We're also excited to offer a uniquely short and kinda crazy mode to round out what we have! Our biggest goal for Escalation is to offer a quick, fun mode that encourages social play and provides a chance for you to practice using new weapons in a lower-stakes environment.The same list of loadouts is always used by both teams throughout the match. The loadout gamut varies from match to match, but always features a mix of both weapons and abilities. 7–9 min.) and fast-paced 5v5 game mode where you must race through progressively less lethal loadouts with your team. As usual, we'll monitor this weapon for any follow up tuning.Įscalation goes live! ( read our full game mode rundown) We're interested in seeing what a price bump does to purchase rates. 4įrenzy has surged into popularity recently and while we've enjoyed to see that, it feels like it's pushed out a lot of other options on pistol rounds. Improved recovery time on burst mode from.Added more error on bursts after the first one.Adjusted pitch (vertical) recoil to be more aggressive after the first burst.Adjusted pitch (vertical) recoil curve for full auto, recoil climbs more aggressively past the 3rd bullet.Full auto fire now reaches max spread at bullet 4, instead of bullet 6.Full auto fire rate reduced from 18 > 16.The price increase is meant to bump the premium a bit on the Stinger's now nerfed, but still potent, versatility. The intent is to better designate optimal ranges for the respective firing modes as well as introduce degrees of mastery to the weapon. We're taking a swing at raw DPS with the fire rate reduction (full auto only) and made spread and/or recoil adjustments to both firing modes. The Stinger's been strong for some time and while we like that it is threatening at any stage of the game, it's proved to be too potent in too many areas. Zoom magnification increased 2.5x > 3.5x.Movement speed when zoomed is now at 90% of unzoomed movement speed (previously, zoomed movement speed was 76% of unzoomed).There's a price buff too, because the weapon is not as versatile as others in its range. The intent is to carve out a strong, agile, hit-and-run identity for the weapon. We wanted to sharpen the Marshal's strength as a sniper with a movement speed buff when zoomed. The audio of the Hot Hands lingering fire zone will be easier to hear when other actions and sounds occur nearby.The audio of the Incendiary's lingering fire zone will be easier to hear when other actions and sounds occur nearby.Dimensional Drift can no longer body block enemies.Enemies within Yoru's vision range, while in Dimensional Drift, are now revealed to ally minimaps, as well.While in Dimensional Drift, Yoru's minimap is now visible.The range that enemies are able to hear the audio of a Gatecrash teleport is now displayed on the minimap.Gatecrash now displays the range at which the tether can be seen by enemies while moving on the minimap.As far as the ultimate, we've noticed a burden on Yoru having to communicate threats between his allies and his destination and wanted to make it easier for him and his team to understand the state of the round when they set up the ultimate pincer. Gatecrash wasn't providing much information about when enemies could see or hear his teleport fragment, so we added a few pieces to make that easier. While we investigate future changes to Yoru that target his power and ability to achieve his core promise, we wanted to make a few changes that we felt would improve his use today.
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