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  1. Tribes: Ascend 1.1 PTS 2 Patch Notes (Out of the Blue)
  2. Out of the Blue
  3. Tribes: Ascend Version 1.1, PTS 2, September, 2015
  4. Public Test Server Notes
  5. We need your help! Prior to release on the live servers, this release will be made available for general public testing on a test server. The purpose of this server is to allow us to gain end-user feedback and bug testing on the release before we fully finalize the release. In order to make this release as good as we can, we need the Tribe’s community to help us test and to give feedback!
  6. We currently expect the release to be placed onto the Public Test Server on or before September 28, 2015. Once the release is made available on PTS, we will publish installation and test instructions.
  7. Feedback should be provided on the Tribes Reddit at https://www.reddit.com/r/Tribes/
  8. Latest community request document
  9. New CTF Map
  10. An early version of Ice Coaster has been added to the game.
  11. “Ice Coaster is inspired by Tribes 1 legacy map Rollercoaster”
  12. Added to the CTF All Maps rotation.
  13. Added to the featured list with Terminus.
  14. Terminus and Ice Coaster are now available to be run on private servers.
  15. Gameplay
  16. All active devices have been rebalanced. See PTS 2 weapon stats spreadsheet.
  17. Additional optimizations have been made to improve network performance.
  18. Projectile collision sizes have been adjusted to be similar across devices.
  19. Impact projectiles size set to 15, up from 10.
  20. Timed explosives size set to 20, down from 42.
  21. Automatic projectile sizes set to 25, down from 50.
  22. All explosive damage falloff has been converted to linear falloff.
  23. “Linear falloff allows players to adjust how much damage vs. impulse they get from disk jumping and other explosives. It also rewards better shots for skilled players, allows for larger explosions increasing new player's likelihood to hit, and is a simpler system to understand.”
  24. Removed direct hit bonus on almost all weapons, greatly reduced on others.
  25. Removed minimum damage clamping
  26. Increased all explosive radii
  27. Call-ins removed
  28. “Requiring Call-ins to clear defensive stacking is not fun, nor does it promote skill-based gameplay and teamwork. We have made appropriate adjustments to nerf stacking and are subsequently able to remove call-ins. The deployable inventory station will be coming back in another form in a future PTS.”
  29. The following weapons have been changed back to hitscan. Damage and falloff values were also adjusted.
  30. “This was an over-aggressive change to high-ping players that negatively impacted their ability to play the game in its current state. The hitscan weapons damage and falloff values have been adjusted to be balanced with other non-hitscan sidearms.”
  31. Light: Sparrow
  32. Medium: Eagle
  33. Heavy: Nova Colt
  34. The following weapons have been set to utilize 100% inheritance
  35. “At the community’s request, a set of 100% inheritance automatic weapons have been added to each armor.”
  36. Light: Falcon SMG
  37. Medium: NJ4 SMG
  38. Heavy: X1 LMG
  39. Numerous stealth gameplay adjustments
  40. A stealthed player may not pick up or return the flag.
  41. Stealth pack now reveals when you are jetting.
  42. Stealth pack may not be active while the flag is being carried.
  43. When a pack is toggled on, such as a shield or stealth pack, the health regen timer is reset. It then starts over from the beginning once the pack is turned off.
  44. The Phase Rifle now locks a passive energy pack into your pack slot overriding whatever was there before.
  45. There are some known issues here with the UI. The old pack will appear locked in the pack slot. However, an energy pack is actually locked in the slot. The in-game hud shows the correct pack however.
  46. All shotguns have had their spread reduced and patterns adjusted.
  47. Deployable explosives have had their damage reduced and impulse increased.
  48. Screen shake has been reduced by 50%, and its length also reduced by 30%.
  49. The Rocket Turret has been moved to Heavy armor.
  50. Vehicles no longer require credits to purchase.
  51. Equipment Changes
  52. Current loadout spreadsheet
  53. Weapon Class System
  54. “Weapons have been simplified and condensed down to a less overwhelming number. Weapons will come back in a later patch if they offer additional gameplay value. Damage numbers, ammo counts, radii, and falloff have all been modified to further balance the game.”
  55. Impact - Explode on impact
  56. Automatics - Rapid fire weaponry
  57. Timed - Fuse timed explosives
  58. Sidearms - Small backup weaponry
  59. Short Range - High damage short range weaponry
  60. Speciality - Armor specific weaponry
  61. Light Armor
  62. “We are increasing the number of weapons carried by light armor to support the classic, and well rounded, Disk + Chain + Grenade Launcher loadout.”
  63. Health set to 1000, up from 900.
  64. Light armor may now carry 3 weapons.
  65. A light grenade launcher has been added with 100% inheritance.
  66. Default loadout:
  67. Light Spinfusor
  68. Light Assault Rifle
  69. Light Grenade Launcher
  70. Impact Nitron
  71. Thrust Pack
  72. Medium Armor
  73. “Armor mass, air control, and ski control values have been adjusted to make capping in medium armor more difficult than light armor.”
  74. Health set to 1300
  75. Medium armor is now 10% larger
  76. Mass set to 110, up from 100
  77. Flight acceleration set to 140, down from 150
  78. Jetpack initial acceleration set to 1400, down from 1500
  79. Ski control percentage set to 0.55, down from 0.65
  80. Air/Ski control reduced by 10%
  81. Default Loadout:
  82. Spinfusor
  83. Assault Rifle
  84. Grenade Launcher
  85. AP Grenade
  86. Shield Pack
  87. Heavy Armor
  88. “Armor mass has been adjusted to help players fulfill Heavy on Flag duties. Energy regeneration and jetpack changes were made to improve quality of life as Heavy. Finally, air control and ski control values have been adjusted to limit heavy capping viability. Essentially, heavies can get around the map easier but flag running is not viable.”
  89. Health set to 2600
  90. Energy regeneration set to 12, up from 10.
  91. Mass set to 160, up from 130.
  92. Air control reduced by 50%
  93. Ski control reduced by 40%
  94. Flight acceleration set to 120, up from 110
  95. Default Loadout:
  96. Heavy Spinfusor
  97. Chaingun
  98. Fusion Mortar
  99. Auto Shotgun
  100. Frag Greade
  101. Heavy Shield Pack
  102. Packs
  103. “Packs providing only passive effects have been removed from the game. All remaining packs have an active functionality.”
  104. All equipable passive packs have been removed from the game.
  105. Light Energy Recharge
  106. Medium Utility
  107. Heavy Survival
  108. Heavy Health Regen
  109. Heavy Energy
  110. All equipable packs have an ability bound to the pack button (C by default).
  111. Light Thrust
  112. Light Stealth
  113. Medium Shield
  114. Medium Jammer
  115. Medium Light Turret
  116. Heavy Shield
  117. Heavy Force Field
  118. Heavy Rocket Turret
  119. Perks Removed
  120. “Perks were not compelling enough. Some specific combinations were required to fulfill a role adequately, others didn’t promote good playstyle behavior, or they were next to useless and never picked.”
  121. Perks removed
  122. Bounty Hunter
  123. Close Combat
  124. Determination
  125. Looter
  126. Pilot
  127. Potential Energy
  128. Safety Third
  129. Sonic Punch
  130. Rage
  131. Rage will be returning in a future PTS redesigned.
  132. All Armor passively receives
  133. Quickdraw
  134. -30% weapon switch time on weapons and belt items.
  135. Reduced value, previously quickdraw granted -50% switch time.
  136. Stealthy
  137. +50% targeting time vs turrets.
  138. Light Armor now passively receives:
  139. Egocentric
  140. -15% self damage
  141. Lightweight
  142. -30% mass
  143. Wheel Deal
  144. Increased vehicle energy
  145. Reach
  146. Flag radius increased to 55, up from 40 (Default)
  147. Medium Armor now passively receives:
  148. Wheel Deal
  149. Increased vehicle energy
  150. Mechanic
  151. +15% repair rate with repair tools
  152. Survivalist
  153. +15% health off of ammo drops
  154. Safe Fall
  155. 25% less fall damage
  156. Vehicle impact protection has been removed.
  157. Heavy Armor now passively receives:
  158. Super Heavy
  159. Impact damage dealt to body blocked players
  160. Additional mass has been removed from perk
  161. Mechanic
  162. +15% repair rate with repair tools
  163. Ultra Capacitor 1 + 2
  164. +20 Energy
  165. Belt Items
  166. “To reduce grenade spam and defensive stacking belt item numbers have been reduced. Maximum Belt item deployed numbers have also been reduced.”
  167. Grenade counts have been reduced to 2 across the board to reduce spam.
  168. Deployables like Mines and Claymores have been reduced to 1, this is to require the player to go and resupply if they want more.
  169. Deployable explosives are now limited to 1 out per player.
  170. NOTE: There are known usability issues and UI deficiencies associated with this transition that make it more difficult than it should be to both equip your weapons and to understand what you have equipped. There are also known bugs with the display on the HUD of your equipped weapons. We want to test this system on PTS prior to finalizing the User Interface, as feedback from testing could lead to changes in the overall design, which may in turn impact the user interface.
  171. UI
  172. A work in progress weapon loadout bar is now enabled by default. It shows the following:
  173. Weapon slots, belt items, and packs equipped.
  174. Keys bound to these slots
  175. Which weapon slot is currently selected
  176. Active and Passive reload progress
  177. Ammo for each slot
  178. Credit Counter / Call-ins UI has been removed as we move towards removing credits.
  179. Once a weapon is picked while outfitting your loadout you are automatically brought back to the base level of your currently selected loadout.
  180. Mousewheel scrolling has been added to the vertical stack menu.
  181. Old progression tracks have been removed from equipment menus.
  182. Misc.
  183. Standardized particle system size for automatic projectiles to help read distances better.
  184. Picking up dropped ammo now replenishes all weapon slots for the appropriate amount.
  185. Picking up a repair tool now swaps with your current weapon in hand.
  186. All skins are now available on the appropriate armor.
  187. Fixed an issue where new maps couldn’t be spun up by private servers.
  188. Fixed an issue where previous/next weapon keybinds were not behaving properly.
  189. Fixed an issue where weapon upgrades were still applying in PTS1
  190. Fixed an issue on Arx Novena where spawn points were not symmetrical.
  191. Fixed an issue on Fraytown where players could enter block weapon collision volumes.
  192. Fixed water areas in Terminus where you could go below the water level.
  193. Fixed water collision vs projectiles in Terminus.
  194. Fixed an issue with animations not being tagged for sound/particle fx on throwing knives.
  195. Fixed an issue where ini texture mip level could be set lower than the minimum supported.
  196. Modified drydock spawns to never drop you in the middle of the basin.
  197. Sentinel skin transparency effect has been reduced by 75%
  198. Jetpack trail visibility has been reduced by 50%
  199. Mines have glowing fresnel added to them and they glow more aggressively at distance.
  200. /stat unit is now supported. This will show more detailed CPU and GPU usage informat.
  201. Balance Changes
  202. Light Weapons
  203. Light spinfusor
  204. “All base spinfusors are balanced between light, medium, and heavy.”
  205. Class is now Impact
  206. Damage falloff is now linear
  207. Removed direct hit bonus, moved bonus damage to base damage.
  208. Damage set to 700, up from 550
  209. Range set to 540, up from 360
  210. Collision size set to 15, up from 10.
  211. Twinfusor
  212. “Twinfusors offer more opportunity to hit targets, with smaller splash damage. If you do manage to hit your target both times directly it does a little more damage than a single MA.”
  213. Class is now Impact
  214. Damage falloff is now linear
  215. Direct hit multiplier set to 1.1, down from 1.4
  216. Damage set to 350, down from 410
  217. Range set to 500, up from 360
  218. Collision size set to 15, up from 10.
  219. Bolt Launcher
  220. “Bolt launchers and thumpers are good for stand clearing and dueling. They are also more forgiving and offer larger splash damage radii.
  221. Class is now Impact
  222. Damage falloff is now linear
  223. Removed direct hit bonus, moved bonus damage to base damage.
  224. Damage set to 715, up from 650
  225. Range set to 600, up from 360
  226. Collision size set to 15, up from 10.
  227. Blinksfusor
  228. “The best chasing spinfusor without a doubt. Still 100% inheritance, still 100% intuitive. Offers a small 10% direct hit bonus for midair hits.”
  229. Class is now Impact
  230. Damage falloff is now linear
  231. Direct hit multiplier set to 1.1, down from 1.4
  232. Damage set to 650, up from 550
  233. Range set to 540, up from 340
  234. Collision size set to 15, up from 10.
  235. Light Assault Rifle
  236. “The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
  237. Class is now Automatic
  238. Damage set to 75, down from 80
  239. Min damage set to 50%, down from 75%
  240. Collision size set to 25, down from 50.
  241. Range set to 6000, down from 8000
  242. Damage falloff now starts at 10% range and falls of to 50%
  243. Magazine size set to 24, up from 21
  244. Max ammo carried set to 192, up from 120
  245. Falcon SMG
  246. “The Falcon SMG, NJ4 SMG, and X1 LMG have been balanced between one another. Their hitbox size has been dramatically reduced. They now fire faster and offer 100% inheritance.”
  247. Class is now Automatic
  248. Inherits 100% of player velocity
  249. Fire Interval set to 0.08, down from 0.1
  250. Damage set to 60, down from 65
  251. Min damage set to 50%, down from 70%
  252. Collision size set to 25, down from 50
  253. Range set to 6000
  254. Damage falloff now starts at 10% range and falls of to 50%.
  255. Magazine size set to 30, up from 20
  256. Max ammo carried set to 180, up from 100
  257. Light Grenade Launcher
  258. “The all new Light Grenade Launcher offers balanced gameplay with the standard grenade launcher but offers 100% inheritance.”
  259. New weapon based on Grenade Launcher for Medium Armor
  260. Class is Timed
  261. Inherits 100% of player velocity
  262. Falloff is linear
  263. Damage set to 500
  264. Fuse time set to 1.5 seconds
  265. Range set to 550
  266. Collision size set to 20
  267. Jackal
  268. Class is now Timed
  269. Damage falloff is now linear
  270. Removed stick bonus, moved bonus damage to base damage.
  271. Damage set to 225, up from 200
  272. Collision size set to 20, down from 42
  273. Throwing Knives
  274. “The throwing knives now function like a sidearms. Hitbox sizes have been reduced, splash damage removed, and damage falloff is balanced with other sidearms.”
  275. Class is now Sidearm
  276. Fire Interval set to 0.4, down from 0.5
  277. Damage set to 300, up from 100
  278. Damage now falls off at distance.
  279. Min damage set to 50%, down from 100%
  280. Speed set to 18000, up from 15000
  281. Removed Splash damage.
  282. Collision size set to 25, down from 50
  283. Added damage fall off, max range set to 6000.
  284. Damage falloff now starts at 10% range and falls of to 50%
  285. Sparrow
  286. Class is now Sidearm
  287. Reverted to hitscan
  288. Damage set to 100, up from 90
  289. Min damage set to 50%, up from 40%
  290. Magazine size set to 12, down from 24
  291. Range set to 6000, down from 10000
  292. Damage falloff now starts at 10% range and falls of to 50%
  293. Shocklance
  294. Class is Miscellaneous, this is a temporary work around
  295. Class eventually will be Close Range
  296. Range set to 960, up from 500
  297. Base damage set to 650, down from 700
  298. Shared between Light, Medium, and Heavy armors
  299. Shotgun
  300. Class is now Close Range
  301. Damage set to 80, up from 65
  302. Range set to 2500, down from 3000
  303. Damage falloff starts at 10% range and falls of to 50% damage at range
  304. Reduced spread, now sends at least one pellet down the center of the crosshair
  305. BXT1
  306. “The BXT1 is now considered a battle rifle instead of a sniper rifle. It does not come with the heavy constraints of the Phase Rifle, but it has its limitations. It’s best for mid range softening or finishing targets.”
  307. Class is now Specialty
  308. Base damage set to 250, down from 500
  309. Removed scope charge time.
  310. Removed out of scope damage penalty.
  311. Falloff distance set to 8000, down from 100000
  312. Damage falloff is starts at 50% range and falls of to 50% damage at range
  313. Phase Rifle
  314. “The Phase Rifle is now controlled by its energy usage. No fall off, means that timing your shots with your energy pool regen is the most important factor. Due to it’s high energy drain it’s very hard to use while traversing, or just after having jetted. It locks an energy pack in your pack slot so it can not be paired with any packs.”
  315. Class is now Specialty
  316. Base damage set to 0, down from 60
  317. Damage per energy set to 3.5, down from 5
  318. Max energy consumed set to 100, up from 90
  319. Distance falloff removed
  320. Selecting this weapon will override your pack with an energy pack and lock the slot
  321. Impact Nitron
  322. “The damage reduction to Impact Nitrons is to allow for extra impulse from additional explosive jumps. The radius has been reduced as well to make them a little harder to force a flag drop.”
  323. Damage falloff is now linear
  324. Damage set to 200, down from 300
  325. Radius set to 350, down from 460
  326. Collision size set to 20, down from 42
  327. Explosive Nitron
  328. “Damage reduction to allow for more impulse.”
  329. Damage falloff is now linear
  330. Damage set to 425, down from 650
  331. Radius set to 400, up from 360
  332. Collision size set to 20, down from 42
  333. Sticky Grenade
  334. “Detonation time changed to balance comparatively to other grenades”
  335. Damage falloff is now linear
  336. Damage set to 500, down from 1000
  337. Detonation time set to 2 seconds, up from 1.5 seconds.
  338. Collision size set to 20, down from 42
  339. Claymore
  340. “Claymores have been dramatically adjusted. Players hit by them should be softened by them instead of outright killed.”
  341. Damage set to 300, down from 700
  342. Detonation Radius set to 150, down from 200
  343. Radius set to 400, up from 300
  344. Setup time has been increased to 4 seconds, up from 2 seconds
  345. Impulse increased by 50%
  346. Carry number set to 1
  347. Max deployed per player set to 1
  348. Jumper Pack
  349. No changes
  350. Stealth Pack
  351. Drain set to 8, up from 5
  352. All other devices removed from the game temporarily.
  353. Medium Weapons
  354. Spinfusor
  355. “All base spinfusors are balanced between light, medium, and heavy.”
  356. Class is now Impact
  357. Damage falloff is now linear
  358. Removed direct hit bonus, moved bonus damage to base damage.
  359. Damage set to 700, up from 650
  360. Range set to 540, up from 360
  361. Reload speed set to 1.25, down from 1.5
  362. Collision size set to 15, up from 10
  363. Twinfusor
  364. “Twinfusors offer more opportunity to hit targets, with smaller splash damage. If you do manage to hit your target both times directly it does a little more damage than a single midair impact.”
  365. Class is now Impact
  366. Damage falloff is now linear
  367. Direct hit multiplier set to 1.1, down from 1.4
  368. Damage set to 350, down from 410
  369. Range set to 500, up from 360
  370. Reload speed set to 1.4, down from 1.6
  371. Collision size set to 15, up from 10.
  372. Thumper
  373. “Bolt launchers and thumpers are good for stand clearing and dueling. They offer larger splash damage so they are a bit more forgiving.”
  374. Class is now Impact
  375. Damage falloff is now linear
  376. Removed direct hit bonus, moved bonus damage to base damage.
  377. Damage set to 550, down from 650
  378. Range set to 600, up from 360
  379. Collision size set to 15, up from 10
  380. Plasma Gun
  381. “The plasma gun is ideal for tearing up base assets and destroying vehicles, but it’s still quite potent against enemy players if you can land the slower projectiles.”
  382. Class is now Impact
  383. Damage falloff is now linear
  384. Removed direct hit bonus, moved bonus damage to base damage.
  385. Damage set to 500, up from 400
  386. Range set to 400, up from 270
  387. Collision size set to 20, down from 25
  388. Speed set to 3000, down from 3620.
  389. Impulse set to 6250, up from 5000.
  390. Damage bonus to generators set to 200%, up from 125%
  391. Damage bonus to sensors, and turrets set to 400%, up from 330%
  392. Assault Rifle
  393. “The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
  394. Class is now Automatic
  395. Fire Interval set to 0.1, down from 0.11
  396. Damage set to 75, down from 80
  397. Min damage set to 50%, down from 75%
  398. Collision size set to 25, down from 50.
  399. Damage falloff starts at 10% range and falls of to 50% damage at range
  400. Max ammo carried set to 192, up from 144
  401. NJ4 SMG
  402. “The Falcon SMG, NJ4 SMG, and X1 LMG have been balanced between one another. Their hitbox size has been dramatically reduced. They now fire faster and offer 100% inheritance.”
  403. Class is now Automatic
  404. Inherits 100% of player velocity
  405. Fire Interval set to 0.08, down from 0.11
  406. Damage set to 65, down from 75
  407. Collision size set to 25, down from 50
  408. Range set to 6000
  409. Damage falloff starts at 10% range and falls of to 50% damage at range
  410. Min damage set to 50%, down from 75%
  411. Magazine size set to 30, up from 24
  412. Max ammo carried set to 180, up from 144
  413. Grenade Launcher
  414. Class is now Timed
  415. Damage falloff is now linear
  416. Damage set to 500, down from 550
  417. Range set to 550, up from 500
  418. Collision size set to 20, down from 42
  419. Arx Buster
  420. Class is now Timed
  421. Damage falloff is now linear
  422. Fire Interval set to 0.35, up from 0.25
  423. Damage set to 250, down from 600
  424. Range set to 400, up from 360
  425. Collision size set to 20, down from 42
  426. Nova Blaster
  427. “The Nova Blaster has moved over from light to be the medium armor’s projectile pistol. Values have been adjusted to make it feel more like other projectile pistols.”
  428. Moved from Light to Medium
  429. Class is now Sidearm
  430. Fire Interval set to 0.4, up from 0.35
  431. Damage set to 300, down from 350
  432. Reload time set to 1.8, down from 2
  433. Speed set to 18000, up from 8000
  434. Collision size set to 25, down from 50
  435. Added damage falloff, Range set to 6000, down from 8000
  436. Damage falloff starts at 10% range and falls of to 50% damage at range
  437. Eagle Pistol
  438. Class is now Sidearm
  439. Reverted to hitscan
  440. Magazine size set to 12, down from 16
  441. Range set to 6000, down from 10000
  442. Damage falloff starts at 10% range and falls of to 50% damage at range
  443. Shocklance
  444. Class is Miscellaneous, this is a temporary work around
  445. Class eventually will be Close Range
  446. Range set to 960, up from 500
  447. Base damage set to 650, down from 700
  448. Shared between Light, Medium, and Heavy armors
  449. Sawed off Shotgun
  450. Class is now Close Range
  451. Damage set to 65, up from 70
  452. Range set to 2500, down from 3000
  453. Damage falloff starts at 10% range and falls of to 50% damage at range
  454. Reduced spread
  455. Improved Repair Tool
  456. Class is now Specialty
  457. AP Grenade
  458. Damage set to 500, down from 1200
  459. Collision size set to 20, down from 42
  460. EMP Grenade
  461. Damage set to 300, down from 600
  462. Radius set to 600, up from 320
  463. Collision size set to 20, down from 42
  464. Cluster Grenade
  465. Damage set to 200, down from 400
  466. Radius set to 500, down from 600
  467. Collision size set to 20, down from 42
  468. Secondary explosive damage set to 100, down from 425
  469. Secondary explosive collision size set to 20, down from 42
  470. Repair Kit
  471. No Changes
  472. Shield Pack
  473. Energy drain set to 8, up from 3
  474. Jammer Pack
  475. Energy drain set to 4, up from 3
  476. Light Turret
  477. “Deployable numbers changed to reduce defensive stacking”
  478. Max deployed per player set to 1
  479. All other devices removed from the game temporarily
  480. Heavy Weapons
  481. Heavy Spinfusor
  482. “All base spinfusors are balanced between light, medium, and heavy.”
  483. Class is now Impact
  484. Damage falloff is now linear
  485. Removed direct hit bonus, moved bonus damage to base damage
  486. Damage set to 700, down from 750
  487. Range set to 540, up from 360
  488. Reload speed set to 1.25, down from 1.8
  489. Collision size set to 15, up from 10
  490. Heavy Twinfusor
  491. “Twinfusors offer more opportunity to hit targets, with smaller splash damage. If you do manage to hit your target both times directly it does a little more damage than a single midair impact.”
  492. Class is now Impact
  493. Damage falloff is now linear
  494. Direct hit multiplier set to 1.1, down from 1.4
  495. Damage set to 350, down from 440
  496. Range set to 500, up from 360
  497. Reload speed set to 1.4, down from 1.9
  498. Direct hit multiplier set to 1.5, up from 1.4
  499. Collision size set to 15, up from 10
  500. Heavy Bolt Launcher
  501. “Bolt launchers and thumpers are good for stand clearing and dueling. They offer larger splash damage so they are a bit more forgiving.”
  502. Class is now Impact
  503. Damage falloff is now linear
  504. Removed direct hit bonus, moved bonus damage to base damage
  505. Damage set to 715, down from 750
  506. Range set to 600, up from 360
  507. Reload speed set to 1.5, down from 1.7
  508. Direct hit multiplier set to 1.3, down from 1.4
  509. Collision size set to 15, up from 10
  510. Plasma Cannon
  511. “The plasma cannon is ideal for tearing up base assets and destroying vehicles, but it’s still quite potent against enemy players if you can land the slower projectiles.”
  512. Class is now Impact
  513. Fire Interval set to 0.74, down from 0.85
  514. Damage falloff is now linear
  515. Removed direct hit bonus, moved bonus damage to base damage
  516. Damage set to 715, up from 460
  517. Range set to 400, up from 270
  518. Reload speed set to 1.8, down from 2.75
  519. Collision size set to 20, down from 25
  520. Impulse set to 6250, up from 5000.
  521. Damage bonus to generators set to 200%, up from 125%
  522. Damage bonus to sensors, and turrets set to 400%, up from 330%
  523. Chaingun
  524. “The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
  525. Class is now Automatic
  526. Spin-up time reduced to 1 second, down from 1.5 seconds.
  527. Fire Interval set to 0.1, down from 0.11
  528. Damage set to 75, down from 95
  529. Collision size set to 25, down from 50
  530. Speed set to 21000, up from 18000
  531. Range set to 6000
  532. Damage falloff starts at 10% range and falls of to 50% damage at range
  533. Min damage set to 50%, down from 75%
  534. X1 LMG
  535. “The Falcon SMG, NJ4 SMG, and X1 LMG have been balanced between one another. Their hitbox size has been dramatically reduced. They now fire faster and offer 100% inheritance.”
  536. Class is now Automatic
  537. Inherits 100% of player velocity
  538. Fire Interval set to 0.08, down from 0.11
  539. Damage set to 60, down from 75
  540. Collision size set to 25, down from 50
  541. Reload speed set to 2, down from 2.75
  542. Range set to 6000
  543. Damage falloff starts at 10% range and falls of to 50% damage at range
  544. Min damage set to 50%, down from 75%
  545. Magazine size set to 30, down from 40
  546. Max ammo carried set to 240, down from 320
  547. Fusion Mortar
  548. Class is now Timed
  549. Damage falloff is now linear
  550. Range set to 1000, up from 700
  551. Collision size set to 20, down from 42
  552. Speed set to 4000 (Deluxe’s value value), up from 3500
  553. MIRV Launcher
  554. Class is now Timed
  555. Damage falloff is now linear
  556. Damage set to 100, down from 200
  557. Bomblet damage set to 325, down from 450
  558. Range set to 700
  559. Collision size set to 20, down from 42
  560. Nova Blaster MX
  561. “The Nova Blaster MX has moved over from light to be the heavy armor’s projectile pistol. Values have been adjusted to make it feel more like other projectile pistols.”
  562. Moved from Light to Heavy
  563. Class is now Sidearm
  564. Reload time set to 1.8, down from 2
  565. Magazine size set to 5, down from 16
  566. Fire Interval set to 0.4, up from 0.25
  567. Damage set to 300, up from 250
  568. Min damage set to 50%, down from 100%
  569. Speed set to 18000, up from 8000
  570. Collision size set to 25, up from 15
  571. Range set to 6000
  572. Damage falloff starts at 10% range and falls of to 50% damage at range
  573. Nova Colt
  574. Class is now Sidearm
  575. Reverted back to hitscan
  576. Fire Interval set to 0.16, down from 0.24
  577. Damage set to 100, down from 190
  578. Magazine size set to 12, up from 6
  579. Weapon Range set to 6000, down from 10000
  580. Damage falloff starts at 10% range and falls of to 50% damage at range
  581. Automatic Shotgun
  582. Class is now Close Range
  583. Damage set to 60, up from 45
  584. Range set to 2500, down from 3000
  585. Damage falloff starts at 10% range and falls of to 50% damage at range
  586. Reduced spread
  587. Shocklance
  588. Class is Miscellaneous, this is a temporary work around.
  589. Class eventually will be Close Range
  590. Range set to 960, up from 500
  591. Base damage set to 650, down from 700
  592. Shared between Light, Medium, and Heavy armors
  593. Gladiator
  594. Class is now Specialty
  595. Removed direct hit bonus.
  596. First explosion damage set to 300
  597. Second explosion damage set to 250
  598. Third explosion damage set to 200
  599. Sabre Launcher
  600. Class is now Specialty
  601. Thrown Spinfusor Disk
  602. Damage set to 450, down from 1200
  603. Range set to 300, down from 700
  604. Removed direct hit bonus.
  605. Collision size set to 15, down from 42
  606. Frag Grenade
  607. Damage set to 500, down from 900
  608. Radius set to 500, down from 520
  609. Fuse Time increased to 2 seconds, up from 1.5
  610. Collision size set to 20, down from 22
  611. Fractal Grenade
  612. “Fractal’s area denial time has been drastically reduced; its final explosion damage has also been reduced by 90%”
  613. Damage set to 150, down from 1500
  614. Secondary explosive damage set to 150, down from 370
  615. Fractal Time reduced to 2 seconds, down from 4.5
  616. Now fires 10 secondary shots, instead of 22
  617. Collision size set to 20, down from 42
  618. Mines
  619. Damage set to 300, down from 700
  620. Detonation Radius set to 150, down from 200
  621. Radius set to 400, down from 300
  622. Setup time has been increased to 4 seconds, up from 2 seconds
  623. Impulse increased by 50%
  624. Carry number set to 1
  625. Max deployed per player set to 1
  626. Heavy Shield Pack
  627. “The heavy shield pack now mitigates impulse from explosions. This should promote its usage while filling Heavy on Flag duties.”
  628. Energy drain set to 11, up from 8.5
  629. While active Heavy shield pack now reduces impulse by 50%
  630. ForceField
  631. Max shield impact damage set to 300, down from 800
  632. Min shield impact damage set to 0, down from 100
  633. Min required speed for damage increased by 400%
  634. Rocket Turret
  635. Moved from Medium to Heavy Armor
  636. Max deployed per player set to 1
  637. All other devices removed from the game temporarily.
  638. Mamacita was here
  639. Published by Google Drive–Report Abuse–Updated automatically every 5 minutes
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