It’s been nearly four months since Dirty Bomb hit Open Beta. Since then, we’ve released four new Mercs, furthered development of the prototype Dome Map and Execution Mode, added new features like Private Matches and new varieties of servers, made countless improvements and enough balance changes to keep Dirty Bomb as competitive as it can be… and the best is yet to come.
We’re working on a major update, the biggest we’ve had since Dirty Bomb entered Open Beta, but we still need more time to get it ready. As such, October’s Fine Tuning update is coming now, containing a few improvements and another selection of balance changes and bug fixes. Stay tuned as we get deeper into October for more info about what’s coming up, and in the meantime enjoy October’s Fine Tuning Update.
New Feature: Loadout Trade-In
Have a few Loadout cards you don’t want to use, but don’t want to bump up the rarity? The new Loadout Trade-In system will let you trade in cards of the same rarity, from Bronze through Cobalt, for a random Loadout Card for the Merc of your choice at the same rarity.
None of the Loadouts traded in can be for the Merc you’re crafting a card for. Apart from that, any of your owned Loadout Cards can be traded in giving you a great use for all of those unwanted Loadouts.
NOTE: We will be adding additional functionality to this feature in the future based on your feedback, including trading in cards for the same Merc you wish to obtain.
Private Matches Min. Players Reduced to 5
After getting a lot of feedback from our players on Private Matches, it became clear that many of you wanted to have the minimum players required reduced from 6 to 5 so you could practice strats with your team. We have listened to your cries and done just that, so now you can jump into a server with your 5-man team and come up with your plans to take down sick6.
Removed Secondary Objective Missions
That’s right, they’re out of here!! (Credit to /u/UltraWideGamer for the source image)
Balance Changes
Phoenix
[ul]
[li]Slightly reduced the amount of time it takes to switch from Healing Pulse to other items[/li][li]Potent Packs augment now correctly increases the Healing Pulse health given by 20%[/li][/ul]
Redeye
[ul]
[li]Smoke now requires more than one explosion to be dispersed[/li][/ul]
Fletcher
[ul]
[li]Increased Sticky Bomb detonation time to 0.5s (from 0.366s)[/li]With Lock-On’s 30% faster detonation, time is 0.35s (from 0.256)
[li]Sticky Bombs can no longer be shot by enemies for 0.2s after throwing[/li][/ul]
Proxy
[ul]
[li]Reduced Proximity Mine cooldown to 25s (from 30s)[/li][/ul]
Sparks
[ul]
[li]REVIVR battery will no longer drain slightly faster than it should when using the Quick Charge Augment[/li][/ul]
Hollunds 880
[ul]
[li]Increased rate of fire to 90 RPM (from 86)[/li][/ul]
Dreiss AR
[ul]
[li]Reduced horizontal recoil by ~10%[/li][/ul]
Blishlok SMG
[ul]
[li]Increased effective range to 19m (from 18m)[/li][li]Reduced reload time to 1.8s (from 1.9s)[/li][/ul]
Kukri
[ul]
[li]Adjusted slash damage timings so it can no longer hit targets slightly off-screen[/li][/ul]
Everything Else
User Interface
[ul]
[li]Server Name is now displayed on the scoreboard[/li][li]Access to the console is now disabled when typing in a chat box in the front end[/li][li]Made several HUD performance optimizations[/li][li]Added personal Score Per Minute and KDR to the end game review screen[/li][li]Game now auto-switches away from dead players when spectating them[/li][li]Increased Warmup time to 20s again, as some players were not connecting in time[/li][li]Reduced End Game Review by 5s to 20s[/li][li]Increased Map Voting time by 5s to 20s[/li][/ul]
Animation
[ul]
[li]Fixed some issues with the Grandeur SR reload animation[/li][li]Improved Grandeur SR ironsight positioning when firing while sighted[/li][/ul]
Audio
[ul]
[li]Enabled hit beeps by default[/li][li]Made body-shot hit beeps a little more obvious[/li][li]Adding incapacitated audio confirmation for victims[/li][li]Win/Loss stings are no longer associated to the music slider but to the SFX slider.[/li][li]Added audio when a Booster is activated in the menu[/li][li]Added missing mouse over and click sounds to several buttons in the front end[/li][li]Continued work on improving the overall audio mix [/li][/ul]
General Gameplay
[ul]
[li]Reduce the amount of view kick experienced by players when receiving small amounts of damage by ~10%[/li][li]Significantly reduced the amount of player collision around Mounted Machine Guns[/li][li]Pressing Q to deploy an item in an invalid location will now switch back to the previous item, rather than leave the deployable in-hand[/li][li]Health Insurance XP is no longer granted if you heal an enemy player[/li][/ul]
Notable Bug Fixes
[ul]
[li]Fixed hit detection issues when shooting deployables[/li][li]Fixed a bug where player models could become stretched when using a Mounted Machine Gun[/li][li]Fixed a bug where Refractive Armor would not always be disabled if in-use when placing a deployable item (such as C4)[/li][li]Fixed a bug where IR Goggles could sometimes not be selected with Q[/li][/ul]