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.

Damage reduced to 25 (was 27)

Maximum spread increased by ~45%

Vertical recoil increased by ~20%

Horizontal recoil increased by ~35%

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

RPM in a burst decreased to 585 (was 720)

Vertical recoil increased by ~10%

Horizontal recoil increased by ~35%

STARK AR

RPM in a burst decreased to 625 (was 800)

Vertical recoil increased by ~35%

Horizontal recoil increased by ~50%

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

Damage increased to 30 (was 24)

RPM decreased to 180 (was 225)

Headshot multiplier reduced to 2.0x (was 2.5x)

SMJÜTH & WHETSMAN .40

Damage increased to 34 (was 27)

RPM decreased to 157 (was 200)

Headshot multiplier reduced to 2.0x (was 2.5x)

SHOTGUNS

Shotguns are was 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

Capacity increased to 7 (was 6)

Maximum capacity increased to 28 (was 24)

Damage per pellet reduced to 7 (was 8)

Total reload time increased to 2.55s (was 2.5s)

Headshot Multiplier reduced to 1.0x (was 1.3x)

Legshot Multiplier increased to 0.9x (was 0.75x)

Spread decreased by ~25%

Vertical recoil increased by ~40%

Increased minimum range to 380 (was 100)

Increased maximum range to 1750 (was 1600)

REMBURG 7

Capacity increased to 6 (was 5)

Maximum capacity increased to 27 (was 22)

Damage per pellet reduced to 7 (was 8)

Total reload time increased to 2.4s (was 2.2s)

Headshot Multiplier reduced to 1.0x (was 1.3x)

Legshot Multiplier increased to 0.9x (was 0.75x)

Spread decreased by ~15%

Vertical recoil increased by ~40%

Increased minimum range to 320 (was 75)

Increased maximum range to 1500 (was 1400)

AHNUHLD-12

Capacity increased to 8 (was 7)

Maximum capacity increased to 32 (was 28)

Damage per pellet reduced to 6 (was 7)

RPM increased to 100 (was 95)

Total reload time decreased to 2.85s (was 3.1s)

Headshot Multiplier reduced to 1.0x (was 1.3x)

Legshot Multiplier increased to 0.9x (was 0.75x)

Spread decreased by ~30%

Vertical recoil increased by ~75%

Increased minimum range to 470 (was 180)

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 was 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.

RPM decreased to 40 (was 50)

Vertical recoil increased by 90%

Headshot multiplier decreased to 2.3x (was 2.5x)

Instagibs Mercs with 69 health or less (was 75)

Increased reload time to 2.8 seconds (currently 2.4 seconds)

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.

Capacity decreased to 5 (was 7)

Starting clips raised to 4 (was 3)

Damage increased to 75 (was 63)

RPM decreased to 32 (was 46)

Headshot multiplier decreased to 2.3x (was 2.5x)

Instagibs Mercs with 80 health or less (was 79)

Increased reload time to 3 seconds (currently 2.5 seconds)

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 (was 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

Damage increased to 50 (was 40)

RPM decreased to 120 (was 138)

Vertical recoil increased by ~45%

Horizontal recoil increased by ~30%

Headshot multiplier decreased to 2.0x (was 2.5x)

GRANDEUR SR

Capacity reduced to 12 (was 13)

Damage increased to 36 (was 32)

Maximum spread decreased by ~30%

Vertical recoil increased by ~20%

Horizontal recoil increased by ~70%

Headshot multiplier decreased to 2.0x (was 2.5x)

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.

Reload time decreased to 1.7s (was 1.9s)

Minimum spread decreased by ~20%

Maximum spread increased by ~5%

KEK-10

Reload time decreased to 1.8s (was 2.0s)

CROTZNI

Reload time increased to 1.9s (was 1.7s)

MERC CHANGES

AIMEE

Greatly increased Snitch max throw distance

Increased Snitch throw speed from 18 m/s to 20 m/s

Increased Snitch detection radius increased from 8.96m to 9.86m

Increased Snitch vulnerability radius increased from 8.96m to 9.86m

AURA

Reduced Health Station HP per second from 26 to 23

Reduce Health Station HP to Medics per second from 24 to 19

FRAGGER

Increased grenade cooldown from 17s to 20s

Decreased grenade damage radius from 4.8m to 4.16m

GUARDIAN

Increased XP earned for Sky Shield destroying a projectile from 30XP to 50XP

Increased XP earned for destroying Air Support from 50XP to 80XP

Fixed bug where Guardian’s ‘Extra Supplies’ augment would not decrease Bionic Pulse cool down

JAVELIN

Added acceleration phase for Javelin’s rocket

Fixed bug where Javelin’s rocket was slightly misaligned with the crosshair

PHANTOM

Increased XP earned for disabling a deployable from 50XP to 80XP

REDEYE

Decreased XP earned for Spotting from 60XP to 20XP

Decrease XP earned for throwing Smoke from 30XP to 20XP

RHINO

Minigun headshot multiplier removed

SKYHAMMER

Reduced Airstrike Marker damage radius from 4.48m to 4.16m

Decreased Airstrike cooldown from 70 to 55 seconds

Fixed bug where there was no directional indicator for Skyhammer’s Airstrike

STOKER

Fixed bug where Stoker’s molotov could still deal damage after the effect had ended

THUNDER

Increased XP earned for concussing an enemy from 20XP to 30XP

GENERAL BALANCE

Mercs suicide using an explosive weapons will always be gibbed

Reduced Health Insurance duration of XP sharing from 7 to 5 seconds 5 seconds after healing a player, the medic is rewarded with a scaling percentage of all XP earned by that player during that time 5 seconds after reviving a player, the reviver or helper-upper is rewarded with a flat percentage (50%) of all XP earned by that player during that time



OTHER CHANGES AND FIXES: