Patch 332 Balance Patch Notes
------------------------------------------------------------------------------------------------------------------------------------------------------------ Here is a snippet of what's in store for build 332, which is coming soon! This changelog contains the Balance Patch Notes, there is much more in the full changelog which will be released when the build goes live.
General
● The health and armor status (hp bar) has been removed from enemy players in combat (We recommend enabling damage numbers) ● Re-drop block times for commanders placing cysts and resource towers is now 1 second (down from 5-7 seconds) ● Fixed cysts sometimes dying when placed (From Katzenfleisch) ● Fixed commanders forced to repress the grid key for dual action items (From Katzenfleisch) ● Fixed scan not having a visual range displayed (From Katzenfleisch) ● Fixed structures being detected but not visible if scanned (From Katzenfleisch)
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Lifeforms
Skulk
Gorge
Heal Spray
Web Babblers
Lerk
Spike
Fade
Blink (From Golden)
Metabolize
Stab
General
Upgrades
Vampirism
Commander
Drifter Abilities
Ink Cloud
Soft Caps
Maturity and Gestation
Healing
Misc
● Maturity information is now visible in the nameplate for alien structures ● Crag, Shade, and Shift supply cost changed to 20 (down from 25) ● Destroying an HMG with Bile Bomb now awards score points ● Onos taunt now uses the charge sound (instead of the stomp sound) The removal of health bars is quite the boon to aliens, so to accomodate that we've made some changes to the Fade & Skulk movement to accommodate that. The skulk has also been shrunk slightly while having it's bite cone narrowed. This is to help align the skill curve of the Skulk with that of the basic marine... be mindful of where you are biting! Aside from these, there are some other notable items: The gorge has gotten a few new tricks as Webs have received a significant rework to orient their play style more toward their original intended purpose of "trapping" and significantly slowing careless marines. Vampirism has received a major rework which maintains it's combat prowess but tones down the sustain it provided after combat.
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Weapons
Shotgun
Heavy Machine Gun
Flamethrower
Mines
Hand Grenades
Exosuit
General
Minigun
Powernodes
Misc
It wouldn't be a balance patch if the Shotgun didn't receive some tweaks! This time we've reverted it to its original pre-shotgun-pocalypse state. The HeavyMachineGun has also received a slight rework. We've acknowledged mines can be a bit of an issue lately, so they've received several adjustments to bring them back in line while still keeping them useful. Exosuits have also received a slew of new changes* and can now auto-repair themselves when out of combat (*The Railgun rework from the beta still requires more polish, and did not make it into this patch). One of the most significant changes in this patch can be seen in the powernode rework! These changes are primarily visual in nature but greatly improves the clarity of the health state, and the usability with the removal of powernode blueprints.