![]() 10 seconds after death, you can either respawn next to a teammate who's on the ground but not in combat, or parachute in from above. I don't think Dirty Bomb is bad or a lost cause by any means, not least because the respawn system works really well in the opening stages of a match, when the action is more distributed. In this case it seemed like the other seven squads had just given up. That's what it should be like, but often isn't. Last night it delivered a tremendous match where my squad and two others were neck-and-neck at the finish, things ended in an explosive house shootout that lasted about a minute, and we managed to detonate the bomb just as their respawned selves appeared at the windows. When you suddenly have 40 players focused on a single tiny area this becomes a special kind of madness.ĭirty Bomb is not always like this. There are dozens of guns firing in one tiny area, ordnance going off, probably an attack chopper above-this is the bad kind of chaos. ![]() I've had games that have gone on interminably long because no team can get close enough to deposit uranium or trigger the final bomb. ![]() But soon that same number of people are fighting over four objectives, then three, then two, then one, and when you suddenly have 40 players focused on a single tiny area this becomes a special kind of madness.Īt this point in the match, respawns become too fast. At the start of a match there are ten teams of four fighting over five of these objectives. But this is ultimately what makes Dirty Bomb veer all over the place, and sometimes smash into a wall.ĭirty Bomb's biggest problem at the moment is a combination of fast respawns and how the dirty bomb objectives reduce in number: when teams deposit uranium and detonate a bomb, they score points, it explodes and kills everyone around it as well as making the area temporarily radioactive, and disappears from the map. I don't have a problem when I get shot by a bush-croucher for the thousandth time, atomised by a chopper gunner I had no chance of avoiding, or blown up by a teammate's 'helpful' grenade, mainly because a few seconds later you're right back in there. Does it all hold together? Yeah maybe not really it depends. The bits that feel like traditional COD MP: the objective constantly bringing teams together frequent respawns collecting uranium like dogtags in Kill Confirmed quick switches in focus from one part of the map to another. The bits that are like Warzone: parachuting in squad firefights last stand and revivals the chests (kinda) traversing scrubland between small built-up areas the vehicles. Uranium is found in chests, which can also contain gear and scorestreaks, and players drop any they're carrying when killed.ĭirty Bomb is at its best when the objectives pull together two teams and, while they're fighting, a third comes out of nowhere, artillery hits, bodies fly, and suddenly it's anyone's game. ![]() ![]() The map contains five dirty bombs labelled A-E, which need to be filled with uranium before being detonated, and every team can see the progress being made on each bomb. Here's what happens: up to 40 players, in fireteams of 4, parachute into a medium-sized open map. ![]()
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