Fine Tuning Update v54498 - 11/02/2016


(Chris Mullins) #1

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:

[ul][li]To make Thunder more viable in higher level play
[/li][li]Address a few of the more overpowered Augments
[/li][li]Move the Machine Pistols away from SMG’s and more into secondary / pistol territory[/ul]
[/li]

Mercs

Kira

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

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

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

[/li]Redeye

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

[/li]Rhino

[ul][li]Increased Minigun spin-up time by ~150ms
[/li][li]Reduced Minigun maximum bullet spread by ~10%[/ul]
[/li]Sparks

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

[/li]Stoker

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

[/li]Thunder

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

[ul][li]Increased health to 110hp (from 100hp)
[/li][li]Reduced Heartbeat Sensor cooldown to 17s (from 20s)[/ul]
[/li]
Augments

Cool

  • [li]No longer impacts Rhino’s Minigun overheat time

[/li]Nitros

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

[/li]Quick Charge

  • [li]Now gives a 15% increase to REVIVR charge rate (from 25%)

[/li]
Weapons

General

[ul][li]Reduced Sniper Rifle Scope sway by ~10%
[/li][li]Sniper Rifle Scope crosshairs now blur a little when jumping to communicate the increased bullet spread
[/li][li]Reduced maximum spread when in the jumping-ironsight state to make things feel more consistent[/ul]
[/li]BR-16 AR

  • [li]Increased vertical recoil by ~10%

[/li]Dreiss AR

[ul][li]Reduced horizontal recoil by ~10%
[/li][li]Reduced maximum spread ~10%[/ul]
[/li]Grandeur SR

[ul][li]Increased magazine size to 13 rounds (from 12)
[/li][li]Reduced recoil by ~10%
[/li][li]Reduced maximum spread by ~10%[/ul]
[/li]K-121 LMG

  • [li]Reduced starting spread by ~10%

[/li]Mk46 LMG

[ul][li]Reduced reload time to 3.2s (from 4.1s)
[/li][li]Reduced maximum spread by ~10%
[/li][li]Reduced horizontal recoil by ~10%[/ul]
[/li]PDP-70 SR

[ul][li]Increased magazine size to 11 rounds (from 10)
[/li][li]Increased recoil by ~15%[/ul]
[/li]Stark AR

[ul][li]Increased bullet spread by ~10%
[/li][li]Increased horizontal recoil by ~10%[/ul]
[/li]

Blishlok SMG

[ul][li]Reduced maximum spread by ~5%
[/li][li]Increased damage falloff starting range to 19m (from 18m)
[/li][li]Increased damage falloff maximum range to 38m (from 36m)[/ul]
[/li]Crotzni SMG

[ul][li]Reduced damage falloff starting range to 18m (from 19m)
[/li][li]Reduced damage falloff maximum range to 36m (from 38m)[/ul]
[/li]Hochfir SMG

  • [li]Reduced starting spread by ~15%

[/li]

Caulden Pistol

[ul][li]Increased magazine size to 8 rounds (from 7)
[/li][li]Reduced bullet spread by ~5%
[/li][li]Reduced recoil by ~5%[/ul]
[/li]DE.50 Pistol

[ul][li]Reduced starting spread by ~10%
[/li][li]Reduced recoil by ~10%[/ul]
[/li]Empire-9

[ul][li]Reduced magazine size to 35 (from 40)
[/li][li]Reduced damage falloff starting range to 12m (from 14m)
[/li][li]Reduced damage falloff maximum range to 24m (from 28m)
[/li][li]Reduced minimum damage at max range to 4 (from 5)
[/li][li]Increased horizontal recoil by ~10%[/ul]
[/li]M9 Pistol

[ul][li]Reduced damage falloff starting range to 14m (from 16m)
[/li][li]Reduced damage falloff maximum range to 28m (from 32m)[/ul]
[/li]MP 400

[ul][li]Reduced magazine size to 25 (from 30)
[/li][li]Reduced minimum damage at max range to 6 (from 7)[/ul]
[/li]Remburg 7 Shotgun

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

[/li]Simeon .357 Revolver

  • [li]Reduced recoil by ~5%

[/li]Smjüth & Whetsman .40

  • [li]Increased recoil by ~10%

[/li]Tølen MP

[ul][li]Reduced magazine size to 30 (from 35)
[/li][li]Reduced minimum damage at max range to 5 (from 6)[/ul]
[/li]
Bug Fixes

[ul][li]Fixed bug where Health Packs could sink into the floor
[/li][li]Fixed bug where more than one C4 could be planted on a single Objective
[/li][li]Fixed several collision bugs on Dome[/ul]
[/li]
If you find any bugs introduced by the latest update, please check out the sticky in our DB Bugs, Exploits and Technical Issues forum.


(BomBaKlaK) #2

Red Eye PDP / Smoke + Thermal vision is like a cancer … Nothing about this ?
Spark fall off is clearly not enough …


#3

I’ve gotten a question about Kira.
Was her speed reduced to accord to Proxy (aka that both are equally fast)?


(Smooth) #4

[QUOTE=Kirays;545637]I’ve gotten a question about Kira.
Was her speed reduced to accord to Proxy (aka that both are equally fast)?[/QUOTE]

Kira is now ever-so-slightly slower than Proxy, and is now halfway between Proxy & Phoenix.

[ul][li]Proxy - 9.0m/s
[/li][li]Kira - 8.8m/s
[/li][li]Phoenix - 8.6m/s
[/li][/ul]
This was done as Kira is fairly long-range and doesn’t need quite the same speed as Proxy to get into CQC.


#5

[QUOTE=Smooth;545667]Kira is now ever-so-slightly slower than Proxy, and is now halfway between Proxy & Phoenix.

  • Proxy - 9.0m/s[/li][li]Kira - 8.8m/s[/li][li]Phoenix - 8.6m/s

This was done as Kira is fairly long-range and doesn’t need quite the same speed as Proxy to get into CQC.[/QUOTE]

I see. Thank you for your reponse. :slight_smile:
In competitive play 90 HP isn’t exactly a lot, even if Kira is supposed to be played in long range.
Now that her speed got nerfed it will be more difficult to dodge shots.
I personally always enjoyed flanking, chaining a few headshots and then disappear again.
I guess it still works, just a bit slower.


(BomBaKlaK) #6

[QUOTE=Smooth;545667]Kira is now ever-so-slightly slower than Proxy, and is now halfway between Proxy & Phoenix.

  • Proxy - 9.0m/s[/li][li]Kira - 8.8m/s[/li][li]Phoenix - 8.6m/s

This was done as Kira is fairly long-range and doesn’t need quite the same speed as Proxy to get into CQC.[/QUOTE]

What about sparks ?
Long range & CQC viable and the fastest merc in the game who can regen ultra fast, full revive a team in a blink (3 times quicker than any other medic) snipe or pick a boo in CQC… This merc can do pretty much everything
Srly … I still don’t understand the logic …


(Glottis-3D) #7

[QUOTE=BomBaKlaK;545678]What about sparks ?
Long range & CQC viable and the fastest merc in the game who can regen ultra fast, full revive a team in a blink (3 times quicker than any other medic) snipe or pick a boo in CQC… This merc can do pretty much everything
Srly … I still don’t understand the logic …[/QUOTE]

selfrevive pack should be 50% of usual HP
And little bit Longer charge imho.


(BomBaKlaK) #8

Something is clearly not working …


(NeroKirbus) #9

Knock off 15 damage on a fully charged shot of the reviver gun should be enough… That way she could only headshot light classes to death. It makes no sense to have a medic that rivals the ranged damage output of a sniper. The current damage falloff still one shots other sparks and auras at the furthest range, which is a fine draw back. But with the high ROF it has, it can still pop off a shot or two from range and knock the larger classes down or force resources to be used to top up.

If this would be too big of a nerf, then just increase the long range damage (reduce damage fall off penalty). 100 damage headshots seems viable, yet not over powered at all.


(alphabeta) #10

Sparks is by far the most overpowered merc.


(prophett) #11

90-100 headshot damage for the revivr would be nice