In one of our most recent Dev Update videos, our lead designer talked about the importance of an in-game telemetry system for future balance updates. Today's update marks the first wave of balance changes since that system has been implemented. We've listened to player feedback from a number of channels before digging into the figures ourselves to make some changes to a number of weapons.
These changes aren't the be all and end all, though. There will be ongoing balance changes to weapons and Mercs over the coming months, and we'll be monitoring how these changes play out in the real world to see if any further tweaks are required.
WEAPON BALANCE
ASSAULT RIFLES
DREISS AR
The Dreiss AR is fairly balanced in low-level play, but it out-performs other Assault Rifles in high-level play. Because of this, some changes were made to its high accuracy and damage output. A good middle-ground also had to be established to bridge the gap between automatic assault rifles and semi-auto sniper rifles – these changes should help it fill its niche role between the two categories, without being an obvious choice over other, similar weapons.
BURST-FIRE RIFLES
Burst-fire rifles will have an overall increased fire-interval between each shot. They are too reliable at landing consecutive headshots currently, meaning that they have a very low Time-To-Kill. We feel that tracking-aim should be emphasized and encouraged more in the handling of these weapons, to be more in line with the spirit of Dirty Bomb's core gunplay. Increased recoil should also impact them at being overly effective and accurate at long range.
BR-16
STARK AR
REVOLVERS
Revolvers have been in a powerful spot in the past in comparison to their pistol counterparts, although the recent changes to make them more consistent with bolt-action and semi-auto sniper rifles was possibly a step in the wrong direction.
They will be pulled back in line with pistols and kept consistent with semi-auto rifles and other weapon behaviours. Prior to their recent changes they were considered far too strong, so their fire-rate has been slowed slightly to encourage a more tactical and aim-focused playstyle, rather than close-range spam.
SIMEON .357
SMJÜTH & WHETSMAN .40
SHOTGUNS
Shotguns are currently an efficient and popular pick in low-level matches, however their usability in high-level play is significantly lower. These changes are designed to make shotguns more accurate, but lower damage and headshot multipliers to ensure Mercs are not killed in one shot as consistently at close range as they are currently. This should reward good aim and timing, while retaining what gives shotguns a distinct play-style.
They should also be more effective at mid-range so that they can compete a little more as a choice with their SMG counter-parts that other Mercs have available to them.
HOLLUNDS 880
REMBURG 7
AHNUHLD-12
BOLT-ACTION SNIPER RIFLES
Bolt-Action Rifles will be made more distinct from their semi-auto counterparts. Their headshot multiplier will be different to reflect this (at 2.3x) and they will be made more distinct from one-another, because currently sentiment reflects that there is very little reason to pick the FEL-IX over the MoA.
MOA SNPR-1
Important: The MoA can deal a maximum of 138 damage per shot (with a headshot), meaning that Fragger can no longer be 1-shot by the faster firing bolt-action rifle. The MoA will instagib a Merc with 69hp or less, with a headshot.
The MoA SNPR-1 previously felt very fast and too high in damage output according to the community. Slowing the MoA down encourages more skilful and well-timed shots – this is a change that applies to both bolt-action rifles.
FEL-IX
Important: The FEL-IX can deal a maximum of 172 damage per shot (with a headshot), meaning that it can 1-shot a Fragger and Thunder, however it is very slow to fire again – this means every shot has to count. It will also instagib a Merc with 80hp or less, with a headshot.
Giving the FEL-IX the ability to instagib an 80hp-or-less Merc with a headshot was a choice that was made to reflect its very slow fire-rate. Following up with a gibbing shot is now much slower, so Medics have more of a chance to revive. The instagib should negate this for low health Mercs and reward high-skill play.
SEMI-AUTO SNIPER RIFLES
Semi-auto rifles have proven tricky to balance when compared to bolt-action rifles, due to their drastically different behavior. Because of this, the headshot multiplier will be reverted to 2.0x (currently 2.5x) to reflect their similar behavior to other semi-auto rifles (such as the Dreiss). Their high fire-rate is their main attribute and we don't want to detract from this, so balancing around their handling and damage output should put them in a better spot overall.
PDP-70
GRANDEUR SR
SMGS
Most of the SMG's are in a good spot overall right now, but the SMG-9 could use a small pick-me-up to bring it up to the other SMG's performance levels. Reload speeds have been adjusted for the SMG-9, KEK-10 and Crotzni in order to balance their sustained-fire time and down-time between magazines a little more.
SMG-9
The consensus in the competitive community is that the SMG-9 is fairly lacklustre, and it also has the lowest pick-rate for SMGs in high-level play. This is because of its slow reload and high initial spread compared to other SMGs. These changes make it much more accurate overall, although nearer the end of the magazine (with sustained fire) it does get a little less accurate than previously.
We didn't want to detract from the Hochfir's unique aspect of sustained fire too much, so a slight increase in maximum spread was needed for the SMG-9 to put it on a comparable spread-increase trajectory as other SMGs.
KEK-10
CROTZNI
MERC CHANGES
AIMEE
AURA
FRAGGER
GUARDIAN
JAVELIN
PHANTOM
REDEYE
RHINO
SKYHAMMER
STOKER
THUNDER
GENERAL BALANCE
OTHER CHANGES AND FIXES:
- Made Attacking/Defending More Prominent in Loading Screens
- Implemented a max frame rate of 300
- Fixed bug where Daily Play Bonus would pop-up in the inventory screen
- Fixed bug where notifications for EV damage wouldn't show the correct XP (note: the correct XP was still being earned)
- Fixed typo in Assault Course scorboard
- Fixed bug where game could eventually crash with certain older USB game controllers connected
- Fixed bug where taunt length was not being taken in to consideration for spam protection
- Fixed bug where players could earn Assault Course Cobalt achievement with some cunning jumps
- Fixed bug where ability based weapons were appearing in the stat screen
- Fixed bug where failures to join a match due to matchmaking penalties would silently fail
- Fixed bug where XP bar would appear frozen after a new player's first match
- Fixed bug where Accuracy in advanced score breakdown was being calculated incorrectly, and could be >100%
- Fixed bug where players with a matchmaking penalty could still backfill in to games
- Fixed bug where Guardian's Sky Shield was not displayed by Bomb Squad augment
- Fixed bug where the 'Signing in' dialog would block the 'Resume Match' pop up