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Dirty Bomb was made by the ETQW people
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NTolerance
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Joined: 13 Jul 2005
Posts: 1044

PostPosted: Mon Jun 08, 2015 8:17 pm    Post subject: Dirty Bomb was made by the ETQW people

http://dirtybomb.nexon.net/

Anyone know when the final release is expected?
Butter
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Joined: 18 Apr 2004
Posts: 7520
Location: New York, NY

PostPosted: Mon Jun 08, 2015 11:16 pm    Post subject:

I would definitely like to try this.
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NTolerance
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PostPosted: Sat Jun 13, 2015 10:20 pm    Post subject:

This game is fun. The gunplay is solid and there's a lot of teamwork elements. I think those that played ET in the past would find similarities here.

Most importantly, the gameplay and "netcode" feel tight. No floating around or anything like that.
ProfessorZ
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Joined: 21 Apr 2004
Posts: 1488
Location: Arab, AL

PostPosted: Mon Jun 15, 2015 8:56 pm    Post subject:

NTolerance wrote:
I think those that played ET in the past would find similarities here.


Oh, so is there a quad bike capable of inflicting team damage????? Very Happy Twisted Evil
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NTolerance
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Posts: 1044

PostPosted: Tue Jun 16, 2015 12:50 pm    Post subject:

ProfessorZ wrote:
NTolerance wrote:
I think those that played ET in the past would find similarities here.


Oh, so is there a quad bike capable of inflicting team damage????? Very Happy Twisted Evil


Pics or it didn't happen.

Also, cool things about Dirty Bomb:

* TTK is high, but you can see the health bar of your enemies when are you looking at them, even from across the map.
* You can't see your K/D during the match, only your teamplay points. I think this helps to keep players from kill farming and instead encourage PTFOing.
* You get a ton of points for teamplay. I was feeding a heavy a lot of ammo in one round and topped the scoreboard. [/list]
DogShxtTaco
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Joined: 19 Apr 2004
Posts: 8201
Location: Cary, NC

PostPosted: Tue Jun 16, 2015 3:41 pm    Post subject:

NTolerance wrote:
I think those that played ET in the past would find similarities here.


I think I can elaborate on this a bit, I'll go point-by-point with what I currently think is true:

Every player can do any objective. Some classes get a boost to their objective-related abilities and are better suited to certain tasks, but everyone can contribute. I have mixed opinions about this in the context of an ET-style game, but I think it's ultimately a positive.

The objectives are very familiar. Things like planting C4 to blow up a thing, repairing a thing to do a thing, running items to sockets to blow a thing up. There's also the "repair a vehicle and escort it" mechanic. The name of this vehicle escapes me, because that slot in my brain is already filled with "The MCP". It isn't called that in the game, but that is the name I use.

Usually, only one player can work on an objective at a time. You will get a notification if a teammate is doing a solo objective and that you aren't helping right now, but for things like planting C4 multiple people can try to drop a brick. I think only one brick can be dropped at a time, though, so there's probably no benefit to having four people drop C4.

Each map has three stages, defined by completing the major objective of that stage. This feels like part of a conscious design choice to keep every map predictable. Each stage's major objective is explained in a briefing before every. fucking. game. which is annoying, because it's ultimately "Go to the big yellow hexagon on your map and HUD, then hit F"

Some stages have things we're familiar with, like forward spawns and side shit to repair/destroy to open alternate routes.

No turrets are dropped from space/helicopters. Mounted turrets are pervasive and painful. Engineer turrets are small and hurt a lot, but are pretty easy to kill.

The sides are identical, so there's no odd balance issues caused by e.g. GDF medic with zappers and Strogg medics with syringe thingies.

Speaking of medics, get on the rez train! This game has (I think) the same GDF medic revive mechanic. You can clear out a room, but if the medic is still up, everyone you killed will be back up in seconds. There is a small delay before the defib paddles work, but even after they added that delay to GDF medics, the rez train never stopped. I think only BF4 has the medic revive system right. As in ETQW, the rez train can be frustrating if you don't derail it.

There is a "finishing" mechanic that takes a downed enemy that is still revivable (and can crawl around a little) and really "kills" him, forcing a spawn in the next wave. "Finished" bodies turn gray, so it's trivial (even for me) to see when an enemy needs to be finished or is really dead. Melee weapons finish in one hit.

Also speaking of medics, everyone can revive! Medics do it instantly with defibs, but other classes take around 10 seconds to "help up" a teammate.

There's a lot more small stuff, of course, but those are the bigger things that stand out to me.[/list]
DogShxtTaco
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Posts: 8201
Location: Cary, NC

PostPosted: Tue Jun 16, 2015 3:52 pm    Post subject:

I forgot to mention this, but probably nobody else played Brink so it doesn't matter:

This game is Brink, without the (I thought so, at least) actually useful "SMART"/parkour terrain traversal button. Some points in maps appear to have been made to support that system (or a similar one), but for whatever reason it isn't in the game. The walljump mechanic they put in its place doesn't act in a way that I find useful or predictable, unless that prediction is that it won't be useful.

The story is radiation instead of a flood, and names have been changed to protect the innocent, etc, etc, but if you are familiar with Brink, wrap that game up in a free-to-play model like most of the MOBAs are using, including free-play character rotation and purchasable characters and cosmetics, and you get Dirty Bomb. Like Brink and ETQW, this game is Spash Damage through-and-through. It should be a nice comfy, but new, pair of slippers to put on for fans of previous games in the genre.
NTolerance
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PostPosted: Tue Jun 16, 2015 7:30 pm    Post subject:

DogShxtTaco wrote:

Also speaking of medics, everyone can revive! Medics do it instantly with defibs, but other classes take around 10 seconds to "help up" a teammate.



Didn't know this. But now I do.

Also this game needs a Databrain.
DogShxtTaco
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Posts: 8201
Location: Cary, NC

PostPosted: Tue Jun 16, 2015 10:15 pm    Post subject:

And less hackers Sad

(Mute this) https://www.youtube.com/watch?v=3ycjig1w3wA

I was just playing, and the TTKs were lower than BF:H because there were a couple aimbotters on the other team. Joined another server...and there were a couple aimbotters on the other team.

Might be staying away from this...
JoeSwindell
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Joined: 12 Sep 2005
Posts: 1612
Location: Roanoke, Virginia

PostPosted: Wed Jun 17, 2015 7:16 am    Post subject:

Eh. They might not have the anti cheat system in place yet.
Super Wabbit
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Posts: 3667
Location: Raleigh, NC

PostPosted: Wed Jun 17, 2015 1:18 pm    Post subject:

Hopefully this is a something they can fix quickly.
NTolerance
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PostPosted: Wed Jun 17, 2015 2:05 pm    Post subject:

Well that sucks. Perhaps there will be dedicated servers where we can just banhammer.
DogShxtTaco
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Posts: 8201
Location: Cary, NC

PostPosted: Wed Jun 17, 2015 10:44 pm    Post subject:

I'm also thinking along the same lines as Joe: I expect they'll deal with the cheats when they have a game to release.

In the meantime, I should point out that any time I've encountered cheaters (save this one), I've been able to just join another server and be fine. But leaving a server because of cheaters only to join another server with cheaters on it is demoralizing, to say the least.

The game mods say things like "Record video and submit a support ticket", but many of the forum posts I've read about this are talking about the support tickets being closed without youtube view counts incrementing, so it just doesn't seem like dealing with cheaters is a priority right now. That makes perfect sense to me, but that doesn't mean I'm happy about it. Sad
DogShxtTaco
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Posts: 8201
Location: Cary, NC

PostPosted: Fri Jun 19, 2015 9:06 pm    Post subject:

Tried to play some more tonight.

A data point: https://imgur.com/a/BQsqz

He was predictably headshotting everyone, and being quite brazen about the fact that he was hacking. I initiated a votekick, but It failed. (?!)
NTolerance
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PostPosted: Mon Jun 29, 2015 12:39 am    Post subject:

Provide your email address for a free merc (Fragger)
NTolerance
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Posts: 1044

PostPosted: Thu Jul 02, 2015 2:11 pm    Post subject:

I just bought Sparks with some hard earned in-game currency. Fantastic gameplay mechanics for this merc! This may be the best medic-type class I've seen in a FPS.

So you've got medic bags which can be dropped on the ground or thrown at teammates to instantly increase their health. Aiming your medbags at running teammates does take some skill and for me is as much fun as shooting enemies. You get a lot of points to boot. This same mechanic is also present for the mercs that have ammo bags. You may think that BF4 kinda has this feature with the little med/ammo packs, but in Dirty Bomb they actually work reliably when you hit teammates with them or they run over them.

And then there's the rez gun. This thing is amazing. It works just like how you would think. If you've got line of sight to a downed teammate you can charge your rez gun to revive them from across the map! Aim required, so skill required.

Compared to the TF2 and BF4 medic classes of which I've played a ton, Sparks in Dirty Bomb is the most fun I think. Also you've got a SMG which is pretty nice too.

Additionally I've played many hours in the past few days and have yet to run into an obvious hacker.
NTolerance
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Posts: 1044

PostPosted: Thu Jul 02, 2015 2:17 pm    Post subject:

DogShxtTaco wrote:

There is a "finishing" mechanic that takes a downed enemy that is still revivable (and can crawl around a little) and really "kills" him, forcing a spawn in the next wave. "Finished" bodies turn gray, so it's trivial (even for me) to see when an enemy needs to be finished or is really dead. Melee weapons finish in one hit.


After playing the game more I really dig the "finishing" mechanic. Experience has taught me to just mag dump into downed enemies, which is pretty funny. While this does use a lot of ammo, I prefer doing this to a melee finishing move to stay out of danger and avoid Nader's martyrdom perk.
MTLMortis
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PostPosted: Fri Jul 03, 2015 4:04 pm    Post subject:

NTolerance wrote:
After playing the game more I really dig the "finishing" mechanic...


I have some movies like that...
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MTLMortis
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Posts: 515

PostPosted: Mon Jul 06, 2015 8:42 am    Post subject:

DogShxtTaco wrote:
...Some points in maps appear to have been made to support that system (or a similar one), but for whatever reason it isn't in the game. The walljump mechanic they put in its place doesn't act in a way that I find useful or predictable, unless that prediction is that it won't be useful...


Actually, it's intentional and you're supposed to do double-wall jumping stuff, but it's not a focus. If you get it down, it's certainly quicker to get to certain places.

dirty bomb movement: https://youtu.be/-LJUmnLDpDw

NEW: Useful Trick Jumps for Every Map https://youtu.be/5CsMPX6800Y

After a weekend of playing the game I haven't really seen any cheaters. I like the gameplay but it may be a bit too much on the teamwork side of things. I'm big on teamplay but you can get locked into a loss if even one teammate doesn't play their role or work with the team.

Splitting up is also pretty bad unless you're a twitch monkey with a fast gun.

The martyrdom ability, which I thought was bad, isn't as bad once I fooled around with it. There is a pretty big delay before you can actually blow it, so immediately finishing them while close means you're safe or just shoot them with secondary if med-far range.

TTK can be long if you're doing body shots but if you're going for the head it's much less. Turn on the hit noises, it's distinctive when you're getting headshots.


Some further notes:

Making Fat Stacks

I think the credit flow is about right for a f2p game. There's a lot of noise that it's too slow, but once you get a merc, you got him. Then it's just buying up loadouts (cheap) and trading-up.

You get 250 bonus creds for each match-mode (objective/stopwatch/execution) of the day so do one of each even if you lose that's 750 in the bank.

Missions: check your missions by clicking on your avatar on the top of the main menu. Each mission is worth money and some of them you need do nothing more than have a merc in your loadout whether you use it or not. Unsure what cancelling a mission will do, or even if you can.


NEW After further investigation you make the least amount of money from winning/losing matches. You make the most money on time spent in game (12 credits per minute), having even teams, and playing your role.


Loadouts

Gotta play the mercs to the map but I don't have enough experience to do complete loadout opinions. I know certain maps I take a specific class, but dunno about entire loadouts though.

Gameplay Tips

1. ammo/health carry momentum so if you want to toss farther, sprint and toss

2. Spend a minute familiarizing yourself with the noise a turret and mine make. That way you won't continually run into them like I did.

3. Charge the defibs.... same like in BF4 it'll give the revived person to get away from the person shooting them again.
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Last edited by MTLMortis on Tue Jul 07, 2015 9:14 am; edited 1 time in total
MTLMortis
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Posts: 515

PostPosted: Mon Jul 06, 2015 2:22 pm    Post subject:

AUGMENTS

Note: Not all augments are available for all mercs, even if it seems like it should. See LOADOUT list below

    Armour Piercing: Bullets do 15% more damage to the EV
    Big Ears: Enemy footsteps and other appropriate noises are 30% louder to you.
    Bigger Blast: increase to blast radius to AoE weapons
    Bomb Squad: Adds a more vivid highlight to enemy Proximity Mines and deployed explosives
    Chopper: 20% increase to melee damage
    Cool: Increase the time it takes Mounted MGs to overheat by 50%
    Drilled: 20% reduction to reload time.
    Double Time: Allows you to reload whilst sprinting
    Enigma: Reduced duration of being spotted by 50%
    Explodydendron: 10% increase to blast radius to AoE abilities
    Extra Ammo: Increase the max number of ammo packs by one.
    Extra Supplies: 20% cooldown reduction to support abilities.
    Fail Safe: Reduces the effect taken from your own explosives by 30%.
    Focus: Reduces Flinching when hit while iron sighting or scoped by 50%.
    Flying Pig: You take no fall damage when landing.
    Get up: 50% increase to health given on revive.
    Guardian Angel: Receive an audio warning whenever enemy artillery or airstrikes are incoming on your position.
    Healing Reach: 15% increase to size of healing radius.
    Ice Cold: 40% increase in time until overheating. (Minigun)
    Lock-on: Turrets, Mines and other automated defenses react 30% more quickly.
    Looter: Killing an enemy Fire Support Merc will drop a small Ammo Pack, killing an enemy Medic will drop a small Health Pack.
    Mechanic: Improves any repair tools and disarm rates by 20%
    Nitros: 50% increase to barrel acceleration (Minigun)
    Pineapple Juggler: Allows you to quickly pick-up and throw nearby grenades
    Potent Packs: 20% increase to health regen rate given by healing abilities
    Quick Slash: Increases melee slash speed by 25%.
    Quick Draw: 30% reduction to the time taken to raise and lower weapon.
    Quick Eye: 35% increased movement speed when Iron Sighted.
    Sneaky:Reduces the amount of sound you generate when running by 25%
    Spares: Increases the maximum number of magazines that can be carried by 1.
    Spotter: 20% increase to the detection radius (Heartbeat Sensor)
    Springy: Gives the Merc the ability to complete three jumps in a row instead of two.
    Steady: 22% Increase to deployables health
    Tough: Reduces the delay untill health regen starts by 33%
    Try Hard: Gain 10HP for each death you suffer without getting a kill, up to a maximum of 30HP
    Unshakeable: Reduces the damage you take from explosives by 20%
    Untrackable: Turrets, Mines and other automated defenses react 30% more slowly to your presence.


LOADOUTS

Loadouts - not complete but as up to date as I could find them.

- Keys
- Legend
- * = Loadout is assumed to exist, but hasn't been accounted for yet.
- + = Loadout introduced at this rarity tier.
- Primary
- Shotguns
- A = Ahnuhld-12
- R = Remburg 7
- H = Hollunds 880
- SMG
- C = KEK-10
- BL = Blishlok
- SM = SMG-9
- KE = Hochfir SMG
- CR = Crotzni
- Assault Rifles
- M = M4A1
- T = Timik-47
- B = BR-16
- S = Stark AR
- D = Dreiss AR
- Machine Guns
- K = K-121
- Sniper Rifles
- P = PDP-70
- MO = Moa SNPR-1
- F = FEL-IX
- Secondary
- 1 = MP400 (Auto)
- 2 = Tolen MP (Auto)
- 3 = Empire-9 (Auto)
- 4 = M9
- 5 = DE. 50
- 6 = Simeon .357
- 7 = Caulden
- 8 = Selbstadt .40
- 9 = Smjüth & Whetsman .40
- Melee
- 1 = Beckhill Combat Knife
- 2 = Stilnotto Stiletto
- 3 = Cricket Bat

- Aura

- Lead
- R81 Offensive Close Assault (Drilled)
- H72 Support Close Assault (Potent Packs)
- BL81 Offensive Operative (Cool)

- Iron
- R81 Cyclone Close Assault (Drilled, Quick Eye)
- H83 Respite Close Assault (Springy, Healing Reach)
- BL81 High-tech Operative (Cool, Healing Reach)
- + R42 Pulse Close Assault (Flying Pig, Sneaky)
- + H72 Respite Close Assault (Potent Packs, Enigma)

- Bronze
- R81 Superb Close Assault (Drilled, Quick Eye, Chopper)
- H83 Relief Close Assault (Springy, Healing Reach, Get Up)
- BL81 Classic Operative (Cool, Healing Reach, Quick Draw)
- R42 Tornado Close Assault (Flying Pig, Sneaky, Chopper)
- H72 Modern Close Assault (Potent Packs, Enigma, Chopper)
- + BL72 Modern Operative (Quick Eye, Get Up, Cool)

- Silver
- + H42 Nitro Close Assault (Sneaky, Healing Reach, Double Time)

- Gold
- + BL41 Relief Operative (Get Up, Double Time, Extra Supplies)

- Cobalt
- + R73 ? (Springy, Enigma, Healing Reach)

- Proxy

- Lead
- R51 Offensive Close Assault (Quick Draw)
- H11 Offensive Close Assault (Drilled)
- KE21 Offensive Operative (Fail Safe)

- Iron
- R51 Deft Close Assault (Quick Draw, Quick Slash)
- H11 Cyclone Close Assault (Drilled, Enigma)
- KE21 Deft Operative (Fail Safe, Pineapple Juggler)
- + R22 Pulse Close Assault (Flying Pig, Double Time)
- + H22 Marvelous Operative (Try Hard, Springy)

- Bronze
- R51 Venerable Close Assault (Quick Draw, Quick Slash, Springy)
- H11 Superb Close Assault (Drilled, Enigma, Cool)
- KE12 Supreme Operative (Try Hard, Pineapple Juggler, Double Time)
- R22 Turbo Close Assault (Flying Pig, Double Time, Looter)
- H22 Turbo Close Assault (Try Hard, Springy, Enigma)
- + KE21 Elite Operative (Fail Safe, Pineapple Juggler, Chopper)

- Silver
- + R23 Adept Close Assault (Quick Slash, Looter, Cool)

- Gold
- + KE53 Elite Operative (Guardian Angel, Drilled, Quick Draw)

- Obsidian
- H22 Founders / Turbo Close Assault (Try Hard, Springy, Enigma)
- R22 Beta Fighter / Turbo Close Assault (Flying Pig, Double Time, Looter)

- Skyhammer

- Lead
- M51 Offensive Rifleman (Chopper)
- T51 Offensive Rifleman (Quick Draw)
- B61 Support Rifleman (Extra Ammo)

- Iron
- M51 Warlike Rifleman (Chopper, Fail Safe)
- T51 Deft Rifleman (Quick Draw, Try Hard)
- B61 Synergetic Rifleman (Extra Ammo, Quick Slash)
- M92 Deft Rifleman (Guardian Angel, Explodydendron)
- T92 Deft Rifleman (Pineapple Juggler, Quick Draw)

- Bronze
- M51 Classic Rifleman (Chopper, Fail Safe, Extra Ammo)
- T51 Elite Rifleman (Quick Draw, Try Hard, Cool)
- B61 Collaborative Rifleman (Extra Ammo, Quick Slash, Extra Supplies)
- M92 Elite Rifleman (Guardian Angel, Explodydendron, Drilled)
- T92 Elite Rifleman (Pineapple Juggler, Quick Draw, FailSafe)
- + B92 Aggressive Rifleman (Chopper, Explodydendron, Quick Draw)

- Silver
- + T63 Elite Rifleman (Explodydendron, Fail Safe, Quick Slash)

- Gold
- + B53 Elite Rifleman (Try Hard, Drilled, Fail Safe)

- Obsidian
- M92 Founders / Elite Rifleman (Guardian Angel, Explodydendron, Drilled)

- Arty

- Lead
- D72 Offensive Rifleman (Fail Safe)
- S41 Defensive Rifleman (Focus)
- B81 Offensive Rifleman (Drilled)

- Iron
- D72 Warlike Rifleman (Fail Safe, Quick Draw)
- S41 Improved Rifleman (Focus, Cool)
- B81 Warlike Rifleman (Drilled, Chopper)
- + D83 Improved Rifleman (Chopper, Unshakeable)
- + S72 Improved Rifleman (Explodydendron, Focus)

- Bronze
- D72 Classic Rifleman (Fail Safe, Quick Draw, Extra Supplies)
- S41 Original Rifleman (Focus, Cool, Extra Supplies)
- B81 Aggressive Rifleman (Drilled, Chopper, Explodydendron)
- D83 Original Rifleman (Chopper, Unshakeable, Extra Ammo)
- S72 Revised Rifleman (Explodydendron, Focus, Tough)
- + B42 Service Rifleman (Extra Ammo, Focus, Extra Supplies)

- Silver
- + D43 Revised Rifleman (Unshakeable, Spares, Fail Safe)

- Gold
- + S82 Technical Rifleman (Mechanic, Extra Ammo, Explodydendron)

- Cobalt
- D43 Revised Rifleman (Unshakeable, Spares, Fail Safe)

- Obsidian
- D82 Beta Fighter / Original Rifleman (Chopper, Unshakeable, Extra Ammo)

- Fragger

- Lead
- K51 Offensive Gunner (Cool)
- M91 Offensive Rifleman (Explodydendron)
- B61 Defensive Rifleman (Spares)

- Iron
- K51 Warlike Gunner (Cool, Drilled)
- M91 Warlike Rifleman (Explodydendron, Chopper)
- B61 Improved Rifleman (Spares, Quick Draw)
- + K92 Improved Gunner (Tough, Cool)
- + B52 Overseer Rifleman (Double Time, Spares)

- Bronze
- K51 Power Gunner (Cool, Drilled, Focus)
- M91 Superb Rifleman (Explodydendron, Chopper, Springy)
- B61 Power Rifleman (Spares, Quick Draw, Fail Safe)
- K92 Standard Gunner (Tough, Cool, Enigma)
- B52 Hurricane Rifleman (Double Time, Spares, Flying Pig)
- + M62 Power Rifleman (Cool, Unshakeable, Explodydendron)

- Silver
- + K63 Standard Gunner (Springy, Focus, Chopper)

- Gold
- + M93 Standard Rifleman (Sneaky, Focus, Explodydendron)

- Obsidian
- K92 Founders / Standard Gunner (Tough, Cool, Enigma)
- B61 Beta Fighter / Power Rifleman (Spares, Quick Draw, Fail Safe)

-Sawbonez

- Default
- SM41

- Lead
- SM41 Support Operative (Get Up)
- CR81 Support Operative (Extra Supplies)
- BL71 Defensive Operative (Unshakeable)

- Iron
- SM41 High-Tech Operative (Get Up, Cool)
- CR81 Utility Operative (Extra Supplies, Focus)
- BL71 Utility Operative (Unshakeable, Potent Packs)
- + SM72 Assistant Operative (Get Up, Extra Supplies)
- + CR42 Utility Operative (Potent Packs, Focus)

- Bronze
- SM41 Original Operative (Get Up, Cool, Tough)
- CR81 Original Operative (Extra Supplies, Focus, Chopper)
- BL71 Bastion Operative (Unshakeable, Potent Packs, Spares)
- SM72 Technical Operative (Get Up, Extra Supplies, Chopper)
- CR42 Original Operative (Potent Packs, Focus, Drilled)
- + BL82 Original Operative (Mechanic, Tough, Quick Draw)

- Silver
- + CR73 Companion Operative (Potent Packs, Mechanic, Get Up)

- Gold
- + BL43 Classic Operative (Mechanic, Cool, Drilled)

- Obsidian
- SM72 Founders / Technical Operative (Get Up, Extra Supplies, Chopper)
- BL72 Beta Fighter / Bastion Operative (Unshakeable, Potent Packs, Spares)

- Vassili

- Lead
- MO11 Defensive Sniper (Spares)
- P21 Intel Sniper (Bomb Squad)
- F91 Defensive Sniper (Unshakeable)

- Iron
- MO11 Observant Sniper (Spares, Bomb Squad)
- P21 Iconic Sniper (Bomb Squad, Quick Slash)
- F91 Paladin Sniper (Unshakeable, Spares)
- + MO22 Iconic Sniper (Looter, Untrackable)
- + P92 Observant Sniper (Unshakeable, Spotter)

- Bronze
- MO11 Shielded Sniper(Spares, Bomb Squad, Focus)
- P21 Optimal Sniper (Bomb Squad, Quick Slash, Untrackable)
- F91 Shielded Sniper (Unshakeable, Spares, Big Ears)
- MO22 Optimal Sniper (Looter, Untrackable, Bomb Squad)
- P92 Strike Sniper (Unshakeable, Spotter, Guardian Angel)
- + F12 Perceptive Sniper (Spotter, Big Ears, Unshakeable)

- Silver
- + P13 Shielded Sniper (Spares, Spotter, Focus)

- Gold
- + F23 Perceptive Sniper (Bomb Squad, Spotter, Tough)

- Cobalt
- F91 Shielded Sniper (Unshakeable, Spares, Big Ears)

- Obsidian
- F92 Beta Fighter / Shielded Sniper (Unshakable, Spares, Big Ears)
- MO31 Founders / Shielded Sniper (Spares, Bomb Squad, Focus)

- Bushwhacker

- Lead
- C41 Defensive Operative (Focus)
- SM82 Defensive Operative (Tough)
- BL73 Specialist Operative (Try Hard)

- Iron
- C41 Paladin Operative (Focus, Lock-On)
- SM82 Improved Operative (Tough, Chopper)
- BL73 Specialist Operative (Try Hard, Lock on)
- + C82 Deft Operative (Looter, Drilled)
- + SM41 Deft Operative (Quick Draw, Pineapple Juggler)

- Bronze
- C41 Vanguard Operative (Focus, Lock-On, Spares)
- SM82 Revised Operative (Tough, Chopper, Steady)
- BL73 Premium Operative (Try Hard, Lock-On, Quick Draw)
- C82 Adept Operative (Looter, Drilled, Guardian Angel)
- SM41 Premium Operative (Quick Draw, Pineapple Juggler, Unshakeable)
- + BL81 Revised Operative (Steady, Lock-On, Cool)

- Silver
- + SM43 Fortified Operative (Focus, Quick Slash, Tough)

- Gold
- + BL71 Fortified Operative (Looter, Spares, Focus)

- Cobalt
- S43 Fortified Operative (Focus, Quick Slash, Tough)

- Nader

- Lead
- CR81 Offensive Operative (Bigger Blast)
- SM72 Defensive Operative (Unshakeable)
- KE43 Scout Operative (Flying Pig)

- Iron
- CR81 Warlike Operative (Bigger Blast, Fail Safe)
- SM72 Improved Operative (Unshakeable, Chopper)
- KE43 Pulse Operative (Flying Pig, Enigma)
- + SM41 Overseer Operative (Unshakeable, Springy)
- + CR72 Overseer Operative (Double Time, Focus)

- Bronze
- CR81 Superb Operative (Bigger Blast, Fail Safe, Quick Eye)
- SM72 Revised Operative (Unshakeable, Chopper, Spares)
- KE43 Hurricane Operative (Flying Pig, Enigma, Tough)
- SM41 Standard Operative (Unshakeable, Springy, Bigger Blast)
- CR72 Standard Operative (Double Time, Focus, Cool)
- + KE81 Power Operative (Quick Draw, Fail Safe, Focus)

- Silver
- + SM43 Standard Operative (Drilled, Sneaky, Focus)

- Gold
- + CR83 Standard Operative (Quick Draw, Spares, Enigma)

- Fletcher

- Lead
- A31 Defensive Close Assault (Lock-On)
- BL63 Defensive Operative (Unshakeable)
- H22 Scout Close Assault (Enigma)

- Iron
- A31 Paladin Close Assault (Lock-On, Tough)
- BL63 Improved Operative (Unshakeable, Chopper)
- H22 Overseer Close Assault (Enigma, Focus)
- + A62 Cyclone Close Assault (Sneaky, Cool)
- + H31 Improved Close Assault (Cool, Spares)

- Bronze
- A31 Guardian Close Assault (Lock-On, Tough, Double Time)
- BL63 Standard Operative (Unshakeable, Chopper, Flying Pig)
- H22 Standard Close Assault (Enigma, Focus, Drilled)
- A62 Superb Close Assault (Sneaky, Cool, Quick Draw)
- H31 Standard Close Assault (Cool, Spares, Quick Eye)
- + BL32 Standard Operative (Failsafe, Springy, Lock-On)

- Silver
- + H63 Standard Close Assault (Drilled, Double Time, Unshakeable)

- Gold
- + BL33 Standard Operative (Quick Draw, Tough, Flying Pig)

- Cobalt
- + A23 Guardian Close Assault (Unshakeable, Tough, Enigma)

- Rhino

- Lead
- R93 Offensive Close Assault (Nitros)
- A61 Defensive Close Assault (Tough)
- H52 Specialist Close Assault (Looter)

- Iron
- * R93 ? (Nitros, Cool)
- * A61 ? (Tough, Chopper)
- H52 Flawless Close Assault (Looter, Try Hard)
- H63 Improved Close Assault (Tough, Drilled)

- Bronze
- R93 Power Close Assault (Nitros, Cool, Unshakeable)
- A61 Power Close Assault (Tough, Chopper, Ice Cold)
- H52 Immaculate Close Assault (Looter, Try Hard, Spares)
- H63 Premium Close Assault (Tough, Drilled, Try Hard)
- A92 Adept Close Assault (Drilled, Guardian Angel, Pineapple Juggler)
- R61 Premium Close Assault (Looter, Quick Draw, Spares)

- Silver
- + A51 Vanguard Close Assault (Focus, Tough, Unshakeable)

- Gold

- Kira

- Lead
- B72 Offensive Rifleman (Chopper)

- Iron
- B72 Hardened Rifleman (Chopper, Bomb Squad)
- D43 High-tech Rifleman (Cool, Extra Supplies)
- S72 Archetype RIfleman (Untrackable, Big Ears)
- S81 Hardened Rifleman (Untrackable, Drilled)
- B83 Hardened Rifleman (Quick Draw, Bomb Squad)

- Bronze
- B72 Excellent Rifleman (Chopper, Bomb Squad, Explodydendron)
- D43 Classic Rifleman (Cool, Extra Supplies, Quick Draw)
- S72 Veteran Rifleman (Untrackable, Big Ears, Explodydendron)
- S81 Prime Rifleman (Untrackable, Drilled, Mechanic)
- B83 Prime Rifleman (Quick Draw, Bomb Squad, Mechanic)
- + D82 Classic Rifleman (Extra Supplies, Drilled, Cool)

- Silver
- + S42 Excellent Rifleman (Big Ears, Chopper, Quick Draw)

- Gold
_________________
[MTL]Mortis - "No one says you have to fight a war with your pants on..."

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