What would they be?
Dream Patch Notes - If you could decide the buffs/nerfs
- Players are now able to reroll their Cobalt loadouts for 10,000 credits to a new random loadout of the same Merc
Lock-On is actually quite useful on Fletcher, it allows him to detonate the bombs quicker.
- Fletcher fixes.
- Kira beam marker changed to blue for allies.
- Turtle released.
- An option to block text from other players.
- Anything to get rid of useless cobalts.
Probably some more stuff I’m forgetting.
EDIT: Here’s one I forgot
- A feature to autobalance teams when one team has 2+ extra players than the other team.
Lock-On is actually quite useful on Fletcher, it allows him to detonate the bombs quicker.
[/quote]
Quick Draw > Lock-On
Bug Fixes:
• Fixed the hitreg issue with deployables.
• Fixed the bug that made deployables/abilities/explosions invisible, in some situations.
• Fixed the bug where Aura stations and certain other abilities would go on cooldown, when used, but would not spawn.
• Fixed the bug when reloading a weapon would sometimes not replenish the ammo in your magazine.
• Fixed the bug which caused your character to sometimes be unable to fire guns or use abilities.
• The issue with throwing two med/ammo packs, when you intended to throw just one, and fire a gun afterwards, has been fixed.
• Figured out what was causing the invisible walls to block player movements, at unexpected locations, and fixed it.
• Fixed the bug that caused the walls, after completion of 2nd obj. on Trainyard, to not despawn.
• Toned down the downed player wiggling animation, and fixed the desync of player hitboxes and downed player models, so bullet and revive hitreg is now working as intended.
• Fixed the bug that caused dead players to get stuck on free spectate camera mode.
• Fixed the issue with explosions sometimes going through solid walls and roofs.
• Figured out what was causing explosives to sometimes deal 0 damage, when they explode right at the feet of enemies, and fixed it.
• Fixed the bug that made Trainyard last objective and EVs on other maps invisible, sometimes. We also fixed the bug where the delivery spot wasn’t always in sync with the delivery trailer.
• Fixed the design flaw with downed players sliding down stairs.
• Fixed the bug where you could get stuck in the repairable ramp leading to MG nest on Chapel, when repairing it, while standing on it.
• Fixed all MG nest related bugs, including but not limited to slenderman-bug.
That’s about it. I won’t go into balancing, because I think that they’re doing quite decent job with it.
I won’t go into mechanics like aimpunch, because this topic doesn’t need any of that sht flinging.
- FPS configs have been reintroduced
- The game is not suffering about poor optimization anymore
- Fixed all the colisions issues in the game
Shotguns max damage is limited to 79.
Vaselin no longer instagibs, gibbing a body on ground with sniper rifle takes only 1 shot.
Aimpunch removed.
Ability to remove blood and muzzle flash.
Nader nades are now dealing damage to deployables instead of bouncing off them.
Snipers deal damage to deployables once again.
You can no longer walk through other players. Hit ‘f’ to push them out of the way.
Votes ignore the players who don’t vote and still pass if 2 people vote yes and nobody votes no.
- Turtle is released
- Thunder is released
- fix for fletchers stickies dissapearing
- Hitbox for health/ammo stations and Turrets fixed for snipers. (if it is the hitboxes, might not be but still want it fixed fixed)
Quick Draw please.[/quote]
Why not combine them?? :)[/quote]
Quick Explodydrawdon
-Release all unreleased mercs and make sure that they’re balanced.
-Balance all of the useless augments and make Pineapple Juggler useful.
-Optimization.
Apart from the ability to do something with cobalts I’d really like a game duration bar for servers in the server list. I hate it when I join a match, wait 15sec to spawn and then the game ends and I have to wait more or change servers.

