PixelTwitchs Dream Patch Notes...


(PixelTwitch) #1

BALANCING MERCS

[INDENT]Phantom

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  • All melee weapons have been replaced by the sword on Phantom

Aura

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

Kira

  • Orbital Laser now stops on owners death.
  • Health has been reduced to 85 (from 90)

Fletcher

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

Vassili

  • Heartbeat Sensor detection time is now dependent on distance from the sensor itself

Sparks

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

Proxy

  • Proximity Mine damage radius is increased by 10%
  • Proximity Mine detection radius decreased by 15%
  • Proximity Mine cooldown increased by 5 seconds

Arty

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

Nader

  • Nade cooldown has been increased by 2 seconds per nade.

Skyhammer

  • Airstrikes now take an additional 1 second to call in.
  • The gap between each additional explosion has been increased by ~20%

Fragger

  • Grenade inner damage reduced to 90 (from 150)
  • Grenade inner damage radius increased to 96 (from 32)
  • Grenade radius increased by ~40%
  • Audio added to grenade cooking animation

Rhino

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

[/INDENT]

BALANCING WEAPONS

[INDENT]ALL WEAPONS

  • Spread reduction speed increased by ~33%

Hochfir

  • Recoil increased by ~50%

SMG-9

  • Range has been reduced by ~15%
  • Maximum Spread has been reduced by ~15%
  • Reload time decreased to 1.6 seconds (from 1.9)

Crotzni

  • Range has been increased by ~15%
  • Maximum Spread has been increased by ~7.5%
  • Minimum Damage has increased by 1
  • Reload time increased to 1.9 seconds (from 1.7)

Blishlok

  • RoF has increased to 440rpm (from 400)
  • Maximum Spread has been decreased by ~10%
  • Minimum Spread has been decreased by ~5%
  • Range has increased by 20%

MoA Sniper Rifle

  • Scope time has been increased by ~33%
  • RoF has been reduced to 40rpm (from 44)

Fel-ix

  • Scope time has been increased by ~100%
  • RoF has been reduced to 25rpm (from 38)
  • Damage has increased by 1 to 80 (from 79)
  • Speed modifier has been decreased to 80% (from 85%)
  • Reload Speed has decreased to 3 seconds (from 2.6)
  • Recoil has increased by ~100%

PDP-70

  • Damage has increased to 50 (from 45)
  • RoF has been reduced to 130rpm (from 200)
  • Recoil has been reduced by ~60%
  • Reload time has been increased to 3.2 seconds (from 2.6)
  • Rounds per magazine has increased to 11 (from 9)

Ahnuhld-12

  • Movement speed has decreased to 90% (from 93%)
  • Damage per pellet has been reduced to 6 (from 7)
  • Range has increased by ~100%
  • Centre pellet damage increased to 12 (from 7)
  • RoF has been reduced to 80rpm (from 87)

Hollunds 880

  • Range has increased by ~33%
  • Spread has been decreased by ~15%
  • RoF has been reduced to 75rpm (from 87)
  • Reload time has increased to 2.8 seconds (from 2.5)

Remburgh 7

  • Movement speed has increased to 95% (from 93%)
  • RoF has been reduced to 85rpm (from 87)
  • Range has increased by ~10%
  • Spread has been increased by ~5%

Caulden

  • Magazine size has increased to 9
  • RoF Increased to 380rpm (from 360)

DE .50

  • RoF Increased to 420rpm (from 360)
  • Maximum Spread decreased by ~25%

M9

  • RoF has increased to 640rpm (from 451)

Smjüth & Whetsman

  • Damaged increased to 28 (from 27)

Simeon .357

  • Reload time decreased to 1.6 seconds (from 1.9)

M4A1

  • Damage decreased to 13 (from 14)
  • RoF increased to 550rpm (from 535)
  • Maximum Spread decreased by ~10%

Timik-47

  • Damage increased to 16 (from 14)
  • RoF decreased to 500 (from 550)
  • Recoil reduced by ~20%

K-121

  • Range increased by ~33%
  • Minimum spread decreased by ~10%
  • Maximum spread decreased by ~15%

BR-16

  • Damage decreased to 14 (from 15)
  • Spread decreased by ~10%
  • Recoil increased by ~10%

Stark AR

  • Spread increased by ~15%
  • Recoil decreased by ~20%
  • Time between bullets decreased by ~20%

Dreiss AR

  • Maximum spread has decreased by ~20%

[/INDENT]

MOVEMENT

General Changes

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

Combat Changes

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

CONTINUED BELOW


(PixelTwitch) #2

GENERAL CHANGES

Loadout Cards

[LIST]
[]All rarity levels now contain all 3 augments
[
]Card art now focuses more on Merc skins rather than card rarity
[]Added “stat track” to bronze and above rarity
[
]Phase 1 of Steam Marketplace has entered testing
[]You can now hover over a team mates Merc icon to see the loadout card they are using
[
]Added a number of new loadouts to all the current Mercs (see next bullet point)
[]Removed a number of less desirable cards from cases and started a amnesty system
[
]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
[]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
[
]You can now scrap cards you do not want to create half the number of a lower rarity card.[/LIST]
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

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

Gameplay

  • 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)
  • Aimpunch duration is reduced by 40%
  • Aimpunch amount is reduced by 25%
  • Footstep audio volume has been increased by 150%
  • Radio style processing on shout outs has been removed
  • Volume levelling has been reduced massively
  • All MG nests have been removed to make way for the upcoming Gatling turrets
  • Time based forward spawns have been removed
  • (OBJECTIVE ONLY) All spawn times have been reduced by 25%
  • (OBJECTIVE ONLY) Attacker advantage increase over time has been removed

MAP CHANGES

Terminal

  • NEW Primary None Reversible Hack Objective added to open container doors (Main road towards main station entrance)
  • Foward Spawn has been changed to a Hack objective

Underground

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

White Chapel

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

Bridge

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

Trainyard

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

BUG FIXES

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

Thanks…


(PurpleNurple) #3

Is there any reasoning behind your values or are they just “ehhh this feels about right” changes?


(Yes) #4

You forgot the most important one

  • Fixed sticky bombs stuck to players randomly disappearing

(PixelTwitch) #5

Sure some of them are just hunches however the vast majority have a fair bit of research behind them. If there is one in particular you are wondering about feel free to ask about it and I can go in more detail to the hows and whys I suggest the change.


(PurpleNurple) #6

Curious about the health nerf to Kira and the reasoning to buffing proxy mines. :slight_smile:


(PixelTwitch) #7

Well technically the Proxy mines would be kinda nerfed as you would have to be even closer to them and the cooldown has been extended. The aspect that would be considered a buff is that they would be slightly less likely to trigger at max distance and have the enemy out of range by the time it explodes. The decrease trigger radius and increased damage radius should still allow players to jump over mines while taking very little damage. However, walking into a mines range and walking out again would be reduced. Also remember, damage radius increase also extends the falloff so that extra 10% range would only actually do 1 - 15 damage if caught in it. Yet sure, the centre of a mine would do more damage once it leaves the inner damage radius (where it does max damage)

When it comes to Kira, I find she can be a tiny bit too strong due to her speed + damage of her weapons. While the BR-16 and Draiss are not very popular they have the two highest DPS stats in the game. I wanted to reduce her health by 1 bullet in some situations. Reducing down to 80 would have reduced it to far meaning she would require 2 fewer bullets to kill. We rarely see players in public play Kira well but in the hands of a really good player, she is brutal!


(Yes) #8

Why do you feel that sticky bombs need to be nerfed? An extra 3 seconds on the cooldown would hurt them badly and I feel they are fine as they are.


(PurpleNurple) #9

Oh my bad I read detection radius increased with damage radius increased haha.

Yeah I main Kira :p… I know what you mean by fast and strong. The fact that she’s rarely played confuses me so a nerf to her health caught me off guard, but I see where you’re coming from.


(Conqelson) #10

Oh my god, so good. A man can dream.


(PixelTwitch) #11

The sticky mines would actually be buffed with the suggested changes…

The reduced collision box would allow much great accuracy when throwing them (avoiding you getting them caught on windows, doors and corners. The extra 10% radius would make them a fair bit more viable as a splash damage weapon and the detonator being held at the same time as the mines would reduce the detonation time by quite a long time.

Also read below and notice suggested buffs to both the shotguns he can use (I say buffs but I mean changes really) and the blishlock.

The extra cooldown is to compensate for these changes and make him a slightly more skilful, less spammy Merc.


(Ghosthree3) #12

Some are pretty damn nice. Some I don’t agree with at all.

Good read though.


(MisterMurder) #13

Does this mean Sparks will no more heal with her med packs??

Dayuum you scared me. I read the tittle once again and understood that this is YOUR DREAM patch. And Sparks is fine now. She doesn’t need to be nerfed (In my opinion)


(PixelTwitch) #14

The medpacks would act as they do currently but with the added ability to start your default regen after picking it up also.


(Yes) #15

The sticky mines would actually be buffed with the suggested changes…

The reduced collision box would allow much great accuracy when throwing them (avoiding you getting them caught on windows, doors and corners. The extra 10% radius would make them a fair bit more viable as a splash damage weapon and the detonator being held at the same time as the mines would reduce the detonation time by quite a long time.

Also read below and notice suggested buffs to both the shotguns he can use (I say buffs but I mean changes really) and the blishlock.

The extra cooldown is to compensate for these changes and make him a slightly more skilful, less spammy Merc.[/quote]
The problem is an extra 3 seconds would mean they are used much less frequently. In the current state they are fine.[list]
[] An extra 10% blast radius seems kinda negligible to me, I can’t recall more than a few moments where an extra 10% to the blast radius would have made the difference.
[
] A 40% less stick radius would surely make it stick to places which weren’t the target less, but it would also make it stick to the target less as well.
[*] The detonator in the same hand is good, nothing I can really say about it.
[/list]
Compared to how they are now, those changes with the 3 extra seconds on cooldown aren’t worth it.


(Szakalot) #16

detonator in hand for fletcher would be pretty OP. basically you will never miss your throws, super easy to use; and blow up 100damage worth of AoE in anyone’s face


(PixelTwitch) #17

This is why my suggestion is more a change than a buff or nerf. One of my biggest issues with the game currently is the amount of spam that so many of the mercs produce. Hence why I slowed down the cooldown of mines, sticky mines, naders nades and much more. The ability to land a stick may be slightly reduced with the collision box reduction but the ability to quickly detonate should more than make up for that downside.

Overall I would personally much prefer that ability to get nades where I want them compared to the ability to stick them on players more frequently.

The problem I have with fletcher in general is that the default way to play him is having the mines in your hand almost all the time. There is rarely a time when you need to wait for a mines cooldown.

Also, 10% may seem like a small buff to radius but the way this effects falloff damage is quite a bit more than you would imagine. it shifts all the current damage numbers outwards from the centre of the blast meaning your much more likely to do higher damage if you get a close throw. What is a 40hp throw now would be a 50hp throw with the changes.


(RuleofBooKz) #18

A good read with lots of thought put in

No - Phase 1 of Steam Marketplace has entered testing
Yes - You can now scrap cards you do not want to create half the number of a lower rarity card.

due to the fact that the Devs make their money off selling loadouts (aesthetic ones really) and so need the monopoly

For me there is no real skill in explosions. Sure ther ecan be lols and giggles but any explosion is there to do a job, like clear a health station or area deny. The real skill in a FPS should be to be good at: aiming and Shooting.

Therefore things like, mines, nades, sticky bombs should not be made easier to use. When players are using their ability to get more kills than their primary shooter u kno there is an issue with the class.

2 good examples:

Proxy had that issue when first released: it was mine spam but that was fixed and i think proxy is pretty good balance atm

Fragger was also like that with nades and is still a little like that but its better

1 bad example:

Fletchers in game tho almost always stop shooting and throw sticky bombs to get the kill even in 1v1 combat. Thats not good and spamming an explosion doesnt take skill. Often they take themselves out at the same time as the enemy. So making it even easier for fletcher to spam nade kills is not good.

so No - Detonator is now held at the same time as the Sticky Mines to decrease detonation delay

This is why in many comp games or “Pro” version of games that nades etc are removed from the game entirely.

arty and airstrikes dont come under the above


(PixelTwitch) #19

Actually I agree with what you are saying but I feel you miss understand the reasoning behind my changes to explosives.

The proxy changes would result in less mines (increased cooldown)
Reduced detection radius would result in easier to see placement in many situations (due to not being able to as easily place them in cover or on corners)
Damage Radius increase would make evading them more skill based also (Timing that long jump or back peddle would be much more important)

The sticky mine changes would also result in less spam (increased cooldown)
Reduced collision box would give a Fletcher less frustration with the mines getting stuck in stupid places that they where nowhere near but it would also make direct hitting a sticky mine much more skill based (increasing the skill cap/gap on the ability)
The increased radius would allow them to be easier to use as they where intended (putting them around doors, corners and objectives and timing it perfectly)
The changes to the detonator would still have the delay between throwing a nade and detonation it just means if you throw 2, have them still in your hands and you see someone walk over them you dont need to switch weapon to detonate them. (This is more of a change to the feeling of Fletcher and about making him feel good to use not really change his power that much.)

With nader I just slowed down her cooldown menaing less spam.

With Kira having the laser stop means you need to play it much more carefully and skillfully as charging in with super fast laser would not be nearly as effective and getting the lucky kills on death would be stopped.

All in all, the idea is to increase the skill requirement to be good with these abiltiies while lowering the amount of spam and without making them completely useless in the hands of low skilled players.


(ostmustis) #20

seems like you forgot someone, let me help you out.

sawbones 90 hp and 2 second cooldown on throwing out a medkit.