This update has been long in the making: Melee Weapon Skins, simplified Crafting, Consecutive match bonus, the Community Underground update and a massive amount of map and bug fixes. The Bronze skins will be free, so be sure to keep checking back to grab them. The other skins will be purchasable with Credits and the newly implemented RAD currency :. We want Dirty Bomb - Impulse + Submerged - Ohmwreckers Part One reward our players who have accumulated Credits over the years, and we hope some of the beautiful new Melee skins will be a great addition to your Merc Decks.
Its introduction allows us to do two key things for the community: Simplify some existing systems like Craftingand offer more value when you purchase things in Dirty Bomb.
Nothing in the store will change price, and everything that was purchasable with Credits will remain the same. Initially this feature will just function in Server Browser and Quick Join matches while we test its implementation, so be sure to let us know what you think on any of our community channels. You may remember a few months back we approached you for your top issues and suggestions for Underground. You provided lots of ideas Anna Ternheim - Half A Band Demo we identified a bunch of common issues that we would fix, just as a little reminder they were:.
Over the last few months we have adjusted all these areas and after many playtests we are ready to update the map on live. Air support can effectively knockout strong defensive positions giving attackers a better chance to push and complete objectives. Air support is a key mechanic of some Dirty Bomb - Impulse + Submerged - Ohmwreckers Part One our Mercs, and they should feel New Directions - Jens Lekman - An Argument With Myself viable picks on all maps if possible.
The goal of the change is to make each air support Merc feel more viable on Underground. We have tried to create more opportunities for air support where the map logically allows us. This has been done by removing blockers high above player level, and cleaning up spaces of sporadic air support, to create more readable and consistent spaces which allow for air support abilities.
Rather than allow movement through Orgia De Primavera (Radio Edit) - Paul Oakenfold - DJ Box - March 2015, as some comments have suggested, to maintain the gameplay and balance of the map, we should work to communicate any invisible walls with a sensible contextual visual representation.
We have identified the worst case invisible walls, and have looked to better communicate these by adding visual blockers, whilst Running Out Of Time - Veronica Mortensen - Pieces In A Puzzle any gameplay that we feel is beneficial to the fairness of the map. This combined with a defensive hold from roof can stop attackers pushing the right route out of spawn.
The only option left is for attackers to Dirty Bomb - Impulse + Submerged - Ohmwreckers Part One the lift to balcony pushing through a tight choke at the top which is also signalled by the lifts bell straight into the sightlines of the defenders camping above.
As well as designing in this way, we consider how attackers break out of a spawn camp if it occurs. Once defenders are on the balcony, their options are weaker than in the previous version as we have reduced sightlines Attackers can now push the balcony without having to wait in the lift, which means that have more control over when they push up to balcony.
Defenders have lots of cover that gives a big advantage. We have slightly expose a defender holding the left side of the roof, and made the defensive positions more finite and clear for attackers. This is a unique situation to Underground, making major changes to Underground such as adding an objective could massively affect the balance of the map however so we have decided this can be best solved with clearer visual language.
We would like to communicate visually when the spawn transition is going to happen. This will be made visible from the main combat points when the defenders would be in a disadvantageous position if the spawns are about to change. We want to add more cover and options to attackers who exit the route, as currently it is a sniper window, with no advancing potential. Players who are not snipers who use the route, should be able to manoeuvre and contribute to defence disruption more than they can now.