Patch 01.40 – (CL37504)
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Hotfix Patch 01.40
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- Fixed issue where some players were unable to roll over into the next match.
- Fixed issue where players experienced unbalanced teams in matches.
- Fixed issue where the Firebox still had its price on the home screen in Collections.
New Content
Firebox
We’re introducing a new Fighter to the game, Firebox.
PRIMARY- THE BLUNDERBUSS -A close range shotgun that fires super-heated scrap metal.
SECONDARY- OVERCHARGE – Rapidly fire your Blunderbuss t deal high burst damage
SECONDARY- PHASE SHIFT -Movement speed is increased and attacks pass harmlessly through you
SUPER-PHASE BOMB -A powerful bomb that sticks to the first surface it hits, then detonates with a devastating short-range explosion
PASSIVE -FLASHPAN – 30% life steal when damaging enemy vehicles and mobs with your blunderbuss
Competitive Season 2 and beyond
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- Season 2 is set to start with the patch update.
- Season 2 will last for 3 months.
- Seasons 3, 4 and 5 will be released over the next year and will also last for 3 months each.
- Each season will have rewards.
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Changes
Game play
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- Players now receive 2 seconds of invulnerability when spawning and leaving the starting platform. This has been done to discourage spawn camping and killing.
- Voice on enemy super weapons is now clearer and easier to understand.
- Vehicle camera behaviour has improved. Vehicles now stop rendering when backed against a wall.
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User Interface
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- Player HUD markers have been revised so the player gets more information about their team’s status. Team-mate markers now show the class of the vehicle they are driving and if they have a dropship in transit. They also show as orange if they are in low health and flash red when a team-mate is destroyed.
- Enemies now show up as red HUD markers when attacking a tower. This is so that the player has more information about where an enemy is when attacking a tower.
- Party information in the UI has been revised. Party member and leader icons are now much brighter and clearer.
- Footer messages have been made easier to read throughout the game.
- Victory/defeat messaging post match now uses more consistent colours and styling.
- Messaging for completion of challenges in the Tutorials has been improved.
- Floating Shield icon for when a shielded enemy is struck by your weapons is now clearer and brighter.
- Low-health vignette has been made clearer and brighter.
- Competitive placement match messaging has been improved to make it clearer why players have to play through placement matches.
- Messaging for which skin you have equipped to a vehicle is now clearer in the picking lobby. It now says “EQUIPPED”.
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Vehicles
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- Vampire
- Mesmer Flash goo now colourises when fired to make it consistent with all other goo in game.
- Reduced max health by ~15% (from 1200 to 1000).
- Reduced max damage output by ~15% on Revenant Gauge.
- Frag Dispenser’s grenade damage reduced by ~15%.
- Vampire Kiss damage per tick reduced by 12%.
- Fortress
- The panels on its front and back illuminate when its shield is ready. This is to give enemies a better indication of the ability’s status.
- Sniper prince
- The panels on its front and back when its shield is ready This is to give enemies a better indication of the ability’s status.
- Angel
- The mane and eyes now light up when its invulnerability is ready This is to give enemies a better indication of the ability’s status.
- Increased Healing Boost’s base healing by 20% (from 4.5 per tick to 5.4). Friendly Mobs now receive 30% less healing from Healing Boost.
- Increased Healing Aura’s base healing by 20% (from 1.5 per tick to 1.8). Friendly Mobs now receive 30% less healing from Healing Aura.
- Tower Lasers will now interrupt and cancel the Angel’s Sanctuary ability.
- Reduced Guardian’s ability radius by 30% (to 40m from 60m). Reduced self-healing by 26%. Tower Lasers will now interrupt and cancel the Angel’s Guardian’s ability.
- Sidewinder
- The panels on its front and back that illuminate when its shield is ready. This is to give enemies a better indication of the ability’s status.
- Tiny Giant
- Handling improved when using its super ability.
- Healing Balloon’s healing scale is reduced to x2 (from x3). This is a reduction ~30%.
- War Balloon’s damage output scale reduced to x2 (from x3). This is a reduction of ~30%.
- Kamikaze
- Handling improved when using its super ability.
- It now only takes 3 seconds to respawn after using its super ability (down from 8 seconds).
- Flaming blade
- Handling improved when using its super ability.
- Vampire
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Store
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- Starter, Epic and Legendary bundle packs removed from the game.
- All vehicles are now free to own.
- Vehicle rotation turned off. This means all vehicles will be available to play as until selected.
- Some currency bundles removed from the game.
- Character cosmetics and vehicle skins price lowered.
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Competitive
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- Teams now reshuffle when entering the lobby to ensure a fairer skill distribution across the 2 sides
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Balancing
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- Global balancing changes to secondary weapon output.
- All secondary weapon damage and healing is scaled +50% at Level 1.
- Upgrade scaling on secondary weapon damage and healing has been increased globally to x3 (from x2). With a few exceptions, this means that secondary weapons at Level 5 are now 3 times as powerful as they are at Level 1.
- Global balancing changes to secondary weapon output.
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[Developer Comments]
“We’ve been listening closely to our community’s feedback on the changes we made in R16 that affected global time to kill and XP gain and looking at analytics data from the thousands of games played since then. Although there were some positives to these changes, ultimately we feel these are outweighed by the slower-paced combat and increased ability for a dominant team to keep their opponents suppressed by capturing XP Towers. In order to keep some of those positive changes and get the best of both worlds, we’ve adjusted the global modifier on secondary weapon damage and upgrade scaling. Combat should now feel a lot more immediate, with skilled players being able to turn the tide of a fight. By dealing more damage, the importance on XP Towers has also been reduced slightly it’s harder to keep a team’s XP gain suppressed just by dominating XP Towers”.
Bug fixes
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- Fixed issue where dropships were getting stuck in the world.
- Fixed issue where Mobs were getting destroyed by clipping rocks.
- Fixed gate in first Tutorial making it easier to shoot over.
- Closed a sight-line in Iceland that allowed players to attack the Mushroom tower from a long distance.
- Fixed issue where vehicles were getting stuck in the ground when jumping from high places.
- Fixed issue where some enemy vehicles would glow green when being healed.
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- Fixed issue with Turrets being able to target an invisible entity at the centre of the Fog of War.
- Fixed an issue that prevented the Healing Hippo and Tiny Giant tethers from targeting enemy Barrier Shields.
- Healing values now appear correctly above allies being healed by Sundog’s Nano Banner.
- Cooldown times are now displayed correctly for the Tiny Giant’s Healing Balloon in the upgrades panel.