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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 |
# ? Oct 5, 2015 12:00 |
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# ? Jun 9, 2024 05:30 |
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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.
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# ? Oct 5, 2015 15:20 |
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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.
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# ? Oct 5, 2015 21:53 |
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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.
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# ? Oct 5, 2015 23:08 |
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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. 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.
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# ? Oct 5, 2015 23:38 |
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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.
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# ? Oct 6, 2015 02:47 |
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New patch http://dirtybomb.nexon.net/news/4321/fine-tuning-update--october-2015
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# ? Oct 7, 2015 17:30 |
quote:Fletcher
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# ? Oct 7, 2015 17:39 |
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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.
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# ? Oct 7, 2015 17:59 |
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do i just suck or are there a lot of hackers in this game
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# ? Oct 7, 2015 18:03 |
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Nauta posted:do i just suck or are there a lot of hackers in this game Both.
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# ? Oct 7, 2015 18:54 |
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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.
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# ? Oct 7, 2015 19:18 |
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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.
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# ? Oct 7, 2015 19:52 |
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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.
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# ? Oct 7, 2015 22:48 |
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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.
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# ? Oct 8, 2015 01:55 |
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They already let you buy any loadouts you want for any merc.
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# ? Oct 8, 2015 07:59 |
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Cobalt cards. Context dude.
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# ? Oct 8, 2015 09:25 |
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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.
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# ? Oct 8, 2015 09:34 |
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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?
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# ? Oct 8, 2015 12:45 |
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If you want to look pretty you need to spend some moolah.
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# ? Oct 8, 2015 15:18 |
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Sudo Echo posted:Is there something about cosmetics you don't get? Oh my god, yes. Please explain it to me.
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# ? Oct 8, 2015 16:00 |
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http://forums.dirtybomb.nexon.net/discussion/18641/important-regarding-the-trade-in-system/p1quote:Hello all, quote:it definitely is broken. I advise that no one uses it until we can agree on what is fair. lol
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# ? Oct 9, 2015 03:32 |
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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.
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# ? Oct 9, 2015 03:35 |
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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 |
# ? Oct 9, 2015 04:04 |
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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'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.
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# ? Oct 9, 2015 10:02 |
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.
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# ? Oct 9, 2015 11:31 |
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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.
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# ? Oct 10, 2015 02:59 |
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http://forums.dirtybomb.nexon.net/discussion/18757/12th-october-dev-stream-round-up/p1 As they say, "AND HERE WE GO".
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# ? Oct 12, 2015 22:01 |
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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.
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# ? Oct 12, 2015 23:29 |
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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.
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# ? Oct 13, 2015 01:08 |
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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.
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# ? Oct 13, 2015 04:44 |
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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. )
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# ? Oct 13, 2015 09:19 |
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Shockeh posted:Isn't that how it is today? That's possible I guess. I never play him. I'm always just dead
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# ? Oct 13, 2015 09:41 |
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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.
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# ? Oct 13, 2015 11:57 |
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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.
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# ? Oct 13, 2015 12:32 |
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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. 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.
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# ? Oct 13, 2015 17:46 |
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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.
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# ? Oct 13, 2015 19:20 |
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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.
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# ? Oct 14, 2015 08:16 |
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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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# ? Oct 14, 2015 08:19 |
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# ? Jun 9, 2024 05:30 |
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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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# ? Oct 14, 2015 08:41 |