Fine Tuning Update - Feb 2016


(RazielWarmonic) #1

http://nxcache.nexon.net/umbraco/4139/00header.jpg

We hope you like graphs… You’ll uncover no less than five of them with your scrolling method of choice, giving context to the many changes that have gone into this balance-focused Fine Tuning update! Read on for more…

Balance Changes

We’ve been running our datafingers through all of the gameplay balance stats from the December and January period.

Through reading your feedback and analysing the data we’ve identified several spots for balancing out of Mercs, Weapons and Augments.

Along with general game balance, which we try to adjust in small steps, the main goals of this update are:[list][]To make Thunder more viable in higher level play[]Address a few of the more overpowered Augments[*]Move the Machine Pistols away from SMG’s and more into secondary / pistol territory[/list]

[url=http://nxcache.nexon.net/umbraco/4137/gameplaybalancedatalarge.jpg]http://nxcache.nexon.net/umbraco/4136/gameplaybalancedatasmall.jpg
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Mercs

Kira

  • Reduced Kira’s movement speed by ~2% to a maximum sprint speed of 8.8m/s (from 9.0m/s)[*]When aimed at a wall, Orbital Lasers will now be called down slightly further away from that wall

Nader

  • Reduced Grenade Launcher inner damage radius to 32cm (from 64cm)[list]Direct hit damage remains the same, as does outer damage radius (4.16m)[/list]

Phoenix

  • Increased maximum Healing Pulse healing given to teammates to 100hp (from 80hp)

Redeye

  • Increased hitbox sizes by ~2.5% so Redeye now matches Mercs like Skyhammer or Stoker

Rhino

  • Increased Minigun spin-up time by ~150ms[*]Reduced Minigun maximum bullet spread by ~10%

Sparks

  • Amount of revive health provided by the REVIVR now gradually reduces over distance, matching the damage falloff

Stoker

  • Reduced direct hit Molotov Grenade explosive damage to 35 (from 50)

Thunder

  • Reduced Concussion Grenade cooldown to 15s (from 17s)[]Increased Concussion Grenade maximum stun duration to 7s (from 6s)[]Increased Concussion Grenade stun radius to 8m (from 7.36m)[*]Increased Concussion Grenade deployable scramble radius to 8m (from 7.36m)

Vassili

  • Increased health to 110hp (from 100hp)[*]Reduced Heartbeat Sensor cooldown to 17s (from 20s)

Augments

Cool

  • No longer impacts Rhino’s Minigun overheat time

Nitros

  • Now gives a 40% increase to Minigun barrel acceleration (from 50%)

Quick Charge

[list]

Now gives a 15% increase to REVIVR charge rate (from 25%)[/list]
Weapons

General

  • Reduced Sniper Rifle Scope sway by ~10%[]Sniper Rifle Scopes now blur a little when jumping to communicate the increased bullet spread[]Reduced maximum spread when in the jumping-ironsight state to make things feel more consistent

BR-16 AR

  • Increased vertical recoil by ~10%

Dreiss AR

  • Reduced horizontal recoil by ~10%[*]Reduced maximum spread ~10%

Grandeur SR

  • Increased magazine size to 13 rounds (from 12)[]Reduced recoil by ~10%[]Reduced maximum spread by ~10%

K-121 LMG

  • Reduced starting spread by ~10%

Mk46 LMG

  • Reduced reload time to 3.2s (from 4.1s)[]Reduced maximum spread by ~10%[]Reduced horizontal recoil by ~10%

PDP-70 SR

  • Increased magazine size to 11 rounds (from 10)[*]Increased recoil by ~15%

Stark AR

  • Increased bullet spread by ~10%[*]Increased horizontal recoil by ~10%


Blishlok SMG

[list][*]Reduced maximum spread by ~5%

Increased damage falloff starting range to 19m (from 18m)

Increased damage falloff maximum range to 38m (from 36m)[/list]
Crotzni SMG

  • Reduced damage falloff starting range to 18m (from 19m)[*]Reduced damage falloff maximum range to 36m (from 38m)

Hochfir SMG

  • Reduced starting spread by ~15%


Caulden Pistol

  • Increased magazine size to 8 rounds (from 7)[]Reduced bullet spread by ~5%[]Reduced recoil by ~5%

DE.50 Pistol

  • Reduced starting spread by ~10%[*]Reduced recoil by ~10%

Empire-9

  • Reduced magazine size to 35 (from 40)[]Reduced damage falloff starting range to 12m (from 14m)[]Reduced damage falloff maximum range to 24m (from 28m)[]Reduced minimum damage at max range to 4 (from 5)[]Increased horizontal recoil by ~10%

M9 Pistol

  • Reduced damage falloff starting range to 14m (from 16m)[*]Reduced damage falloff maximum range to 28m (from 32m)

MP 400

  • Reduced magazine size to 25 (from 30)[*]Reduced minimum damage at max range to 6 (from 7)

Remburg 7 Shotgun

  • Increased rate of fire to 90RPM (from 86RPM)

Simeon .357 Revolver

  • Reduced recoil by ~5%

Smjüth & Whetsman .40

  • Increased recoil by ~10%

Tølen MP

  • Reduced magazine size to 30 (from 35)[*]Reduced minimum damage at max range to 5 (from 6)

Bug Fixes

  • Fixed bug where Health Packs could sink into the floor[]Fixed bug where more than one C4 could be planted on a single Objective[]Fixed several collision bugs on Dome

(SirMurder) #2

Really? Nerf the br 16 with baby steps?


(Randomdeath) #3

nerfs to all my fav weaps and buffs to thunder? this is actully awesome… I love a challenge… Thanks!


(DMaster2) #4

RIP Sparks, you’ll be missed. Yet another Vassili nerf.
Seriously, those nerfs to both Vassili and Sparks (my two favourite mercs) and with Aimee nowhere in sight i think i’ll take a break from the game.


(SaulWolfden) #5

I’m skeptical about the buffs to Thunder, didn’t expect yet another buff to the GSR, that thing is probably going to be a lazer now, Caulden should at least be marginally better than DE now at least.

Machine pistol nerf at least stayed away from damage at the ranges I’d be using them at.

Disagree with the decision to nerf the direct hit damage on the molotov, should have reduced recharge on it by a couple of seconds to compensate imo.


(watsyurdeal) #6

Why the fuck would you buff Vasilli’s health???

That makes zero sense, I think it’s fair to say Vasilli players would much rather zero sway, and more consistency to jump shotting. A health nerf is worth that, the only problem with jump shotting in my honest to God opinion is it is too easy. You can literally just be scoped in, hop continuously, and do shot after shot.

Why not force the Sniper to scope in while jumping instead of before? Why not force him to unscope, adding an extra step in timing and pressing? Increasing the skill floor, without reducing consistency?

Buffing his health just makes him more sturdy in situations he shouldn’t, like close range fights. If I fight him up close, and I manage to flank him, I should have the edge in that fight. And I sincerely doubt the machine pistol nerfs will be enough to make him less effective in close range.


(LifeupOmega) #7

Buffing Vas’s health won’t make him magically better than Redeye, sorry guys.


(GuardianAngel4) #8

Buff Sparks again… this is stupid… Either remove Sparks or stop nerfing her!


(MarsRover) #9

@RazielWarmonic So are those stats global, including 8v8 servers and merc rotations etc? Or are any of those filtered?


(GawdZerrah) #10

well a big ol RIP to my cobalt sparks… Tolen and Revivr are dead. what a waste of money it was getting that Cobalt. thanks for ruining the best merc in the game in every single update. Tolen is already crap and now you make it WEAKER!!! and you take five bullets away from it when it already NEEDS to hit like every shot to kill… ridiculous. STOP RUINING SPARKS. its getting real old seeing he dying off like this. nice to see once Miss Murder is gone all her work gets tossed.


(RazielWarmonic) #11

I believe they are based on high level StopWatch and Ranked matches. I am sure @Smooth can clarify though.


(Jan S.) #12

[quote=“DMaster2;148195”]RIP Sparks, you’ll be missed. Yet another Vassili nerf.
Seriously, those nerfs to both Vassili and Sparks (my two favourite mercs) and with Aimee nowhere in sight i think i’ll take a break from the game.[/quote]
I only see Vassili getting buffed in this update


(Dieu-Sama) #13

It’s written on the first one : stats taken from high leveled stopwatch and ranked games


(OmaGretel) #14

Really? Why don’t you just completely remove all weapons from Sparks, if you are trying so hard to make her useless?


(DMaster2) #15

[quote=“JohnS;148205”][quote=“DMaster2;148195”]RIP Sparks, you’ll be missed. Yet another Vassili nerf.
Seriously, those nerfs to both Vassili and Sparks (my two favourite mercs) and with Aimee nowhere in sight i think i’ll take a break from the game.[/quote]
I only see Vassili getting buffed in this update
[/quote]
The machinepistol nerfs are buffs in facts. Vassili got hitted heavily between last and this patch, and a slight health boost doesn’t change that. Let’s not even start talking about sparks


(NexDroid) #16

Ok so Sparks is now definitelly killed. After destroying her dmg potencial by adding jump spread, now you make revivr useless, because of falloff dmg, decrease quick charge, and make her primary weapons even worse than it used to be. No, really why should someone play sparks? Her health packs sucks, her HP sucks, her main weapons sucks, her revive possibilities are worse than ever, and she cant even protect herself. So i guess in next patch notes will be Sparks: reduced HP to 50, decreased movement speed by 50%, revivr cant revive at any longer than 5m, plus she got 75% chance to randomly explode after throwing med pack. Well Ive thought that Thunder will get more buffs, this is just few ms adjustments to his ability, but still his hitbox is too huge. At this moment even Phoenix is better choice to take to squad than Sparks.


(RedBeard) #17

Not quite the right Direction… One large question remains. Will people play past beta? Fix the physics first instead of concentrating on high level balance first.

First fix issues and inconsistency’s that affect everyone first, then balance.

Continually disappointed,

RedBeard


(Dagasawr) #18

[quote=“RazielWarmonic;24045”][center]Remburg 7 Shotgun

  • Increased rate of fire to 90RPM (from 86RPM)

Thats the only thing I’m sceptical about ^ but other than that I pretty much agree with most of this. (and the vasilli buff seems abit point less) :slight_smile:


(triteCherry) #19

I like how Nader was more effective then Fragger. Sad about the Stark because that was my main weapon to kill snipers with.

Also wondering why the KEK-10 wasn’t touched?


(Mc1412013) #20

wtf is with the Nader Nerf and no phantom improvements i’m disappointed now