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MageLO

09/25 PATCH ANNOUNCEMENT

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Hello everyone,

Our standard weekly maintenance will be held this Wednesday (09/25) starting at 9 AM UTC. The game should be back up and running in 6 to 9 hours.

 

Patchnotes

This patch ships the first of many balance changes that we have been working on behind the scenes, this week's balance pass focuses primarily on bringing Secondaries that have been under performing up in power and will be the first of a couple of balance passes that we plan on rolling out over the coming weeks and months with the next pass focusing primarily on Modifications that are not up to par.

 

Weapon Balance:
 

OCSP:

  • Bloom per shot reduced by 40%
  • Recovery Per Second increased by 70%
  • Maximum Bloom reduced by 17%
  • Walk Modifier reduced by 8%
  • Run Modifier reduced by 8%
  • Sprint Modifier reduced by 33%
     

S-AS PDW

  • Walk Modifier reduced by 17%
  • Run Modifier reduced by 19%
  • Sprint Modifier reduced by 43%
  • Effective Range reduced to 25 meters.
     

Mountie

  • Sprint delay lowered by 60%
  • Equip time lowered by 38%
  • Reload time reduced by 25%
  • Marksmanship mode accuracy gain improved by 17%
  • Sprint Modifier reduced by 33%
     

Select Fire (Legendary Mountie Modification)

  • Equip time Penalty removed.
  • Description updated to no longer mention the increase in equip time.
     

RFP/RFP SD

  • Effective Range increased to 35 meters.
  • Bloom per shot reduced by 24%.
     

Showstopper

  • RaySpread reduced by 28%
     

Pistol Choke (Showstopper 'Thunder' Modification)

  • Now reduces pellet spread by 50% (was 66%)
  • Description updated.
     

FBW/FBW SD

  • Recovery Delay decreased by 50%
  • Recovery Per Second increased by 100%
     

HVR 762/HVR-SD 762

  • Now deals a minimum of 592 Damage per shot (was 254)
     

UL-3

  • Shot Modifier Cap decreased by 50%
  • Recoil curve instensity lowered.
     

Eternal Traveler Special (UL-3 Hitchhiker Modification)

  • Reload speed penalty reduced to 30% (was 60%)
  • Description Updated

 

Vehicle changes:

 

Mirage

  • Reduced the amount the Mirage's chassis moves when accelerating.
  • The Mirage should now have noticeably more grip that should prevent it from spinning out during sharp turns as easily.

 

Bishada Rapier / V20 Jericho

  • The Bishada Rapier and V20 Jericho's wheels should no longer scale thing such as cars or walls when driven up against making them significantly harder to flip.


Miscellaneous changes:

  • Reduced game connection timeout to 60s such as when getting stuck at "Connecting to district server..."
  • Fixed issues with failing to connect to district servers.
  • If you get disconnected from a district, you now get sent back to district select.
     

Thank you for your patience during this period.

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Here are the raw stat changes for our advanced users that are a little more familiar with how weapon stats work behind the scenes.

 

 

OCSP:

  • Per Shot Modifier reduced from 0.5 to 0.3
  • Recovery Per Second increased increased from 4 to 7
  • Shot Modifier Cap reduced from 3 to 2.5
  • Walk Modifier reduced to from 1.2 to 1.1
  • Run Modifier reduced to from 1.3 to 1.2
  • Sprint Modifier reduced from 1.95 to 1.3

S-AS PDW

  • Ramp distance reduced from 3000 to 2500
  • Walk Modifier reduced from 1.2 to 1
  • Run Modifier reduced from 1.3 to 1.05
  • Sprint Modifier reduced from 1.95 to 1.1

Mountie

  • Sprint delay lowered from 0.625 to 0.25
  • Equip time lowered to from 0.65 to 0.4
  • Reload time reduced to from 2 to 1.5
  • Marksman Modifier reduced from 0.9 to 0.75
  • Sprint Modifier reduced from 1.95 to 1.3

Select Fire (Legendary Mountie Modification)

  • Equip time Penalty removed
  • Description updated to no longer mention the increase in equip time.

RFP/RFP SD

  • Ramp Distance increased from 3000 to 3500
  • Per Shot Modifier decreased from 0.42 to 0.32

Showstopper

  • RaySpread reduced from 125 to 90

Pistol Choke (Legendary Showstopper Modification)

  • Pellet Spread decreased to -50%
  • Description updated.

FBW/FBW SD

  • Recovery Delay decreased from 0.1 to 0.05
  • Recovery Per Second increased from 1 to 2

HVR 762/HVR-SD 762

  • MinAccuracyDamageMultiplier increased from 0.33 to 0.77

UL-3

  • Shot Modifier Cap decreased from 5 to 2.5
  • Recoil curve instensity lowered.

Eternal Traveler Special (UL-3 Hitchhiker Modification)

  • Reload speed penalty reduced from 60% to 30%
  • Description Updated.

Mirage

  • Chassis Torque Factor reduced from 0.015 to 0.011
  • Front Long Factor reduced from 2 to 1.88
  • Rear Long Factor reduced from 2.1 to 1.88
  • Rear Lat Factor increased from 1.88 to 2.1

Bishada Rapier

  • Front Wheel Bone Offset 1 reduced from 7 to 3
  • Rear Wheel Bone Offset 1 reduced from 7 to 3

V20 Jericho

  • Front Wheel Bone Offset 1 reduced from 9 to 7
  • Rear Wheel Bone Offset 1 reduced from 11 to 8
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when will moirai's wheels be raised from the floor? mirage inherited the same bug.

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18 hours ago, MageLO said:

 

HVR 762/HVR-SD 762

  • Now deals a minimum of 592 Damage per shot (was 254)

 

tx9ek.jpg

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5 minutes ago, Ichinose said:

when will moirai's wheels be raised from the floor? mirage inherited the same bug.

Yes, this will be next patch.

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so the default fbw gets better?dats cool..what was the ocsp?dat sub machine gun we unlock from the new contacts?
also looks like the showstopper gets better-overall nice patch

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3 minutes ago, MageLO said:

Yes, this will be next patch.

Does this mean that the Dolton Broadwing gets its body/wheels raised to prevent front/rear model collisions on curbs in the same patch, as well? :D

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Just now, Rezidant said:

Does this mean that the Dolton Broadwing gets its body/wheels raised to prevent front/rear model collisions on curbs in the same patch, as well? :D

That is also part of that patch if all things go well 😃

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On 9/24/2024 at 8:52 PM, Rezidant said:

Does this mean that the Dolton Broadwing gets its body/wheels raised to prevent front/rear model collisions on curbs in the same patch, as well? :D

Well noted, Dolton Broadwing should have a higher suspension.

 

Merged.

 

I bought all police flashlights bar for the Mirage but I can’t install them, when will this be fixed? And will they add more beautiful wheels for the Mirage instead of these ugly and ugly wheels that come from the factory?

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Too conservative...

 

Be more brave, LO. These weapons still don't compare to the meta.

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When can we expect Mobile Radar Tower vehicle modification to be reenabled?

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And ofcource no Colby 45 changes, because why do we need to fix a broken OP stuff after all, right?

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I'm going to miss climbing walls with my Bishada.

 

Just now, killersan6 said:

And ofcource no Colby 45 changes, because why do we need to fix a broken OP stuff after all, right?

 

It's nerf 1 weapon, or buff many weapons. No matter what someone's going to be mad.

Edited by BlatMan
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I don't see anything mentioning a server for all of us who have been playing for over a month with 190ms, and we're going to keep believing that one day there will be a server. It’s easier to shut down the game completely than to keep giving hope to everyone. It looks like only the EU matters.

 

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19 hours ago, MageLO said:

FBW/FBW SD

  • Recovery Delay decreased by 50%
  • Recovery Per Second increased by 100%

looking forward to no bloom fbw lmao, i honestly don’t get why this change was made the gun was perfectly fine  

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All of these changes are way too mild.
TTK to ~1s, Marksmanship modifier = 0 across all guns, lower bullet spread while shooting will make the player feel 10x more in control over the game than the current dice simulator that we have.
Oh and also, double the crouch movement speed.

Quote

S-AS PDW

Ramp distance reduced from 3000 to 2500

Walk Modifier reduced from 1.2 to 1

Run Modifier reduced from 1.3 to 1.05

Sprint Modifier reduced from 1.95 to 1.1

This is a decent buff to how the PDW plays, but changes like these just expose the general issue with balancing
Most pistols should have a uniform modifier of walk, run, sprint to 1 (sprint especially, since the slight discrepancy between run & sprint modifier affect 1st shot accuracy when switching movement modes from sprint to run while shooting)

 

4 hours ago, vsb said:

looking forward to no bloom fbw lmao, i honestly don’t get why this change was made the gun was perfectly fine  

If I understand the formula correctly, it won't be a huge change in practice.
It'll definitely have the best accuracy (RS1 version) while running from the most common secondaries used, when compared to FR0G Thumbnail it's ~3cm difference (base FBW is ~0.5cm of FR0G Thumbnail, the RS2 modded one)

Edited by yourrandomnobody74

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"Reverting" the HVR either feels like a crucial mistake, or a blessing...

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1 hour ago, yourrandomnobody74 said:

If I understand the formula correctly, it won't be a huge change in practice.
It'll definitely have the best accuracy (RS1 version) while running from the most common secondaries used, when compared to FR0G Thumbnail it's ~3cm difference (base FBW is ~0.5cm of FR0G Thumbnail, the RS2 modded one)

having tested on otw the new fbw has effectively no bloom at max rof because it resets for every shot

 

its not going to make the fbw the best secondary but thats kind of my point, why did anyone even waste brainpower trying to buff the 2nd best secondary to begin with? 

 

maybe next we'll get a recoil reduction for the .45 lol

 

 

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On 9/23/2024 at 8:33 PM, MageLO said:

HVR 762/HVR-SD 762

  • Now deals a minimum of 592 Damage per shot (was 254)

So you just buffed one of the most broken weapons in the game. Im sorry but what special person thought this was a good idea given the hisory of abuse this sniper has. You are just asking for people to use this at point blank range then insta kill with a .45 or a perc nade. Once again this has been abused in this exact way since forever and god forbid a botter uses one.

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Well, if you took cars' balance into consideration, then what about

a)fast fixes:

1)Return regular Vegas G20 acceleration from RTW's times? example is here(https://youtu.be/f5m89parnmo) at 3:38

2)buff of the Moirai in terms of max speed and reverse gear?

3)fix Ravan's no torque boost from nitro?

4)returning Han Cellante into shops?

5)(maybe) lowering price of Dolton Montane WCW from 300 to like 150 JT to.make it more viable for T-players?

6)raise up Charge Sentinel's HP like you wanted to in one of the patch notes?

 

b)long time fixes:

1)return Fresno it's RTW's physics when it was not that low and at least usable

2)complete rework of Varzuga Rally XS or big buffs to it?

3)complete rework of Macchinas with also changing their appearance?

4)give freshly registered players options to choose an additional starter cars like it was made with weapons?

5)give Ravan an "senior" version, like Coywolf to Veo? and also give it car sounds with Kit from Coywolf? They're share wheelbase so it's not a problem to fit this kit to Ravan

 

Good work tho, nice to see that game is still updating and have a balance tweaks, i really like to watch cars' variety on the roads after non stoping Vegas 4x4 showing 99.9% of time in prime time of G1

 

Thank you for that

 

upd8: 

And ALSO, i completely forgot about that

What about to buff unpopular blue mods options for cars? Yep, we all know that Spawner is OP mod with every nerf because of conception, but about to buff Mobile Supply Unit and Extra Cargo Capacity? for 1st one it will be good to decrease occupied place in trunk from 3 to 2 or even to 1 piece, because even yellow supply box is only 2 pieces in trunk, this change will significantly increase pick rate of compact cars(even calabria) and MSU mod, while also increasing team work of group and adds more variability into character's mod, and for ECC i can suggest to add buff that with this mod you will not lose that much torque of a fully loaded car while also increasing additional trunk's space

 

that's how i see situation about blue mod: not only nerfing primary option, but also make others more viable

 

Edited by Goldexen
check "upd8" section

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Maintenance has concluded and the servers are back online, we're excited to hear your feedback on the changes after you had some time to get a feel for them!

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Good step but AP pistol needs nerf. It's OP. The issue can't be solved by buffing other secondaries.

This game needs weapon and re-spawn balancing desperately.

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On 9/23/2024 at 5:33 PM, MageLO said:

Mirage

Excellent. Its way less squirrelly. cornering is better, a small to moderate impact on your rear quarter side, doesn't spin the car like

a hockey puck. Where You need less skill in driving the car. But in the case of accidental impact around a blind alley, the car easily 

recovers and or momentum continues in the direction of travel. where as before the car would spin in the opposite direction of your turn. 

and deflect you. I saw some others in there, n they had good things to say about the car's performance. 

 

 

On 9/23/2024 at 5:33 PM, MageLO said:

RFP/RFP SD

  • Effective Range increased to 35 meters.
  • Bloom per shot reduced by 24%

This is good, I have never liked that the sd version has such short range.

I was under the impression that the other rfp's had range like that of the lmg, 

based on the bar chart. 

 This particular gun is similar to the one the character uses in the Mack Bolan Books.

Which is actually a Beretta 93r with selective fire and a silencer/suppressor.

So I am happy to see the sd come up to par.  

Edited by MACKxBOLAN

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I'm liking a lot of these changes. They don't necessarily increase the lethality of the weapons just the comfortability of using them. I don't wanna echo sentiments already shared here but these feel like very conservative changes, the changes don't really make OCSP more viable then it was before it still loses out to the FBW and 45 even with these changes if I'm an enforcer I'm not sure why I'd use a OCSP over the TG-8? 

 

The gun still blooms out quite a bit considering the changes, you'd think it'd be a more accurate FBW. The UL3 feels still a little bit unwieldy but that's probably a good thing, don't want another repeat of the 45 and is probably characteristic of the weapon at this point. The RFP in the very little time I spent playing felt very much the same as in sort of underwhelming but I am quite tired so I'll have to pick up additional thoughts on further playing. 

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