The Nader Update


(MissMurder) #1

Nader has arrived with a new rotation of Mercs and a whole load of Ability, Augment and Weapon balances.

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 Arty’s rotation contracts have expired, but there is some fresh meat stepping up to the plate for you to try. Introducing Bushwhacker and Vassili. One a turret-toting-tough guy ready to get in the thick 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 Aura’s 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.

Full Changelog
Augment Balance
Updated many augments to bring them closer together in terms of effectiveness:

-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.
-Big Ears - Enemy footsteps and other appropriate noises are 30% louder to you (from 25%)
-Drilled - 20% reduction to reload time (from 30%)
-Chopper - 20% increase to melee damage (from 15%)
-Quick Draw - 30% reduction to the time taken to raise and lower (from 45%)
-Explodydendron - 10% increase to blast radius to AoE abilities (from 20%)
-Fail Safe - Reduces the damage taken from your own explosives by 30% (from 25%)
-Healing Reach - 15% increase to size of healing radius (from 20%)
-Potent Packs - 20% Increase to health regen rate given by healing abilities (from 30%)
-Extra Supplies - 20% cooldown reduction to support abilities (from 25%)

Ability Balance
-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.
-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.
-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.
-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.

Weapon Balance
All Weapons:
-Marginally increased the spread penalty when jumping to discourage bunny hopping in combat
K-121 Machine Gun
-Reduced damage to 17 (from 18)
-Reduced magazine capacity to 50 (from 55)
-Increased reload time to 3.5s (from 3.1s)
-Increased hip-fire spread by ~7%

-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
-Reduced damage to 79 (from 80)
-Reduced fire interval to 1.6s (from 1.7s) -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

Notable Bug Fixes
-Fixed issue where climbing a ladder would rarely propel the player into the air
-Fixed issue where the Smjüth & Whetsman .40 pistol was not correctly loaded in-game
-Fixed non-sticky projectiles sometimes coming to rest on players
-Fixed issues with calling a vote when dead/incapacitated
-Fixed exploit / bug where players could teleport deployables using a carryable objective

User Interface
-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.
-Added “Join Server” to Steam friend context menu

Levels
-Continued performance optimization pass on Bridge and Trainyard
-Fixed some issues with the final defenders spawn on Dome
-Continued bug fix and collision passes on Terminal, Bridge, Trainyard, Chapel and Underground

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

Audio
-Updated first person firing audio for the KEK-10 SMG to match the firing rate

Animation
-Numerous animations tweaks and improvements
-Updated Knife melee attack animation to better fit gameplay timings
-Improved the 3rd person animations for M4A1


(LiNkz) #2

I don’t understand why you decided to reduce felix damage by one, it’s de-facto WORSE choice than the moa :blush:

anyways other notes seems good! Thanks for the patch and nader

edit: I don’t know what are acceptable LOD levels but now I get 60 in 8v8 and ~70 in 7v7 x) I hope I get at least 100< in 5v5.

rip game for me :disappointed:


(1BASiC) #3

Good job


(spookify) #4

GG


(MissMurder) #5

Game on!


(MattjA) #6

[quote=“MissMurder;6358”]
-Added additional INI file clamps to prevent users from changing their texture LoDs below acceptable level.[/quote]

Is anyone able to clarify what the actual ‘acceptable levels’ are?


(Kroad) #7

[quote=“MissMurder;6358”]
FEL-IX Sniper Rifle
-Reduced damage to 79 (from 80)
-Reduced fire interval to 1.6s (from 1.7s) -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[/quote]

so now the moa sniper is the better choice because there’s absolutely no point in using felix anymore (and most of the good snipers used moa before this anyway)


(Dommedag) #8

Pretty sure people who’s playing Dirty Bomb in Minecraft Graphics can expect being forced into something more detailed textures.


(Fana) #9

Some nice changes in this patch, particularly the aura station nerf. I have some issues though:

It’s a bit strange that you choose to heavily nerf the k-121, while only adding a fairly inconsequential nerf to grenades – when the no 1 frustrating thing in the game that players have been complaining about is the grenades.

The only reason to ever use the FEL-IX was because it did 80 damage body shots, so that nerf seems particularly absurd. This was actually one of the few weapon combinations that added a nice strategic element, since the MoA was superior in 95 % of situations, while the FEL-IX was a niche option against certain team compositions. Now the MoA is superior in 100 % of situations instead.


(Kohdz) #10

Awesome changes, excited to see how they translate in-game.


(Draceus) #11

[quote=“Fana;15877”]Some nice changes in this patch, particularly the aura station nerf. I have some issues though:

It’s a bit strange that you choose to heavily nerf the k-121, while only adding a fairly inconsequential nerf to grenades – when the no 1 frustrating thing in the game that players have been complaining about is the grenades.

The only reason to ever use the FEL-IX was because it did 80 damage body shots, so that nerf seems particularly absurd. This was actually one of the few weapon combinations that added a nice strategic element, since the MoA was superior in 95 % of situations, while the FEL-IX was a niche option against certain team compositions. Now the MoA is superior in 100 % of situations instead.[/quote]

Did u play the game yet after the patch? The k-121 feels decent still but I see where you are coming from. Dident really see the reason behind the gun nerf :slight_smile: Think the removal of canceling a nadecook was enough


(einstyle) #12

Good work on Fragger, also nice patch in general
apart from FEL-IX change of course, I don’t play sniper, but that came kinda unasked for


(smartIsland) #13

Soooo sooooo happy with this update! :smiley:

K-121 was clearly op, and the data backed it up thank god!!

FEL-IX was also too good in the hands of a good sniper, one shotting all the auras in a wave followed by 2 shotting 2-3 more players every wave was absurd

Loooove the bunny hopping nerf

So good


(Zenity) #14

[quote=“Draceus;15880”][quote=“Fana;15877”]Some nice changes in this patch, particularly the aura station nerf. I have some issues though:

It’s a bit strange that you choose to heavily nerf the k-121, while only adding a fairly inconsequential nerf to grenades – when the no 1 frustrating thing in the game that players have been complaining about is the grenades.

The only reason to ever use the FEL-IX was because it did 80 damage body shots, so that nerf seems particularly absurd. This was actually one of the few weapon combinations that added a nice strategic element, since the MoA was superior in 95 % of situations, while the FEL-IX was a niche option against certain team compositions. Now the MoA is superior in 100 % of situations instead.[/quote]

Did u play the game yet after the patch? The k-121 feels decent still but I see where you are coming from. Dident really see the reason behind the gun nerf :slight_smile: Think the removal of canceling a nadecook was enough
[/quote]

The reason was, as I understand it, that Fragger is supposed to be tanky and tough, but not THAT much more lethal than others (despite his name). His grenades on the other hand are his signature move.

You always have to be careful nerfing things that players complain about, because once you do, you might just get twice as much complaining from players who now have less fun because of the nerf. I think SD is playing this exactly right with their policy of small steps. A vocal minority will continue to complain about it strongly, but I am quite sure that the alternative would be even bigger drama.


(FrankUnderwood) #15

Not to overlook all the awesome balance you guys did. I’m questionably more excited about this. :smiley:


(Kroad) #16

[quote=“MattjA;15874”][quote=“MissMurder;6358”]
-Added additional INI file clamps to prevent users from changing their texture LoDs below acceptable level.[/quote]

Is anyone able to clarify what the actual ‘acceptable levels’ are?

[/quote]

32/64 seems to be the lowest you can go

Went too far with this imo, believe the devs said on stream that they would probably only block the problematic lines (that remove smoke/explosions/leaves or make bright models) while allowing fps changes such as flat textures yet this has blocked flat textures too, which I really don’t think gave an advantage (which is why I didn’t use them).

Here are the 2 of the problematic lines that should’ve been the only ones blocked:

TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=1,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)

removes smoke and explosions

TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)

makes characters bright red

there are also the ones that remove foliage but I don’t know what they are, someone else should be able to say

k121 nerf isn’t noticeable just by playing but the nade nerf is definitely noticeable and a step in the right direction.

arty’s airstrikes also are a lot better now as you can quickly peek and shoot one out, another good change

As I said before, FELIX change ruined the gun, should be reverted as there is now no reason to use it over moa

Haven’t actually encountered any naders on enemy team yet so don’t know how that is but the fact that they still have martyrdom worries me.

EDIT: about configs, I just want to add that you need to optimize the game before blocking flat textures


(mOist) #17

great changes , glad to see arty got a buff aswell as aura and fragger nerfs.


(MissMurder) #18

Thanks for the input guys. Glad to see most of you are happy about some of the balance changes. Now to see how well the do in-game.


(distinquishedSandwich) #19

When are Splash Damage LTD going to realize, that Fragger’s problem was mainly the nades, WHEN are you going to wake up and smell the roses regarding frag grenades, who is the dev that’s constantly blocking the balancing?

Removing Throwing knives is NOT the solution, I hope it returns, for it was actually good for finishing people off! A good idea would be to re-work the augment, meaning the middle mouse quick knife would be a thrown knife WHILE retaining the knife.

Pineapple Juggler needs to die, sorry, it’s 200 % useless.

I hope we see more weapon diversity! M4A1 and Timmik could use some differences… Just like the Burst battle rifle and the Aug.


(Alchemy) #20

[quote=“MissMurder;6358”]
Weapon Balance
All Weapons:
-Marginally increased the spread penalty when jumping to discourage bunny hopping in combat[/quote]

Considering there’s not actually bunny hopping ingame, do the devs even know what the fuck they are trying to balance?

Also wasn’t the whole point of this game about movement in combat to make it different from CSGO and another “realistic” shooters. This is going down a slippery slope and i’m not sure I wanna fall with…

p.s when’s overwatch?