![]() We are not changing the behavior for now, but we are modifying cooldown and duration to create more windows of opportunity when facing an armored contender. ![]() The fact that players have learned to use the cooldown “Fusion-reset” to double stack it (or even triple stack it) while wearing the Crown is amazing but we can’t let players get up to 24s of Armor non-stop during Showdown. However, even so, the Armor remains a strong hack that we are changing to be less powerful. We have seen players learning how to time their attacks to exploit its inherent weaknesses (while in armor you can’t shoot, you can’t use a hack, you can’t even break a barricade with melee). Armor has been heavily used in the previous days and generated a lot of discussion. The Armor Hack did not have a dominant presence in our internal tests so far, which proves how useful this Technical Test with all of you has been. (Please note that in ADS the D-TAP already has a +15% faster RoF & an increased lock range compared to Hip-fire) However, we believe its damage output is a bit too low to make it interesting enough, so we are increasing the Rate of Fire, both in Hip-fire & ADS. The first days of Technical Test have seen little usage of the D-Tap. We will adjust its damage based on the new values of Salvo.ĭamage across Fusion levels increased to 22/22/22/22/28, up from 20/20/20/20/25 Komodo has seen some use but we feel it needs a little buff to be more of an option vs. The small damage reduction will be enough to prevent a 4-hit kill at full Fusion.ĭamage across Fusion levels decreased to 22/22/22/22/28, down from 25/25/25/25/31 For now, the proximity detonation will not be modified but we will lower its damage a bit. Although we like its accessibility, it’s become a bit too much of a short-range, fire-and-forget weapon. Salvo has been used a lot, and raised many comments about its brutal efficiency indoors. Only damage will be lowered, for now the gun behavior & blast radius are unchanged.ĭamage across Fusion levels decreased to 40/46/52/58/64, down from 50/57/65/72/80 We’re pleased to see it used in fast airborne combat, but we believe it’s currently doing a bit too much damage compared to other weapons. In our tests the Skybreaker was used as a slower but powerful/contextually great weapon. The Skybreaker’s success has broken our expectations. Aim Down Sight (ADS) accuracy is unchanged. Damage across Fusion levels decreased to 3/3/3/3/4, down from 4/4/4/4/5Ĭontextual movement Spread in Hip-fire (run, sprint & in-air states) has been slightly increased to reinforce difference with Ripper in term of mobility.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |