I haven’t written much feedback from a personal perspective in a while but I just want to comment on something that I think is important for the game in the long run. It starts off with feeling that dirty bomb is hamstringing its own uniqueness by its own game mechanics. And I am of course talking about instant gibs from explosive overkill and sniper headshot overkill.
In short, I support the idea that gibbing a character should take at least some additional step to complete to make it a separate action from killing the character. To do this, make it so if overkill damage (damage carried over from downing a player to the downed player’s health pool) only does 99.99% damage to the downed player state maximum. Meaning a downed player will never be gibbed instantaneously and will always required at least one point of damage to gib.
The reasoning is simple. Dirty Bomb differentiates itself from other FPS by having longer gun fights, which allows for more interactivity between teams which promotes giving opportunities for support classes to make a bigger impact. Longer battles between teams allows for more of this stuff that you can do to take small advantages and make it snowball into advancement or victory. And instant gibbing severely cuts against this big differentiating aspect of dirty bomb in a very meaningful way.
Already explosive spam and snipers are very powerful tools in the game, but I think they currently do much more harm to what dirty bomb does best, than the good they bring to the game - in their current state. I think this nerf on these tools will be an almost one-sided net gain to the game. And at the very least, changing it will accomplish much more benefit than harm.
I hope this was concise enough, while still being explanatory of my position on this issue. But to shortly sum it up, by not having instant gibs, dirty bomb’s most unique feature of team battles with unique characters and team based support tools becomes slightly more pronounced (and hopefully more than I predict).