PixelTwitchs Dream Patch Notes...


(PixelTwitch) #1

BALANCING MERCS

Phantom

[ul]
[li]Phantoms Cloak/Armour now emits a humming sound while active
[/li][li]Phantoms Cloak/Armour now flickers for 300ms on taking damage
[/li][li]All melee weapons have been replaced by the sword on Phantom
[/li][/ul]
Aura

[ul]
[li]Healing station setup time has been halved.
[/li][li]Healing station heal rate is reduced by ~15%
[/li][li]Movement speed has been decreased to 460 (from 470)
[/li][li]Healing station now explodes on destroy doing 40 damage in a small 64u AoE
[/li][/ul]
Kira

[ul]
[li]Orbital Laser now stops on owners death.
[/li][li]Health has been reduced to 85 (from 90)
[/li][/ul]
Fletcher

[ul]
[li]Sticky Mines collision box has been reduced in size by ~40%
[/li][li]Sticky Mine explosion radius has been increased by ~10%
[/li][li]Detonator is now held at the same time as the Sticky Mines to decrease detonation delay
[/li][li]Sticky Mine cooldown increased by 3 seconds
[/li][/ul]
Vassili

[ul]
[li]Heartbeat Sensor detection time is now dependent on distance from the sensor itself
[/li][/ul]
Sparks

[ul]
[li]Small Health Packs now kick start a Mercs default health regeneration
[/li][li]Minimum Reviver Gun charge increased by 33%
[/li][li]Movement speed has been decreased to 460 (from 470)
[/li][/ul]
Proxy

[ul]
[li]Proximity Mine damage radius is increased by 10%
[/li][li]Proximity Mine detection radius decreased by 15%
[/li][li]Proximity Mine cooldown increased by 5 seconds
[/li][/ul]
Arty

[ul]
[li]Artillery Strike now takes 2 seconds longer before first shell lands.
[/li][li]Artillery Now consists of 1 extra shell (4 in total)
[/li][li]Changed the way Artillery works, now once called in, each shell falls independently with 2 second intervals.
[/li][/ul]
Nader

[ul]
[li]Nade cooldown has been increased by 2 seconds per nade.
[/li][/ul]
Skyhammer

[ul]
[li]Airstrikes now take an additional 1 second to call in.
[/li][li]The gap between each additional explosion has been increased by ~20%
[/li][/ul]
Fragger

[ul]
[li]Grenade inner damage reduced to 90 (from 150)
[/li][li]Grenade inner damage radius increased to 96 (from 32)
[/li][li]Grenade radius increased by ~40%
[/li][li]Audio added to grenade cooking animation
[/li][/ul]
Rhino

[ul]
[li]Charge ability added, Rhino runs forward at 200% speed for 3 seconds.
[/li][li]Minigun effective range decreased by ~50%
[/li][li]Minigun spread decreased by ~50%
[/li][li]Minigun damage decreased to 9 (from 10)
[/li][li]Minigun RoF decreased to 1200rpm (from 1800)
[/li][li]Minigun Headshot Damage decreased to 1.5x (from 2x)
[/li][/ul]

BALANCING WEAPONS

ALL WEAPONS

[ul]
[li]Spread reduction speed increased by ~33%
[/li][/ul]
Hochfir

[ul]
[li]Recoil increased by ~50%
[/li][/ul]
SMG-9

[ul]
[li]Range has been reduced by ~15%
[/li][li]Maximum Spread has been reduced by ~15%
[/li][li]Reload time decreased to 1.6 seconds (from 1.9)
[/li][/ul]
Crotzni

[ul]
[li]Range has been increased by ~15%
[/li][li]Maximum Spread has been increased by ~7.5%
[/li][li]Minimum Damage has increased by 1
[/li][li]Reload time increased to 1.9 seconds (from 1.7)
[/li][/ul]
Blishlok

[ul]
[li]RoF has increased to 440rpm (from 400)
[/li][li]Maximum Spread has been decreased by ~10%
[/li][li]Minimum Spread has been decreased by ~5%
[/li][li]Range has increased by 20%
[/li][/ul]
MoA Sniper Rifle

[ul]
[li]Scope time has been increased by ~33%
[/li][li]RoF has been reduced to 40rpm (from 44)
[/li][/ul]
Fel-ix

[ul]
[li]Scope time has been increased by ~100%
[/li][li]RoF has been reduced to 25rpm (from 38)
[/li][li]Damage has increased by 1 to 80 (from 79)
[/li][li]Speed modifier has been decreased to 80% (from 85%)
[/li][li]Reload Speed has decreased to 3 seconds (from 2.6)
[/li][li]Recoil has increased by ~100%
[/li][/ul]
PDP-70

[ul]
[li]Damage has increased to 50 (from 45)
[/li][li]RoF has been reduced to 130rpm (from 200)
[/li][li]Recoil has been reduced by ~60%
[/li][li]Reload time has been increased to 3.2 seconds (from 2.6)
[/li][li]Rounds per magazine has increased to 11 (from 9)
[/li][/ul]
Ahnuhld-12

[ul]
[li]Movement speed has decreased to 90% (from 93%)
[/li][li]Damage per pellet has been reduced to 6 (from 7)
[/li][li]Range has increased by ~100%
[/li][li]Centre pellet damage increased to 12 (from 7)
[/li][li]RoF has been reduced to 80rpm (from 87)
[/li][/ul]
Hollunds 880

[ul]
[li]Range has increased by ~33%
[/li][li]Spread has been decreased by ~15%
[/li][li]RoF has been reduced to 75rpm (from 87)
[/li][li]Reload time has increased to 2.8 seconds (from 2.5)
[/li][/ul]
Remburgh 7

[ul]
[li]Movement speed has increased to 95% (from 93%)
[/li][li]RoF has been reduced to 85rpm (from 87)
[/li][li]Range has increased by ~10%
[/li][li]Spread has been increased by ~5%
[/li][/ul]
Caulden

[ul]
[li]Magazine size has increased to 9
[/li][li]RoF Increased to 380rpm (from 360)
[/li][/ul]
DE .50

[ul]
[li]RoF Increased to 420rpm (from 360)
[/li][li]Maximum Spread decreased by ~25%
[/li][/ul]
M9

[ul]
[li]RoF has increased to 640rpm (from 451)
[/li][/ul]
Smjüth & Whetsman

[ul]
[li]Damaged increased to 28 (from 27)
[/li][/ul]
Simeon .357

[ul]
[li]Reload time decreased to 1.6 seconds (from 1.9)
[/li][/ul]
M4A1

[ul]
[li]Damage decreased to 13 (from 14)
[/li][li]RoF increased to 550rpm (from 535)
[/li][li]Maximum Spread decreased by ~10%
[/li][/ul]
Timik-47

[ul]
[li]Damage increased to 16 (from 14)
[/li][li]RoF decreased to 500 (from 550)
[/li][li]Recoil reduced by ~20%
[/li][/ul]
K-121

[ul]
[li]Range increased by ~33%
[/li][li]Minimum spread decreased by ~10%
[/li][li]Maximum spread decreased by ~15%
[/li][/ul]
BR-16

[ul]
[li]Damage decreased to 14 (from 15)
[/li][li]Spread decreased by ~10%
[/li][li]Recoil increased by ~10%
[/li][/ul]
Stark AR

[ul]
[li]Spread increased by ~15%
[/li][li]Recoil decreased by ~20%
[/li][li]Time between bullets decreased by ~20%
[/li][/ul]
Dreiss AR

[ul]
[li]Maximum spread has decreased by ~20%
[/li][/ul]

MOVEMENT

General Changes

[ul]
[li]Acceleration and De-acceleration when moving side to side reduced by ~5%
[/li][li]Aim Down Sights movement speed increased by ~15%
[/li][li]Long jump punishment is now reduced based on height changes between take-off and landing
[/li][li]Standing from crouch has been slowed down by ~15%
[/li][li]First wall jump height has been increased by ~10%
[/li][li]Second wall jump height has been decreased by ~10%
[/li][li]Third+ wall jump height has been decreased by ~15%
[/li][/ul]
Combat Changes

[ul]
[li]Jump height while shooting has been decreased by ~25%
[/li][li]Jump height while ADS have been decreased by ~20%
[/li][li]Acceleration and De-acceleration when moving side to side and shooting is reduced by ~15%
[/li][/ul]

GENERAL CHANGES

Loadout Cards

[ul]
[li]All rarity levels now contain all 3 augments
[/li][li]Card art now focuses more on Merc skins rather than card rarity
[/li][li]Added “stat track” to bronze and above rarity
[/li][li]Phase 1 of Steam Marketplace has entered testing
[/li][li]You can now hover over a team mates Merc icon to see the loadout card they are using
[/li][li]Added a number of new loadouts to all the current Mercs (see next bullet point)
[/li][li]Removed a number of less desirable cards from cases and started a amnesty system
[/li][li]You no longer receive basic cases from playing. Now you receive the card at the end of the match and it is visible to all players, the hope is that this should help reduce the number of people leaving the match once it returns to lobby and streamline the card process
[/li][li]You can now set a default card for each Merc that will not be auto filled when trading up and will show at the front of the pack when changing loadouts both in the lobby and in the barracks
[/li][li]You can now scrap cards you do not want to create half the number of a lower rarity card.[/ul]
[/li]Cobalt -> Gold = 3 Gold - Gold to Silver = 2 Silver - Silver to Bronze = 2 Bronze - Bronze to Iron = 2 Iron - Iron to Lead = 2 Lead

New Features

[ul]
[li]Report Player button added to lobby screen and in-game context menu
[/li][li]Added functionality for Steams “Recently Played With” player lists
[/li][li]Players Avatars now show on the end game scoreboard
[/li][li]Added awards section to the end game display. (Top Killer, Most Heals… ect…)
[/li][li]Added stats section to the barracks
[/li][li]Basic weapon customisation (skins, sights, stocks, barrels and grips) has been added
[/li][li]Clan servers are now purchasable for both real money and in game credits (250,000credits / $20 per month)
[/li][li]“I’m Live” Twitch and YouTube icons now available to people that link their accounts
[/li][li]Phase 1 clan functionality added
[/li][li]“Hack” objective type has been added to multiple maps
[/li][li]Kill feed icons now have a red outline if the downed player is gibbed
[/li][/ul]

Gameplay

[ul]
[li]Revive protection has been replaced with a damage reducing shield that allows the player to only take 40% of the normal damage for 1 second after the stand up animation has been completed. This is not broken by player actions, meaning the revived player can start fighting instantly with the benefit of the reduced damage. (This should prevent the “one free shot” problem and prevent abilities and sniper shots from being wasted)
[/li][li]Aimpunch duration is reduced by 40%
[/li][li]Aimpunch amount is reduced by 25%
[/li][li]Footstep audio volume has been increased by 150%
[/li][li]Radio style processing on shout outs has been removed
[/li][li]Volume levelling has been reduced massively
[/li][li]All MG nests have been removed to make way for the upcoming Gatling turrets
[/li][li]Time based forward spawns have been removed
[/li][li](OBJECTIVE ONLY) All spawn times have been reduced by 25%
[/li][li](OBJECTIVE ONLY) Attacker advantage increase over time has been removed
[/li][/ul]

MAP CHANGES

Terminal

[ul]
[li]NEW Primary None Reversible Hack Objective added to open container doors (Main road towards main station entrance)
[/li][li]Foward Spawn has been changed to a Hack objective
[/li][/ul]
Underground

[ul]
[li]NEW Primary Jug Objective added to open shutters blocking off the final objective (Stairs | x1 Jug)
[/li][li]First objective window has been re-opened
[/li][li]First objective has been turned into a none reversible Hack objective
[/li][li]Control Room secondary objective turned to quick switch repair
[/li][/ul]
White Chapel

[ul]
[li]First objective EV placement has been slightly moved back to provide better cover from the garage
[/li][li]NEW secondary barricade objective at the corner of Chapel (inside Chapel generator)
[/li][li]Final objective defender spawn is now inside the building and the defenders can leave from either the left or right side of the objective
[/li][li]Final objective drop off point has been moved further inside the building to provide better cover
[/li][/ul]
Bridge

[ul]
[li]Final objective replaced by Bridge Alt version
[/li][li]Barricade generator is now placed behind the bridge
[/li][li]First objective EV placement is further forward to allow for a slightly easier attack
[/li][li]Forward spawn (after barricade objective is now further back to prevent spawn camping and jarring gameplay
[/li][/ul]
Trainyard

[ul]
[li]First objective has been replaced with a none reversible Hack objective
[/li][li]Final objective defender spawn has been moved to the end of the MG houses bridge (area has been extended)
[/li][/ul]

BUG FIXES

[ul]
[li]Fixed an issue that would cause airstrike audio being delayed
[/li][li]Fixed an issue where semi automatic weapons firerate would change during longer matches
[/li][li]Fixed the worlds famous “Slender Man” bug
[/li][li]Removed exploit that would allow players to climb walls using crouch+jump macro
[/li][li]Removed exploit that would allow players to throw all packs instantly
[/li][li]Fixed bug that would cause players to “flip and float” while incapacitated
[/li][li]Fixed bug that caused players to turn invisible to other players when revived
[/li][li]Fixed issue where healing station would not start healing until you move
[/li][li]Fixed bug with proximity mines that would cause them to never visible activate
[/li][li]You are now able to kill out while in the revive animation (to prevent long spawns)
[/li][li]Fixed a bug/exploit that would allow players to instantly respawn when gibbed
[/li][li]Fixed other players being able to block AoE damage
[/li][li]Fixed issue where objective status would not correctly sync with all players
[/li][li]Fixed loadout card augment issue that would allow you to use previously attached augments on cards without augments.
[/li][li]Reduced warping when doing complicated movement/jumps with high ping
[/li][li]Fixed issue where the death ghost would incorrectly show what really happened
[/li][li]Fixed an issue that users with Gsync were facing on the main menus
[/li][li]Increased performance on the case opening animation
[/li][li]Fixed performance issue with the minimap (would cause stutter while playing)
[/li][li]Fixed issue where you could do friendly fire damage with explosives on FF off servers
[/li][li]Fixed many disconnect and crash bugs
[/li][li]Reduced the warping of players that have high ping/packet loss
[/li][li]Fixed problem where sparks can do massive damage to the objectives
[/li][li]Optimised many collision boxes on many items
[/li][li]Fixed explosive visual sync
[/li][/ul]

Thanks…


(rookie1) #2

Well Done ! Interesting stuff ^ …“I’m Live” icon sound cool Feature


(fubar) #3

No Kek-10 and Instagib nerfs? :frowning:

Not sure I agree with the Fragger Nades, sounds and feels odd, but more than willing to give it a run.

Where are the spawntime changes!

Otherwise great list. :slight_smile:


(tangoliber) #4

My dream patch notes would be increased accuracy on all weapons (plus more health/lower damage to compensate for ttk)
More v-says, and more audio recordings for the v-says.


I thought I read that Phantom already emitted a sound? I don’t know, because I have to play with sound off.

Decrease Aura movement speed? What the hell, dude. :slight_smile: Instead, let’s speed Proxy back up to match.

I mainly play Fletcher, and I don’t see how he needs any buff. I think he is as strong as anybody. But I won’t protest…

Decrease Sparks movement speed? I hate you.

If anything, decrease Fragger nade radius, don’t increase. I think it’s absurdly high damage is fine. Just needs to be harder to get hits with.

I agree with grenade cooking audio. He should scream “Cooking Grenade!” like an idiot. Any teammates in the area should mutter something under their breath about what an idiot he is.


(kenpokiller) #5

Further Aura nerfs? Eww.

GAH STAY OFF MOVEMENT SPEEDS


(Glottis-3D) #6

95% of the list is great.
Map-fixes are not enough for map to become epic, they need much much more rework, BUT as hot-fixes changes are nice.
Disagree on Speed nerfs
Disagree on any recoil increase. just because 3rdparty recoil compensation. you will make it harder for players, and cheaters will never even notice.

Not sure about Rhino re-do
Blishok buff will need a slight DMG nerf

overal - awesome list.


(misspo) #7

Hi, add:
-overall peformance optimisations
-fixed the supposed memory leak
-fixed the MGs bug (can’t get out, some time bugged after a revive, immortal against airstrick, people look like elastic man, can’t be kill with defibrilator)
-fix the phantom cloack issue on bridge (impossible to activate).
-add replay/battlerecorder/record
-maybe add ingame option to ehance hitreg/network
-add cosmetic market and reduice the prices of merks/credit boost (or make it rentable)
-release an official map creator tool
-reduice a bit the waiting time
-being able to choose a merc at the first spawn when joining an already started game
-planning to add bigger maps
-add invulnerability at the the first attackers spawn. For exemple, in chapel, the attakers can’t be kill in the garage spawn. It would prevent a big part of the baserape issue
-fix the sniper issue against bushwalker turret. You can’t hit the turret propely.


(potty200) #8

My dream patch notes:

Remove phantom and make sure he never returns. Worst merc EVER.


(kenpokiller) #9

Yeah i’m quite sad to agree with that


(spookify) #10

Disagree… stay the course…


(chickenNwaffles) #11

You mean the course that is killing the game with every update? Yea, SD are doing a really good job of steering their ship into the ground.


(fishbone_) #12

I do agree with most of your post. But I would like to see better fighting capabilities in the game, in other words : increase the TTK (better dodging capabilities, lower damage for weapon but increase accuracy (+1 for tangoliber !). Pretty much I don’t agree at all with your decrease of the acceleration / de-acceleration meaning that dodging will be pretty much “useless” in the game. Right now, it is actually really easy to hit someone in this game.
To a further extent, the dream would be that ADS has no penalty in movement speed but in the mean time, no increased accuracy and low vision as it is right now.


(spookify) #13

This was said in hindsight or before the 7/22/2015 patch…

Besides I am sure they/SD will fix knifing with everyone including me crying about it. (Its freaking Broke)