I can't find the thread (it was on the 10 or 13th page or something) nor can I find the pastebin in my history. seeing as how it's the unreal engine and it's absolute shit when it comes to anything config related, I have no idea which is the correct file to change. If you can find the config file (or even the directory) I will upload it all.
lol, that won't even work now. I decided to launch the game after a month and it began verifying files, and now it's reinstalling which means I probably don't even have the config. don't fret though, I found the thread. turns out I was looking at the public forums instead of the closed beta earlier.
I think this is it, although there were multiple pastebins with similar names (asdf, qwer, ect) all with configs. http://pastebin.com/CPainMzV
and this is where you put it. C:\Users\(Yourname)\Documents\My Games\UnrealEngine3\ShooterGame\Config
also if you want to know which classes to get good at if you plan on playing top level, fragger sawbonez, thunder, arty and skyhammer are all good picks. vassili is also used occasionally but there are safer bets. sawbonez isn't as much about aim as it is smarts, priority is you staying alive and reviving the others. the lineups when I participated were 1 soldier/2 medics/1ammo/offclass. soldier being fragger/thunder, the medics were both always sawbonez.
I [b]think[/b] this is it, although there were multiple pastebins with similar names (asdf, qwer, ect) all with configs. http://pastebin.com/CPainMzV
and this is where you put it. C:\Users\(Yourname)\Documents\My Games\UnrealEngine3\ShooterGame\Config
also if you want to know which classes to get good at if you plan on playing top level, fragger sawbonez, thunder, arty and skyhammer are all good picks. vassili is also used occasionally but there are safer bets. sawbonez isn't as much about aim as it is smarts, priority is you staying alive and reviving the others. the lineups when I participated were 1 soldier/2 medics/1ammo/offclass. soldier being fragger/thunder, the medics were both always sawbonez.
Hello all,
I was trying to find a dirty bomb forum and accidentally stumbled across this one. Some names here are familiar from the game. I had a few extra keys if anyone wants them;
YSMH-E5NB-DRZU-D25L
YSML-XG5Y-GM2C-E3E2
YZCP-PRY8-Q4FU-K8F6
I have a config and some useful tweaks/binds if anyone wants them. Not posting them here for NDA reasons.
http://steamcommunity.com/id/crooKk/ if anyone wants to add up.
Decent game but the maps are poor at the moment.
I was trying to find a dirty bomb forum and accidentally stumbled across this one. Some names here are familiar from the game. I had a few extra keys if anyone wants them;
[s]YSMH-E5NB-DRZU-D25L[/s]
YSML-XG5Y-GM2C-E3E2
[s]YZCP-PRY8-Q4FU-K8F6[/s]
I have a config and some useful tweaks/binds if anyone wants them. Not posting them here for NDA reasons.
http://steamcommunity.com/id/crooKk/ if anyone wants to add up.
Decent game but the maps are poor at the moment.
extra keys:
Y942-RMZR-D5W5-UZVC
YPSR-KCPY-RTBB-W8JH
Y942-RMZR-D5W5-UZVC
YPSR-KCPY-RTBB-W8JH
turtsmcgurtsalso if you want to know which classes to get good at if you plan on playing top level, fragger sawbonez, thunder, arty and skyhammer are all good picks. vassili is also used occasionally but there are safer bets. sawbonez isn't as much about aim as it is smarts, priority is you staying alive and reviving the others. the lineups when I participated were 1 soldier/2 medics/1ammo/offclass. soldier being fragger/thunder, the medics were both always sawbonez.
so there's no chance the scout class will be viable? :<
so there's no chance the scout class will be viable? :<
Alderturtsmcgurtsalso if you want to know which classes to get good at if you plan on playing top level, fragger sawbonez, thunder, arty and skyhammer are all good picks. vassili is also used occasionally but there are safer bets. sawbonez isn't as much about aim as it is smarts, priority is you staying alive and reviving the others. the lineups when I participated were 1 soldier/2 medics/1ammo/offclass. soldier being fragger/thunder, the medics were both always sawbonez.so there's no chance the scout class will be viable? :<
I saw it used once in the allstar (or whatever it was) US/EU game by the EU team, but i'm pretty sure they were just pubbers. it's on youtube but due to the caster's GUID being on screen from the NDA message we're not to show it to people :/
Shotgun classes were never used or even talked about for the short period I played. Rifles are better in almost every way, especially that they are on classes with useful abilities (heal/ammo/damage/engi) instead of mines.
so there's no chance the scout class will be viable? :<[/quote]
I saw it used once in the allstar (or whatever it was) US/EU game by the EU team, but i'm pretty sure they were just pubbers. it's on youtube but due to the caster's GUID being on screen from the NDA message we're not to show it to people :/
Shotgun classes were never used or even talked about for the short period I played. Rifles are better in almost every way, especially that they are on classes with useful abilities (heal/ammo/damage/engi) instead of mines.
are there really already cheaters in this game jesus christ
33 - 1 only got headshots :(
33 - 1 only got headshots :(
add me on steam if you wanna play some games with me B)
Pretty solid fps. Merging of cs and tf2 it seems. Gameplay is fast and the guns are responsive. Only annoying this I've found is that you can't change between more than 3 of the five(?) classes during a match. Maybe this makes sense if your team is coordinating what classes they're going to play, but it seems odd for the average pub.
The sniper class is pretty legit. He might actually be over powered, because he seems to be able to go 1v1 with ever class at close range with his smg, and the sniper rifle takes players down to really low hp on body shot, and instant kill on hs.
Playing sniper earlier to day I was able to go 17/3. So either I'm a sniper god or it's op. I'm gonna go with the latter...
Anyways, I think this could be a really great arena shooter. I doesn't exactly have the finesse and simplicity that tf2 has, but it's definitely good.
Also, I see people talking about how the shot gun/scout class aren't viable, and this is mostly true. I played a few maps which had crazy flank routs, and was able do do very well by sneaking up on people. But I think the use of the scout class is going to be very map dependent. On wide open maps with very few flanks, it's utter shit.
The sniper class is pretty legit. He might actually be over powered, because he seems to be able to go 1v1 with ever class at close range with his smg, and the sniper rifle takes players down to really low hp on body shot, and instant kill on hs.
Playing sniper earlier to day I was able to go 17/3. So either I'm a sniper god or it's op. I'm gonna go with the latter...
Anyways, I think this could be a really great arena shooter. I doesn't exactly have the finesse and simplicity that tf2 has, but it's definitely good.
Also, I see people talking about how the shot gun/scout class aren't viable, and this is mostly true. I played a few maps which had crazy flank routs, and was able do do very well by sneaking up on people. But I think the use of the scout class is going to be very map dependent. On wide open maps with very few flanks, it's utter shit.
When signing up for the beta, they ask you if you've played Brink, but not Quake? :(
Edit:
Acoomaextra keys:
Y942-RMZR-D5W5-UZVC
YPSR-KCPY-RTBB-W8JH
Someone's used both of these
Edit:
[quote=Acooma]extra keys:
Y942-RMZR-D5W5-UZVC
YPSR-KCPY-RTBB-W8JH[/quote]
Someone's used both of these
Big update today. Should be live around 6est or so.
What's in the update? Have they released patch notes or anything?
Not sure if this is accurate but the player base seems to be dwindling. Last time I tried to play, a week or so ago, there was literally only one other person playing, on a European server. Hopefully this will get people playing again, at least for a little while.
Not sure if this is accurate but the player base seems to be dwindling. Last time I tried to play, a week or so ago, there was literally only one other person playing, on a European server. Hopefully this will get people playing again, at least for a little while.
hardly anyone plays. whenever i would try to get on at a normal time in the summer there was 1 full server and one almost full server in the US. that was it
http://forums.nexon.net/showthread.php?1050209-Game-Update-Patch-Notes-Monday-August-11th
Balancing tweaks have been made across the board. At the forefront of this is the change to the spawn system as this has been a particular area of key community feedback that we wanted to address asap.
We want you to bear in mind that in many cases, these are just first stage implementations. They will grow and evolve over time, in many scenarios due to your feedback.
Design
LOADOUT CARDS
-Loadout cards have added to Dirty Bomb, allowing you to earn and unlock kit for your Mercs. Please read this thread for further information about the Loadout system and progression as a whole.
PROGRESSION
-Mercs and Features are now unlocked as you gain XP. It’s time to get collecting!
-Merc leveling has been added to the game. XP earned whilst playing as a Merc will unlock their Augment slots and additional taunts for them. -Now you can trick out your Mercs that little bit more.
-Augments have been added to the game, these are customisable side-grades that tweak each Merc's behaviour
-The experience system has been re-balanced
-The Leveling curve has been re-balanced
-The in-game currency - GP - has been removed from Dirty Bomb
-All accounts have been reset to level 1 for this release
OBJECTIVE MODE
-Spawn Scalars have been implemented for unbalanced teams and teams larger than 5 players. Spawn timers now adjust to the player count on any given server.
-Rubber Banding has been implemented to give attackers an increasing advantage as time passes. The attacker’s spawntime will gradually decrease, while the defenders’ will increase.
BALANCE
GENERAL
-Reduced global health regen to 4hp/s (from 5hp/s)
-Players can perform two full strength jumps consecutively before a diminishing returns kick in
-Players can perform two wall-jumps consecutively without touching the ground
-Several tweaks to wall jump detection and delays have been made to improve the overall sensation
-Increased mounted gun recoil & camera kick
-Slightly increased Help-up range
OBJECTIVES
-Fuse time for all C4 Charges globally set to 50s
-EV health and damage modifiers now consistent across maps
-Reduced bullet and melee damage on the EV's by just over half
-Increased carryable objective melee range
-Added movement slowdown to carryable melee hits
WEAPONS
-Slightly reduced leg shot damage to 75% (from 80%)
-Weapon falloff damage at maximum range reduced to 66.6% (from 75%)
-Slowed the fire-rates of some semi-automatics to reduce DPS output at close range
-Reduced semi-auto recoil where they are now more limited by rate of fire
MERCS
Fletcher
-Sticky Bombs now have a 0.3s delay upon being triggered before they detonate
-Increased Empire-9 Machine Pistol fire rate to 857rpm (from 550rpm)
-Increased ammo counts, spread and recoil for new fire rate
-Tightened spread of Ahnuhld-12 Shotgun flechettes to improve accuracy and increase effective range
Thunder
-Concussion Grenades are now cookable and have a 3s fuse to allow player to time them better
-Increased range but reduced duration and severity of the flash effect
Nader
-Grenade Launcher Grenades now fly faster and straighter
-Martyrdom fuse time reduce to 0.6s (from 1.7s)
Arty
-Reduced Dreiss AR damage to 25 (per shot (from 27)
Sawbonez
-Defibs now revive on a scale of 30 to 100 hp, depending on charge
-Reduced SMG-9 magazine capacity to 40 rounds (from 45)
Bushwhacker
-Reduced KEK-10 magazine capacity to 40 rounds (from 45)
Proxy
-Slightly reduced effective range of Hollunds 880 Shotgun
Aura
-Defibs now revive on a scale of 30 to 100 hp, depending on charge
-Slightly reduced effective range of Remburg 7 Shotgun
Phoenix
-Defibs now revive on a scale of 30 to 100 hp, depending on charge
-Self Revive now revives at 30hp
-Self Revive Has 1.5s invulnerability until performing an action
MAPS
General
-Spawn point positioning and travel times to objectives have been tuned across all maps
-All Primary and Secondary objectives now have a highlight effect when they can be interacted with
-All Secondary Objectives are reversible and in the case of 'Destroy', can be damaged by weapons and explosives, not just C4
Dome
-Primary capture objectives were replaced with destroy objectives. Map layout was adjusted to support the changes.
-Defenders final spawn has been re-worked to increase readability and to simplify the routes leading out
-MGs in the second half of the map were moved to different locations to tighten the front line
Terminal
-First Secondary Objective (Gas Tunnel) starts Destroyed as opposed to Repaired, at the start of the match
-First Defender's Spawn area has been expanded to increase their travel time to the Objective
Trainyard
-Carry objective was added
Whitechapel
-Number of Carryables has been decreased from 3 to 2
-New Secondary Objective Ramp has been added to the Escort Objective. When Repaired, Attackers gain access to MG Nest Platform.
-EV start point and initial Attackers spawn re-worked to discourage spawn camping and aid EV Repair
USER INTERFACE
FRONT-END MENUS
-Did a comprehensive art pass on all menus except for Options (sorry, Options, it's nothing personal)
-New Screen: Welcome
-Displays recent news, a stats snapshot, and a forum link
-New Screen: News
-Browse news in a rather convenient fashion
-New Screen: Squad Builder
-Save combinations of your favorite Mercs
-Each Squad consists of three Mercs and their equipment Loadouts
-To create a Squad, click the New Squad button
-You can now enter a name for your Squad
-Adjust Squad members and their equipment by clicking on the respective cards
-New Screen: Inventory
-Survey your riches
-Click an item to inspect it
-Use the left-hand filters to narrow things down
-New Feature: Opening Loot Crates
-Once you've received a Crate, visit the Inventory
-Click the Loot Crate to see its contents
-Select the unlock option to open it
-WIP implementation; further improvements to come
-Improved Mercs Hub
-Now uses new Merc cards
-Merc Profiles now display Merc's next unlock
-Further improvements to come
-Improved Play Hub
-Now features snazzier game mode panels
-Improved Server Browser
-Added new fold-out Filters panel
-Added new WIP Server Info panel next to server list
-Improved Game Lobby
-Shuffled things around a bit
-Now shows Loadouts next to chosen Mercs
-Further improvements to come
-Front End Localization and Tally Screen
-French, German and Spanish (some localization is yet to be implemented)
HUD AND IN-SESSION MENUS
-New Loading Screens
-Now features objectives and minimap
-When map has finished loading, press any key to enter match
-Improved Match Review
-Featuring numbers, bars, and cards
-Displays XP earned for your Mercs and account, along with new unlocks
-More flow improvements to come here!
-Translated or updated commander Intro/Outro subtitle texts
-French, German and Spanish (some localization is yet to be implemented)
AUDIO
-Ambience pass on Trainyard, Terminal, Underground, Dome, Whitechapel
-Second Commander VO added
-Unique voicepack for Sparks
-Empire-9 Machine Pistol audio full pass
-Hit impacts as victim and attacker mixing
-Placeholder music implemented
-DE.50 Pistol audio full pass
-Simeon .357 full audio pass
-Exertions for all characters added e.g. breathing, getting shot etc.
-Fixed Frag Grenade cooking sound
-Fixed many Commander VO issues
-Mix pass on many local and remote weapons
-UI audio pass
-M9 Pistol fully audio pass
Known Issues
-Some Augment descriptions do not match their in-game values.
-Loadout balance is something that we'll be constantly monitoring throughout the beta.
[quote]
Balancing tweaks have been made across the board. At the forefront of this is the change to the spawn system as this has been a particular area of key community feedback that we wanted to address asap.
We want you to bear in mind that in many cases, these are just first stage implementations. They will grow and evolve over time, in many scenarios due to your feedback.
Design
LOADOUT CARDS
-Loadout cards have added to Dirty Bomb, allowing you to earn and unlock kit for your Mercs. Please read this thread for further information about the Loadout system and progression as a whole.
PROGRESSION
-Mercs and Features are now unlocked as you gain XP. It’s time to get collecting!
-Merc leveling has been added to the game. XP earned whilst playing as a Merc will unlock their Augment slots and additional taunts for them. -Now you can trick out your Mercs that little bit more.
-Augments have been added to the game, these are customisable side-grades that tweak each Merc's behaviour
-The experience system has been re-balanced
-The Leveling curve has been re-balanced
-The in-game currency - GP - has been removed from Dirty Bomb
-All accounts have been reset to level 1 for this release
OBJECTIVE MODE
-Spawn Scalars have been implemented for unbalanced teams and teams larger than 5 players. Spawn timers now adjust to the player count on any given server.
-Rubber Banding has been implemented to give attackers an increasing advantage as time passes. The attacker’s spawntime will gradually decrease, while the defenders’ will increase.
BALANCE
GENERAL
-Reduced global health regen to 4hp/s (from 5hp/s)
-Players can perform two full strength jumps consecutively before a diminishing returns kick in
-Players can perform two wall-jumps consecutively without touching the ground
-Several tweaks to wall jump detection and delays have been made to improve the overall sensation
-Increased mounted gun recoil & camera kick
-Slightly increased Help-up range
OBJECTIVES
-Fuse time for all C4 Charges globally set to 50s
-EV health and damage modifiers now consistent across maps
-Reduced bullet and melee damage on the EV's by just over half
-Increased carryable objective melee range
-Added movement slowdown to carryable melee hits
WEAPONS
-Slightly reduced leg shot damage to 75% (from 80%)
-Weapon falloff damage at maximum range reduced to 66.6% (from 75%)
-Slowed the fire-rates of some semi-automatics to reduce DPS output at close range
-Reduced semi-auto recoil where they are now more limited by rate of fire
MERCS
Fletcher
-Sticky Bombs now have a 0.3s delay upon being triggered before they detonate
-Increased Empire-9 Machine Pistol fire rate to 857rpm (from 550rpm)
-Increased ammo counts, spread and recoil for new fire rate
-Tightened spread of Ahnuhld-12 Shotgun flechettes to improve accuracy and increase effective range
Thunder
-Concussion Grenades are now cookable and have a 3s fuse to allow player to time them better
-Increased range but reduced duration and severity of the flash effect
Nader
-Grenade Launcher Grenades now fly faster and straighter
-Martyrdom fuse time reduce to 0.6s (from 1.7s)
Arty
-Reduced Dreiss AR damage to 25 (per shot (from 27)
Sawbonez
-Defibs now revive on a scale of 30 to 100 hp, depending on charge
-Reduced SMG-9 magazine capacity to 40 rounds (from 45)
Bushwhacker
-Reduced KEK-10 magazine capacity to 40 rounds (from 45)
Proxy
-Slightly reduced effective range of Hollunds 880 Shotgun
Aura
-Defibs now revive on a scale of 30 to 100 hp, depending on charge
-Slightly reduced effective range of Remburg 7 Shotgun
Phoenix
-Defibs now revive on a scale of 30 to 100 hp, depending on charge
-Self Revive now revives at 30hp
-Self Revive Has 1.5s invulnerability until performing an action
MAPS
General
-Spawn point positioning and travel times to objectives have been tuned across all maps
-All Primary and Secondary objectives now have a highlight effect when they can be interacted with
-All Secondary Objectives are reversible and in the case of 'Destroy', can be damaged by weapons and explosives, not just C4
Dome
-Primary capture objectives were replaced with destroy objectives. Map layout was adjusted to support the changes.
-Defenders final spawn has been re-worked to increase readability and to simplify the routes leading out
-MGs in the second half of the map were moved to different locations to tighten the front line
Terminal
-First Secondary Objective (Gas Tunnel) starts Destroyed as opposed to Repaired, at the start of the match
-First Defender's Spawn area has been expanded to increase their travel time to the Objective
Trainyard
-Carry objective was added
Whitechapel
-Number of Carryables has been decreased from 3 to 2
-New Secondary Objective Ramp has been added to the Escort Objective. When Repaired, Attackers gain access to MG Nest Platform.
-EV start point and initial Attackers spawn re-worked to discourage spawn camping and aid EV Repair
USER INTERFACE
FRONT-END MENUS
-Did a comprehensive art pass on all menus except for Options (sorry, Options, it's nothing personal)
-New Screen: Welcome
-Displays recent news, a stats snapshot, and a forum link
-New Screen: News
-Browse news in a rather convenient fashion
-New Screen: Squad Builder
-Save combinations of your favorite Mercs
-Each Squad consists of three Mercs and their equipment Loadouts
-To create a Squad, click the New Squad button
-You can now enter a name for your Squad
-Adjust Squad members and their equipment by clicking on the respective cards
-New Screen: Inventory
-Survey your riches
-Click an item to inspect it
-Use the left-hand filters to narrow things down
-New Feature: Opening Loot Crates
-Once you've received a Crate, visit the Inventory
-Click the Loot Crate to see its contents
-Select the unlock option to open it
-WIP implementation; further improvements to come
-Improved Mercs Hub
-Now uses new Merc cards
-Merc Profiles now display Merc's next unlock
-Further improvements to come
-Improved Play Hub
-Now features snazzier game mode panels
-Improved Server Browser
-Added new fold-out Filters panel
-Added new WIP Server Info panel next to server list
-Improved Game Lobby
-Shuffled things around a bit
-Now shows Loadouts next to chosen Mercs
-Further improvements to come
-Front End Localization and Tally Screen
-French, German and Spanish (some localization is yet to be implemented)
HUD AND IN-SESSION MENUS
-New Loading Screens
-Now features objectives and minimap
-When map has finished loading, press any key to enter match
-Improved Match Review
-Featuring numbers, bars, and cards
-Displays XP earned for your Mercs and account, along with new unlocks
-More flow improvements to come here!
-Translated or updated commander Intro/Outro subtitle texts
-French, German and Spanish (some localization is yet to be implemented)
AUDIO
-Ambience pass on Trainyard, Terminal, Underground, Dome, Whitechapel
-Second Commander VO added
-Unique voicepack for Sparks
-Empire-9 Machine Pistol audio full pass
-Hit impacts as victim and attacker mixing
-Placeholder music implemented
-DE.50 Pistol audio full pass
-Simeon .357 full audio pass
-Exertions for all characters added e.g. breathing, getting shot etc.
-Fixed Frag Grenade cooking sound
-Fixed many Commander VO issues
-Mix pass on many local and remote weapons
-UI audio pass
-M9 Pistol fully audio pass
Known Issues
-Some Augment descriptions do not match their in-game values.
-Loadout balance is something that we'll be constantly monitoring throughout the beta.[/quote]
they didn't even touch Vasili lmao
Not sure about the rubber-banding spawns or the augment system, but they sound interesting. Also glad to see double wall jumps.
Not sure about the rubber-banding spawns or the augment system, but they sound interesting. Also glad to see double wall jumps.
they rly dont give a shit about feedback from anybody so im not sure how this game gets better or grows
devs havent posted on the forums in a while now
devs havent posted on the forums in a while now
mthey rly dont give a shit about feedback from anybody so im not sure how this game gets better or grows
devs havent posted on the forums in a while now
+1
it's almost like they learned nothing from the catastrophe that was brink
devs havent posted on the forums in a while now[/quote]
+1
it's almost like they learned nothing from the catastrophe that was brink
It's now on steam so if anyone wants to try it out. It does require a key but I heard they were giving a lot more out soon. So no more nexon and better server population. I'm enjoying it try it out
Honestly if tf2 players want a game to move to after tf2, Dirty Bomb seems much more tf2ish than Overwatch.
Is stermy working for this game? I heard Cooller is working for the russian version of this game.
Just a heads up the NDA has been lifted since moving to steam you can stream/discuss it as much as you want http://www.twitch.tv/directory/game/Dirty%20Bomb
Forsak3nIs stermy working for this game? I heard Cooller is working for the russian version of this game.
Yeah stermy was playing today. There's also talk of some showmatch involving him, possibly him shoutcasting.
After playing a few pugs I can say that the actual gameplay has potential. The issue is pretty much everything outside of that. The loadout card system sucks, the maps need a lot of work and the whole thing is published by Nexon so expect tons of pay to win bullshit at launch. If somehow all of that is fixed then I can see this game going places.
If you're at all interested I'd suggest trying to get a key now as all classes are unlocked until Jan 20. I'll see if I can get some to post here tomorrow.
Yeah stermy was playing today. There's also talk of some showmatch involving him, possibly him shoutcasting.
After playing a few pugs I can say that the actual gameplay has potential. The issue is pretty much everything outside of that. The loadout card system sucks, the maps need a lot of work and the whole thing is published by Nexon so expect tons of pay to win bullshit at launch. If somehow all of that is fixed then I can see this game going places.
If you're at all interested I'd suggest trying to get a key now as all classes are unlocked until Jan 20. I'll see if I can get some to post here tomorrow.