Mar. 18, 2022 - Arsenal Preparations (PTS Update)

Discussion in 'Test Server: Announcements' started by RPG_Wrel, Mar 18, 2022.

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  1. RPG_Wrel Lead Designer

    Download the Test Server client from this thread after reading the Test Server Policies: https://forums.daybreakgames.com/ps...st-test-server-policies-download-link.114038/
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    Hey there.

    Big important message up top: There is a lot going into this update, and some of that is not yet completed. If something looks bugged, out of place, or just missing, it might be coming down the pipe in the next update. However, don't let that deter you from making a note of it, but certainly keep it in mind when running through these changes.

    The reason we wanted to get this build out in front of the community as quickly as we have is because the sheer volume of data in this update is massive, and there will inevitably be bugs and polish that we want to get resolved as quickly as we can.

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    Legacy NSO Outfits
    • Guild leaders who still run legacy NSO Outfits can now permanently align their outfit with a faction by speaking to Emerson.
    • This is a one-time transaction that will cause your Outfit, and all of its current members, to align to that faction as well. Individual members will need to relog or re-zone into Sanctuary for their home faction to be updated.
    • Additionally, NSO players without active memberships will remain Freelancers until membership is renewed. Freelance mode does not boot you from your current Outfit.
    Basilisk Weapons
    Update: Looks like these didn't make it to the current build. We'll get them up there for the next one.
    Factions are receiving new empire specific "Basilisk" (jack-of-all-trades) top gun options. VS/NC/TR Main Battle Tanks will receive these weapons by default, and the Sunderer, ANT, and Harasser will be capable of unlocking them as well.
    • N30 Trawler (New Conglomerate) - A slow firing, 30mm heavy machine gun.
    • M18 Palisade (Terran Republic) - A heavy machine gun that increases rate of fire over time.
    • V42 Pariah (Vanu Soveriengty) - A stable, rapid fire plasma platform.
    Vehicle Adjustments
    General
    • Tank shell tracers have received new visuals.
    Reload Speed Certification Lines
    • The reload speed certification lines for main cannons, noseguns, ESF wing mounts, Liberator bellyguns, and Flash weapons have been standardized at 5/7/8.5/9.5/10% reload speed.
    • The reload speed certification lines for top guns, air vehicle non-nosegun (and non-bellygun) weapons have been standardized at 10/14/17/19/20% reload speed.
    Dev Note: In many, but not all cases, this is a buff to the reload speed cert line, with bigger gains at lower levels to increase accessibility to newer players.

    Chimera
    The changes here help compensate for the Chimera being a larger target, and give the non-Satyr main cannons more presence on the battlefield.

    General
    • Chimera Health from 5000 to 5500.
    CT-135 (Chimera Main Cannon)
    • Direct damage from 550 to 600.
    • Reload speed from 2.5 seconds to 2.25 seconds.
    CT-150 Cyclops (Chimera Main Cannon)
    • Direct damage from 800 to 900.
    HCG-20 (Chimera Forward Turret)
    • Projectile velocity from 550 to 650.
    • Max damage range from 10m to 25m.
    • Min damage range from 100m to 200m.
    • Min damage from 167 to 143.
    Valkyrie
    Changes below help move the Valkyrie a bit further away from piñata territory by increasing its overall movement capabilities and its anti-vehicle effectiveness with non-VLG weaponry.

    General
    • Increased forward speed by roughly 25kph.
    • Increased downward thrust speed.
    • Increased forward and rise acceleration.
    • Increased braking capabilities.
    • Tank shell resist from -65 to -80.
    Wyvern
    • Damage resist type from 28 (Armor Piercing Chaingun) to 4 (Heavy Machine Gun).
    • Minimum damage from 143 to 150.
    • Minimum damage range from 100m to 200m.
    • Reserve ammunition from 300 to 480.
    Pelter Rocket Pods
    • Reload speed from 3.5sec. to 2.25sec.
    • Direct damage from 125 to 145.
    • Reserve ammunition from 100 to 200.
    Dev Note: These damage changes here might be a little juiced, but we'll wait for feedback before amending further.

    Hellion G20
    • Magazine size from 60 to 90.
    • Reserve ammunition from 450 to 720.
    Sunderer
    • Deploy Shield now uses hex shield visuals to show when it's active.
    ANT
    • Added Deliverer Module as a defensive slot option.
    • Deliverer Module passively dispenses ammunition to nearby vehicles, and acts as a global spawn point while deployed. Additionally, The Deliverer Module allows Squad Members to spawn directly into the vehicle.
    Galaxy
    • Added the Lodestar Module as as defensive slot option.
    • Lodestar module now allows the Galaxy to deploy into a global spawn point, with a defensive shield layer and attached equipment terminals.
    Grenades and Mines
    General
    • A new HUD grenade warning indicator has been added for offensive support grenades like Flash and Concussion Grenades.
    • Detonation visuals for EMP, Flash, and Concussion Grenades have been updated.
    • Targets who are Flashed or Concussed now display small debuff visuals.
    Concussion Grenade
    • Effective radius from 12m to 10m.
    Flash/Quick-Det Flash Grenade
    • Effective radius from 12m to 10m.
    EMP Grenade
    • Effective radius from 15m to 10m. (Dev Note: You should still have no problem hitting spawn beacons.)
    Nanite Healing Grenade
    • Renamed to Nano-Regen Grenade.
    • Healing over time from 150hp/sec. to 175hp/sec.
    New Grenades
    Cleansing Grenade (Combat Medic only)
    • Combat Medics now have access to the new Cleansing Grenade.
    • Cleansing Grenades detonate on impact, removing most status effects and healing 100hp/sec. for 3sec.
    Havoc Grenade (Heavy Assault only)
    • Heavy Assault now have access to the new Havoc Grenade.
    • Havoc Grenades detonate on impact in an 8m radius, preventing repairs for 6sec.
    Timed EMP (Infiltrator only)
    • Infiltrators now have access to the new Timed EMP grenade.
    • Timed EMPs detonate after 3 seconds in a 10m radius, depleting shields and scrambling the HUD.
    Impulse Grenade (Light Assault only)
    • Light Assault now have access to the new Impulse Grenade.
    • Impulse Grenades detonate on impact in a 5m radius, knocking back enemies or yourself.
    • When used on enemies, the knockback is less extreme than when used to propel yourself.
    New Mines
    Flashbang Mine (VS only)
    • Vanu Sovereignty Infiltrators and Engineers now have access to the new Flashbang Mine.
    • Flashbang Mines blind enemies in 12m when triggered.
    Havoc Mine (NSO only)
    • NSO Infiltrators and Engineers now have access to the new Havoc Mine.
    • Havoc Mines prevent repairs of mechanical targets in a 12m radius when triggered.
    • These mines only trigger when vehicles or MAX units come within range (or are destroyed.)
    EMP Mine (NC only)
    • New Conglomerate Infiltrators and Engineers now have access to the new EMP Mine.
    • EMP Mines deplete shields and scramble the HUD of infantry within 12m when triggered.
    Concussion Mine (TR only)
    • Terran Republic Infiltrators and Engineers now have access to the new Concussion Mine.
    • Concussion Mines slow and disorient enemies in 12m when triggered.
    Infantry Changes
    This update includes many sweeping changes that will broadly impact the balance of certain weapon archetypes. The areas below will be broken down into groups to make it easier to digest.

    Broad Weapon Changes
    Sidearms
    • Most sidearms now have their ADS CoF bloom set to half of their hipfire CoF bloom. Weapons impacted by this are noted further down.
    Dev Note: This is a subtle change that technically extends effective range, but won't be noticeable in most cases. More realistically, this change is closer to housekeeping.

    Select Fire Modes
    • Select fire modes that aren't an important part of the weapon's capabilities, are being removed. Those changes won't be listed individually, and much of the removal is still a work in progress.
    Dev Note: There are many weapons in the game that don't make use of their select-fire functionality, and realistically, it wouldn't make sense to try to tune all of that extra baggage to be useful. Removing the burst/semi-auto modes on weapons that don't lean on them will help streamline the weapon quality overall. Examples of weapons that make good use of alternate firemodes are the TRAP-M1, SABR-13, TS2 Inquisitor, LA3 Desperado, Phaseshift VX-S, etc.

    Sniper Rifles
    • Anti-infantry sniper rifles now use a separate Sniper Rifle resistance type.
    • Being struck by a sniper rifle now has more prominent audio.
    Dev Note: The damage values for this new resistance are equivalent to small arms. This change will allow us to do is modify the bodyshot damage output from Nanoweave, as mentioned further below.

    Power Knives
    • Activated knife damage from 1050 to 900.
    Dev Note: Power knives consistently kill with two shots to the body or one shot to the head. This change is meant to dampen the effectiveness of specific setups, and give players more time to react to the burst of damage when the user can't land a headshot.

    Shotguns
    • Starting (not maximum) CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states. (Dev Note: The inconsistency of cone of fire on top of the pellet spread has attributed to these weapons being frustrating and ineffective, with a few exceptions in the realm of pump action shotguns.)
    • Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming. (Dev Note: This change mostly impacts automatic shotguns where there is no break for the cone of fire to settle.)
    • Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values. (Dev Note: Previously, some of these weapons had hidden a tighter pellet spread while aiming, but this function is now moving to the new Smart Choke attachment available to most shotguns. On paper this is a nerf, as the smart choke will further increase hipfire pellet spread, but the consistency created by functionally removing cone of fire will balance out the drawbacks.)
    Attachment Changes
    More Weapons with Attachments
    A big part of the Arsenal Update is that more attachments have been shared with more weapons, allowing for new weapon setups. You can find a big, (not-very-pretty) list of those changes here: https://imgur.com/a/Jheh8Qg

    Slug Ammunition
    Slug ammo now comes in 3 flavors with different damage ranges with independent hipfire cone of fire values. It's intended for semi-auto shotguns to be the most desirable to use with slug ammo, where others have steeper tradeoffs.
    • 650-500 damage, pump shotguns.
    • 600-400 damage, semi-auto shotguns.
    • 475-300 damage, auto-shotguns.
    Underbarrels
    • Shortened the firemode switch timer for underbarrels from 0.8sec. to 0.4sec.
    • Weapon equip time penalty for having an underbarrel equipped has been standardized at 0.25sec.
    • (The above changes do not affect integrated underbarrels, like the one on the Punisher.)
    Dev Note: The changes here are meant to reduce some of the clunkiness of Underbarrels in general.

    Compensator
    • Increased Compensator's vertical recoil reduction from 15% to 30%.
    • Decreased Compensator's hipfire cone of fire penalty from 20% to 15%.
    Dev Note: Compensators tend to be used less as players learn to control vertical recoil. These changes push the attachment closer to relevance for more setups and skill levels.

    Forward Grips
    • Advanced Forward Grips have all been converted to Forward Grips.
    • The equip time penalty for these grips have been standardized to 0.15sec. across all weapons.
    Dev Note: Advanced Forward Grips were previously given to weapons who already had top-tier horizontal recoil models, and the benefits of a grip far outweigh the drawbacks.

    Laser Sights
    • Advanced Laser Sights have all been converted to Laser Sights.
    Dev Note: Like above, Advanced Laser Sights were typically given out to weapons that already had top-tier hipfire cone of fire, only furthering balance discrepancies. Unlike most attachments, laser sights don't have a real drawback beyond opportunity cost.

    Comfort Grip
    • Penalty now increases vertical recoil by 20%, instead of increasing hipfire cone of fire by this amount.
    • Shotguns, Sniper Rifles, and most Scout Rifles now use Comfort Grips, instead of Forward Grips.
    Dev Note: Traditional Forward Grips offered no functional benefits to slow firing semi-auto weapons, so swapping them for Comfort Grips (which reduce the equip and unequip time of a weapon,) can be interpreted as a buff in almost all cases.

    Mobile Prediction Laser
    • An MPL now reduces vertical and horizontal recoil by 60% when fired from the hip, instead of reducing hipfire pellet spread.
    Dev Note: With the changes to cone of fire for shotguns, all shotgun laser sights have been converted to MPLs so that the attachment remains a relevant option for certain setups.

    Disruptor Ammunition
    • Now reduces total per-shot damage by 20% at all ranges, and strips maximum shield energy on hit, instead of a flat value.
    • The amount of shield and energy stripped varies from weapon to weapon, this is unchanged.
    Dev Note: Overall this results in a buff to any weapon using Disruptor Ammunition, and further increases its effectiveness against enemies with higher-than-typical shield pools.

    New Weapon Attachments
    Heavy Barrel
    • Reduces cone of fire bloom by 20% while aiming down sights.
    • Reduces aim down sights movement speed by 20%.
    Short Barrel
    • Reduces cone of fire bloom by 40% when firing from the hip.
    • Increases vertical recoil by 20% while aiming down sights.
    Angled Forward Grip
    • Reduces first shot recoil by 80%.
    • Increases overall horizontal recoil by 10%.
    Flechette Ammunition
    • Triples maximum and minimum damage falloff ranges, but reduces the number of pellets fired (weapon dependent.)
    KCAP Ammunition (Terran Republic only)
    • Reduces headshot damage by 50%.
    • Increases legshot damage by 20% and removes the legshot damage penalty.
    Dev Note: The accessibility of bonus damage through legshots might be too powerful, so we might move a different direction based on feedback.

    Manticore Ammunition (Vanu Sovereignty only)
    • Reduces infantry movement speed by 20% for 2 seconds on impact, reduces projectile velocity while equipped by 40%.
    Cerberus Ammunition (Vanu Soveriegnty only)
    • Causes the weapon to fire a 3-pellet spread horizontally from the hip, and vertically while ADS.
    Specific Weapon Changes
    Many weapons are getting tune-ups, but much of that isn't in the current test build. If you don't see your favorite underpowered weapon here, it might receive some changes in the next build (AM-7 Archer, the Charger, Dragoon, and Semi-Auto Snipers are among those receiving changes, for example.) That said, many weapons have received new attachments that have the potential to alter how those weapons stack up against one another.

    Solstice SF (VS Carbine)
    • Renamed to: Prominence VE4
    • Hipfire minimum cone of fire values reduced by 0.25 across the board.
    Orion VS54 (VS LMG)
    • ADS CoF bloom from 0.04 to 0.05.
    Eidolon VE33 (VS Scout Rifle)
    • Long reload from 3.4sec. to 2.6sec.
    • Short reload from 2.5sec. to 2.0sec.
    • Underbarrel ammo restock cooldown from 5sec. to 2.5sec.
    Beamer VS3 (VS Sidearm)
    • CoF bloom while ADS from 0.12 to 0.06.
    Cerberus (VS Sidearm)
    • Hipfire CoF bloom from 0.18 to 0.16.
    • ADS CoF bloom from 0.18 to 0.08.
    Manticore SX40 (VS Sidearm)
    • ADS CoF bloom from 0.14 to 0.07
    Spiker (VS Sidearm)
    • Hipfire CoF bloom from 0.15 to 0.12
    • ADS CoF bloom from 0.1 to 0.06
    NS-30 Tranquility (Black Market, Common Pool Scout Rifle)
    • Slow caused by Tranquility projectiles from 30% to 20%.
    • Maximum damage from 280 to 300.
    • Updated weapon description.
    NSX Yawara (Black Market, Common Pool Sidearm)
    • Hipfire CoF bloom from 0.15 to 0.14
    • ADS CoF bloom from 0.1 to 0.07
    Warden (NC Scout Rifle)
    • Long reload from 3.4sec. to 2.6sec.
    • Short reload from 2.5sec. to 2.0sec.
    • Underbarrel ammo restock cooldown from 5sec. to 2.5sec.
    LA8 Rebel (NC Sidearm)
    • Hipfire CoF bloom from 0.18 to 0.16
    • ADS CoF bloom from 0.18 to 0.08
    LA8 Rebel (NC Sidearm)
    • Hipfire CoF bloom from 0.18 to 0.16
    • ADS CoF bloom from 0.18 to 0.08
    LA3 Desperado (NC Sidearm)
    • Hipfire CoF bloom from 0.18 to 0.12
    • ADS CoF bloom from 0.12 to 0.06
    AMR-66 (TR Scout Rifle)
    • Long reload from 3.4sec. to 2.6sec.
    • Short reload from 2.5sec. to 2.0sec.
    • Underbarrel ammo restock cooldown from 5sec. to 2.5sec.
    T7 Mini-Chaingun (TR Heavy Weapon)
    • Headshot multiplier from 1.5x to 2x
    MG-S1 Jackal (TR SMG)
    • BX Adapter no longer reduces magazine size, and uses the existing weapon ammo pool.
    • BX Adapter's refire rate from 60ms to 80ms.
    • BX Adapter no longer prevents rail slot items from being equipped.
    T9 CARV-S (TR LMG)
    • Vertical recoil from 0.42 to 0.35
    • Horizontal recoil tolerance from 0.7 to 0.42.
    Dev Note: These changes make the CARV-S far more controllable than it was previously.

    RAMS .50M (TR Sniper Rifle)
    • Short reload from 4.72sec. to 3.86sec.
    • Long reload from 5.575 to 5sec.
    TX1 Repeater (TR Sidearm)
    • Hipfire CoF bloom from 0.2 to 0.1
    • ADS CoF bloom from 0.1 to 0.05
    T4 AMP (TR Sidearm)
    • Hipfire CoF bloom from 0.15 to 0.1
    • ADS CoF bloom from 0.1 to 0.05
    TX2 Emperor (TR Sidearm)
    • ADS CoF bloom from 0.12 to 0.06
    TS2 Inquisitor (TR Sidearm)
    • Hipfire CoF bloom from 0.15 to 0.1
    • ADS CoF bloom from 0.1 to 0.05
    BAR-A75 (NSO Scout Rifle)
    • Renamed to BAR-A50 for consistency.
    • Up x 2
  2. RPG_Wrel Lead Designer

    Infantry Suit, Ability, and Implant Changes
    Nanoweave Armor
    • Rank 1 Nanoweave now reduces sniper rifle damage received by 20%, instead of small arms.
    • No longer reduces movement speed.
    Dev Note: As part of the ongoing experiments with Nanoweave, we're pulling off the movement speed reduction and moving the resistances of sniper rifles into their own category that can be contested by this armor. Sniper Rifles traditionally have a low skill floor for the bodyshot damage they put out (yet feel bad when they're not given enough bodyshot damage, Daimyo being a good example.) Pushing more of the focus subtly toward headshots through this method is something we'd like to explore.

    Adrenaline Shield (Heavy Assault ability)
    • Reduced the energy return on kill from 31/35/38/41/44% to 15/18/21/23/25%.
    Dev Note: Returning a couple hundred effective health after winning a firefight has more value than we were balancing against with previous numbers, the changes here reduce the effectiveness of Adrenaline Shield to make more room for alternatives.

    Nano-Armor Cloaking (Infiltrator ability)
    • Removed the 100 extra shield provided by Nano-Armor Cloaking.
    • The damage reduction from Nano-Armor Cloak is now 35% at all ranks, instead of just the last one.
    Dev Note: Removing the extra 100 shield helps create more consistency surrounding weapons that should be able to one-shot an infiltrator (the Commissioner with a headshot, for example,) while ensuring, similar to Resist Shield, that the ability is active to receive benefits.

    Symbiote (Implant)
    • Healing provided by Symbiote's activation from 50 to 125.
    • Added visual FX when healing is triggered.
    • Damage taken while already at full health no longer triggers the healing effect, and thus the cooldown. (Dev Note: This bug effectively broke the implant in the majority of situations you'd find yourself needing it to trigger.)


    Directive Weapons
    Some notes on Directive Weapons: Most directive weapons prior to this update had integrated attachments, sometimes alongside other quirks. Most directive weapons in this update either stay neutral to where they were, or are getting buffed indirectly (sometimes directly as well.) However, now that we're allowing attachments to be equippable on directive weapons, most of the changes below will look like nerfs if you only read the bullets. Take the whole picture into consideration and you won't be deceived.
    General
    • Enabled attachment customization on all applicable directive reward weapons.
    • Directive weapons can now be used with the Advanced Specialization Program.
    • Test Server Only: The "Auraxium Weapons Cache" bundle that can be found on the Public Test Server now delivers NSO weapons as well.

    TR Directive Weapons
    Havoc (TR Shotgun)
    • This weapon is now automatic.
    • Vertical recoil from 2.8 to 3.2
    • Short reload from 2.1sec. to 2.4sec.
    • Long reload from 3.542sec. to 3.4sec.
    • Reserve ammunition from 50 to 60.
    Dev Note: The adjustments to this weapon are on top of the overall changes to shotguns detailed elsewhere. The main draw of this weapon now becomes the semi-auto stat base being given automatic fire capabilities.

    T1A Unity (TR Assault Rifle)
    • Now has a default Cure Grenade Underbarrel Launcher.
    • Kept integrated Forward Grip.
    • Removed integrated Soft Point Ammunition.
    Dev Note: The attachment access and innate forward grip benefits (that can be stacked with another forward grip) set this weapon apart from its predecessor. Unity is also the only TR assault rifle capable of equipping Heavy Mags in the ammo slot to increase its magazine size beyond the initial 40 rounds.

    TRAC-Shot (TR Carbine)
    • Now has a default Impulse Underbarrel Grenade Launcher.
    • Kept integrated Laser Sight.
    • Kept reduced projectile velocity.
    • Reduced max-damage range from 15m to 10m.
    Dev Note: The TRAC-Shot keeps its built-in laser in exchange for a minor penalty to projectile velocity, and a variety of non-laser attachment options.

    T9A "Butcher" (TR LMG)
    • Ammo capacity from 450 to 600.
    • Removed integrated Laser Sight.
    • Kept increased rate of fire.
    • Kept reduced projectile velocity.
    Dev Note: Extended magazines doubles the weapon's ammo, giving it the largest LMG magazine size in the game. This is also the only high rate of fire LMG to have access to KCAP ammunition, among other options.

    Shuriken (TR SMG)
    • Short reload from 2.7sec. to 2.5sec.
    • Long reload from 3.5sec. to 3.2sec.
    • Kept extended magazine.
    • Removed integrated HVA.
    • Removed integrated Forward Grip.
    Dev Note: The "long range" benefits (and drawbacks) of this weapon have been removed, but can still be opted into through attachments. We kept the 40 round magazine, and reduced the reload slightly to make it more manageable. This innate extended magazine can now be stacked with the optional rail attachment to bring it up to 50 rounds total.

    The President (TR Sidearm)
    • This weapon is now automatic.
    • Removed integrated Suppressor.
    • Kept reduced magazine size.
    • Hipfire CoF bloom from 0.2 to 0.1
    • Minimum damage range from 30m to 50m.
    Dev Note: Turning this traditionally burst-fire weapon into an automatic increases its effectiveness and usability. A special extended magazine attachment allows for twice the magazine size if opted into.

    Bighorn .50M (TR Sniper Rifle)
    • Minimum damage from 400 to 500.
    • Kept integrated Straight-Pull Bolt.
    • Rechamber from 1.5sec. to 1.65sec.
    • Ammunition capacity from 40 to 60.
    Dev Note: The changes here help fulfill the fantasy of the weapon being extremely powerful, and allow for one-shot headshots at any range.

    DMR-99 (TR Scout Rifle)
    • Kept integrated Forward Grip.
    • Magazine size from 22 to 25.
    • Ammunition capacity from 136 to 150.
    • Removed innate HVA.
    Dev Note: The DMR-99 becomes the highest rate of fire weapon capable of equipping Explosive Ammunition.

    VS Directive Weapons
    We've moved to a new formula for VS' heat-based weapons that are based on a non-heat based weapon. Adding a heat mechanic to a weapon now (in most cases) reduces the magazine size by 20% of the base weapon, heat recovery delay is now based on damage per magazine, heat bleed-off is based on a percentage of the long-reload of a weapon, and overheat penalties are now equivalent to the base weapon's long reload speed.

    Betelgeuse 54-A (VS LMG)
    • Aim down sights CoF bloom from 0.04 to 0.05
    • Short reload from 3.28sec. to 3sec. (Reload values now equivalent to base weapon.)
    • Long reload from 3.655sec. to 3.444sec. (Reload values now equivalent to base weapon.)
    • Overheat penalty from 3.28sec. to 3.444sec. (Overheat value now equivalent to base weapon long reload.)
    • Consecutive shots before overheat from 50 to 40. (All heat-based directive weapons will now follow a 20% reduction in their base mag size.)
    • Heat recovery delay from 0.5sec. to 0.572sec. (This is now a product of the DAMAGE PER MAG x 0.0001 = Heat Recovery in seconds.)
    • Heat bleed-off rate from from 200 to 232. (The rate at which the weapon cools down is 80% the speed of the long-reload of the weapon.)
    Dev Note: This weapon mostly receives usability nerfs, but has been indirectly brought in line with cross-faction alternatives through attachment selection.

    Darkstar (VS Assault Rifle)
    • Added an Cure Grenade Underbarrel Launcher.
    • Kept integrated Forward Grip.
    • Kept integrated Compensator.
    • Can now engage a manual reload.
    • Manual short reload set to 1.75sec., long reload set to 2.2sec.
    • Overheat penalty from 1.75sec. to 2.2sec.
    • Consecutive shots before overheat from 30 to 24.
    • Heat recovery delay from 0.5sec. to 0.343sec.
    • Heat bleed-off rate from from 570 to 364.
    Dev Note: This weapon's innate forward grip benefits can be stacked with an attachable forward grip as an option.

    Eclipse VE3A (VS Carbine)
    Test Build Note: Certain aspects of what's mentioned below are missing, and will be delivered in the next build.
    • Kept integrated Laser Sight.
    • Now has a default Impulse Underbarrel Grenade Launcher.
    • Overheat penalty from 1.65sec. to 2.28sec.
    • Consecutive shots before overheat from 30 to 24.
    • Heat recovery delay from 0.5sec. to 0.343sec.
    • Heat bleed-off rate from 585 to 351.
    • Reduced max-damage range from 15m to 10m.
    Dev Note: Kept the integrated laser sight in exchange for a hit to projectile velocity.

    The Immortal (VS Sidearm)
    • Kept integrated SPA.
    • Removed integrated Suppressor.
    • Is now a heat-based weapon with manual reload.
    • Overheat penalty set to 1.75sec.
    • Consecutive shots before overheat 14.
    • Heat recovery delay set to 0.233sec.
    • Heat bleed-off rate set to 457.
    Dev Note: Aside from the heat mechanic changes, this weapon receives innate Soft Point Ammo to further its maximum damage range.

    Revenant (VS Scout Rifle)
    • Kept integrated Forward Grip.
    • Kept integrated Compensator.
    • Is now a heat-based weapon with manual reload.
    • Long reload from 2.9sec. to 2.6sec. (Reload values now equivalent to base weapon's updated values.)
    • Overheat penalty set to 2.6sec.
    • Consecutive shots before overheat 16.
    • Heat recovery delay set to 0.35sec.
    • Heat bleed-off rate 235.
    Dev Note: Attachment options here are expanded to include Manticore Ammunition.

    Parsec VX3-A (VS Sniper Rifle)
    • Kept integrated Straight-Pull Bolt.
    • Is now a heat-based weapon with manual reload.
    • Short reload from 3.86sec. to 4.72sec. (Reload values now equivalent to base weapon.)
    • Long reload from 5sec. to 5.575sec. (Reload values now equivalent to base weapon.)
    • Overheat penalty set to 5.575sec. (Reload speed set to the base weapon.)
    • Consecutive shots before overheat 4.
    • Heat does not recover or bleed off on this weapon.
    • Damage model changed from 750@10m-400@325m to 700@10m-450@325m.
    Dev Note: Minimum damage is increased to further the one-shot kill range, on top of the heat mechanic addition.

    Chaos (VS Shotgun)
    • Is now a heat-based weapon with manual reload.
    • Short reload from 1.68sec. to 2.1sec. (Reload values now equivalent to base weapon.)
    • Long reload from 3.54sec. to 3.22sec. (Reload values now equivalent to base weapon.)
    • Overheat penalty set to 3.22sec.
    • Consecutive shots before overheat 6.
    • Heat recovery delay 0.36sec.
    • Heat bleed-off rate set to 248.
    Dev Note: No changes here beyond the heat mechanic and sweeping shotgun changes.

    Skorpios (VS SMG)
    • Added integrated Vented Power Core.
    • Is now a heat-based weapon with manual reload.
    • Short reload from 2.08sec. to 1.74sec. (Reload values now equivalent to base weapon.)
    • Long reload from 3.36sec. to 2.8sec. (Reload values now equivalent to base weapon.)
    • Overheat penalty set to 2.8sec.
    • Consecutive shots before overheat set to 20.
    • Heat recovery delay set to 0.28sec.
    • Heat bleed-off rate set to 286.
    Dev Note: Removed the long-range integrated attachments for this weapon in exchange for a built-in Vented Power Core.

    NC Directive Weapons
    Gauss Prime (NC Assault Rifle)
    • Added default Cure Underbarrel Grenade Launcher.
    • Removed innate non-velocity HVA, but kept some velocity.
    • Projectile velocity from 682 to 675.
    • Kept integrated Forward Grip.
    • Removed integrated Compensator.
    Dev Note: Stacking HVA on top of this weapon makes it the highest projectile velocity assault rifle in the game. The forward grip benefit can be stacked with an optional forward grip for heavy horizontal recoil reductions.

    19A Fortuna (NC Carbine)
    • Removed semi-auto firing mode.
    • Added default Impulse Underbarrel Grenade Launcher.
    • Kept integrated Laser Sight.
    • Projectile velocity from 475 to 450.
    • Maximum damage range from 15m to 10m.
    Dev Note: We keep the laser sight benefits in exchange for the reduced bullet velocity here, allowing it to equip non-laser rail attachments and replace the impulse underbarrel if desired.

    NC6A GODSAW (NC LMG)
    • Removed integrated HVA.
    • Kept hipfire benefits.
    • Crouchwalk moving hipfire cone of fire from 4 to 3.75.
    Dev Note: Very few changes made here, as the availability of attachments will push an already solid weapon just a bit further.

    The Brawler (NC Shotgun)
    • Magazine size from 8 to 10.
    • Ammunition capacity from 56 to 70.
    • Short reload speed from 2.1sec. 2.6sec.
    • Long reload speed from 3.22sec. to 3.6sec.
    Dev Note: Expansion of magazine size with a small reload bump blends the Mauler and Sweeper's proficiencies. These changes take place on top of the sweeping shotgun changes mentioned above.

    The Executive (NC Sidearm)
    • Removed integrated Suppressor.
    • Kept innate mag size reduction.
    • Max damage from 200 to 222.
    Dev Note: Novel bump to the max damage range in exchange for the mag size reduction, and access to Disruptor ammunition. With the bumped damage and changes to Disruptor ammunition, you can stay above a 167 damage model and retain three-tap headshot potential in spite of that.

    Tempest (NC SMG)
    • Kept integrated Extended Magazine.
    • Removed integrated HVA.
    • Removed integrated Forward Grip.
    Dev Note: The "long range" benefits (and drawbacks) of this weapon have been removed, but can still be opted into through attachments. We kept the innate 35 round magazine and longer reload time, and the allowed this weapon to take Disruptor ammunition, among others.

    The Moonshot (NC Sniper Rifle)
    • Rechamber from 1.5sec. to 1.65sec.
    • Minimum damage from 400 to 450.
    • Projectiles can now pierce through one infantry target.
    • Kept hipfire penalties.
    • Kept integrated Straight-Pull Bolt.
    Dev Note: This weapon becomes capable of one-shot a bit further out, and projectiles now pierce a single infantry target as an added bonus.

    GD Guardian (NC Scout Rifle)
    • Long reload speed from 3.4sec. to 2.6sec.
    • Short reload speed from 2.5sec. to 2sec.
    • Kept integrated HVA.
    • Kept integrated hipfire penalty.
    Dev Note: Attachments do most of the heavy lifting on this weapon, but it's been given a more manageable reload in line with its predecessor.

    NSO Directive Weapons
    These weapons still need a full pass, though a handful of changes have been made already. Expect more in the next build.

    PMG-ARX Schrodinger (NSO SMG)
    • Magazine size from 60 to 66.
    • Ammunition capacity from 240 to 792.
    Dev Note: Big improvement to ammo capacity given the unique nature of this weapon, firing two rounds at a time.

    SR-ARX Einstein (NSO Sniper Rifle)
    • Magazine size from 6 to 8.
    • Ammunition capacity from 60 to 72.
    Dev Note: Didn't need much in the way of changes.

    XMG-ARX Galilei
    • Long reload from 4.9sec. to 4.25sec.
    • Short reload from 4.5sec. to 3.85sec.
    Dev Note: Increased reload speed makes this weapon a bit more functional, and this weapon can equip extended magazines to push the reload economy even further.


    Black Market
    A new Black Market directive has been added. Tier 3 completion will provide access to the NSX Raijin shuriken. The Tier 4 directive reward is currently being developed.
    SPRK-33's Stomper
    • Added SPRK-33's Stomper to the Black Market.
    • This heavily modified Thumper is loaded with anti-armor mini-rockets.


    Misc. Changes, Fixes, and Additions
    • VR Training NPCs now play their death animations when they die.
    • Filtering weapons in the loadout now filters by showing the categories you select, instead of needing to deselect everything you want to filter out.
    • Fixed an issue where redeploying from a vehicle could cause you to see underwater caustics on other continents.
    • Exodus PPC will now target enemies riding a Flash.
    • Switching characters while underwater no longer causes that audio mixer to persist on the new character.
    • Spawning a Deliverer can now be done from Flotilla vehicle terminals.
    • Seapost bases are now properly affected by Ground Vehicle Facility Module discounts.
    • Oshur's conquest bonus now applies to NSO characters currently assigned to the conquering faction.
    • Dog Tag collection directives no longer appear among the recommended directives to complete.
    • NC's Phoenix Rocket Launcher now properly triggers the underwater visuals for the pilot.
    • Fixed a visual issue where the opacity of deep water behind an object would appear overlaid atop it.
    • Claiming mission rewards no longer displays previously complained mission rewards momentarily.
    • Fixed a rock being able to be clipped into near Viridian Genetics Lab on Oshur.
    • You'll no longer find the Oshur Expedition countdown screens in Sanctuary.
    • You no longer hear footsteps of players moving underwater while you're above water.
    • NSO's Defector once again plays its idle animations in the loadout screen.
    • NSO's Repair Drone now requires line of sight in order to repair its target.
    • NSO's Repair Drone now despawns when its owner dies.
    • The Combat Medic's passive Triage now works in the Flash XS-1.
    • Horns and Headlights now work in the Flash XS-1.
    • Fixed a non-functional jump pad at Halcyon Watch on Hossin.
    • Jackpot Commissioner and Wyrdwood Shillelagh now both count toward the Gun Game daily mission.
    • Fixed inconsistencies with Oshur's facility experience rewards.
    • Your arms no longer flail wildly when firing while airborne after using a jump pad.
    • Fixed an issue preventing progress of the Training: Light Assault and Guerrilla Warfare missions.
    • Centri Mining Operations on Oshur now has a painfield near the spawn.
    • Trident Relays on Oshur now have a painfield within the spawn rooms.
    • Removed Mirror Bay Watchtower capture point shield and sealed up some of the back walls.
    • Fixed an issue where some rocket launchers would show the player's shoulder while aiming down sights.
    • Added cover to Viridian Terrance's main spawn room, on Oshur.
    • Defector and MAX units now play sounds when meleeing underwater.
    • Up x 4
  3. RPG_Wrel Lead Designer

    Fun little footnote.
    So... the above. It's a lot. One thing we didn't go over is just which attachments are going to which weapon.

    That was going to go into an excel doc and be shared with all of you, but there are some issues getting it here in a way that looks nice, and I'd want to find a better way to share an external link than the options I've got at the moment.

    That said, we'll find a proper solution before the next test build lands next week.
    -Wrel


    UPDATE: Welp, since I immediately feel guilty about not showing off the attachments in some form, enjoy this album of pictures excerpted from a (mostly cleaned up) excel doc: https://imgur.com/a/Jheh8Qg
    • Up x 3
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