Dummies vs Noobs 1.9 update log

Update 1.9

New gamemode: Attrition

  • Featuring a central control point, as well as multiple sub-stations
  • Noobs are tasked with taking the control point, as well as the sub-stations to guarantee more resources
  • Holding substations as dummies will reward reserves and ‘Supply’
  • ‘Supply’ can be used to buy team upgrades to help your team
  • Attrition will use a separate map pool, and will instead exclusively use its own maps that are custom-designed for this gamemode. For now, only 1 map will be in the pool.
    ^ “Autumn”, a 4-substation control map centered around a railgun under maintenance

New content

  • Added new entries to the Encyclopedia
  • Added 6 new units: Gunner, Strider, Engineer, Jetpacker, Grenadier and Platform
  • Added 60 new outfits: Spec Ops 2, Spec Ops 3, Insurgent 1, Insurgent 2, Mercenary 2, Operator 3, Breacher, Desert 3, Mercenary 3, Mercenary 4, Mercenary 5, Mercenary 6, Specialist, Leader, Rifleman, Scout 2, Experimental, Frogman, Mechanic, Miner, Paramedic, Pilot, Police, Rescue, Saboteur 2, Tanker, Veteran, Vintage, Injured, Injured 2, Mercenary 7, Mercenary 8, Operator 4, Security, Riot, Biohazard, Desert 4, Trooper, Viper, Shotgunner, Guest 2, Guest 3, Tracksuit, Insurgent 3, Militia 6, Albatross, Ranger 1, Ranger 2, Contractor 1, Contractor 2, Contractor 3, Novato, Oracle, Deinamite, Faith Guard 1, Faith Guard 2, Faith Guard 3, Order Guard 1, Order Guard 2, Order Guard 3
    ^ Albatross made by GamerGlen_208
    ^ Faith Guard 1, Faith Guard 2, Faith Guard 3, Order Guard 1, Order Guard 2 and Order Guard 3 made by ImADMR_TZ
    ^ Ranger 2 made by fossilfalls
    ^ Ranger 1 made by mystikalli
    ^ Spec Ops 2 and Spec Ops 3 made by YEETTT172
    ^ Insurgent 1 and Insurgent 2 made by HorseofWales
    ^ Mercenary 2, Operator 3 and Breacher made by FakeArea51Guard
    ^ Desert 3, Contractor 1, Contractor 2 and Contractor 3 made by rubber_ducks12
    ^ Novato, Oracle and Deinamite made by
    ^ Injured and Injured 2 made by darrennow
    ^ Mercenary 7, Mercenary 8, Operator 4, Security, Riot, Biohazard, Desert 4, Trooper, Viper, Shotgunner, Guest 2, Guest 3, Tracksuit, Insurgent 3 and Militia 6 made by Pooperz100
    ^ Leader, Scout 2, Rifleman and Specialist made by ArmyAvia
    ^ Pilot, Frogman, Police and Experimental made by frostcq
  • Added 2 new grenade launcher upgrades; Adhe Launcher and Parabolic Hydra
    ^ Adhe Launcher: Place adhesive bombs on any surface, even enemies
    ^ Parabolic Hydra: Given 2 more extra grenades, and press Q to split all projectiles into 4 more projectiles
  • Replaced the Bloodshot with a new weapon; the Voltaic Impact
    ^ On hit: Creates a small lightning chain effect
    ^ While jetpacking and hitting anything: Lightning chain effect can affect more enemies and does more damage
  • Replaced the Sprayer Kit with the MADS
    ^ Throw up to 2 disposable, limited lifespan mini-PDCs
    ^ Encourages an active and aggressive Engineer playstyle

New features

  • Added an indicator when you successfully apply someone with the blinding slug and/or concussion shell in the Mastermind gamemode
  • When the Mastermind leaves during a game, it’ll count it as an automatic victory for the Dummies
  • Mobile users can now initiate a votekick
  • Jetpacks now have the ability to slow their descent, even when they are not equipped
  • Removed the Mastermind custom targetting system
  • Barriers now have their HP displayed, as well as different colors for different health percentages
  • Settings will now save
  • Replaced the Rocket Stormer’s single-time redirection with a constant redirection feature.
    ^ Basically, you can now aim the rockets manually like a homing missile. With your mouse (or center of screen if you’re on mobile)

Balance changes

  • The Mastermind will now spawn with 900 health alongside a special Mastermind kit
  • Turret kit price (10 R > 15 R)
  • All shotguns now have a fixed bullet spread as well as 10 pellets (8 > 10)
  • Handyman
    ^ Damage is now based on a falloff formula. Minimum damage is 50, maximum damage is 110
  • Added a new mastermind currency specially for upgrades; Research
    ^ In addition, mastermind ugprades have been rebalanced to meet the new income formula of the Research currency
    ^ The mastermind gains 3 Re per wave, not exponentially. Just 3 Re
  • Removed the Shielder’s Damage upgrade in the Mastermind gamemode
  • DMR and its upgrades now have a 0.4% ammo-per-bullet consumption rate (0.9% > 0.4%)
  • Decreased the spread of the Akimbo pistol (and its upgrades)
    ^ Spread (0.6 > 0.4)
    ^ Mini-SMG spread (2 > 1.8)
  • Shockwave Device
    ^ Changed the 2x damage bonus to a 50% damage bonus (1.5x)
    ^ Projectiles now move at the same rate as the stock RPG
  • Removed the Terminal Velocity’s explosion feature, and replaced it with a 50% faster refill rate
  • Trident will no longer have a damage resistance shield, but rather have its victim have a forcefield (so that players don’t get mauled the second the grapple brings them into the sightline of 5058439058305 infantry units)
  • Balance changes to Sparta:
    ^ Walkspeed (30 > 45)
    ^ Will regenerate 20% of its health upon a melee kill
    ^ Extended his melee attack range (50 > 100)
    ^ Replaced the gun mechanic with a leaping ability. Only triggers if a player is too far beyond the melee range
    ^ Melee attack will now do a 3-stage chain (credit to IoIkiller101 for helping with AI fixes)
  • Balance changes to Achilles:
    ^ Reduced overall health dramatically
    ^ Re-added the shield-timing mechanic, where you will have to time your shots to kill Achilles. Achilles will fire during the brief time window of opening
    ^ Achilles can now damage armoured units, dealing a flat 500 damage
  • Balance changes to Prometheus:
    ^ Fuel tank damage percentage under 3 players (20% > 40%)
    ^ Fuel tank damage percentage above 3 players (25% > 35%)
    ^ Health per player (1100 > 700)
    ^ Fuel tank regen time (40s > 20s)
  • Balance changes to Fusilier:
    ^ You can no longer have more than 1 grenade attached upon you at a time
    ^ Grenades have a 2s fuse upon hitting you

Miscellaneous

  • Massive internal cleanup of various scripts
  • Fixed a major memory leak issue regarding AI script signals not being disconnected after death
  • (Hopefully) improved the hit registration of various weapons
    ^ Keep in mind that this change loosens up security measures on the server, so expect to see more exploiters
  • Changed the Death ending’s music
  • Added letterboxes to each ending for better cinematic experience
  • The infantry now have enough muscle power to toss a grenade
  • Infantry will attempt to flush players out of cover by strategically throwing grenades above cover (if possible)
  • Removed the ‘Shadows’ option, and replaced it with the “Low performance option” for you people with prehistoric computers
  • Removed start-of-the-round artillery from Siege
  • (Hopefully) fixed the long-standing issue where units would move back and forth randomly
  • Various improvements to AI, weapons and etc by IoIkiller101
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