ashecitism
Member
Latest update: The Guardian Update
Overview
Dirty Bomb is a F2P class-based team-based (multi-stage) objective oriented competitive shooter developed and published by Splash Damage.
Store page (Steam only)
Main site
Wiki
Platform: Windows
Play types/formats: Quick play/casual MM and server browser up to 8v8 for all game modes. Competitive/ranked MM (5v5 - Stopwatch only. Right now you need to be at level 5 to be eligible for it).
Game modes: 3
Maps: 8 (Objective, Stopwatch) + 2 (Execution)
There's a free merc rotation
Permanently free mercs: Aura and Skyhammer
Tips:
- Overview by Splash Damage: http://dirtybomb.nexon.net/news/2396/dirty-bomb-open-beta
- Play your merc! This isn't FFA or TDM, this is team-based and objective driven. If you want to be good, if you want your teammates to have a good time, then play your merc. If you're a medic, then heal and revive people, if you're fire support provide them with ammo, if you're engineer do objectives. Always think how you can help your team. If you're a support type, don't worry about KDR.
- The modes are based on primary objectives, but completing secondary objectives is useful. It can make your life as a defender or attacker easier. It's covered in the blog post. They're generators which can be repaired or destroyed. The other is zone control.
- For the repaired EV to move forward people need to be close to it, hug it.
- Aiming and TTK:
- TTK is higher than a lot of modern shooters, though not as high as older ones. So always try and aim for the head. That way you can take a merc down with around 3-4 shots depending on the merc. Shooting the body or other parts will take them longer to die. In the audio settings you can turn on hit detection and it will give you a "ding" sound when you hit someone in the head.
- Tips on how to aim by Pansy (caster)
- Don't rely much on ADS. Hipfire is not only totally viable, it is very encouraged to use it in close and medium quarters. From a distance, if you're in a good spot and have a weapon suited for it, use it if you must or if you want to finish a kill. But do not rely on it. It narrows your view and slows your movement. This is a fast game with agile players, lots of group encounters and medium TTK. ADS will only handicap you.
- Movement:
- Be always on the move. Even when you're fighting. This comes from the above point.
- You run faster with a melee weapon equipped.
- There is crouch jumping, wall jumping, long jumping, which all can lead to trick jumping. Here's a basic guide about movement. And here are some map specific advanced moves (due to map updates, this won't be up-to-date, but you get the idea).
- Finish your kills/gib mercs who are down: when you or a teammate get the kill on someone, they go down and lie in agony, waving and such. During that state they can be revived by a medic or other mercs. So, finish them either by shooting them or with a melee attack, but watch out for Nader's special ability.
- You might want to pay attention to the spawn timer. There are two timers in the upper corner. One is the match, the other is the spawn timer, which shows when you and your teammates can spawn again after being killed. This can be used for strategic purposes or to be a guidline to not be reckless and get annoyed (if you always have to wait 20s to get back, that won't be fun).
- You can charge your medic's defibrillator. If you revive a merc with a fully charged defib, they revive with full health.
- When you're defusing a C4 or repairing an EV the progress stacks. So, if you have to stop and engage in combat and then you or a teammate return to the objective you don't have to start from the beginning, it will continue where you left off. Or, if you start defusing as a non-engineer, and it looks like you won't make it, and an engineer joins in, they will pick up where you were, which can help in making it in time.
- Video: 7 New-Player Dirty Bomb Tips & Tricks!
- Article: 13 things you need to know about Dirty Bomb
- If you're wondering which mercs are good for starting, the two permanently free mercs and whoever are on rotation are usually good for pub/casual play. Try them out and see what fits your style. For competitive teams right now Fragger, Vassili and Sawbonez are the core with Skyhammer, Bushwhacker and Nader getting some picks. If you don't want to grind for/pay for certain mercs individually then you can take a look at the Ultimate Starter Pack.
- Kudochop's stream. He's a member of Team ZFZ, who are competing in Dirty Cups. He usually streams Monday-Friday 10am-4pm PDT. He's doing giveaways and answers questions, gives tips.
- Starter settings guide by a competitive player
The mercs
Even though this is a class-based game Splash Damage doesn't like to call it that. The reason is every class has multiple mercs in it that provide for a different type of play, making this more hero based, similar to MOBAs, which Splash Damage aren't afraid to admit. There are two permanently free mercs (Skyhammer and Aura), others are locked while 3 others are on free rotation. You can permanently get mercs with either in-game credits (more on this later) or cash. The mercs that were in from the start of the closed beta cost 30000 credits or 5$. The ones that came and are coming later are 50000 credits or 10$. You can assign 3 mercs to your squad and you can switch between them during matches. You can change your squad in the menu or lobby. The current merc pool is:
Role-call videos (only the newly added mercs since the Steam closed beta launch have them)
Game modes
Objective:
One team defends, the other attacks. Countdown starts from 6 minutes. The attacking team has to go through primary objectives in order to complete the map. If they complete a primary objective, the clock resets. Completing secondary objectives doesn't give additional time.
Stopwatch:
Two rounds. Teams taking turns in defending and attacking. The team completing the map fastest wins. Or if neither complete the map, then who did the most objectives wins. The first round countdown starts from 15 mins. The second round's timer will depend on the first. So, if the first team completes the map in 7 minutes, the second round countdown will be that. Or if the first team can't complete the map, the second team will have 15 minutes to complete the first objective..
Loadout cards
Every merc can have additional loadouts. You can get them by opening cases, which like GO gives random results. Cases can drop after match or you can buy them. There are two type of cases, the generic and elite. The former costs 1000 in-game credits only and contains every type. The elite costs cash starting from $5 (there are bundles) and only contains Silver, Gold and Cobalt. The new update also introduced Bronze loadouts purchase. For either in-game credits or cash you can buy single cards or bundles.
Loadouts can give mercs different weapons and augments. Currently the loadouts range from Lead to Cobalt. Lead gives you 1 augment, Iron gives you 2 and from Bronze it's 3. The difference between Bronze, Silver, Gold and Cobalt is purely cosmetic. You can trade up cards for a specific merc you choose with certain amount of lesser tier cards and in-game credits. 3 Lead + 500c give you 1 Iron, or 3 Irons + 1000c give you 1 Bronze, 4 Bronze + 2000c give you 1 Silver, 4 Silver + 4000c give you 1 Gold and 6 Gold + 10000c give you 1 Cobalt. You might also see people with Obsidian cards. There are two sets of those. One for the people who were there since the alpha and for those who played during the Steam stress test weekends.
or
a more detailed "tree" for this merc (lacks the Cobalts)
Credits
How to earn them?:
- Perform well in matches and rank up.
- Daily bonuses: first win of the day or completing first match in xyz mode will give you 500 credits each.
- Missions: You have 3 missions wich reset every 3 hour. The amount of credit you get is based on their difficulty. 1 star = 500, 2 stars = 750, 3 stars = 1000 credits. The difficulty is based on how long they take to complete. But every one of them is designed to be completed within those 3 hours. You can also abandon missions which you don't like and you'll get assigned a new one within those 3 hours.
- Boosters: with cash you can buy 3 type of boosters which are going to double the credits you can earn within a certain timeframe. These are 6 hours for 3$, 9 hours for $6 and 12 hours for $8. What's important they'll only count time spent in matches. So, a booster can last you weeks, if you don't play much per day.
- Purchasing the Ultimate Starter Pack will grant you 50000 credits in addition to the 5 mercs and 2 elite cases.
I hope I got everything important, but you should find everything in the links.