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For fans of games with unique movement mechanics, such as Tribes, Titanfall, Shattered Horizon, Legions: Overdrive and more.

Post news Report RSS Tribes: Ascend PTS update #2

New update for Tribes: Ascend includes a familiar map for Tribes veterans, balance changes, weapon updates, and more!

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Tribes: Ascend Version 1.1, PTS 2, September, 2015
ETA on or before September 28th

Public Test Server Notes

  • 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!
  • 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.
  • Feedback should be provided on the Tribes Reddit at Reddit.com
  • Latest community request document

https://media.moddb.com/images/articles/1/196/195575/auto/CPsdk8HUYAA3ATX.png

New CTF Map

  • An early version of Ice Coaster has been added to the game.
  • “Ice Coaster is inspired by Tribes 1 legacy map Rollercoaster”
  • Added to the CTF All Maps rotation.
  • Added to the featured list with Terminus.
  • Terminus and Ice Coaster are now available to be run on private servers.



Gameplay

  • All active devices have been rebalanced. See PTS 2 weapon stats spreadsheet.
  • Additional optimizations have been made to improve network performance.
  • Projectile collision sizes have been adjusted to be similar across devices.
  • Impact projectiles size set to 15, up from 10.
  • Timed explosives size set to 20, down from 42.
  • Automatic projectile sizes set to 25, down from 50.

All explosive damage falloff has been converted to linear falloff.

  • “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.”
  • Removed direct hit bonus on almost all weapons, greatly reduced on others.
  • Removed minimum damage clamping
  • Increased all explosive radii

Call-ins removed

  • “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.”

The following weapons have been changed back to hitscan. Damage and falloff values were also adjusted.

  • “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.”
  • Light: Sparrow
  • Medium: Eagle
  • Heavy: Nova Colt

The following weapons have been set to utilize 100% inheritance

  • “At the community’s request, a set of 100% inheritance automatic weapons have been added to each armor.”
  • Light: Falcon SMG
  • Medium: NJ4 SMG
  • Heavy: X1 LMG

Numerous stealth gameplay adjustments

  • A stealthed player may not pick up or return the flag.
  • Stealth pack now reveals when you are jetting.
  • Stealth pack may not be active while the flag is being carried.
  • 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.
  • The Phase Rifle now locks a passive energy pack into your pack slot overriding whatever was there before.

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.

  • All shotguns have had their spread reduced and patterns adjusted.
  • Deployable explosives have had their damage reduced and impulse increased.
  • Screen shake has been reduced by 50%, and its length also reduced by 30%.
  • The Rocket Turret has been moved to Heavy armor.
  • Vehicles no longer require credits to purchase.


Equipment Changes

Current loadout spreadsheet

Weapon Class System

  • “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.”
  • Impact - Explode on impact
  • Automatics - Rapid fire weaponry
  • Timed - Fuse timed explosives
  • Sidearms - Small backup weaponry
  • Short Range - High damage short range weaponry
  • Speciality - Armor specific weaponry

Light Armor

  • “We are increasing the number of weapons carried by light armor to support the classic, and well rounded, Disk + Chain + Grenade Launcher loadout.”
  • Health set to 1000, up from 900.
  • Light armor may now carry 3 weapons.
  • A light grenade launcher has been added with 100% inheritance.

Default loadout:

  • Light Spinfusor
  • Light Assault Rifle
  • Light Grenade Launcher
  • Impact Nitron
  • Thrust Pack

Medium Armor

  • “Armor mass, air control, and ski control values have been adjusted to make capping in medium armor more difficult than light armor.”
  • Health set to 1300
  • Medium armor is now 10% larger
  • Mass set to 110, up from 100
  • Flight acceleration set to 140, down from 150
  • Jetpack initial acceleration set to 1400, down from 1500
  • Ski control percentage set to 0.55, down from 0.65
  • Air/Ski control reduced by 10%

Default Loadout:

  • Spinfusor
  • Assault Rifle
  • Grenade Launcher
  • AP Grenade
  • Shield Pack

Heavy Armor

  • “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.”
  • Health set to 2600
  • Energy regeneration set to 12, up from 10.
  • Mass set to 160, up from 130.
  • Air control reduced by 50%
  • Ski control reduced by 40%
  • Flight acceleration set to 120, up from 110

Default Loadout:

  • Heavy Spinfusor
  • Chaingun
  • Fusion Mortar
  • Auto Shotgun
  • Frag Greade
  • Heavy Shield Pack

Packs

  • “Packs providing only passive effects have been removed from the game. All remaining packs have an active functionality.”
  • All equipable passive packs have been removed from the game.
  • Light Energy Recharge
  • Medium Utility
  • Heavy Survival
  • Heavy Health Regen
  • Heavy Energy
  • All equipable packs have an ability bound to the pack button (C by default).
  • Light Thrust
  • Light Stealth
  • Medium Shield
  • Medium Jammer
  • Medium Light Turret
  • Heavy Shield
  • Heavy Force Field
  • Heavy Rocket Turret

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.

Perks removed

  • Bounty Hunter
  • Close Combat
  • Determination
  • Looter
  • Pilot
  • Potential Energy
  • Safety Third
  • Sonic Punch
  • Rage

Rage will be returning in a future PTS redesigned.

All Armor passively receives:

  • Quickdraw
  • -30% weapon switch time on weapons and belt items.
  • Reduced value, previously quickdraw granted -50% switch time.
  • Stealthy
  • +50% targeting time vs turrets.

Light Armor now passively receives:

  • Egocentric
  • -15% self damage
  • Lightweight
  • -30% mass
  • Wheel Deal
  • Increased vehicle energy
  • Reach
  • Flag radius increased to 55, up from 40 (Default)

Medium Armor now passively receives:

  • Wheel Deal
  • Increased vehicle energy
  • Mechanic
  • +15% repair rate with repair tools
  • Survivalist
  • +15% health off of ammo drops
  • Safe Fall
  • 25% less fall damage
  • Vehicle impact protection has been removed.

Heavy Armor now passively receives:

  • Super Heavy
  • Impact damage dealt to body blocked players
  • Additional mass has been removed from perk
  • Mechanic
  • +15% repair rate with repair tools
  • Ultra Capacitor 1 + 2
  • +20 Energy
  • Belt Items
  • “To reduce grenade spam and defensive stacking belt item numbers have been reduced. Maximum Belt item deployed numbers have also been reduced.”
  • Grenade counts have been reduced to 2 across the board to reduce spam.
  • Deployables like Mines and Claymores have been reduced to 1, this is to require the player to go and resupply if they want more.
  • Deployable explosives are now limited to 1 out per player.


  • 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.


UI

A work in progress weapon loadout bar is now enabled by default. It shows the following:

  • Weapon slots, belt items, and packs equipped.
  • Keys bound to these slots
  • Which weapon slot is currently selected
  • Active and Passive reload progress
  • Ammo for each slot
  • Credit Counter / Call-ins UI has been removed as we move towards removing credits.
  • Once a weapon is picked while outfitting your loadout you are automatically brought back to the base level of your currently selected loadout.
  • Mousewheel scrolling has been added to the vertical stack menu.
  • Old progression tracks have been removed from equipment menus.


Misc.

  • Standardized particle system size for automatic projectiles to help read distances better.
  • Picking up dropped ammo now replenishes all weapon slots for the appropriate amount.
  • Picking up a repair tool now swaps with your current weapon in hand.
  • All skins are now available on the appropriate armor.
  • Fixed an issue where new maps couldn’t be spun up by private servers.
  • Fixed an issue where previous/next weapon keybinds were not behaving properly.
  • Fixed an issue where weapon upgrades were still applying in PTS1
  • Fixed an issue on Arx Novena where spawn points were not symmetrical.
  • Fixed an issue on Fraytown where players could enter block weapon collision volumes.
  • Fixed water areas in Terminus where you could go below the water level.
  • Fixed water collision vs projectiles in Terminus.
  • Fixed an issue with animations not being tagged for sound/particle fx on throwing knives.
  • Fixed an issue where ini texture mip level could be set lower than the minimum supported.
  • Modified drydock spawns to never drop you in the middle of the basin.
  • Sentinel skin transparency effect has been reduced by 75%
  • Jetpack trail visibility has been reduced by 50%
  • Mines have glowing fresnel added to them and they glow more aggressively at distance.
  • /stat unit is now supported. This will show more detailed CPU and GPU usage informat.


Balance Changes

Light Weapons

Light spinfusor

  • “All base spinfusors are balanced between light, medium, and heavy.”
  • Class is now Impact
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage.
  • Damage set to 700, up from 550
  • Range set to 540, up from 360
  • Collision size set to 15, up from 10.

Twinfusor

  • “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.”
  • Class is now Impact
  • Damage falloff is now linear
  • Direct hit multiplier set to 1.1, down from 1.4
  • Damage set to 350, down from 410
  • Range set to 500, up from 360
  • Collision size set to 15, up from 10.

Bolt Launcher

  • “Bolt launchers and thumpers are good for stand clearing and dueling. They are also more forgiving and offer larger splash damage radii.
  • Class is now Impact
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage.
  • Damage set to 715, up from 650
  • Range set to 600, up from 360
  • Collision size set to 15, up from 10.

Blinksfusor

  • “The best chasing spinfusor without a doubt. Still 100% inheritance, still 100% intuitive. Offers a small 10% direct hit bonus for midair hits.”
  • Class is now Impact
  • Damage falloff is now linear
  • Direct hit multiplier set to 1.1, down from 1.4
  • Damage set to 650, up from 550
  • Range set to 540, up from 340
  • Collision size set to 15, up from 10.

Light Assault Rifle

  • “The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
  • Class is now Automatic
  • Damage set to 75, down from 80
  • Min damage set to 50%, down from 75%
  • Collision size set to 25, down from 50.
  • Range set to 6000, down from 8000
  • Damage falloff now starts at 10% range and falls of to 50%
  • Magazine size set to 24, up from 21
  • Max ammo carried set to 192, up from 120

Falcon SMG

  • “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.”
  • Class is now Automatic
  • Inherits 100% of player velocity
  • Fire Interval set to 0.08, down from 0.1
  • Damage set to 60, down from 65
  • Min damage set to 50%, down from 70%
  • Collision size set to 25, down from 50
  • Range set to 6000
  • Damage falloff now starts at 10% range and falls of to 50%.
  • Magazine size set to 30, up from 20
  • Max ammo carried set to 180, up from 100

Light Grenade Launcher

  • “The all new Light Grenade Launcher offers balanced gameplay with the standard grenade launcher but offers 100% inheritance.”
  • New weapon based on Grenade Launcher for Medium Armor
  • Class is Timed
  • Inherits 100% of player velocity
  • Falloff is linear
  • Damage set to 500
  • Fuse time set to 1.5 seconds
  • Range set to 550
  • Collision size set to 20

Jackal

  • Class is now Timed
  • Damage falloff is now linear
  • Removed stick bonus, moved bonus damage to base damage.
  • Damage set to 225, up from 200
  • Collision size set to 20, down from 42

Throwing Knives

  • “The throwing knives now function like a sidearms. Hitbox sizes have been reduced, splash damage removed, and damage falloff is balanced with other sidearms.”
  • Class is now Sidearm
  • Fire Interval set to 0.4, down from 0.5
  • Damage set to 300, up from 100
  • Damage now falls off at distance.
  • Min damage set to 50%, down from 100%
  • Speed set to 18000, up from 15000
  • Removed Splash damage.
  • Collision size set to 25, down from 50
  • Added damage fall off, max range set to 6000.
  • Damage falloff now starts at 10% range and falls of to 50%

Sparrow

  • Class is now Sidearm
  • Reverted to hitscan
  • Damage set to 100, up from 90
  • Min damage set to 50%, up from 40%
  • Magazine size set to 12, down from 24
  • Range set to 6000, down from 10000
  • Damage falloff now starts at 10% range and falls of to 50%

Shocklance

  • Class is Miscellaneous, this is a temporary work around
  • Class eventually will be Close Range
  • Range set to 960, up from 500
  • Base damage set to 650, down from 700
  • Shared between Light, Medium, and Heavy armors

Shotgun

  • Class is now Close Range
  • Damage set to 80, up from 65
  • Range set to 2500, down from 3000
  • Damage falloff starts at 10% range and falls of to 50% damage at range
  • Reduced spread, now sends at least one pellet down the center of the crosshair

BXT1

  • “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.”
  • Class is now Specialty
  • Base damage set to 250, down from 500
  • Removed scope charge time.
  • Removed out of scope damage penalty.
  • Falloff distance set to 8000, down from 100000
  • Damage falloff is starts at 50% range and falls of to 50% damage at range

Phase Rifle

  • “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.”
  • Class is now Specialty
  • Base damage set to 0, down from 60
  • Damage per energy set to 3.5, down from 5
  • Max energy consumed set to 100, up from 90
  • Distance falloff removed
  • Selecting this weapon will override your pack with an energy pack and lock the slot

Impact Nitron

  • “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.”
  • Damage falloff is now linear
  • Damage set to 200, down from 300
  • Radius set to 350, down from 460
  • Collision size set to 20, down from 42

Explosive Nitron

  • “Damage reduction to allow for more impulse.”
  • Damage falloff is now linear
  • Damage set to 425, down from 650
  • Radius set to 400, up from 360
  • Collision size set to 20, down from 42

StickyGrenade

  • “Detonation time changed to balance comparatively to other grenades”
  • Damage falloff is now linear
  • Damage set to 500, down from 1000
  • Detonation time set to 2 seconds, up from 1.5 seconds.
  • Collision size set to 20, down from 42

Claymore

  • “Claymores have been dramatically adjusted. Players hit by them should be softened by them instead of outright killed.”
  • Damage set to 300, down from 700
  • Detonation Radius set to 150, down from 200
  • Radius set to 400, up from 300
  • Setup time has been increased to 4 seconds, up from 2 seconds
  • Impulse increased by 50%
  • Carry number set to 1
  • Max deployed per player set to 1

Jumper Pack

  • No changes

Stealth Pack

  • Drain set to 8, up from 5

All other devices removed from the game temporarily.

Medium Weapons

Spinfusor

  • “All base spinfusors are balanced between light, medium, and heavy.”
  • Class is now Impact
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage.
  • Damage set to 700, up from 650
  • Range set to 540, up from 360
  • Reload speed set to 1.25, down from 1.5
  • Collision size set to 15, up from 10

Twinfusor

  • “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.”
  • Class is now Impact
  • Damage falloff is now linear
  • Direct hit multiplier set to 1.1, down from 1.4
  • Damage set to 350, down from 410
  • Range set to 500, up from 360
  • Reload speed set to 1.4, down from 1.6
  • Collision size set to 15, up from 10.

Thumper

  • “Bolt launchers and thumpers are good for stand clearing and dueling. They offer larger splash damage so they are a bit more forgiving.”
  • Class is now Impact
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage.
  • Damage set to 550, down from 650
  • Range set to 600, up from 360
  • Collision size set to 15, up from 10

Plasma Gun

  • “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.”
  • Class is now Impact
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage.
  • Damage set to 500, up from 400
  • Range set to 400, up from 270
  • Collision size set to 20, down from 25
  • Speed set to 3000, down from 3620.
  • Impulse set to 6250, up from 5000.
  • Damage bonus to generators set to 200%, up from 125%
  • Damage bonus to sensors, and turrets set to 400%, up from 330%

Assault Rifle

  • “The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
  • Class is now Automatic
  • Fire Interval set to 0.1, down from 0.11
  • Damage set to 75, down from 80
  • Min damage set to 50%, down from 75%
  • Collision size set to 25, down from 50.
  • Damage falloff starts at 10% range and falls of to 50% damage at range
  • Max ammo carried set to 192, up from 144

NJ4 SMG

  • “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.”
  • Class is now Automatic
  • Inherits 100% of player velocity
  • Fire Interval set to 0.08, down from 0.11
  • Damage set to 65, down from 75
  • Collision size set to 25, down from 50
  • Range set to 6000
  • Damage falloff starts at 10% range and falls of to 50% damage at range
  • Min damage set to 50%, down from 75%
  • Magazine size set to 30, up from 24
  • Max ammo carried set to 180, up from 144

Grenade Launcher

  • Class is now Timed
  • Damage falloff is now linear
  • Damage set to 500, down from 550
  • Range set to 550, up from 500
  • Collision size set to 20, down from 42

Arx Buster

  • Class is now Timed
  • Damage falloff is now linear
  • Fire Interval set to 0.35, up from 0.25
  • Damage set to 250, down from 600
  • Range set to 400, up from 360
  • Collision size set to 20, down from 42

Nova Blaster

  • “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.”
  • Moved from Light to Medium
  • Class is now Sidearm
  • Fire Interval set to 0.4, up from 0.35
  • Damage set to 300, down from 350
  • Reload time set to 1.8, down from 2
  • Speed set to 18000, up from 8000
  • Collision size set to 25, down from 50
  • Added damage falloff, Range set to 6000, down from 8000
  • Damage falloff starts at 10% range and falls of to 50% damage at range

Eagle Pistol

  • Class is now Sidearm
  • Reverted to hitscan
  • Magazine size set to 12, down from 16
  • Range set to 6000, down from 10000
  • Damage falloff starts at 10% range and falls of to 50% damage at range

Shocklance

  • Class is Miscellaneous, this is a temporary work around
  • Class eventually will be Close Range
  • Range set to 960, up from 500
  • Base damage set to 650, down from 700
  • Shared between Light, Medium, and Heavy armors

Sawed off Shotgun

  • Class is now Close Range
  • Damage set to 65, up from 70
  • Range set to 2500, down from 3000
  • Damage falloff starts at 10% range and falls of to 50% damage at range
  • Reduced spread

Improved Repair Tool

  • Class is now Specialty

AP Grenade

  • Damage set to 500, down from 1200
  • Collision size set to 20, down from 42

EMP Grenade

  • Damage set to 300, down from 600
  • Radius set to 600, up from 320
  • Collision size set to 20, down from 42

Cluster Grenade

  • Damage set to 200, down from 400
  • Radius set to 500, down from 600
  • Collision size set to 20, down from 42
  • Secondary explosive damage set to 100, down from 425
  • Secondary explosive collision size set to 20, down from 42

Repair Kit

  • No Changes

Shield Pack

  • Energy drain set to 8, up from 3

Jammer Pack

  • Energy drain set to 4, up from 3

Light Turret

  • “Deployable numbers changed to reduce defensive stacking”
  • Max deployed per player set to 1

All other devices removed from the game temporarily

Heavy Weapons

Heavy Spinfusor

  • “All base spinfusors are balanced between light, medium, and heavy.”
  • Class is now Impact
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage
  • Damage set to 700, down from 750
  • Range set to 540, up from 360
  • Reload speed set to 1.25, down from 1.8
  • Collision size set to 15, up from 10

Heavy Twinfusor

  • “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.”
  • Class is now Impact
  • Damage falloff is now linear
  • Direct hit multiplier set to 1.1, down from 1.4
  • Damage set to 350, down from 440
  • Range set to 500, up from 360
  • Reload speed set to 1.4, down from 1.9
  • Direct hit multiplier set to 1.5, up from 1.4
  • Collision size set to 15, up from 10

Heavy Bolt Launcher

  • “Bolt launchers and thumpers are good for stand clearing and dueling. They offer larger splash damage so they are a bit more forgiving.”
  • Class is now Impact
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage
  • Damage set to 715, down from 750
  • Range set to 600, up from 360
  • Reload speed set to 1.5, down from 1.7
  • Direct hit multiplier set to 1.3, down from 1.4
  • Collision size set to 15, up from 10

Plasma Cannon

  • “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.”
  • Class is now Impact
  • Fire Interval set to 0.74, down from 0.85
  • Damage falloff is now linear
  • Removed direct hit bonus, moved bonus damage to base damage
  • Damage set to 715, up from 460
  • Range set to 400, up from 270
  • Reload speed set to 1.8, down from 2.75
  • Collision size set to 20, down from 25
  • Impulse set to 6250, up from 5000.
  • Damage bonus to generators set to 200%, up from 125%
  • Damage bonus to sensors, and turrets set to 400%, up from 330%

Chaingun

  • “The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
  • Class is now Automatic
  • Spin-up time reduced to 1 second, down from 1.5 seconds.
  • Fire Interval set to 0.1, down from 0.11
  • Damage set to 75, down from 95
  • Collision size set to 25, down from 50
  • Speed set to 21000, up from 18000
  • Range set to 6000
  • Damage falloff starts at 10% range and falls of to 50% damage at range
  • Min damage set to 50%, down from 75%

X1 LMG

  • “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.”
  • Class is now Automatic
  • Inherits 100% of player velocity
  • Fire Interval set to 0.08, down from 0.11
  • Damage set to 60, down from 75
  • Collision size set to 25, down from 50
  • Reload speed set to 2, down from 2.75
  • Range set to 6000
  • Damage falloff starts at 10% range and falls of to 50% damage at range
  • Min damage set to 50%, down from 75%
  • Magazine size set to 30, down from 40
  • Max ammo carried set to 240, down from 320

Fusion Mortar

  • Class is now Timed
  • Damage falloff is now linear
  • Range set to 1000, up from 700
  • Collision size set to 20, down from 42
  • Speed set to 4000 (Deluxe’s value value), up from 3500

MIRV Launcher

  • Class is now Timed
  • Damage falloff is now linear
  • Damage set to 100, down from 200
  • Bomblet damage set to 325, down from 450
  • Range set to 700
  • Collision size set to 20, down from 42

Nova Blaster MX

  • “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.”
  • Moved from Light to Heavy
  • Class is now Sidearm
  • Reload time set to 1.8, down from 2
  • Magazine size set to 5, down from 16
  • Fire Interval set to 0.4, up from 0.25
  • Damage set to 300, up from 250
  • Min damage set to 50%, down from 100%
  • Speed set to 18000, up from 8000
  • Collision size set to 25, up from 15
  • Range set to 6000
  • Damage falloff starts at 10% range and falls of to 50% damage at range

Nova Colt

  • Class is now Sidearm
  • Reverted back to hitscan
  • Fire Interval set to 0.16, down from 0.24
  • Damage set to 100, down from 190
  • Magazine size set to 12, up from 6
  • Weapon Range set to 6000, down from 10000
  • Damage falloff starts at 10% range and falls of to 50% damage at range

Automatic Shotgun

  • Class is now Close Range
  • Damage set to 60, up from 45
  • Range set to 2500, down from 3000
  • Damage falloff starts at 10% range and falls of to 50% damage at range
  • Reduced spread

Shocklance

  • Class is Miscellaneous, this is a temporary work around.
  • Class eventually will be Close Range
  • Range set to 960, up from 500
  • Base damage set to 650, down from 700
  • Shared between Light, Medium, and Heavy armors

Gladiator

  • Class is now Specialty
  • Removed direct hit bonus.
  • First explosion damage set to 300
  • Second explosion damage set to 250
  • Third explosion damage set to 200

Sabre Launcher

  • Class is now Specialty
  • Thrown Spinfusor Disk
  • Damage set to 450, down from 1200
  • Range set to 300, down from 700
  • Removed direct hit bonus.
  • Collision size set to 15, down from 42

Frag Grenade

  • Damage set to 500, down from 900
  • Radius set to 500, down from 520
  • Fuse Time increased to 2 seconds, up from 1.5
  • Collision size set to 20, down from 22

Fractal Grenade

  • “Fractal’s area denial time has been drastically reduced; its final explosion damage has also been reduced by 90%”
  • Damage set to 150, down from 1500
  • Secondary explosive damage set to 150, down from 370
  • Fractal Time reduced to 2 seconds, down from 4.5
  • Now fires 10 secondary shots, instead of 22
  • Collision size set to 20, down from 42

Mines

  • Damage set to 300, down from 700
  • Detonation Radius set to 150, down from 200
  • Radius set to 400, down from 300
  • Setup time has been increased to 4 seconds, up from 2 seconds
  • Impulse increased by 50%
  • Carry number set to 1
  • Max deployed per player set to 1

Heavy Shield Pack

  • “The heavy shield pack now mitigates impulse from explosions. This should promote its usage while filling Heavy on Flag duties.”
  • Energy drain set to 11, up from 8.5
  • While active Heavy shield pack now reduces impulse by 50%

ForceField

  • Max shield impact damage set to 300, down from 800
  • Min shield impact damage set to 0, down from 100
  • Min required speed for damage increased by 400%

Rocket Turret

  • Moved from Medium to Heavy Armor
  • Max deployed per player set to 1
  • All other devices removed from the game temporarily.


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