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  • Re: Updated merc role calls

    @frostyvampire said:
    I'd rather see completely new merc videos. Like, not those videos explaining their abilities, but rather some animated videos that show the merc abilities but not in action.
    As you can see, the video doesn't directly state "Jager is a speed 3 armor 1 operator that has a gadget which can destroy enemy grenades and projectiles" (yes, Jager is basically Guardian, but that's not the point), but it still shows what his gadget actually is so you get an idea what he can do. And it's a lot more interesting than the merc role calls that we have

    Golden rule of video production, show, don't tell.

  • Re: The Lead And Iron Update – January 22nd

    I have yet to actually experience the update, but here are some of my thoughts:

    • The arsenal crate and daily login bonus changes seem underwhelming, and I would prefer credits over fragments I believe.
    • I don't think the shotgun changes were really necessary, but I'm glad to see their minimum range slightly increased.
    • I certainly am not understanding of the Machine pistol changes. One of the great things about DB was that you could reliably kill people with your pistol should you so choose. which leads me to my next point...
    • The Sparks changes about giving more hp to teammates is good, bringing her down to 25 a pop I think is a bit much of a hit... She has to spend over 10 seconds of her healing arsenal time just to heal herself 50hp now. With no other medics on the team this is just... painful to read. I get that she has a high survivability, but if that's your feeling then why not tone down her self healing, but DECREASE the cooldown of her packs? Seriously, by nerfing the Machine Pistols EVEN FURTHER, which btw, continues into her realm of having super weak secondaries. Sparks got hit HARD by this update. And just last update you reduced the damage of her Revivr already.
    • Changing speed values on mercs like Fragger and Thunder often ends up impacting player performance with them because of muscle memory. Give it time before you touch em again SD.
    • Seriously? 130hp change to Fragger? Well.... alright?
    • Why have you still not just decreased the time it takes Guardian to reach a max pulse charge?
    • I think the sniper changes are perfect. Can't wait to try them out.

    Something further, I have no idea why you guys are changing the high skill mercs and making them weaker. Specifically Sparks and Kira are frequently played by tryhards if you will because someone seriously talented has to be behind the mouse to get the most benefit out of them. By reducing almost every aspect of Sparks in the last two updates except for her speed, and reducing Kira's exp gain despite the fact that her laser is STILL BUGGED seriously irks me. Redeye is skilled among high level play, the same goes with all of the best balanced mercs.

  • Future Loadout Card System - Hinted by Shoe

    This post was made because a lot of the Dirty Bomb users I've come across are not the greatest at inferring things from the videos and statements made by Splash Damage. Some of this post IS speculation otherwise known as POSSIBLY wishful thinking. Feel free to share this post in reference to the upcoming news to our fellow players. With all that in mind let's dig in.

    In the most recent announcement, which is only reveal part 1 of the next five weeks for Dirty Bomb, Shoe said the following about only having ONE Obsidian loadout for Aimee:

    (in reference to upcoming Femme Fatale Aimee covert ops Obsidian loadout) "When this hits the store you'll be able to pick up the P81 Enhanced Sniper loadout card, featuring the PDP, Selbstadt .40, and Beckhill...

    There's only one Obsidian Loadout Operative available this time round, as we have greater plans for the Loadout Card System. Which would give you more flexibility and choice for your loadouts.

    ...BUT, more to come on that at a later time."

    This is a word-for-word copy of what Shoe said. Now, I don't know about you guys, but I believe this is something to actually be excited about. Why? Well It's important to first note that he said Loadout Card System. Not Merc Decks System. He also stated that the upcoming changes would give us (the players) more flexibility and choice for our loadouts.

    Now, this could mean a number of things, but I firmly believe this means that the mechanical side of loadout cards are getting a revamp! Specifically, augments and/or weapon choices are going to be changeable in the future for our Loadouts. And the skin itself of the loadout becomes the skin you will see on the base of the character. Such as you can equip that new obsidian Aimee, and her base skin will be applied. You can now select either weapons or a different loadout to ATTACH and use mechanically. You know, have a weapon besides the PDP, as in grandeur or FEL-9 in the case of Aimee. We'll be able to individually choose weapons themselves OR make our own loadouts to fit our play style.

    Personally, either road they choose to go down of the two above, attaching loadouts, or making your own loadouts, is a great huge step forward. But again, why?

    See, either of these changes allows players more freedom in having the skin they want, with the loadout they want more easily. I've been pushing for something like this for forever and I'm personally super freaking pumped that Splash Damage is FINALLY moving in this direction. It's about dang time. This ALSO fixes most of the problems with copies of old skins and cards. You will now be able to use that outdated gen 1 skin humble bundle Arty that looks super freaking tight with a gen 3 loadout. Best of all worlds.

    Pros -

    • Depending on the type of system, balancing may become a higher priority on the augment side of things. If they choose loadout card attachment style then this is a pro and won't take THAT much time. I think.
    • HUGE fix to many problems that plague DB in consumer choice.
    • More money spent on the weapon cosmetic avenue by players, and less time spent on making custom weapon skins for Obsidian and other loadouts during events. They now get to divide the two, so you have to get the weapon skin you want, and the player skin you want to have a full loadout. This IS a good thing depending on how SD approaches this.
    • It removes TONS of Rng.
    • Player freedom is going to be huge, and balance will be able to more easily fit cosmetic choices of players as well. Likely result in more players being happy with SD and retaining the game and spending more as well.


    • Depending on the type of system, balancing may become a higher priority on the augment side of things. If they choose the custom loadout route. However, this also means even further freedom.
    • Older players that spent money are gonna get/feel Jipped no matter how this system is incorporated in SOME way. I see no way around it if someone had 7 different Containment War Skin Arties unless they allow you to refund or trade those skins away on a market later. Or at least unattach the weapon skins so you can use them on other characters. Which would be EXCEPTIONAL AWESOMENESS AND POINTS OF APPROVAL TO SD IF DONE! However since they are a business I don't exactly see this coming. Also, BETA. However I personally feel this is a necessary change and applaud the choices SD makes if it fits what I'm believing I'm seeing.
    • Tons of resources and time will definitely be spent on implementing this successfully. Unless they've already completed it.
    • Depending on greed of implementation, this could end up killing Dirty Bomb.

    That last point looks a little funny, right? Open the spoiler for my reasoning:

    Well, I began this post talking about what I believe and HOPE Splash Damage chooses to do. If they decide to make levels worth something, and that you unlock augments as you go, or gate power behind a paywall, this will be the last kick DB needs to become a dumpster game. However, I don't think this is the case, as Splash Damage has so far in DB's lifetime NEVER gated power and skill, and it's against their very core beliefs. It just happens to still be a point that will make it up there and I felt like mentioning before someone else did.
    PS, that new Aimee is hawwwwwwwwt... My word...

    What are your guy's thoughts/hopes?

  • Re: Raffle! #1


    I don't know if any will get this...

  • Re: Idle penalty on ranked is BS.

    @StIwY said:
    I only play DB occasionally and only ranked. I can't find any reason to get kicked just because i was idle, and also, getting a STACK for this? I was ready to play all day, but no..........access denied.........and for what ?
    So basically i have to shut down my whole house, shut down every phone and lock myself into my room, just to play ranked.
    Everyone has their lives to live. Devs, are you aware how this is unreasonable?

    If you choose life over a video game, great (kinda how it should be); but Multiplayer waits for no one...

    (until the pause feature came out, then it waits ~2minutes average)

    In the future you should let your team know that "you'll be back in a sec: Emergency!" and hit the pause vote button. It's there for a reason.

    You should get penalized because ranked is supposed to be approached with a team, or with a more hardcore outlook. The whole point is that you're looking for a full 30 minute or so match that tests your skills while seeing how you come out compared to everyone else. Penalizing players that don't give their all to the game during the time set out makes sense. The poor matchmaking times and balance don't, but those aren't easily fixable with the small playerbase we have.

    You also clearly weren't ready to play all day; you wouldn't have been idle if you were.

    ALSO! > @K1X455 said:

    Do you suppose that wait time multiplier on credits earned is a good thing?
    Credit compensation will be worth the attention RMM demands.

    That's a great idea, would make me feel better about queuing ranked for 20 minutes.