Summer Squash Part II - Upcoming Balance Changes


(Chris Mullins) #1

Hey all,

We’re hoping to release the second Summer Squash Update sometime in the next couple of weeks. Alongside another wave of murdered bugs, the update is going to incorporate a whole bunch of balance changes! We wanted to give you an early look at these changes, so here they are -

Mercs

Redeye

In the right hands, Redeye has proven to be overly effective, especially when firing through Smoke, leaving his targets with little chance to fight back.

While this behaviour is intended we felt that Redeye could spend too much time in this state, so we’ve increased the cooldown cost of enabling IR Goggles. This not only reduces the total amount of time the IR Goggles can spend enabled, but also increases the Cooldown penalty of constantly switching IR Goggles on and off.

To also provide a better counter to Redeye, we’ve also reduced the amount of explosive damage it takes to remove Smoke from an area, so now a single Frag Grenade will do the trick.

[LIST][]Reduced explosive damage required to dissipate Smoke to 170 (from 225)
[
]Increased the initial Cooldown cost of enabled IR Goggles to 3s (from 1.2s) [/LIST]

Aimee

While Aimee is useful, she hasn’t quite been keeping up with the other Snipers. We believe part of this is due to the long cooldown of her SNITCH Device once it’s destroyed.

We’ve reduced this cooldown so Aimee can deploy SNITCH’s more regularly. In doing so we’ve also reduced the maximum life-span of the SNITCH to match, effectively making it ‘one per spawnwave’ when it comes to Stopwatch play.

[LIST][]Reduced the SNITCH cooldown to 25s (from 30s)
[
]Reduced the SNITCH lifespan to 25s (from 30s)[/LIST]

Sparks

The REVIVR Rifle makes Sparks a formidable reviver and the longest range Medic, however her reduced healing capacity means she’s often not as effective as the others.

With that in mind, we’ve increased the amount of healing her Med Packs provide to others, while keeping the self-healing the same.

[LIST][]Increased health provided by Sparks Med Packs to teammates to 40hp (from 30hp)
[
]Increased collision box on Sparks Med Packs to make them a little easier to pick up[/LIST]

Sawbonez

As the current top-dog Medic, Sawbonez needs marginally toning down. Since his healing is heavily based on quick-regeneration, we’ve reduced the instant ‘Direct Hit’ healing he provides with his Med Packs. This brings it in-line with the ‘Direct Hit’ bonus that Sparks Med Packs provide.

  • Reduced Sawbonez Med Pack ‘Direct Hit’ instant heal to 10hp (from 20hp)

Weapons

Assault Rifles

Dreiss AR

The Dreiss has been seen to be the least effective Assault Rifle when it’s available. Since the main issue seems to be bullet spread when fired from the hip, we’ve significantly reduced initial bullet spread and toned down the maximum bullet spread after sustained fire.

[LIST][]Reduced starting bullet spread by ~20%
[
]Reduced maximum spread by ~4%[/LIST]

Timik-47

The Timik-47 has been lagging slightly behind the M4. While it is intended to be harder to control, it should be initially more accurate. We’ve reduced the starting bullet spread a little more to emphasise this, while also toning down the vertical kick after each shot, to make it a little more viable when ironsighting.

[LIST][]Reduced starting bullet spread by ~6%
[
]Reduced vertical recoil by ~4%[/LIST]

Sniper Rifles

PDP-70

While the PDP-70 has been seen to be very effective on Redeye, it’s not seeing nearly the same performance when in the hands of Aimee or Vassili.

With that in mind, alongside the changes to Redeye, we’ve opted to increase it’s potential burst damage with higher damage per shot, but lowering it’s damage output over time.

[LIST][]Increased damage to 50 (from 45)
[
]Reduced rate-of-fire to 138RPM (from 180RPM)
[*]Reduced magazine capacity to 8 (from 9)[/LIST]

Grandeur SR

While it has potent killing potential, the Grandeur SR requires a lot of control, often leaving the shooter as a stationary target. We decided to speed up the reload speed and make it more accurate when hip-fired to allow for a bit more mobility.

[LIST][]Reduced initial bullet spread by ~10%
[
]Reduced reload time to 2.2s (from 2.6s)[/LIST]

SMGs

Hochfir SMG

While being the most accurate SMG, the Hochfir has been struggling in the damage department. To counter this we’ve marginally increased the rate of fire to bring its time-to-kill closer to the other SMG’s.

  • Increased rate of fire to 833RPM (from 811RPM)

Machine Pistols

Compared to the semi-automatic Pistol secondaries, the MP 400 and especially the Empire-9 are both significantly over-performing.

MP 400

The MP 400 is the slowest-firing, hardest-hitting of the Machine Pistols, so we’ve lowered the rate of fire a little more here to tone it down while further differentiating it from the others.

  • Reduced rate of fire to 619RPM (from 632RPM)

Empire-9

The Empire-9 is the fastest-firing Machine Pistol and intended to fill the air with low-damaging bullets. Currently it’s vastly out performing all other secondaries so we’ve increased the maximum bullet spread and recoil, making it harder to control over time.

[LIST][]Increased maximum bullet spread by ~7%
[
]Increased recoil by ~10%[/LIST]

Pistols

Both the Caulden and the Simeon .357 are under-performing when compared to other secondaries.

Caulden

We’ve increased the number of rounds in the Caulden magazine, so it’s closer to the other pistols in terms of damage-per-magazine and players will have to reload less often.

  • Increased rounds per magazine to 9 (from 8)

Simeon .357

The Simeon is the weaker, and thus easier-to-handle of the two revolvers. We’ve reduced the kick further to make it easier to for players to land those devastating head-shots.

[LIST][]Reduced maximum bullet spread by ~7%
[
]Reduced vertical recoil by ~6%[/LIST]


(spookify) #2

Nice work!!


(burningPlace) #3

Echo!


#4

Amazing! I can’t wait to try the Dreiss after the update. :slight_smile:


(hoyes) #5

Why no MK46 changes SD? WHHYYYYYYY?

But on a different note, these are superb changes! Good on you SD!


(yesser) #6

oh pdp gonna be the new pro sniper one shot all the pheonixs !


(deftMoon) #7

In a COUPLE of weeks huh. Guess the whole summer wasnt enough. Although updates could be more regular.


(Tanker_Ray) #8

Hot damn it!

This is so little than I expected, but PDP change is the most controversial one I guess.

Besides the Thunder’s 20 sec conc + stronger MK.46,

I wanted Vassili’s HP roll-back, fix MOA’s dmg to 70 since Fragger’s HP is 140 now.

But if Vassili gets his 100HP back, he will get one-shot by PDP.

I am so surprised about huge amount of people under-estimating Vassili with 110HP, only sniper with machine pistol and MOA that kept got accumulated buffs.

Change on Sawbonez is very subtle, but he was always balanced well.

He can’t heal people while in combat, that’s enough penalty for him.

I just hope you guys won’t touch him further.

[b]CAULDEN.

+1 mag was ALL I wanted. You guys really have checked my Classy Arthole Weapon analysis, didn’t you?

THANKS![/b]


(Tanker_Ray) #9

It was always one of the most under-estimated/high-firepower gun in this game.

Now I’m worried this gun would overcome the throne of burst rifles. I really do.

It is really near OP.


(X-aited) #10

how dare you changing sawbonez? Q.Q
I always thought he was very well balanced with the other medics since he cannot heal himself that good like the other.
Also please please please nerf shotguns


(VincentRJaeger) #11

Grandeur changes? You mean I can actually use it to shoot and kill and not just shoot?

Oh, and interesting patch notes. I’m intrigued to see them in-game.


(Tanker_Ray) #12

EDIT: They changed PDP’s RoF to 138 from 115.


(Kudrow) #13

Hello,
@stayfreshshoe thanks for sharing those informations with us. The thing that cheered me up is that Sparks is going to get a buff in medpacks but then I read that MP400 and Empire-9 are getting nerfed by ROF or recoil. I agree that those machine gun pistols are much better than regular pistols, so for example loadout card of Flatcher with Shotgun + Empire 9 is much better than others (if we are looking only for weapons) and same thing is with Proxy in loadout with Hockfir and Tolen. Now, in case of Sparks - only what she has of weapons is that machine gun pistol (with revive gun which is not that reliable because it has too much focused shot so you will miss enemy, on reddot/ironsights you have white dot and when revive gun is fully charged sparks that come out of gun gives you trouble for precise aiming and on the end dealt damage depends on distance a lot) and nerfing it you will take out that little combat that she has (if we can call that combat). I know that is impossible to nerf machine gun pistols for other mercs and let them as they are for Sparks but I think that there should be a better way for balancing machine gun pistols - maybe removing them from some loadout cards or maybe reduce that recoil/bullet spread for Empire 9 to less than planned. What I also wanted to ask about Sparks is why is she dealing much less damage to downed enemies? I tried numerous times to hit downed enemies to finish them but even with fully charged and on close damage I didn’t manage to one shot them. Will something be done with that? And thank God that you will increase box of small packs so that they can be easier to see and pickup, my teammates have a lot of trouble with seeing them on the ground.

I wanted to ask you, are there any plans with proxy mines? Those mines deal very high damage in it’s radius and they are too powerful because of it. Today I heard from a lot of players on public server that they should be nerfed and I agree with them. I hope that those mines will be balanced as well.

I know that somebody will say that I want to make Sparks OP merc according to upper but I just want her to have that little combat as she has now. A lot of players raises up their hands from Sparks because of lack of firepower (no shotgun or SMG) but I think that it is fine as she is now (if we are talking about weapons & their firepower).

Best regards,
Kudrow


(RyePanda) #14

Why can the PDP now one shot phoenix? Give it 49 damage if you must buff its damage. 50 seems too far.


(gseijn) #15

Increased the initial Cooldown cost of enabled IR Goggles to 3s (from 1.2s)

OH FFS WHY!!! WHYYYYYYYYYYY??? I don’t even use the smoke that often.

AND PLEASE!! PLEASE!! Bring back the Grandeur’s ROF back to 200 RPM. 180 is just too slow.

I never understood that. For players like myself who strictly ads with the gun bullet spread is a non issue for me but now 180 RPM really screws me over in close range battles and dealing with one shot one kill snipers.

It takes too long to kill people who can take two hits and run out of my los. Before I was able to hit a target three times in the time it takes to hit a target just twice now. Close quarter battles against SMGs and Rifles is a death wish. The big reason is because the ROF is a lot slower now, while rifles and SMGs will shread you apart by the time you can even fire a third shot.

I hope you all can at least consider this.


(SweetGenocide) #16

Sparks

Increased health provided by Sparks Med Packs to teammates to 40hp (from 30hp)
Increased collision box on Sparks Med Packs to make them a little easier to pick up

My dreams came true, bless you Shoe <3


(DarkMatterMatt) #17

[quote="gseijn;201929"For players like myself who strictly ads with the gun[/quote]
DB is not a game where you are meant to ADS all the time. Try playing the assault course; you get penalised for crouching and ADS.


(gseijn) #18

[quote=]DB is not a game where you are meant to ADS all the time. Try playing the assault course; you get penalised for crouching and ADS.
[/quote]

Well, ads with the grandeur is the best way to fire that gun. I’ve had tremendous success with the weapon by ads at all times. Lowing the ROF to 180 really hampered it’s potential. My average kill rate has lowered by quite a bit due to that change. I’d say almost cutting my average kills per map by half.

Ads with the m4, shotguns or stark is not always the best idea I understand that but I’m strictly speaking about the grandeur.


(Szakalot) #19

It was always one of the most under-estimated/high-firepower gun in this game.

Now I’m worried this gun would overcome the throne of burst rifles. I really do.

It is really near OP.[/quote]

always?

there was a time when dreiss was king. It was pretty short, back in 2015 for month or two. Faster RoF, relatively higher damage (almost all guns had different DPS values back then).

Good player with Dreiss would put whole teams down, and they never run out of ammo.


(BerylRdm) #20

[b]

Hochfir SMG
Increased rate of fire to 833RPM (from 811RPM)
[/b]
LOL
Okay then! Thanks for that :slight_smile:
https://www.youtube.com/watch?v=f8jMrycBAFY
Really can’t wait for this update :slight_smile: