Dream Patch Notes - If you could decide the buffs/nerfs


(watsyurdeal) #21

Reverted all Phantom changes, and removed the armor on his cloak. So it just acts as a normal cloaking device with no damage protection.

He now has better invisibility that scales with how fast he moves, standing still makes you only 10% visible, and it scales up to 33% visible while running.

Cloak does not drain when hit, and the bug which removed the ability to activate and deactivate cloak has been fixed.

Phantom now also has a spotting ability, which allows him to spot enemies for his team every 10 seconds. Basically like Battlefield.


(Bu5hmast3r) #22

shotgun is the answer. Anything else is useless.


(melancholyMural) #23

Team shuffle actually works.

Team balancing actually works.

Quick join priorities min 10 servers before regular servers.

That damn Windows 8.1 ridiculously long load time issue is finally addressed.

Stuff that doesn’t work actually flipping works for once.


(triteTongs) #24

Make competitive mode 6v6 so the crossover between pubs and comp makes more sense.

and

Add character specific guns to each of the mercs. Stop making shared weapons.

(Seriously, why have no exclusive weapons? What’s the incentive to play phantom, for instance, when you can already ‘play’ him as a sawbones since they share the same exact weapons, health, and speed? All each merc comes down to is their single ability. After that, it’s pretty much like every other merc. Why waste 10 bucks on that?)


(Ghosthree3) #25

That would completely kill competitive balance. Unless you don’t intend for competitive mode to actually be competitive and only match making.


(ostmustis) #26

new fetures:
mute player, permanent voice mute
ignore player, text and voice and permanent
ingame report for cheating
have the view server info alternative on friends servers not just join
“we now dont balance after average stats from echo” - because thats just stupid
rentable private servers
more ingame stats

fix:
fletcher bugs
SW win conditions
remove shit from secondary melee attacks
auras healing station dies when airstrikes hit the aura on the other side of a wall
lowered exp from ammo.
raise level for competitive to 10
remove player levels or make them private
have people autojoin 10+ servers
slenderman, but let it remain with a really low % of happening on casual servers for ze giggles (last part is optional)
getting stuck in the EV when running around
being able to throw out, ammo, medkits, stickies and mines too fast by swapping to knife between each throw
cant detonate proxys mines by shooting them before they are armed

balance - in order of importance:
nerf: vasili, length of skyhammers airstrike, fragger, skyhammer, fletcher(after they fix him), kiras lasor.
buff: phantom, crotzni, rhino

and optimization.


(ostmustis) #27

[quote=“triteTongs;71186”]Make competitive mode 6v6 so the crossover between pubs and comp makes more sense.

and

Add character specific guns to each of the mercs. Stop making shared weapons.

(Seriously, why have no exclusive weapons? What’s the incentive to play phantom, for instance, when you can already ‘play’ him as a sawbones since they share the same exact weapons, health, and speed? All each merc comes down to is their single ability. After that, it’s pretty much like every other merc. Why waste 10 bucks on that?)

[/quote]

Abilites is a bigger incentive than weapons and phantom already got the katana!


(triteTongs) #28

[quote=“ostmustis;71305”]phantom already got the katana!
[/quote]

Phantom won’t have the katana as an exclusive, devs have been mentioning that a few times on the weekly streams.

And yes, abilities are a bigger incentive because they are almost the only incentive for playing each merc. That’s why I mention the idea of exclusive weapons (or even the idea of sharing weapons between only two mercs instead of 5 of them.)

Abilities mean very little when that’s the only deciding factor in a merc. It becomes a game of “this ability is better than that ability, therefore I’m going to play that better ability more”.

Consider Aimee vs Vasilli. Thunder vs Fragger. Etc…

I’m just pointing out how strange it is to ask for 10 bucks for mercs that feel like they are just ‘sidegrades’ to current mercs, or overshadowed by others because they share the same weapons pool or stats but possess an inferior skill.


(Amerika) #29

• Fixed the bug when reloading a weapon would sometimes not replenish the ammo in your magazine.

I reported that bug, with a video, and everyone swore it didn’t happen. I proved that it was tied to crouch and the timing of your crouch during a reload and showed it off multiple times in the video. Yet it still exists :frowning: I’ve mostly just learned to not crouch unless I absolutely half to when reloading or to wait as long as possible and just pray that the bug wasn’t triggered.


(Samniss_Arandeen) #30

General:
-Mercs now have two Loadout Card slots: one to dictate the Skin, the other to dictate the weapons and Augments.
-Added support for private servers.
-Added support for 10v10 and 12v12 matches.
-Added support for private servers to run game mods.
-Added kitchen sink.
-Removed Herobrine.

Phantom:
-Refractive Armor damage absorption removed
-Attacking from invisibility no longer possible
-Sped up cloak/decloak animation by ~40%
-Movement speed increased to 440
-Max health decreased to 105
-Refractive Armor now grants perfect invisibility unless taking damage or bumping into enemy/deployable
-Added Ability: Pointer
–Point at enemy and press button. Enemy is now marked on friendly radar.
-Cloaked friendly Phantoms now appear as blue silhouettes to avoid confusion

Aura:
-Healing Station heal rate now decreases per player when more than one player is in healing radius

Sawbonez:
-Added Reclaim function to dropped Medpacks

Redeye:
-Smoke Grenades now generate smoke using cannabis oil, enemies in smoke get high causing a vast drop in accuracy.
-Friendlies in IR Goggle view appear as blue silhouettes to avoid confusion
-Enemies Spotted via IR Goggles remain Spotted for 5 seconds after the IR gaze is averted

Skyhammer:
-Text added to Skyhammer’s UI reminding players to drop ammo for teammates “Like it’s fucking Christmas”

Vassili:
-All sniper primaries are no longer hitscan weapons. They fire projectiles with ballistic arcs and travel times that must be accounted for when firing.
–This is the first step in a greater phaseout of hitscan.


(ostmustis) #31

[quote=“triteTongs;71502”][quote=“ostmustis;71305”]phantom already got the katana!
[/quote]

Phantom won’t have the katana as an exclusive, devs have been mentioning that a few times on the weekly streams.

And yes, abilities are a bigger incentive because they are almost the only incentive for playing each merc. That’s why I mention the idea of exclusive weapons (or even the idea of sharing weapons between only two mercs instead of 5 of them.)

Abilities mean very little when that’s the only deciding factor in a merc. It becomes a game of “this ability is better than that ability, therefore I’m going to play that better ability more”.

Consider Aimee vs Vasilli. Thunder vs Fragger. Etc…

I’m just pointing out how strange it is to ask for 10 bucks for mercs that feel like they are just ‘sidegrades’ to current mercs, or overshadowed by others because they share the same weapons pool or stats but possess an inferior skill.

[/quote]

So what other merc has the katana? oh thats right, phantom exlusive!

As far as I know its only that they havent promised that its gonna be exlusive to phantom which is a big difference. There are no current merc that fits with the katana and they just want to close that door and get the #brokenpromises in their face in case they get a fancy idea where would fit.

I dont agree at all with any of weapon specific things but its intresting that you only compare released mercs with unreleased when you wont know how they will look when they arrive, point voided.


(triteTongs) #32

[quote=“ostmustis;71556”]
I dont agree at all with any of weapon specific things but its intresting that you only compare released mercs with unreleased when you wont know how they will look when they arrive, point voided.[/quote]

Well that’s why it’s dream patch notes. I can only assume the current trends. It’s still something I would rather not see in the game.

I’ve already started to play less of this game because I understand the greater meta of the game now. After owning all the mercs, I found out there’s less ‘need’ to go many of the mercs. It’s hard feeling to describe, but it will continue to be a problem as new mercs get released. My dream patch notes may not fix the issue, but I think they could help.


(imposingStapler) #33

@Kouken said:

  • Players are now able to reroll their Cobalt loadouts for 10,000 credits to a new random loadout of the same Merc

God I want that so badly… Getting a crap Cobalt Loadout is worse than not getting a Cobalt at all. Can’t be traded up and can’t be used in a competitive environment. I would grind so hard to keep rerolling my cobalts.


(Borganism) #34
  • Added a favourites / rubbish system for loadouts to prevent accidental tradeups and make selecting your loadout quicker.
    (I have no idea how @Sniff figures out which card he wants when he swaps merc)

(_Sniff_) #35

[quote=“favoriteKnife;75655”]* Added a favourites / rubbish system for loadouts to prevent accidental tradeups and make selecting your loadout quicker.
(I have no idea how @Sniff figures out which card he wants when he swaps merc)[/quote]
Not too hard. I only use cobalt cards. Only 48 total to sort through.