the next couple of updates. It is important to make her Bionic Pulse more reliable and her Sky Shield more attack focused. To do that we are planning on increasing the range of her passive ability and applying some fixes for her Bionic Pulse.

Both changes should impact her status/quality massivly. However, in this update we want to apply some smaller balance changes that allow players to keep the shield up longer at the cost of the device’s health. We want to make sure that players don`t have to focus her Sky Shield for too long and can instead focus on general combat.

Sky Shield lifespan increased from 10 to 12 seconds
Sky Shield health reduced from 90 to 60

JAVELIN

Javelin is still one of our main focuses for balancing to ensure she is ready for the next ranked season, but we felt we went slightly too far with the acceleration changes in the last update. Therefore we decided to take a step back and give her a bit more power again by speeding up the rocket’s acceleration. This change still ensures that players have more time to find cover or shoot down the rocket without making it too frustrating.

Rocket acceleration time reduced from 2 to 1.25 seconds
Rocket base speed changed from 40% to 30% of maximum speed

PROXY

Every player has their own opinion of Proxy. Proxy players love her and her playstyle while others can get frustrated playing against her. With this change we have tried to satisfy the players that play against a Proxy without impacting her in the hands of skilled players.

Damage Radius reduced from 240 to 208
Inner Damage Radius increased from 16 to 32

RHINO

Rhino was weakened by some of the changes in the last update and we wanted to re-address his position in the game. This change focuses on keeping players shooting for longer.

Minigun energy cost reduced by ~ 25%
Minigun max spread reduced by ~ 10%

SPARKS

We wanted to limit Sparks slightly in her damage output. This may look like a small change as it still allows her still to one-shot 120HP Mercs, but the difference is that she now has to fully charge her Revivr to do so.

Revivr damage reduced from 65 to 60

EXPERIENCE POINTS

Our goal is that all players have an equal chance of collecting enough XP no matter which Merc they play. Therefore we have decided to make some additional Experience Points changes after reviewing the current state of the game. On average Medics are collecting the most XP while Covert Ops and Soldiers are on the lower end.

Guardian is an exception in this case because she still suffers from the low Experience Points gain that she has since her release. These changes should bring all of the Mercs closer together, but we will continue monitoring the changes.

Aimee – “Spotting an Enemy with Third Eye” XP from 60 to 80 per enemy
Phantom – “Disabling a deployable” XP from 80 to 85 per deployable
Rhino – “Suppressing Fire” XP from 20 to 30
Guardian – “Projectile destroyed” XP from 50 to 60
Thunder – “Concussing an enemy” XP from 30 to 40

WEAPON BALANCE OVERVIEW

SHOTGUNS

We have tried to trim down the reload times on shotguns as much as we can, due to the amount of “down time” players have between shooting and reloading. To do this best, we have sped up the pump animation, which is the pump that takes place after loading to full capacity. This will cut off a significant amount of time when reloading to full capacity.

HOLLUNDS 880

Reload pump time reduced by ~20%
Total reload time decreased to 2.45 seconds from 2.55 seconds

REMBURG 7

Reload pump time reduced by ~20%
Total reload time decreased to 2.3 seconds from 2.4 seconds

AHNUHLD-12

The Ahnuhld after its recent changes suffers from running low on ammunition relatively fast, compared to other shoguns, due to its faster fire-rate. More shots are required for a kill as well, because of its considerably lower damage overall. It has had its starting capacity increased slightly to give it a little more sustain-power.

Increased starting magazines to 3.5 from 3
Reload pump time reduced by ~20%
Total reload time decreased to 2.7 seconds was 2.85 seconds

BOLT-ACTION SNIPER RIFLES

FEL-IX

Across the board players have reported that the FEL-IX felt worse to use following the balancing changes. We want to give this more time so that players learn to use newly balanced sniper rifles, before making further drastic changes. However, there are a few quality-of-life improvements to the FEL-IX, such as a slightly bigger magazine size and balanced fire-rate and reload timings. The timing of fire-interval and cocking the rifle has also been adjusted, to make timing the next shot feel more accurate and responsive.

Increased magazine capacity from 5 to 6
Reduced starting magazines to 3.5 from 4
RPM increased to 34 from 32
Adjustments to fire-interval and cocking animation timings

GRANDEUR SR

Horizontal recoil decreased by ~30%

OTHER CHANGES AND FIXES

Added 28 new Steam Achievements
Fixed bug where some commander dialog was missing from Vault
Fixed grammar for Proxy daily play mission
Fixed bug where Assault Course trinkets were not being granted. If this affected you, please contact customer support.
Fixed bug where it was impossible to earn ‘Best Javelin’ MVP
Fixed bug where Vault subtitles were inconsistent with commander dialog
Fixed bug where ‘Most Accurate’ MVP award could be awarded incorrectly
Fixed bug where players who had damaged the EV would sometimes get a random additional 1 XP
Added a new UI notification from the main menu showing when you have unopened cases in your inventory

KNOWN ISSUES

We are aware of an issue with the Jackal Lantern audio not playing
Some of the UI tooltips around equipping Weapon Cards to multiple decks are unclear
Dirty Bomb® - Moobabe


Nuclear Winter has arrived. Check out our brand new microsite for more information.

https://www.dirtybomb.com/chapters/the-nuclear-winter/



NEW SYSTEM: WEAPON CARDS

Weapon Cards are a brand new system in Dirty Bomb, allowing you to change the weapon skin on your favourite Loadout Cards. There are three skin sets in this first iteration for purchase, but also some festive skins that you will unlock just through playing in the event. You can read a full breakdown of the Weapon Card system in this news post.

NEW SYSTEM: MERC DECKS

Merc Decks are another new system in Dirty Bomb, allowing far more customisation for your favourite Mercs than ever before. You select your Merc, apply your Loadout Card and then equip a brand new Weapon Skin. You can also equip a Trinket per Merc, meaning that each of the three Mercs you take into battle will be fully customised.

MVP BALANCE CHANGES

The MVP screen was one of our main additions in the Javelin update and we haven’t stopped working on it since its introduction. We feel that it is important that our players get their time in the spotlight, no matter how they contributed to the success of the team. We’ve changed how the MVP awards are calculated to ensure that the award distribution is fair and more reliable. However, this is just the first step. We will be constantly monitoring and adjusting the MVP system to provide a good user experience. Below are some of the bug fixes we have applied in this update.

MVP award for Most Accurate changed from “Shots Landed” to “Overall Accuracy %”
Fixed bug where Best Merc award sometimes displayed the incorrect Merc
Fixed bug where Most Kills award also counted Friendly kills

MERC BALANCE OVERVIEW

GUARDIAN

Guardian is currently not where we want her to be, and we are looking to improve her over the next couple of updates. It is important to make her Bionic Pulse more reliable and her Sky Shield more attack focused. To do that we are planning on increasing the range of her passive ability and applying some fixes for her Bionic Pulse.

Both changes should impact her status/quality massivly. However, in this update we want to apply some smaller balance changes that allow players to keep the shield up longer at the cost of the device’s health. We want to make sure that players don`t have to focus her Sky Shield for too long and can instead focus on general combat.

Sky Shield lifespan increased from 10 to 12 seconds
Sky Shield health reduced from 90 to 60

JAVELIN

Javelin is still one of our main focuses for balancing to ensure she is ready for the next ranked season, but we felt we went slightly too far with the acceleration changes in the last update. Therefore we decided to take a step back and give her a bit more power again by speeding up the rocket’s acceleration. This change still ensures that players have more time to find cover or shoot down the rocket without making it too frustrating.

Rocket acceleration time reduced from 2 to 1.25 seconds
Rocket base speed changed from 40% to 30% of maximum speed

PROXY

Every player has their own opinion of Proxy. Proxy players love her and her playstyle while others can get frustrated playing against her. With this change we have tried to satisfy the players that play against a Proxy without impacting her in the hands of skilled players.

Damage Radius reduced from 240 to 208
Inner Damage Radius increased from 16 to 32

RHINO

Rhino was weakened by some of the changes in the last update and we wanted to re-address his position in the game. This change focuses on keeping players shooting for longer.

Minigun energy cost reduced by ~ 25%
Minigun max spread reduced by ~ 10%

SPARKS

We wanted to limit Sparks slightly in her damage output. This may look like a small change as it still allows her still to one-shot 120HP Mercs, but the difference is that she now has to fully charge her Revivr to do so.

Revivr damage reduced from 65 to 60

EXPERIENCE POINTS

Our goal is that all players have an equal chance of collecting enough XP no matter which Merc they play. Therefore we have decided to make some additional Experience Points changes after reviewing the current state of the game. On average Medics are collecting the most XP while Covert Ops and Soldiers are on the lower end.

Guardian is an exception in this case because she still suffers from the low Experience Points gain that she has since her release. These changes should bring all of the Mercs closer together, but we will continue monitoring the changes.

Aimee – “Spotting an Enemy with Third Eye” XP from 60 to 80 per enemy
Phantom – “Disabling a deployable” XP from 80 to 85 per deployable
Rhino – “Suppressing Fire” XP from 20 to 30
Guardian – “Projectile destroyed” XP from 50 to 60
Thunder – “Concussing an enemy” XP from 30 to 40

WEAPON BALANCE OVERVIEW

SHOTGUNS

We have tried to trim down the reload times on shotguns as much as we can, due to the amount of “down time” players have between shooting and reloading. To do this best, we have sped up the pump animation, which is the pump that takes place after loading to full capacity. This will cut off a significant amount of time when reloading to full capacity.

HOLLUNDS 880

Reload pump time reduced by ~20%
Total reload time decreased to 2.45 seconds from 2.55 seconds

REMBURG 7

Reload pump time reduced by ~20%
Total reload time decreased to 2.3 seconds from 2.4 seconds

AHNUHLD-12

The Ahnuhld after its recent changes suffers from running low on ammunition relatively fast, compared to other shoguns, due to its faster fire-rate. More shots are required for a kill as well, because of its considerably lower damage overall. It has had its starting capacity increased slightly to give it a little more sustain-power.

Increased starting magazines to 3.5 from 3
Reload pump time reduced by ~20%
Total reload time decreased to 2.7 seconds was 2.85 seconds

BOLT-ACTION SNIPER RIFLES

FEL-IX

Across the board players have reported that the FEL-IX felt worse to use following the balancing changes. We want to give this more time so that players learn to use newly balanced sniper rifles, before making further drastic changes. However, there are a few quality-of-life improvements to the FEL-IX, such as a slightly bigger magazine size and balanced fire-rate and reload timings. The timing of fire-interval and cocking the rifle has also been adjusted, to make timing the next shot feel more accurate and responsive.

Increased magazine capacity from 5 to 6
Reduced starting magazines to 3.5 from 4
RPM increased to 34 from 32
Adjustments to fire-interval and cocking animation timings

GRANDEUR SR

Horizontal recoil decreased by ~30%

OTHER CHANGES AND FIXES

Added 28 new Steam Achievements
Fixed bug where some commander dialog was missing from Vault
Fixed grammar for Proxy daily play mission
Fixed bug where Assault Course trinkets were not being granted. If this affected you, please contact customer support.
Fixed bug where it was impossible to earn ‘Best Javelin’ MVP
Fixed bug where Vault subtitles were inconsistent with commander dialog
Fixed bug where ‘Most Accurate’ MVP award could be awarded incorrectly
Fixed bug where players who had damaged the EV would sometimes get a random additional 1 XP
Added a new UI notification from the main menu showing when you have unopened cases in your inventory

KNOWN ISSUES

We are aware of an issue with the Jackal Lantern audio not playing
Some of the UI tooltips around equipping Weapon Cards to multiple decks are unclear
Dirty Bomb® - Moobabe


Weapon Skins. Holiday Event. Castle.

All coming next week!

https://www.youtube.com/watch?v=QBdgpBxMxYc

Follow Dirty Bomb on Twitter: https://twitter.com/DirtyBomb

Like us on Facebook: https://www.facebook.com/DirtyBombGame/

Subscribe on YouTube: https://www.youtube.com/user/dirtybombgame
Dirty Bomb® - Moobabe


Weapon Skins. Holiday Event. Castle.

All coming next week!

https://www.youtube.com/watch?v=QBdgpBxMxYc

Follow Dirty Bomb on Twitter: https://twitter.com/DirtyBomb

Like us on Facebook: https://www.facebook.com/DirtyBombGame/

Subscribe on YouTube: https://www.youtube.com/user/dirtybombgame
Dirty Bomb® - shoe.
Hey all!



Castle is almost here! But so is the next Merc..

https://www.youtube.com/watch?v=4MX-Bz6nhBc

Community Spotlight - 'Random Pub Montage' by Stimpy: https://www.youtube.com/watch?v=FaCxjy4Ky_k
OCB World Cup: https://www.twitch.tv/andarne

Subscribe to us on YouTube: https://www.youtube.com/user/dirtybombgame/videos
Like us on Facebook: https://www.facebook.com/DirtyBombGame/
Follow us on Twitter: https://www.twitter.com/DirtyBomb

Enjoy,
shoe.
Dirty Bomb® - shoe.
Hey all!



Castle is almost here! But so is the next Merc..

https://www.youtube.com/watch?v=4MX-Bz6nhBc

Community Spotlight - 'Random Pub Montage' by Stimpy: https://www.youtube.com/watch?v=FaCxjy4Ky_k
OCB World Cup: https://www.twitch.tv/andarne

Subscribe to us on YouTube: https://www.youtube.com/user/dirtybombgame/videos
Like us on Facebook: https://www.facebook.com/DirtyBombGame/
Follow us on Twitter: https://www.twitter.com/DirtyBomb

Enjoy,
shoe.
Nov 23, 2017
Dirty Bomb® - Moobabe


In one of our most recent Dev Update videos, our lead designer talked about the importance of an in-game telemetry system for future balance updates. Today's update marks the first wave of balance changes since that system has been implemented. We've listened to player feedback from a number of channels before digging into the figures ourselves to make some changes to a number of weapons.

These changes aren't the be all and end all, though. There will be ongoing balance changes to weapons and Mercs over the coming months, and we'll be monitoring how these changes play out in the real world to see if any further tweaks are required.

WEAPON BALANCE

ASSAULT RIFLES

DREISS AR

The Dreiss AR is fairly balanced in low-level play, but it out-performs other Assault Rifles in high-level play. Because of this, some changes were made to its high accuracy and damage output. A good middle-ground also had to be established to bridge the gap between automatic assault rifles and semi-auto sniper rifles – these changes should help it fill its niche role between the two categories, without being an obvious choice over other, similar weapons.

  • Damage reduced to 25 (was 27)
  • Maximum spread increased by ~45%
  • Vertical recoil increased by ~20%
  • Horizontal recoil increased by ~35%

    BURST-FIRE RIFLES

    Burst-fire rifles will have an overall increased fire-interval between each shot. They are too reliable at landing consecutive headshots currently, meaning that they have a very low Time-To-Kill. We feel that tracking-aim should be emphasized and encouraged more in the handling of these weapons, to be more in line with the spirit of Dirty Bomb's core gunplay. Increased recoil should also impact them at being overly effective and accurate at long range.

    BR-16

  • RPM in a burst decreased to 585 (was 720)
  • Vertical recoil increased by ~10%
  • Horizontal recoil increased by ~35%

    STARK AR

  • RPM in a burst decreased to 625 (was 800)
  • Vertical recoil increased by ~35%
  • Horizontal recoil increased by ~50%

    REVOLVERS

    Revolvers have been in a powerful spot in the past in comparison to their pistol counterparts, although the recent changes to make them more consistent with bolt-action and semi-auto sniper rifles was possibly a step in the wrong direction.

    They will be pulled back in line with pistols and kept consistent with semi-auto rifles and other weapon behaviours. Prior to their recent changes they were considered far too strong, so their fire-rate has been slowed slightly to encourage a more tactical and aim-focused playstyle, rather than close-range spam.

    SIMEON .357

  • Damage increased to 30 (was 24)
  • RPM decreased to 180 (was 225)
  • Headshot multiplier reduced to 2.0x (was 2.5x)

    SMJÜTH & WHETSMAN .40

  • Damage increased to 34 (was 27)
  • RPM decreased to 157 (was 200)
  • Headshot multiplier reduced to 2.0x (was 2.5x)

    SHOTGUNS

    Shotguns are currently an efficient and popular pick in low-level matches, however their usability in high-level play is significantly lower. These changes are designed to make shotguns more accurate, but lower damage and headshot multipliers to ensure Mercs are not killed in one shot as consistently at close range as they are currently. This should reward good aim and timing, while retaining what gives shotguns a distinct play-style.

    They should also be more effective at mid-range so that they can compete a little more as a choice with their SMG counter-parts that other Mercs have available to them.

    HOLLUNDS 880

  • Capacity increased to 7 (was 6)
  • Maximum capacity increased to 28 (was 24)
  • Damage per pellet reduced to 7 (was 8)
  • Total reload time increased to 2.55s (was 2.5s)
  • Headshot Multiplier reduced to 1.0x (was 1.3x)
  • Legshot Multiplier increased to 0.9x (was 0.75x)
  • Spread decreased by ~25%
  • Vertical recoil increased by ~40%
  • Increased minimum range to 380 (was 100)
  • Increased maximum range to 1750 (was 1600)

    REMBURG 7

  • Capacity increased to 6 (was 5)
  • Maximum capacity increased to 27 (was 22)
  • Damage per pellet reduced to 7 (was 8)
  • Total reload time increased to 2.4s (was 2.2s)
  • Headshot Multiplier reduced to 1.0x (was 1.3x)
  • Legshot Multiplier increased to 0.9x (was 0.75x)
  • Spread decreased by ~15%
  • Vertical recoil increased by ~40%
  • Increased minimum range to 320 (was 75)
  • Increased maximum range to 1500 (was 1400)

    AHNUHLD-12

  • Capacity increased to 8 (was 7)
  • Maximum capacity increased to 32 (was 28)
  • Damage per pellet reduced to 6 (was 7)
  • RPM increased to 100 (was 95)
  • Total reload time decreased to 2.85s (was 3.1s)
  • Headshot Multiplier reduced to 1.0x (was 1.3x)
  • Legshot Multiplier increased to 0.9x (was 0.75x)
  • Spread decreased by ~30%
  • Vertical recoil increased by ~75%
  • Increased minimum range to 470 (was 180)

    BOLT-ACTION SNIPER RIFLES

    Bolt-Action Rifles will be made more distinct from their semi-auto counterparts. Their headshot multiplier will be different to reflect this (at 2.3x) and they will be made more distinct from one-another, because currently sentiment reflects that there is very little reason to pick the FEL-IX over the MoA.

    MOA SNPR-1

    Important: The MoA can deal a maximum of 138 damage per shot (with a headshot), meaning that Fragger can no longer be 1-shot by the faster firing bolt-action rifle. The MoA will instagib a Merc with 69hp or less, with a headshot.

    The MoA SNPR-1 previously felt very fast and too high in damage output according to the community. Slowing the MoA down encourages more skilful and well-timed shots – this is a change that applies to both bolt-action rifles.

  • RPM decreased to 40 (was 50)
  • Vertical recoil increased by 90%
  • Headshot multiplier decreased to 2.3x (was 2.5x)
  • Instagibs Mercs with 69 health or less (was 75)

    FEL-IX

    Important: The FEL-IX can deal a maximum of 172 damage per shot (with a headshot), meaning that it can 1-shot a Fragger and Thunder, however it is very slow to fire again – this means every shot has to count. It will also instagib a Merc with 80hp or less, with a headshot.

    Giving the FEL-IX the ability to instagib an 80hp-or-less Merc with a headshot was a choice that was made to reflect its very slow fire-rate. Following up with a gibbing shot is now much slower, so Medics have more of a chance to revive. The instagib should negate this for low health Mercs and reward high-skill play.

  • Capacity decreased to 5 (was 7)
  • Starting clips raised to 4 (was 3)
  • Damage increased to 75 (was 63)
  • RPM decreased to 32 (was 46)
  • Headshot multiplier decreased to 2.3x (was 2.5x)
  • Instagibs Mercs with 80 health or less (was 79)

    SEMI-AUTO SNIPER RIFLES

    Semi-auto rifles have proven tricky to balance when compared to bolt-action rifles, due to their drastically different behavior. Because of this, the headshot multiplier will be reverted to 2.0x (currently 2.5x) to reflect their similar behavior to other semi-auto rifles (such as the Dreiss). Their high fire-rate is their main attribute and we don't want to detract from this, so balancing around their handling and damage output should put them in a better spot overall.

    PDP-70

  • Damage increased to 50 (was 40)
  • RPM decreased to 120 (was 138)
  • Vertical recoil increased by ~45%
  • Horizontal recoil increased by ~30%
  • Headshot multiplier decreased to 2.0x (was 2.5x)

    GRANDEUR SR

  • Capacity reduced to 12 (was 13)
  • Damage increased to 36 (was 32)
  • Maximum spread decreased by ~30%
  • Vertical recoil increased by ~20%
  • Horizontal recoil increased by ~70%
  • Headshot multiplier decreased to 2.0x (was 2.5x)

    SMGS

    Most of the SMG's are in a good spot overall right now, but the SMG-9 could use a small pick-me-up to bring it up to the other SMG's performance levels. Reload speeds have been adjusted for the SMG-9, KEK-10 and Crotzni in order to balance their sustained-fire time and down-time between magazines a little more.

    SMG-9

    The consensus in the competitive community is that the SMG-9 is fairly lacklustre, and it also has the lowest pick-rate for SMGs in high-level play. This is because of its slow reload and high initial spread compared to other SMGs. These changes make it much more accurate overall, although nearer the end of the magazine (with sustained fire) it does get a little less accurate than previously.

    We didn't want to detract from the Hochfir's unique aspect of sustained fire too much, so a slight increase in maximum spread was needed for the SMG-9 to put it on a comparable spread-increase trajectory as other SMGs.

  • Reload time decreased to 1.7s (was 1.9s)
  • Minimum spread decreased by ~20%
  • Maximum spread increased by ~5%

    KEK-10

  • Reload time decreased to 1.8s (was 2.0s)

    CROTZNI

  • Reload time increased to 1.9s (was 1.7s)

    MERC CHANGES

    AIMEE

  • Greatly increased Snitch max throw distance
  • Increased Snitch throw speed from 18 m/s to 20 m/s
  • Increased Snitch detection radius increased from 8.96m to 9.86m
  • Increased Snitch vulnerability radius increased from 8.96m to 9.86m

    AURA

  • Reduced Health Station HP per second from 26 to 23
  • Reduce Health Station HP to Medics per second from 24 to 19

    FRAGGER

  • Increased grenade cooldown from 17s to 20s
  • Decreased grenade damage radius from 4.8m to 4.16m

    GUARDIAN

  • Increased XP earned for Sky Shield destroying a projectile from 30XP to 50XP
  • Increased XP earned for destroying Air Support from 50XP to 80XP
  • Fixed bug where Guardian's 'Extra Supplies' augment would not decrease Bionic Pulse cool down

    JAVELIN

  • Added acceleration phase for Javelin's rocket
  • Fixed bug where Javelin's rocket was slightly misaligned with the crosshair

    PHANTOM

  • Increased XP earned for disabling a deployable from 50XP to 80XP

    REDEYE

  • Decreased XP earned for Spotting from 60XP to 20XP
  • Decrease XP earned for throwing Smoke from 30XP to 20XP

    RHINO

  • Minigun headshot multiplier removed

    SKYHAMMER

  • Reduced Airstrike Marker damage radius from 4.48m to 4.16m
  • Decreased Airstrike cooldown from 70 to 55 seconds
  • Fixed bug where there was no directional indicator for Skyhammer's Airstrike

    STOKER

  • Fixed bug where Stoker's molotov could still deal damage after the effect had ended

    THUNDER

  • Increased XP earned for concussing an enemy from 20XP to 30XP

    GENERAL BALANCE

  • Mercs suicide using an explosive weapons will always be gibbed
  • Reduced Health Insurance duration of XP sharing from 7 to 5 seconds
  • 5 seconds after healing a player, the medic is rewarded with a scaling percentage of all XP earned by that player during that time
  • 5 seconds after reviving a player, the reviver or helper-upper is rewarded with a flat percentage (50%) of all XP earned by that player during that time

    OTHER CHANGES AND FIXES:

    • Made Attacking/Defending More Prominent in Loading Screens
    • Implemented a max frame rate of 300
    • Fixed bug where Daily Play Bonus would pop-up in the inventory screen
    • Fixed bug where notifications for EV damage wouldn't show the correct XP (note: the correct XP was still being earned)
    • Fixed typo in Assault Course scorboard
    • Fixed bug where game could eventually crash with certain older USB game controllers connected
    • Fixed bug where taunt length was not being taken in to consideration for spam protection
    • Fixed bug where players could earn Assault Course Cobalt achievement with some cunning jumps
    • Fixed bug where ability based weapons were appearing in the stat screen
    • Fixed bug where failures to join a match due to matchmaking penalties would silently fail
    • Fixed bug where XP bar would appear frozen after a new player's first match
    • Fixed bug where Accuracy in advanced score breakdown was being calculated incorrectly, and could be >100%
    • Fixed bug where players with a matchmaking penalty could still backfill in to games
    • Fixed bug where Guardian's Sky Shield was not displayed by Bomb Squad augment
    • Fixed bug where the 'Signing in' dialog would block the 'Resume Match' pop up
Nov 23, 2017
Dirty Bomb® - Moobabe


In one of our most recent Dev Update videos, our lead designer talked about the importance of an in-game telemetry system for future balance updates. Today's update marks the first wave of balance changes since that system has been implemented. We've listened to player feedback from a number of channels before digging into the figures ourselves to make some changes to a number of weapons.

These changes aren't the be all and end all, though. There will be ongoing balance changes to weapons and Mercs over the coming months, and we'll be monitoring how these changes play out in the real world to see if any further tweaks are required.

WEAPON BALANCE

ASSAULT RIFLES

DREISS AR

The Dreiss AR is fairly balanced in low-level play, but it out-performs other Assault Rifles in high-level play. Because of this, some changes were made to its high accuracy and damage output. A good middle-ground also had to be established to bridge the gap between automatic assault rifles and semi-auto sniper rifles – these changes should help it fill its niche role between the two categories, without being an obvious choice over other, similar weapons.

  • Damage reduced to 25 (was 27)
  • Maximum spread increased by ~45%
  • Vertical recoil increased by ~20%
  • Horizontal recoil increased by ~35%

    BURST-FIRE RIFLES

    Burst-fire rifles will have an overall increased fire-interval between each shot. They are too reliable at landing consecutive headshots currently, meaning that they have a very low Time-To-Kill. We feel that tracking-aim should be emphasized and encouraged more in the handling of these weapons, to be more in line with the spirit of Dirty Bomb's core gunplay. Increased recoil should also impact them at being overly effective and accurate at long range.

    BR-16

  • RPM in a burst decreased to 585 (was 720)
  • Vertical recoil increased by ~10%
  • Horizontal recoil increased by ~35%

    STARK AR

  • RPM in a burst decreased to 625 (was 800)
  • Vertical recoil increased by ~35%
  • Horizontal recoil increased by ~50%

    REVOLVERS

    Revolvers have been in a powerful spot in the past in comparison to their pistol counterparts, although the recent changes to make them more consistent with bolt-action and semi-auto sniper rifles was possibly a step in the wrong direction.

    They will be pulled back in line with pistols and kept consistent with semi-auto rifles and other weapon behaviours. Prior to their recent changes they were considered far too strong, so their fire-rate has been slowed slightly to encourage a more tactical and aim-focused playstyle, rather than close-range spam.

    SIMEON .357

  • Damage increased to 30 (was 24)
  • RPM decreased to 180 (was 225)
  • Headshot multiplier reduced to 2.0x (was 2.5x)

    SMJÜTH & WHETSMAN .40

  • Damage increased to 34 (was 27)
  • RPM decreased to 157 (was 200)
  • Headshot multiplier reduced to 2.0x (was 2.5x)

    SHOTGUNS

    Shotguns are currently an efficient and popular pick in low-level matches, however their usability in high-level play is significantly lower. These changes are designed to make shotguns more accurate, but lower damage and headshot multipliers to ensure Mercs are not killed in one shot as consistently at close range as they are currently. This should reward good aim and timing, while retaining what gives shotguns a distinct play-style.

    They should also be more effective at mid-range so that they can compete a little more as a choice with their SMG counter-parts that other Mercs have available to them.

    HOLLUNDS 880

  • Capacity increased to 7 (was 6)
  • Maximum capacity increased to 28 (was 24)
  • Damage per pellet reduced to 7 (was 8)
  • Total reload time increased to 2.55s (was 2.5s)
  • Headshot Multiplier reduced to 1.0x (was 1.3x)
  • Legshot Multiplier increased to 0.9x (was 0.75x)
  • Spread decreased by ~25%
  • Vertical recoil increased by ~40%
  • Increased minimum range to 380 (was 100)
  • Increased maximum range to 1750 (was 1600)

    REMBURG 7

  • Capacity increased to 6 (was 5)
  • Maximum capacity increased to 27 (was 22)
  • Damage per pellet reduced to 7 (was 8)
  • Total reload time increased to 2.4s (was 2.2s)
  • Headshot Multiplier reduced to 1.0x (was 1.3x)
  • Legshot Multiplier increased to 0.9x (was 0.75x)
  • Spread decreased by ~15%
  • Vertical recoil increased by ~40%
  • Increased minimum range to 320 (was 75)
  • Increased maximum range to 1500 (was 1400)

    AHNUHLD-12

  • Capacity increased to 8 (was 7)
  • Maximum capacity increased to 32 (was 28)
  • Damage per pellet reduced to 6 (was 7)
  • RPM increased to 100 (was 95)
  • Total reload time decreased to 2.85s (was 3.1s)
  • Headshot Multiplier reduced to 1.0x (was 1.3x)
  • Legshot Multiplier increased to 0.9x (was 0.75x)
  • Spread decreased by ~30%
  • Vertical recoil increased by ~75%
  • Increased minimum range to 470 (was 180)

    BOLT-ACTION SNIPER RIFLES

    Bolt-Action Rifles will be made more distinct from their semi-auto counterparts. Their headshot multiplier will be different to reflect this (at 2.3x) and they will be made more distinct from one-another, because currently sentiment reflects that there is very little reason to pick the FEL-IX over the MoA.

    MOA SNPR-1

    Important: The MoA can deal a maximum of 138 damage per shot (with a headshot), meaning that Fragger can no longer be 1-shot by the faster firing bolt-action rifle. The MoA will instagib a Merc with 69hp or less, with a headshot.

    The MoA SNPR-1 previously felt very fast and too high in damage output according to the community. Slowing the MoA down encourages more skilful and well-timed shots – this is a change that applies to both bolt-action rifles.

  • RPM decreased to 40 (was 50)
  • Vertical recoil increased by 90%
  • Headshot multiplier decreased to 2.3x (was 2.5x)
  • Instagibs Mercs with 69 health or less (was 75)

    FEL-IX

    Important: The FEL-IX can deal a maximum of 172 damage per shot (with a headshot), meaning that it can 1-shot a Fragger and Thunder, however it is very slow to fire again – this means every shot has to count. It will also instagib a Merc with 80hp or less, with a headshot.

    Giving the FEL-IX the ability to instagib an 80hp-or-less Merc with a headshot was a choice that was made to reflect its very slow fire-rate. Following up with a gibbing shot is now much slower, so Medics have more of a chance to revive. The instagib should negate this for low health Mercs and reward high-skill play.

  • Capacity decreased to 5 (was 7)
  • Starting clips raised to 4 (was 3)
  • Damage increased to 75 (was 63)
  • RPM decreased to 32 (was 46)
  • Headshot multiplier decreased to 2.3x (was 2.5x)
  • Instagibs Mercs with 80 health or less (was 79)

    SEMI-AUTO SNIPER RIFLES

    Semi-auto rifles have proven tricky to balance when compared to bolt-action rifles, due to their drastically different behavior. Because of this, the headshot multiplier will be reverted to 2.0x (currently 2.5x) to reflect their similar behavior to other semi-auto rifles (such as the Dreiss). Their high fire-rate is their main attribute and we don't want to detract from this, so balancing around their handling and damage output should put them in a better spot overall.

    PDP-70

  • Damage increased to 50 (was 40)
  • RPM decreased to 120 (was 138)
  • Vertical recoil increased by ~45%
  • Horizontal recoil increased by ~30%
  • Headshot multiplier decreased to 2.0x (was 2.5x)

    GRANDEUR SR

  • Capacity reduced to 12 (was 13)
  • Damage increased to 36 (was 32)
  • Maximum spread decreased by ~30%
  • Vertical recoil increased by ~20%
  • Horizontal recoil increased by ~70%
  • Headshot multiplier decreased to 2.0x (was 2.5x)

    SMGS

    Most of the SMG's are in a good spot overall right now, but the SMG-9 could use a small pick-me-up to bring it up to the other SMG's performance levels. Reload speeds have been adjusted for the SMG-9, KEK-10 and Crotzni in order to balance their sustained-fire time and down-time between magazines a little more.

    SMG-9

    The consensus in the competitive community is that the SMG-9 is fairly lacklustre, and it also has the lowest pick-rate for SMGs in high-level play. This is because of its slow reload and high initial spread compared to other SMGs. These changes make it much more accurate overall, although nearer the end of the magazine (with sustained fire) it does get a little less accurate than previously.

    We didn't want to detract from the Hochfir's unique aspect of sustained fire too much, so a slight increase in maximum spread was needed for the SMG-9 to put it on a comparable spread-increase trajectory as other SMGs.

  • Reload time decreased to 1.7s (was 1.9s)
  • Minimum spread decreased by ~20%
  • Maximum spread increased by ~5%

    KEK-10

  • Reload time decreased to 1.8s (was 2.0s)

    CROTZNI

  • Reload time increased to 1.9s (was 1.7s)

    MERC CHANGES

    AIMEE

  • Greatly increased Snitch max throw distance
  • Increased Snitch throw speed from 18 m/s to 20 m/s
  • Increased Snitch detection radius increased from 8.96m to 9.86m
  • Increased Snitch vulnerability radius increased from 8.96m to 9.86m

    AURA

  • Reduced Health Station HP per second from 26 to 23
  • Reduce Health Station HP to Medics per second from 24 to 19

    FRAGGER

  • Increased grenade cooldown from 17s to 20s
  • Decreased grenade damage radius from 4.8m to 4.16m

    GUARDIAN

  • Increased XP earned for Sky Shield destroying a projectile from 30XP to 50XP
  • Increased XP earned for destroying Air Support from 50XP to 80XP
  • Fixed bug where Guardian's 'Extra Supplies' augment would not decrease Bionic Pulse cool down

    JAVELIN

  • Added acceleration phase for Javelin's rocket
  • Fixed bug where Javelin's rocket was slightly misaligned with the crosshair

    PHANTOM

  • Increased XP earned for disabling a deployable from 50XP to 80XP

    REDEYE

  • Decreased XP earned for Spotting from 60XP to 20XP
  • Decrease XP earned for throwing Smoke from 30XP to 20XP

    RHINO

  • Minigun headshot multiplier removed

    SKYHAMMER

  • Reduced Airstrike Marker damage radius from 4.48m to 4.16m
  • Decreased Airstrike cooldown from 70 to 55 seconds
  • Fixed bug where there was no directional indicator for Skyhammer's Airstrike

    STOKER

  • Fixed bug where Stoker's molotov could still deal damage after the effect had ended

    THUNDER

  • Increased XP earned for concussing an enemy from 20XP to 30XP

    GENERAL BALANCE

  • Mercs suicide using an explosive weapons will always be gibbed
  • Reduced Health Insurance duration of XP sharing from 7 to 5 seconds
  • 5 seconds after healing a player, the medic is rewarded with a scaling percentage of all XP earned by that player during that time
  • 5 seconds after reviving a player, the reviver or helper-upper is rewarded with a flat percentage (50%) of all XP earned by that player during that time

    OTHER CHANGES AND FIXES:

    • Made Attacking/Defending More Prominent in Loading Screens
    • Implemented a max frame rate of 300
    • Fixed bug where Daily Play Bonus would pop-up in the inventory screen
    • Fixed bug where notifications for EV damage wouldn't show the correct XP (note: the correct XP was still being earned)
    • Fixed typo in Assault Course scorboard
    • Fixed bug where game could eventually crash with certain older USB game controllers connected
    • Fixed bug where taunt length was not being taken in to consideration for spam protection
    • Fixed bug where players could earn Assault Course Cobalt achievement with some cunning jumps
    • Fixed bug where ability based weapons were appearing in the stat screen
    • Fixed bug where failures to join a match due to matchmaking penalties would silently fail
    • Fixed bug where XP bar would appear frozen after a new player's first match
    • Fixed bug where Accuracy in advanced score breakdown was being calculated incorrectly, and could be >100%
    • Fixed bug where players with a matchmaking penalty could still backfill in to games
    • Fixed bug where Guardian's Sky Shield was not displayed by Bomb Squad augment
    • Fixed bug where the 'Signing in' dialog would block the 'Resume Match' pop up
Dirty Bomb® - shoe.
Hey all!



Along with the first of many weapon balance updates, a Bonus Credit weekend and a First Edition week are coming too:

https://www.youtube.com/watch?v=6cOs8uTQS7U

Community Spotlight - 'Dirty Bomb: The Sword is Mightier' by Toasty Haymaker: https://youtu.be/7kfv5hXMmIg
OCB World Cup: www.twitch.tv/andarne

Submit a Dirty Bomb Support Ticket: https://dirtybombsupport.zendesk.com/hc/en-us/requests/new

Subscribe to us on YouTube: https://www.youtube.com/user/dirtybombgame/videos
Like us on Facebook: https://www.facebook.com/DirtyBombGame/
Follow us on Twitter: https://www.twitter.com/DirtyBomb

Enjoy!
shoe.
Dirty Bomb® - shoe.
Hey all!



Along with the first of many weapon balance updates, a Bonus Credit weekend and a First Edition week are coming too:

https://www.youtube.com/watch?v=6cOs8uTQS7U

Community Spotlight - 'Dirty Bomb: The Sword is Mightier' by Toasty Haymaker: https://youtu.be/7kfv5hXMmIg
OCB World Cup: www.twitch.tv/andarne

Submit a Dirty Bomb Support Ticket: https://dirtybombsupport.zendesk.com/hc/en-us/requests/new

Subscribe to us on YouTube: https://www.youtube.com/user/dirtybombgame/videos
Like us on Facebook: https://www.facebook.com/DirtyBombGame/
Follow us on Twitter: https://www.twitter.com/DirtyBomb

Enjoy!
shoe.
...