Patch Notes: The Nader Update v45134 (23rd April 2015)


(Chris Mullins) #1

The Nader Update

New Merc - Nader

//youtu.be/Qbg5bVtC3K8

Nader is here and she’s not coming quietly. She’s exploding onto the scene with her revolving grenade launcher ready to take out enemy Mercs and Deployables alike. Even when downed, she is still dangerous. Get too close or don’t finish her off, she’ll use her Martyrdom ability, insta-gibbing any enemies within the blast range.

Merc Rotations

Sawbonez and Artys rotation contracts have expired, but there is some fresh meat stepping up to the plate for you to try. Introducing Bushwhacker and Vasilli. One a turret-toting-tough guy ready to get in the think of it, the other a solitary sniper patiently waiting to pop heads from a distance. Who will you pick up and try out first?

Ability Balancing

There have been a lot of balancing changes made in this update, particularly with deployables. We were finding that players were not being penalised for letting them get damaged and it gave them an advantage. To combat this we have made it so reclaiming deployables now only returns Cooldown proportional to the remaining health of the item. This prevents players picking up a low health deployable and being able to instantly replace it with a full-health one.

We have also now added a ‘set up time’ to Auras healing station. This means that if she or her team-mates are engaging in a fire-fight they do not have access to group heal immediately. Instead, much like Bushwhackers turret, after she places the station it will take a second or two to get ready and then begins to heal. This puts more focus on using the Healing Station to fortify an area, rather than being used for on the move for quick healing.

User Interface

[ul]
[li]Initial Loadout Card Tooltips for components are now available when viewed in the Inventory screen (We intend to add these to the Lobby Screen when selecting Loadout Cards in the future)[/li][li]Added “Join Server” to Steam friend context menu[/li][/ul]

Levels

[ul]
[li]Continued performance optimization pass on Bridge, Trainyard[/li][li]Fixed some issues with the final defenders spawn on Dome[/li][li]Continued bug fix and collision passes on Terminal, Bridge, Trainyard, Chapel & Underground[/li][/ul]

Art

[ul]
[li]Improved EV wheel behaviour to better cope with hills and inclines[/li][li]Added additional INI file clamps to prevent users from changing their texture LoDs below acceptable level[/li][li]Removed pigeon prefabs from our main maps (more dynamic pigeons may return at a later time)[/li][/ul]

Audio

[ul]
[li]Updated first person firing audio for the KEK-10 SMG to match the firing rate[/li][/ul]

Animation

[ul]
[li]Numerous animations tweaks and improvements[/li][li]Updated Knife melee attack animation to better fit gameplay timings[/li][li]Improved the 3rd person animations for M4A[/li][/ul]

Augment Balance

Updated many augments to bring them closer together in terms of effectiveness

[ul]
[li]Throwing Knife Augment has been replaced with the Quick Slash Augment (This is because not all Melee weapons can be thrown, so the throwing knife augment didn’t fit with our plans for the Melee system – more to come in the future)[/li][li]Big Ears - Enemy footsteps and other appropriate noises are 30% louder to you (from 25%)[/li][li]Drilled - 20% reduction to reload time (from 30%)[/li][li]Chopper - 20% increase to melee damage (from 15%)[/li][li]Quick Draw - 30% reduction to the time taken to raise and lower (from 45%)[/li][li]Explodydendron - 10% increase to blast radius to AoE abilities (from 20%)[/li][li]Fail Safe - Reduces the damage taken from your own explosives by 30% (from 25%)[/li][li]Healing Reach - 15% increase to size of healing radius (from 20%)[/li][li]Potent Packs - 20% Increase to health regen rate given by healing abilities (from 30%)[/li][li]Extra Supplies - 20% cooldown reduction to support abilities (from 25%)[/li][/ul]

Ability Balance

[ul]
[li]General - Reclaiming Deployables now only returns Cooldown proportional to the remaining health of the item. (Prevents players picking up a low health deployable and being able to instantly replace it with a full-health one)[/li][li]Aura - Healing Stations now have a set-up time (like Turrets) before they begin healing. (Puts more focus on using the Healing Station to fortify an area rather than on the move quick healing)[/li][li]Fragger - Cancelling a cooked Frag Grenade now costs 50% cooldown. (Discourages repeated cooking of grenades without penalty while still allowing players to cancel a cook if they absolutely must)[/li][li]Arty- Reduced Artillery lock-on time to 0.4s (from 0.7s). (Intended to make Arty less vulnerable when targeting his Artillery and allow him to do it on-the-move more often)[/li][/ul]

Weapon Balance

[ul]
[li]All Weapons[/li][li]Marginal increased the spread penalty when jumping to discourage bunny hopping in combat[/li][/ul]

K-121 Machine Gun

[ul]
[li]Reduced damage to 17 (from 18)[/li][li]Reduced magazine capacity to 50 (from 55)[/li][li]Increased reload time to 3.5s (from 3.1s)[/li][li]Increased hip-fire spread by ~7%[/li][/ul]

Fragger is intended to be the most effective combat Merc right now since he doesn’t bring anything else to the team, however we feel everyone can agree that the current gap between him and other Mercs in this regard is too great.
The main cause of this looking at gameplay data appears to be his K-121 LMG, which is significantly out-performing every other weapon in terms of damage and is also marginally more accurate than other automatics. By reducing the damage output and hip-fire accuracy a little, Fragger should remain the most effective combat Merc but others will have more of a chance when facing him in combat.

FEL-IX Sniper Rifle

[ul]
[li]Reduced damage to 79 (from 80) [/li][li]Reduced fire interval to 1.6s (from 1.7s) [/li][/ul]

This is to stop this Sniper Rifle being the de-facto better choice, since it would one-shot certain Mercs when the MoA SNPR-1 could not.
It is still distinguished by its longer time between shots, slightly higher damage, smaller magazine size and greater reserve ammo count

Sniper Scopes

[ul]
[li]Increased scope sway when moving and jumping[/li][/ul]
This is to make jump-sniping and sniping-while-moving both more challenging.

Notable Bug Fixes

[ul]
[li]Fixed issue where climbing a ladder would rarely propel the player into the air[/li][li]Fixed issue where the Smjüth & Whetsman .40 pistol was not correctly loaded in-game[/li][li]Fixed non-sticky projectiles sometimes coming to rest on players[/li][li]Fixed issues with calling a vote when dead/incapacitated[/li][li]Fixed exploit / bug where players could teleport deployables using a carryable objective[/li][li]Fixed issue with password entry box not showing up when connecting to a passworded server [/li][/ul]


(spookify) #2

Thanks Shoe!!!

Dont forget to embed the video you made :smiley:

So much good stuff!! I honestly dont know where to start!

Great work!


(INF3RN0) #3

Pretty good change log. Thanks!


(BioSnark) #4

Like all of the balance changes. Yay 1hk sniper nerf. Yay frag cancel nerf. Hope the projectile speed will also be nerfed so grenade victims aren’t helpless when they see a grenade thrown. Like indication that weapons may detach from loadouts.

Do not like anti-bunnyhop. More movement is more fun.

Obviously this is no surprise inclusion but do NOT want to see more bushwhackers. I hate those turrets so much… Many maps are too limited to avoid them yet most classes have no counter. It makes for a frustratingly pointless crossfire in some locations for which I’ll happily leave to find another server. There’s nothing fun about fighting a static NPC. Brink and ETQW turrets were much more tolerable so I’m hopeful these will receive similar treatment, particularly after everyone experiences how much ‘fun’ they are in choke points with the free rotation.


(Seanza) #5

Is the UI fix for the password field on private servers not in this update?


(Anti) #6

It should be there yes, think it was fixed just after the change log was made. We’ll correct the notes before these go ‘live’


(Szakalot) #7

Nice change log, like the changes; though I was really hoping for a nerf to fragger’s nades : )

Perhaps this is something that you will have to trust the community on. The echo data will be less supportive as people can easily spam nades anyways, just to practice throwing and timing, without actually aiming at anyone. Unless you have data on how often a person damaged by nades is also killed by them; which is probably something like 75% : )

Canceling nades giving any cooldown back is imo bad, and I’d prefer the ‘throw it or eat it’ mentality. Fragger has two nades, and its really easy to keep on throwing them, encouraging more care when pulling out a nade is welcome imo.


(DarkangelUK) #8

Aw no Execution mode yet :frowning:


(Chris Mullins) #9

[QUOTE=spookify;525671]Thanks Shoe!!!

Dont forget to embed the video you made :smiley:

So much good stuff!! I honestly dont know where to start!

Great work![/QUOTE]

No worries man. Lots of cool stuff coming when it goes live. I’ll add in the Nader video now (was left out for reasons)

Fear not Darkangel, fear not


(Violator) #10

Looks like a good ole patch :slight_smile: Particularly regarding nerfing fragger (not too much though I hope ;)) and the delay to the healing station. I’m a big bunny hop fan from the days of Q2 but hopefully will make proxy less annoying.

The vote issue - I’ve found that when someone calls up a vote I can’t press F1 or F2 or change weapons while the vote is active - has this been fixed?


(spookify) #11

Animation: Numerous animations tweaks and improvements
— Will there be more detail on this so we can test it?

Weapon Balance: All Weapons
— Really?


(Szakalot) #12

[QUOTE=spookify;525781]Animation: Numerous animations tweaks and improvements
— Will there be more detail on this so we can test it?

Weapon Balance: All Weapons
— Really?[/QUOTE]

sure why not, do you think a particular weapon should suffer less from jumping around?


(spookify) #13

I am not commenting on: Marginal increased the spread penalty when jumping to discourage bunny hopping in combat

This is its own bullet point so I would assume they are separate things.


(Szakalot) #14

[QUOTE=spookify;525783]I am not commenting on: Marginal increased the spread penalty when jumping to discourage bunny hopping in combat

This is its own bullet point so I would assume they are separate things.[/QUOTE]

nah its bad formatting, check how previous patches were posted.


(shibbyuk) #15

Downloading now! :cool:

I like the look of the patches, all seems very sensible to me - very well explained, too, thanks.

Are there no new features (other than Nader of course)?


(prophett) #16

[QUOTE=shoe.;525668]
[li]Marginal increased the spread penalty when jumping to discourage bunny hopping in combat[/li][/QUOTE]

Best change!


(ragnak) #17

Overall good changes, but:

Big Ears - Enemy footsteps and other appropriate noises are 30% louder to you (from 25%) : Please stahp, audio in the game is already super inconsistent and you probably make audio volume lower so you cant hear whole map with big ears. I will never accept auguments that make audio inconsistent, its a bad design that doesnt add anything to the game.

Happy with k121 nerf, unhappy with no grenade nerfs (most players dont even cancel nades, that doesnt fix almost anything). Grenades needs to fly slower, there is no way around it unless it wont 1hk anymore which would be silly.

Aura station change is kinda nice but it also doesnt change a whole lot and there will still be a ton of cockblocks because of it. I guess it will make aura less of a rambo but i wouldnt say im fine with station now.

I will still say that im positivly suprised about the patch, it still doesnt solve a lot of problems but its a good start, i hope we can get patches like that every 2 weeks (but no grenades nerf makes this patch only decent, it would be really good otherwise :frowning: )

P.S

Quick Draw - 30% reduction to the time taken to raise and lower (from 45%): You should change wording on this one, i still dont know if it help with iron sights or after sprint raise (i guess iron sights but cant really tell from just playing )


(prophett) #18

Someone in game also mentioned that the commands allowing you to remove the leaves/bushes has been locked and this is no longer permitted. If so, this is the best change -_-


(titan) #19

Nice patch although the felix nerf is odd, that gun has no reason to be picked now ;o
m4 fragger the way to go now?!


(Glottis-3D) #20

[QUOTE=shoe.;525668]
[li]Marginal increased the spread penalty when jumping to discourage bunny hopping in combat[/li][/QUOTE]
even shotguns?

how is shotgun spread connected to one’s jumping?