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Patch Notes beta.0.0.0.627 – 06/03/2018

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Here is another Combat Test update! In this version, we bring back four adjusted pilots already designed to fit the new gameplay vision. They were projected according to the community feedback we received about the first four characters and everything that we’ve learned on what players think it’s the ideal for Heavy Metal Machines. With these four, we got eight reworked characters in less than 15 days. And here's a spoiler: we’ll have more pilots coming back in March! We hope that you guys like this update and keep sharing your feedback with us to build a great game together!


 

General

  • Visual enhancements to the search interface

  • Visual enhancements on the match found screen

  • New background art for the Main Menu

  • Visual enhancements to the contextual menu

  • Visual enhancements on the end of match screen

  • Terminology for “Temporary HP” has been altered to “Shield”

  • Compatibility with joystick has been removed

Dev Notes: We decided to remove the compatibility between game and joystick in this version. The removal occurred due to its current usability and behavior, considering that, on average, only 5% of the players started the match using it. For this reason, the feature will be disabled until we get the usability at a good enough place to provide a great experience for the users as we think is the ideal.

  • Visual update on Wildfire’s machine model

    • Current model will be redefined as a skin (cash) based on the community’s suggestion

    • New model will serve as the base skin (default) for the character

Dev Notes: We made this update to make her machine more visually attractive and to better fit her new weapon mechanics. The previous model will still be available, but will be a skin acquired through

 

Arenas

  • Temple of Sacrifice

    • Last Blocker on the final stretch of the track has been removed

    • Shape of the last Dropper in front of the delivery line has been changed

Dev Notes: We noticed that it was common for players to miss the bomb throw in this arena, even without enemies to intercept. This happened due to the final Dropper’s format. The change made aims to ease the bomb delivery when the player is alone, but without getting rid of the challenge when close to enemies. This happens, mainly, due to the rest of the arena already have a satisfactory level of difficulty for the users’ experience.

Bomb

The scale of the bomb has been reduced to ease its manipulation. Now, the bomb can be thrown more efficiently, farther and more unpredictably to the opposing defenses - you didn’t think we were just making things easier, right? This makes it visually easier for the players to understand.

 

Out of combat repair

  • The time needed to start out of the combat repair has been reduced from 7 to 6 seconds

 

Characters Balance

  • Wildfire

    • Weapon 2: Blast of Fire

      • Explosion damage has been reduced from 200 to 100.

 

Dirt Devil

  • Weapon 1: Trap!

Drops three land mines which cause damage to enemies that pass through them

  • Damage per mine: 55

  • Cooldown: 2.5 seconds

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  • Weapon 2: Get’em Boyz!

Calls a helicopter that attacks a certain area. The helicopter moves forward slowly during its entire duration.

  • Damage per second: 200

  • Cooldown: 10 seconds

  • Duration: 5 seconds

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  • Weapon 3: Ride On!

Shoots a harpoon with chains that sticks to the target. Double activation: pulls yourself to the target at great speed

  • Impact damage: 100

  • Damage per second: 25

  • Cooldown: 8 seconds

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  • Special Weapon: Release the Devil!

Shoots a flare gun that fixes on walls. When it fixes, creates an whirlwind that pulls the enemies to its center and explodes after a certain time. Double activation: fixes the marker on the current position.

  • Damage on the center: 800

  • Damage on the edges: 200

  • Duration: 1.5 second

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Dev Notes: For this weapon, specifically, we feel that we weren't able to get it exactly where we wanted yet. In the next updates, we will make some changes to improve its experience for the players.  

 

  • Passive: Kick the Dirt!

When he collides frontally with enemies, Dirt Devil jumps above them. During the jump, he’s immune to damage.

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Killer J.

  • Weapon 1: Twist the Metal

Shoots fireworks that make opponents go haywire.

  • Damage per firework: 13.3

  • Cooldown: 3 seconds

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  • Weapon 2: Wait for it…

Throws a trinket that fixes itself on the target. After 2 seconds, the target is forced to accelerate out of control. Double activation: Forces the target to accelerate out of control instantaneously.

  • Impact damage: 130

  • Explosion damage: 50

  • Cooldown: 10 seconds

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  • Weapon 3: Punchline

Lights rockets that boosts himself forward and then explodes after a certain time.

  • Explosion damage: 150

  • Cooldown: 6 seconds

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  • Special Weapon: The Big Joke

Shoots fireworks on the enemies’ tires, making them spin around out of control.

  • Damage per second: 75

  • Duration: 3 seconds

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  • Passive: Clownmikaze

When he is almost dying, Killer J. activates a time bomb on his machine.

  • Explosion damage: 1000

  • Time until the explosion: 2 seconds

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Metal Herald

  • Weapon 1: Shadow Stroke

Shoots metal energy. Causes damage if hits an enemy and gives him shield. Part of the shield is received instantaneously and the other part is received during the following 3 seconds.

  • Damage: 100

  • Instant shield: 50

  • Cooldown: 1 second

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  • Weapon 2: Runes of Sacrifice

Self-flagellates in the name of metal, shooting a wave that causes damage to  enemies and gives shield to allies.

  • Damage caused to himself: 70

  • Rune damage: 150

  • Rune shield: 150

  • Area damage: 50

  • Area shield: 150

  • Cooldown: 2.25 seconds

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  • Weapon 3: Black Metal

Transports himself to the metal dimension, boosting himself forward and becoming phased. Upon returning, receives a shield.

  • Shield: 150

  • Cooldown: 6 seconds

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  • Special Weapon: Herald’s Decree

Starts the metal symphony, giving shield to all allies around him.

  • Shield per second: 240

  • Instant shield: 300

  • Duration: 4 seconds

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  • Passive

Metal Herald doesn’t have a passive.

 

Windrider

  • Weapon 1: Wind Hunter

Summons the eagle spirit that collides with enemies.

  • Damage: 120

  • Cooldown: 2 seconds

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  • Weapon 2: Bull Rush

Invokes the herd of spiritual buffaloes, blocking the opponents' path.

  • Damage per second: 200

  • Duration: 3 seconds

  • Cooldown: 10 seconds

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  • Weapon 3: Indomitable Spirit

Gets surrounded by the spiritual cavalry, leaving repairing orbs on the way

  • Damage per second: 100

  • Duration: 2 seconds

  • Cooldown: 6.25 seconds

  • Repair per orb: 15

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  • Special Weapon: Realm of the Ancients

Shifts herself and nearby allies to the spiritual dimension.

  • Duration: 1.5 seconds

  • Repair per second: 200

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  • Passive

Windrider doesn’t have a passive.

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