Tracked players: 5373 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
575 / 5373Active ranked this season
10:06
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-09-02 Last update UTC 16:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Skapetru
RANK AT RISK - DEFIB WINDOW OPEN
This rank slot is held outside the live field while the signal is re-proven. The dossier stays tracked and searchable.
REVIVE ORDER: deliver 2+ valid scored updates before the proving window closes - 6 updates finalize instantly. The rank returns with RR correction. Too few, and the signal is lost.
Gold II
Gold contract filePressure-band contract

Skapetru1627 Skill RR

Gold II

Rank at RiskReturn proof window open / live slot released / state file ? 1.9d ago
1627Skill RR
#-Board position
Held rankField state
38 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 7/10
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
54/100
Positive Pressure
Preview only · provisional 7/10 matches
PROJECTED RR IF ENABLED+2 Skill RR
LADDER TRACK BASE1109
PRESSURE BUDGET±28 RR
VISIBLE PREVIEW1111

Recent eligible matches are producing slightly more field pressure than expected.

54Current gauge
56Newest match
50Expected pressure
7/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Won Loss Won Abandoned Loss Won Loss Won
Open DBStats Profile ↗
Ranked read

Skapetru gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. Add cleaner fights around the push and this player becomes harder to remove from the round. There is team value here when the good moments also bring more fight pressure and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 17 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_bridge · Objective · Late Game
Maplast saved
obj_bridge
Objective · Late Game
Last lobby14 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1421
avg Skill RR 1421
Ranked densityrank signal
87.5%
14 of 16 detected players
Stomp riskbalance signal
50 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Gold II
1627Gold II · Skill RR
Gold II → Gold I96%
6 RR to Gold I39 RR above floor
1961Peak form
1110All-time peak
1109Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
HOT+129 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability83%
LOCKED
Peak form gapElite
+334 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
Skapetru is not locked yet, but the early rounds already show a way to help the team through stop pressure. The best path is simple: stay close to the team, take useful fights, and turn more minutes into obj work, revives, stops, or trades. Current stop pace sits around 15.1 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:09:55 UTC
NEXT SCAN 10:05
CONTACTS 575 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Skapetru 1627 RR · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -15.9 RR/UPDATE · PEAK FORM 1961 ON RECORD · LADDER PRESSURE LOW 20/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Skapetru
Gold II · Held-Rank Veteran
BOARD POS
RR 1627PEAK 1961STATE HOTCONF 74
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -15.9 RR / update.
Form SurgingCLEAR5 of last 6 scored updates positive, +129 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1961Peak form
1110All-time peak
1109Ladder track
+39RR above floor
1627Gold II · Skill RR96% TO GOLD I
Gold II → Gold I96% · 6 RR needed
REACTOR PULSE · FORM LAST 6HOT +129
Sentinel Confidence
74MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (55 rows), stored scored breakdowns (9) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
+20.2 1st Deployopener
+15 2nd Deployholding
3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg +22.7 RR / update over 3 updates weakest: 1217 UTC (avg +11.4)
Recent Sessions
2026-08-31-18-201 update-1
2026-08-21-16-202 updates+52
2026-08-16-11-402 updates+62
2026-08-15-14-202 updates-21
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+129HOT
Form Engine
net RR across last 6
+334peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
30
Support
28
KPH
27
Combat
7
84.9season KPH 34.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[16:09] > SCAN CYCLE 1609 COMPLETE — 575 contacts indexed
[16:09] > RATING SIGNAL LOCKED: 1627 RR · GOLD II
[16:09] > LEAK SCAN: COMBAT PRESSURE below target — drain -15.9 RR/update
[16:09] > FORM ENGINE: 5/6 positive — band HOT, stability 83%
Sentinel Read · Player Assessment
Skapetru is not locked yet, but the early rounds already show a way to help the team through stop pressure. The best path is simple: stay close to the team, take useful fights, and turn more minutes into obj work, revives, stops, or trades. Current stop pace sits around 15.1 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 9 stored scored games
Combat pressureavg 6.7 vs 75/h target · weight 20%
-15.9RR / update
Objective actionsavg 5.6 vs 17/h target · weight 20%
-12RR / update
Support actionsavg 8 vs 18/h target · weight 20%
-10.1RR / update
Kills per houravg 86 vs 152/h target · weight 20%
-7.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 31.3 vs 13/h target · weight 20%
+6.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+12.2 RR
Hit Combat pressure target — nothing else changes+28.3 RR / update
Hit Combat pressure + Objective actions targets+41 RR / update
Counterfactual on the same games, same K-factor (~90). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h-1 net
Your games
-1
Field drift
0
1 scored update in window
72h-1 net
Your games
-1
Field drift
0
1 scored update in window
7d-1 net
Your games
-1
Field drift
0
1 scored update in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 4%RR
Top 65%Combat
Top 57%Objective
Top 45%Support
Top 81%KPH
Objective Stops100/100
Objective30/100
Support28/100
KPH27/100
Combat7/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-1 impact)
⬢ LEVEL HELD BADGE Gold II TAPE SAYS Elite
That was the competitive equivalent of a firm handshake. Professional. Respectable. Terrifies absolutely nobody.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Gold I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Clutch stops▲ High30.2 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major0 / 75 combat/h target
Team support▼ Major7 / 18 support/h target
Kill pace▼ Major70.3 / 152 KPH target
Field Orders
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Team supportTARGET7 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill paceTARGET70.3 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: take first contact where the push can follow. A solo win across the map is a postcard, not progress. Coach order: first contact is good; useful first contact is better.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-08-31-18:20 / -1 game impact
Coach
LEVEL HELD
That was the competitive equivalent of a firm handshake. Professional. Respectable. Terrifies absolutely nobody.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Gold I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 006 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksPage 6 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.And before you argue with the board: the best PRESSURE in this file is 1.06, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Next session I want one thing moved on that board. One. Files are not written in great leaps - they are written in stubborn quarter-inches, and I count every one.
PRESSURE
So close it hurts. One more honest shift and it is over the line.
0.84
CLASS BAR 1.00
The drill // next sessionYou are healing from the parking lot. Step into the fight — a medic who shares the fire earns saves that actually matter.
BRIDGEWON
3 get-ups. Somewhere out there, 3 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SPARKS
IN YOUR SQUAD EVERY RECENT GAME
Sparks is fragile — your pressure is positional. Hold the long angle where your revive gun covers the whole fight.
FILM ROOM // BRIDGE
Bridge is an escort map: the vehicle only moves with an attacker beside it, and it dies to the sky. Fire support decides this map — deny theirs, land yours.

Working signals

Clutch stops▲ High
30.2 / 13 clutch/h target
5 positive +129 last 6

Objective leaks

Frag pressure▼ Major
0 / 75 combat/h target
Team support▼ Major
7 / 18 support/h target
Kill pace▼ Major
70.3 / 152 KPH target
1 negative 1.124 vs 1.140

Field orders

Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
7 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
70.3 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
This high up, the team builds around you whether you like it or not. I expected a foundation, not a decorative pillar.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 9 stored scored games
Combat pressureavg 6.7 vs 75/h target · weight 20%
-15.9RR / update
Objective actionsavg 5.6 vs 17/h target · weight 20%
-12RR / update
Support actionsavg 8 vs 18/h target · weight 20%
-10.1RR / update
Kills per houravg 86 vs 152/h target · weight 20%
-7.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 31.3 vs 13/h target · weight 20%
+6.1RR / update
Fix simulator
Average scored update right now+12.2 RR
Hit Combat pressure target — nothing else changes+28.3 RR / update
Hit Combat pressure + Objective actions targets+41 RR / update
Counterfactual on the same games, same K-factor (~90). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h-1 net
Your games-1
Field drift0
1 scored update in window
72h-1 net
Your games-1
Field drift0
1 scored update in window
7d-1 net
Your games-1
Field drift0
1 scored update in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +22.7 RR / update over 3 updates weakest: 1217 UTC (avg +11.4)
Fatigue signature · avg RR by update # in a session
+20.21st
+152nd
3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-08-31-18-201 update-1
2026-08-21-16-202 updates+52
2026-08-16-11-402 updates+62
2026-08-15-14-202 updates-21
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 65%Combat
Top 57%Objective
Top 45%Support
Top 81%KPH
Objective Stops100/100
Objective30/100
Support28/100
KPH27/100
Combat7/100
Personal intelligence / weekly compile

Loadout DNA // Skapetru

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

Signature lanes show the player's observed card art. Every proposed change uses the owner-selected current three-augment representative for that exact merc and loadout code. Skin color never changes the evidence or recommendation.

Open Field Manual

Skill movement + performance history

1627Skill RR
0Skill RR delta
1627Peak Skill RR shown
1Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 9 scored games ? 9 valid updates
2026-08-31-18:20-1 performance
Activity: 11.6 min / 10 K / 15 A / 3 W
Score: actual 1.124 vs expected 1.14 / margin -0.017
Show exact performance breakdown
1.124Actual score
1.14Expected score
-0.017Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.04
OBJECTIVE1.25
SUPPORT1.27
PRESSURE0.84
ground truth 1.15 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-08-21-16:40+24 performance
Activity: 13.8 min / 15 K / 11 A / 0 W
Score: actual 1.336 vs expected 1.111 / margin 0.225
Show exact performance breakdown
1.336Actual score
1.111Expected score
0.225Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.04
OBJECTIVE0.83
SUPPORT2.00
PRESSURE1.11
ground truth 1.42 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-08-21-16:20+28 performance
Activity: 12.3 min / 11 K / 16 A / 3 W
Score: actual 1.378 vs expected 1.108 / margin 0.27
Show exact performance breakdown
1.378Actual score
1.108Expected score
0.27Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.12
OBJECTIVE1.01
SUPPORT2.00
PRESSURE0.76
ground truth 1.43 vs legacy read 0.54 · 1 match window · 1.00 = your class target for this lobby
2026-08-16-12-00+26 performance
Activity: 18.5 min / 33 K / 20 A / 2 W
Score: actual 1.344 vs expected 1.098 / margin 0.246
Show exact performance breakdown
1.344Actual score
1.098Expected score
0.246Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.85
OBJECTIVE1.39
SUPPORT0.44
PRESSURE1.06
ground truth 1.35 vs legacy read 0.89 · 2 match window · 1.00 = your class target for this lobby
2026-08-16-11:40+36 performance
Activity: 5.2 min / 6 K / 2 A / 2 W
Score: actual 1.191 vs expected 0.852 / margin 0.338
Show exact performance breakdown
1.191Actual score
0.852Expected score
0.338Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.80
OBJECTIVE2.00
SUPPORT0.01
PRESSURE0.95
ground truth 1.23 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-14:40+16 performance
Activity: 13 min / 13 K / 11 A / 3 W
Score: actual 0.996 vs expected 0.844 / margin 0.153
Show exact performance breakdown
0.996Actual score
0.844Expected score
0.153Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.93
OBJECTIVE1.48
SUPPORT0.74
PRESSURE0.96
ground truth 1.02 vs legacy read 0.40 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-14:20-37 performance
Activity: 14.8 min / 7 K / 6 A / 0 W
Score: actual 0.53 vs expected 1.142 / margin -0.611
Show exact performance breakdown
0.53Actual score
1.142Expected score
-0.611Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.56
OBJECTIVE0.07
SUPPORT0.48
PRESSURE1.02
ground truth 0.54 vs legacy read 0.44 · 2 match window · 1.00 = your class target for this lobby
2026-07-31-22:40-6 performance
Activity: 19.6 min / 17 K / 8 A / 0 W
Score: actual 1.108 vs expected 1.208 / margin -0.1
Show exact performance breakdown
1.108Actual score
1.208Expected score
-0.1Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.26
OBJECTIVE0.98
SUPPORT1.98
PRESSURE0.64
ground truth 1.14 vs legacy read 0.55 · 2 match window · 1.00 = your class target for this lobby
2026-07-31-21:40+75 performance
Activity: 6.8 min / 12 K / 4 A / 0 W
Score: actual 1.142 vs expected 0.43 / margin 0.712
Show exact performance breakdown
1.142Actual score
0.43Expected score
0.712Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.39
OBJECTIVE0.94
SUPPORT0.53
PRESSURE0.99
ground truth 1.12 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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