A Norwegian death dealer, a redone Dome, a bevy of new rewards, and the ability to Party Up with your friends in Casual matches; We present The Javelin Update.
Norwegian powerhouse Javelin is storming the city.
Sent by Scandinavian tech startup Ghostclip, she's proving out an experimental solution to ammo resupply in the place best fitted for it.
Her backpack prints ammo for herself and any teammates nearby, and her primary ability is devastating: A Reflex Rocket Launcher with two modes, a faster-firing standard setting and a slower yet spectacular laser guided alternative.
The first new Primary Weapon to hit the game in two years, The SHAR-C is a slow-firing, high damage, long range Assault Rifle that packs a powerful punch.
For now, the only way to get your hands on it is with select Javelin Loadouts, including her Default card.
Javelin's Axe is a horror to behold, but oh-so-satisfying to use. Use to deal high damage in a relatively short space of time.
Javelin's getting stuck right in.
Get her along with a Limited Edition 'Ghost' Case, containing one random Loadout Card with battle-scarred skin variant. Only available in Store until the 5th of September.
Along with many UI tweaks, we've completely overhauled the Play screen.
Quick Join has been replaced with 'Casual', which uses a new matchmaking system in the North America and EU regions, along with brand new team intro animations and post-match MVP lineup, and the existing Quick Join system in others.
Casual matchmaking provides us with the tools to better balance matches, and gives you the ability to (finally) play with your friends in a party!
It will take several matches to find existing players' true skill ratings, so please allow some time for the system to adjust. For more info and a rundown on our philosophy behind this huge addition to the game, click here.
We've overhauled the East-London airship-smuggling objective mission Dome, to bring it in line with our other maps.
Key changes include reducing it in size and complexity, to focus the action and give teams a clearer direction.
Read our recent rundown of the changes you'll find here.
Prove your mastery of speed and accuracy with these new Assault Course Trinket Rewards.
Complete the Assault Course in the specified times to unlock them, ranging from easy (Bronze) to insane (Cobalt).
To coincide with our new Norwegian noob-tuber and Assault Course rewards, you'll find a batch of new Steam Achievements ready to be unlocked.
We're upping the rewards in our new Daily Play Rewards system, with higher rarity Loadout Cards dropping as you play through the week.
Each case contains a single, random Loadout Card for one Merc, with rarities as follows:
Mk I. Case - Lead, Iron, Bronze, Silver, Gold, & Cobalt
Mk II. Case - Iron, Bronze, Silver, Gold, & Cobalt
Mk III. Case - Iron, Bronze, Silver, Gold, & Cobalt
Mk IV. Case - Bronze, Silver, Gold, & Cobalt
To make Mercs more attainable, we're splitting their price points into five distinct tiers and reducing the price of many of them.
Some Mercs that are less team-focused (like Vassili) have been bumped up a notch so that less new players will use them to the detriment of their teams.
We're introducing new in-game bundles with greater savings to replace the existing ones. Each contains five Mercs and a collection of extra gear.
Veterans 5-Pack - US$19.99 (save 50%)
Strikeforce 5-Pack - US$29.99 (save 50%)
5 x Mercs (Fragger, Fletcher, Kira, Phoenix, Redeye)
Firestorm 5-Pack - US$29.99 (save 50%)
Due to the low levels of usage (less than 0.10% of play time) Private matches are no longer available. Later this year, we'll be launching Server Rentals, which will give you more flexibility and control over your own matches.
Many of you have asked for the Tutorial to be made mandatory for new players, to better equip them for combat operations.
We've now made first time players enter the Tutorial by default, though they'll still be able to exit via the Menu. We'll be monitoring the change to see whether it improves the experience.
As with the Merc balance, we're now jumping back into the realms of Weapon balance by first addressing the most common concerns.
More finely tuned Weapon balance will be coming in the following months, but we want to see how these impact the game first.
These are controversial weapons in all games, not just in Dirty Bomb.
While we want to maintain their effectiveness in the right hands so good snipers are still valuable on the team, we've reduced the damage that body-shots will do with the following weapons.
This will still reward headshots, but will leave players with more health if the Sniper 'misses' and the shot hits the victim anywhere else.
The amount of damage output by these weapons is still too high in the right hands. We've reduce the damage of each bullet in the burst by 1. Bringing their damage-per-second output in line with the automatic Assault Rifles.
While Snipers Rifles can be among the controversial weapons, Shotguns will always be right at the top.
Our end goal is to have them equal in power with SMGs, since Mercs with them have access to both. With Shotguns being more situational and weaker at range than SMGs, they do need to be significantly more powerful in their close-range niche.
Having said that, we do feel that Shotguns are currently overly effective at point-blank range. With that in mind we've slightly increased the effective range of these weapons, while reducing the maximum possible headshot damage, and reducing the damage that they do to the lower-leg of opponents.
Similar to the high-damage Sniper Rifles, we want to reduce the body damage here but keep the current headshot damage to encourage people to take their time with these shots.