Mercs,
Those who choose to venture out of Lockharts steam powered rocket first (via an opt-in beta later next week on PC), are going to be experiencing some changing field conditions. Not only will the unique habitat of the moon and the station's own functions offer some gravity altering effects, some weapons and perks have been altered.
First up the arsenal adjustments:
Those of you who are fans of the Compound Bow will find that the cryo arrow explosions now do more damage in a wider area and have an exponential falloff, compared to the linear one before. You’ll also find that you can carry more arrows with you and find more in the field. Mercs will also enjoy the Compound Bow and Crossbow stunning Scrakes more consistently with well aimed headshots!
The Hemogoblin has also been adjusted with slightly increased stats for damage, healing, ammo pool and a slightly reduced reload speed. This should help make the weapon standout more from the current medic choices and help it find its own place in the possible Medic loadouts.
First up the perk adjustments:
Demolitionists out there will soon be able to carry double the amount of bonus rounds from Extra Rounds (level 10). Support mercs will also find that their High Capacity Magazines (level 5) have been increased. These should help make those perk choices more viable to those interested in bringing more rounds to the fight.
Berserkers and Medics will find that things have also changed for them, and several perks skills have been tuned down to help prevent them from overperforming, moreso if the skills were combined, other perk and gameplay options.
Medics should make note that their Armor bonus (passive) and Symbiotic Health (level 5) have been adjusted downward. The goal here is to make them a little less self reliant (or only reliant on a nearby Berserker).
And Berserkers will find the following skills adjusted downward: Damage Resistance (passive), Skirmisher (level 5), Vampire (level 10), Resistance and Parry (both level 15). The team hopes to promote other perk synergies and gameplay options while making sure that the perks here still hold up in their ended roles.
One final segment, UI Improvements:
Mercs that play versus will find that the survivor team now has the same ability to vote to skip trader time that can be found in standard Survival.
As always, we look forward to seeing how these changes play out in the upcoming beta and your feedback once you’ve had a chance to evaluate them yourselves.
Those who choose to venture out of Lockharts steam powered rocket first (via an opt-in beta later next week on PC), are going to be experiencing some changing field conditions. Not only will the unique habitat of the moon and the station's own functions offer some gravity altering effects, some weapons and perks have been altered.
First up the arsenal adjustments:
Those of you who are fans of the Compound Bow will find that the cryo arrow explosions now do more damage in a wider area and have an exponential falloff, compared to the linear one before. You’ll also find that you can carry more arrows with you and find more in the field. Mercs will also enjoy the Compound Bow and Crossbow stunning Scrakes more consistently with well aimed headshots!
The Hemogoblin has also been adjusted with slightly increased stats for damage, healing, ammo pool and a slightly reduced reload speed. This should help make the weapon standout more from the current medic choices and help it find its own place in the possible Medic loadouts.
First up the perk adjustments:
Demolitionists out there will soon be able to carry double the amount of bonus rounds from Extra Rounds (level 10). Support mercs will also find that their High Capacity Magazines (level 5) have been increased. These should help make those perk choices more viable to those interested in bringing more rounds to the fight.
Berserkers and Medics will find that things have also changed for them, and several perks skills have been tuned down to help prevent them from overperforming, moreso if the skills were combined, other perk and gameplay options.
Medics should make note that their Armor bonus (passive) and Symbiotic Health (level 5) have been adjusted downward. The goal here is to make them a little less self reliant (or only reliant on a nearby Berserker).
And Berserkers will find the following skills adjusted downward: Damage Resistance (passive), Skirmisher (level 5), Vampire (level 10), Resistance and Parry (both level 15). The team hopes to promote other perk synergies and gameplay options while making sure that the perks here still hold up in their ended roles.
One final segment, UI Improvements:
Mercs that play versus will find that the survivor team now has the same ability to vote to skip trader time that can be found in standard Survival.
As always, we look forward to seeing how these changes play out in the upcoming beta and your feedback once you’ve had a chance to evaluate them yourselves.