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Hugh G. Rectum
Mar 1, 2011

I'd argue Proxy is pretty lackluster as well. Against deaf pubs she does okay but decent players hear the mines making them pretty useless and her weapon selection is not great. They need to change it so the mines can be placed on walls/ceilings so they're not as obvious, maybe make them quieter too.

Hugh G. Rectum fucked around with this message at 12:09 on Oct 5, 2015

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Bloodmobile
Jun 15, 2012
I don't see what they could ever do to make Proxy viable short of making mines completely invisible ET-style or otherwise completely redesigning her from the ground up. Fletcher is basically Proxy with more health and a more versatile ability, the only advantage Prox has over Fletch is costing 20,000 credits less.

Jst0rm
Sep 16, 2012
Grimey Drawer
those mines are completely invisible to me. Im color blind and the red is brown and blends in with all the rest of the map.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Sudo Echo posted:

I'd argue Proxy is pretty lackluster as well. Against deaf pubs she does okay but decent players hear the mines making them pretty useless and her weapon selection is not great. They need to change it so the mines can be placed on walls/ceilings so they're not as obvious, maybe make them quieter too.

Yeah, I almost put a special note for Proxy in, but she's the fastest Objective Specialist and shaving a couple seconds off running to the objective can make a huge difference. Her play style is gimmicky and favors lemming rushes too much for my taste, but she does have a niche of sorts.

Ravenfood
Nov 4, 2011

Sudo Echo posted:

I'd argue Proxy is pretty lackluster as well. Against deaf pubs she does okay but decent players hear the mines making them pretty useless and her weapon selection is not great. They need to change it so the mines can be placed on walls/ceilings so they're not as obvious, maybe make them quieter too.
This is going to sound funny since its a change in, well, the last page or so, but I agree. I started playing recently and loved her: Mines could rack up kills, she's fast as hell, and it was the simplest thing to just toss a mine at your feet, pop out around a corner, blast someone with a shotgun, then run away and wait for them to inevitably blindly chase you down. I also got a lot out of just tossing down two mines in quick succession in the middle of a chaotic, close-range push. Even if you got taken out, you could usually either wipe out the people who killed you because the mines would be lost in the confusion, or finish off the enemy medic coming into pick up the fight (because the medic was too busy looking to spam revives). She was pretty good for picking on other new people, people who didn't know the maps, or helping someone who wasn't great at the game pick up a roughly 2:1 kd on more 8v8s. Her loadout is great for exploring the map, looking for flanking routes relatively safely, and teaching the importance of area control. She's a great class for a new person to play, imo, especially against new people.

As I played a bit more, though, she started seeming weaker and weaker. Either the people I played against got better, or I started getting better at just shooting people and dying less. The fallback mine is still okay at holding a route defensively, but Fletcher seems like he does everything she does, but more effectively and flexibly to boot.

Bilal
Feb 20, 2012

I unlocked Fletcher, in my opinion Fletcher vs Proxy is no contest. The sticky bomb might be the best ability in the game. Short cooldown, good damage (90 damage compared to Fragger's 150, and you get 3 every 15 seconds instead of 1).

Playing Red Eye is my favorite merc but as I play him longer and longer I realize that he has less utility. Luckily any merc is usable in a pub so I still main Red Eye when I can. I thought the Dreiss was the worst out of his 3 weapons but after having put in a lot more time with it I like it a lot better now, and his smokes are more useful than I originally thought. It's true that the smokes being dispersed by explosives makes them almost incredibly weak since any decent team will have a good Nader/Fragger but I've used smokes to successfully attack objectives, like using one to cover my advance and deliver the EMP on Chapel. I've seen that most Red Eye players just throw the smoke out in the open in a useless spot and stand in it while sniping, instead of trying to block off sight lines or obscure teammates planting/defusing/repairing.

Bloodmobile
Jun 15, 2012
New patch http://dirtybomb.nexon.net/news/4321/fine-tuning-update--october-2015

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

quote:

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

Sparticle
Oct 7, 2012

SD's solution to Lock-On being wothless was to nerf lock time to upgrade it to 'near worthless' status.

I do like that stickies are no longer going to blow up in my own face. Fletcher still best engineer.

Fushigi Yuugi fansub
Jan 20, 2007

BUTT STUFF
do i just suck or are there a lot of hackers in this game

Hugh G. Rectum
Mar 1, 2011

Nauta posted:

do i just suck or are there a lot of hackers in this game

Both.

Lokee
Oct 2, 2013

The brown sea is dark and full of terrors, but the paywall burns them all away.

isndl posted:

The game splits XP into three categories, but really it's two: killing dudes, and the stuff that doesn't involve killing dudes. Every kill is worth 100-200 XP if you're good about finishing downed players. Kill enough dudes without dying and you get badges, which are worth 1-5 kills each. A friendly picking up your ammo pack is worth between half a kill to a full kill depending on how badly they needed ammo, an objective is worth 1-5 kills, a revive is between 0.25-0.5 kills depending on how long you charge the paddles and healing one person is maybe 0.35 kills on average.

The obvious takeaway is that killing is your primary form of XP. You have 5-8 enemies respawning constantly, and healing is all over the place to the point where they implemented Health Insurance to pick up some of the slack (Enemy team too good? You'll never have anyone alive to heal. Enemy team too bad? You won't have anyone who needs healing). Objectives suck for XP because they're rarely repeatable, unless it's the EV and it gets disabled constantly. Ammo is great because it has a good base gain, charges fast, and with 4-7 teammates all shooting you have a constant demand. Arty and Skyhammer are XP machines because they're hitting all three XP sweetspots: killing potential, EV damage, and ammo for days.

To sum it all up: Kill more dudes. Don't get killed (so you get more badges, except maybe respawn after Godlike to reset your streak). The rest of your XP is supplementary to that, since it's what you do when there is nobody around to kill.

The only classes I would say are superfluous right now are Phantom and Redeye. The rest are all strong enough in their own niches that I have no real complaints.
Add this to OP please.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Oh yeah. Thoughts on the loadout reroll system so far? For me, it could have gone better, but I ain't buttmad like the forums over there.

Also, I'm absolutely fuckin' relieved the BR-16 lives to see another day.

cerebral
Oct 24, 2002

I don't want to make a big effort post about it, but the reward system in this game was already terrible, from the mission system, to how you earn credits, to the RNG nature of getting cards, to the cards themselves. Reward systems are meant to encourage behaviors, spending money, playing the game, etc., but DB's is so poorly implemented that it actually has a discouraging effect. I've played over 200 hours of this game and opening cases at this point doesn't give me a thrill of excitement, it instead makes me slightly angry.

People hoped that this new change would fix the system, but instead it was just more of the same. It was already a load of excrement, but instead of cleaning it up, they just pissed all over the pile.

Hugh G. Rectum
Mar 1, 2011

The rudest thing to me is that I can't re-roll cards for the same merc. That was the one thing I wanted to do since I didn't get the right loadouts for my favorite mercs but apparently they have something else in mind for that. Like everything else I'm sure that it is coming "soon" which translates to 3-4 months in SD time.

Sandweed
Sep 7, 2006

All your friends are me.

They already let you buy any loadouts you want for any merc.

Hugh G. Rectum
Mar 1, 2011

Cobalt cards. Context dude.

Sparticle
Oct 7, 2012

Sudo Echo posted:

Cobalt cards. Context dude.

They are exactly the same as copper cards but blue. Just buy all the loadouts you want and ignore the rest of the loadout card system.

Hugh G. Rectum
Mar 1, 2011

I have them. The point is I can't re-roll my useless cobalts for the merc I want to be blue. Is there something about cosmetics you don't get?

Sandweed
Sep 7, 2006

All your friends are me.

If you want to look pretty you need to spend some moolah.

treat
Jul 24, 2008

by the sex ghost

Sudo Echo posted:

Is there something about cosmetics you don't get?

Oh my god, yes. Please explain it to me.

Hugh G. Rectum
Mar 1, 2011

http://forums.dirtybomb.nexon.net/discussion/18641/important-regarding-the-trade-in-system/p1

quote:

Hello all,

We’ve had a lot of feedback on the Trade-In system, with many feeling that the cost doesn’t justify the result.
Right now we’re discussing the best way to improve it - Honestly, we’re very sorry that the feature failed to live up to expectations. Thank you for bearing with us and we will be keeping you updated.

-Team Dirty Bomb-

quote:

it definitely is broken. I advise that no one uses it until we can agree on what is fair.

lol

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Sudo Echo posted:

I have them. The point is I can't re-roll my useless cobalts for the merc I want to be blue. Is there something about cosmetics you don't get?

Let me get this straight: you're complaining that the game mechanic that exists purely as a time and money sink is bad, because it's too good at being a time and money sink?

There was no guarantee of cobalt trade-ins ever becoming a thing to begin with, which is something you should have accounted for when electing to play the cosmetics game. It seems a bit late to be angry when nothing has really changed from your perspective.

Hugh G. Rectum
Mar 1, 2011

No, no no. It's not that it costs a ridiculous amount it's that I can't re-roll them for a merc I want at all. If you have a Cobalt Sawbonez you can't use it to re-roll for a different Sawbonez card. I assume the restriction is there because they have some alternate plan for same-merc re-rolls but it seems pretty dumb to me to release them separately. None of this would really be a problem if the cards were tradeable through steam but that is pipe dream stuff.

I just don't understand how the current system makes them money at all. The only thing people buy is the starter pack DLC (myself included) to get a jump start on mercs, the elite cases are just a nice bonus. Nobody buys the $5 elite cases because the chance to get anything marginally good is so low and without trading there's no way to recoup any losses. Low drop rate crates work in games like CS:GO/DOTA/TF2 because they are solely cosmetic and tradeable. The system as it is now encourages no one to spend money on the game.

Hugh G. Rectum fucked around with this message at 04:09 on Oct 9, 2015

Mr Beens
Dec 2, 2006

Sudo Echo posted:

No, no no. It's not that it costs a ridiculous amount it's that I can't re-roll them for a merc I want at all. If you have a Cobalt Sawbonez you can't use it to re-roll for a different Sawbonez card. I assume the restriction is there because they have some alternate plan for same-merc re-rolls but it seems pretty dumb to me to release them separately. None of this would really be a problem if the cards were tradeable through steam but that is pipe dream stuff.

I just don't understand how the current system makes them money at all. The only thing people buy is the starter pack DLC (myself included) to get a jump start on mercs, the elite cases are just a nice bonus. Nobody buys the $5 elite cases because the chance to get anything marginally good is so low and without trading there's no way to recoup any losses. Low drop rate crates work in games like CS:GO/DOTA/TF2 because they are solely cosmetic and tradeable. The system as it is now encourages no one to spend money on the game.

I've only been playing the game a few weeks and dont have anything above a silver, but this new trade in system is so obviously half thought out and just jammed in. The fact that you can't use a card for a merc to trade for a card of the same merc smacks of a bug in the implementation that they couldn't fix and just put the restriction in to paper over it - there is no logical reason for the restriction to exist.
I also cannot really see why anyone would use this system for anyhing lower than cobalt, in fact trading up from gold to cobablt is better than side trading into another gold.

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

I'd guess that they don't have any way of restricting which cards you can get yet so if they'd let you trade for the same merc you could end up with one of the cards you traded in.

Hugh G. Rectum
Mar 1, 2011

watho posted:

I'd guess that they don't have any way of restricting which cards you can get yet so if they'd let you trade for the same merc you could end up with one of the cards you traded in.

Entirely plausible. It would really blow to get the same card back.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


http://forums.dirtybomb.nexon.net/discussion/18757/12th-october-dev-stream-round-up/p1

As they say, "AND HERE WE GO".

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.

quote:

Vassili’s ability to insta-gib is currently being looked into, due to user complaints. No specific details on this though.

Because we can't have any class bringing anything unique for that cost of ROF, all hail our Fragger overlords.

Jst0rm
Sep 16, 2012
Grimey Drawer

Shockeh posted:

Because we can't have any class bringing anything unique for that cost of ROF, all hail our Fragger overlords.

I think he should gib on headshots only.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Jst0rm posted:

I think he should gib on headshots only.

Agreed, though I'm led to believe that that was the case right now and that people can't stay away from a sniper's line of fire.

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.

Jst0rm posted:

I think he should gib on headshots only.

Isn't that how it is today?

(Unless you're bodyshot and already low enough HP that it's pushing you past the gib threshold or something, IDK. :v:)

Jst0rm
Sep 16, 2012
Grimey Drawer

Shockeh posted:

Isn't that how it is today?

(Unless you're bodyshot and already low enough HP that it's pushing you past the gib threshold or something, IDK. :v:)

That's possible I guess. I never play him. I'm always just dead

Delacroix
Dec 7, 2010

:munch:
I don't have too much trouble with fragger because even a good one can be caught out or rendered harmless by wiping out their team repeatedly and focusing on objectives. A good vasili or sparks are going to kill you as soon as you move into their line of sight and clear servers. Sometimes they can forced to ragequit (they'd rather quit than change class) and make matches enjoyable again but often that reversal of fortune turns the other team into punching bags for equally abusive players.

In the case of sparks, I suspect some people are using scripts to rapid fire low charge revivr shots because it's relatively wasteful fully charging a shot when 120 hp characters can be downed with two slightly charged shots in quick succession. The gun is so unhinged I don't think any other game would contemplate implementing the revivr in its state.

Dystopia had a hitscan laser rifle that was very obviously going to murder you that could be countered with effective stealth options. The TF2 sniper rifle has slower charge up and reduces movement speed to a crawl. SD saw fit to give an infinite ammo railgun quick to fire and charge with perfect hipfire accuracy to a character that can bounce around the map with impunity and let them be a medic at the same time. :cripes:

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.
Fragger, if played the same way as a Vasili, kills you nearly as fast, (you don't instantly get popped, but he doesn't have to headshot you, and if he misses a round OR there's two of you he's not in trouble, you still are.) and still in the region of 'if you didn't know they were there you'll be dead by the time you work it out'; but also comes with high HP, the Grenade (which has effectively gotten better as you shouldn't have been throwing two anyway, but cooking one) and a weapon that's really, really strong in close quarters.

Splash Damage have made a fun game, which I'm cool with. They have not made a game where their silly number of classes all have a purpose, and they seem to actively be trying to make it moreso. Vassili's only real use is the ability to stunt a push by eliminating people without a res option; Without that, there's just no reason not to play Redeye, or even Sparks (who I agree is loving insane as a concept.) if you want to 'snipe' that badly, or just go the Fragger/Fletcher/Aura Holy Trinity. Swap Fletcher for Bushwhacker depending on map and whether you're on Attack or Defence.

Jst0rm
Sep 16, 2012
Grimey Drawer

Delacroix posted:

I don't have too much trouble with fragger because even a good one can be caught out or rendered harmless by wiping out their team repeatedly and focusing on objectives. A good vasili or sparks are going to kill you as soon as you move into their line of sight and clear servers. Sometimes they can forced to ragequit (they'd rather quit than change class) and make matches enjoyable again but often that reversal of fortune turns the other team into punching bags for equally abusive players.

In the case of sparks, I suspect some people are using scripts to rapid fire low charge revivr shots because it's relatively wasteful fully charging a shot when 120 hp characters can be downed with two slightly charged shots in quick succession. The gun is so unhinged I don't think any other game would contemplate implementing the revivr in its state.

Dystopia had a hitscan laser rifle that was very obviously going to murder you that could be countered with effective stealth options. The TF2 sniper rifle has slower charge up and reduces movement speed to a crawl. SD saw fit to give an infinite ammo railgun quick to fire and charge with perfect hipfire accuracy to a character that can bounce around the map with impunity and let them be a medic at the same time. :cripes:

what they need to do is slow the laser fly time more. You dont need it to be fast for a revive and for killing it will be much harder to aim correctly.

Hugh G. Rectum
Mar 1, 2011

Have either of you actually ever played Sparks? It's difficult enough to land shots as it is. The REVIVR gets huge aim kick when you're being shot. Lowest HP in the game with Aura so every explosive one shots you. Spamming low charge shots is a waste of battery since they patched it. If a Sparks is consistently beating you in 1v1 you're just getting outplayed and they could do it with any other merc.

Delacroix
Dec 7, 2010

:munch:
I've played a fair bit with sparks when she's free and just like fragger (from the free promotion) who I do own, I wouldn't use either of them in my primary loadout because they're abusive.

I admit I can't consistently headshot with the revivr while walljumping (which makes getting multikills like proxy or aura harder) but people have a hard time hitting you too. It's easy to minimise retaliation by staying mobile as sparks and picking favourable engagements, whether to cornercamp and spam slightly charged shots aiming for the head or rush lone players with a charged shot and follow up with the empire 9.

Going 20/1 as sparks genuinely feels like bullshit because in order to get a similar result as sawbonez, that means surviving in CQC and not being caught out while on the verge of death. For sparks you can hide behind teammates, fly around corners and pick your engagement range.

If you were the first person in a fight DPS might matter but as sparks it doesn't. A gun with limitless DPM through judicious use plays to her strengths which would otherwise be restricted to a niche class in other games. In DB every team can benefit from a sparks+sawbonez combo, unfortunately that entails being sawbonez most of the time seeing how teams are frequently imbalanced. :sigh:

Jst0rm
Sep 16, 2012
Grimey Drawer
I could not get into sawbonez. I don't think his med packs are that great. Aura with a well placed med bay is the best healer.

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Delacroix
Dec 7, 2010

:munch:

Jst0rm posted:

I could not get into sawbonez. I don't think his med packs are that great. Aura with a well placed med bay is the best healer.

A direct hit with the large medkit instantly heals a small portion of hp but it's only useful if your teammates know when to stay out of trouble. And that tends to be asking for a lot. As for sawbonez himself, he can quickly duck behind cover and regen enough hp to give him the edge in a 1v1 fight.

Aura is the best by far at healing chip damage so she still has a role. It's just really frustrating how airstrikes tend to blow up deployables under cover or outside of their splash radius and that hurts aura more than anyone else.

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