BTMR Patch 1.1.0
Beat the Machine Rebooted - Patch 1.1 Notes
Hey Cadets,
We’re here with our first patch after launch! People have been really enjoying Beat the Machine Rebooted and we couldn’t be happier! This patch is mostly going to focus on bugfixes, a little bit of balance and finally we’ll address the #1 issue we have found so far throughout the experience, difficulty of alternate gamemodes.
Story:
Players right now are preferring to run all around builds at a strikingly higher rate than almost any other build currently found. Most players are also opting out of grabbing activated abilities. However; players that are running active abilities are having a much easier time progressing through the game as shown by average deaths across levels. We’re making some changes to enhance the all around builds. In addition, critical strike damage appears to be a bit weak. Finally, players aren’t taking Wave Reflections or Triple Barrage, mostly due to their negative effects, so we added some tooltip clarity to better refine these skills.
Overall the difficulty of the story mode appears to be a little more difficult than we anticipated, but we don’t want to jump the gun too quickly we decided to change the most difficult levels first, then we'll make a bigger change down the line.
The following levels have had slight changes to make them easier.
Level 2, Level 3, Level 5, Level 9, Level 12 and Level 25.
Agility Attacks:
A lot of players are running Agility Attacks in their builds which we love! Unfortunately, Agility Attacks just isn’t packing the punch its promising so we’re buffing its damage.
Pure Damage increased from 50/125 → 75/200
Technical Advances
This skill provides rate of fire based on your maximum health. Most builds right now don’t really cap out on the health portion of this ability making the rate of fire bonus feel pitiful. This small nudge should make it feel better even if you don’t spec into health bonuses.
Rate of Fire bonus changed from 6% +3% Maximum Health → 6% + 4% Maximum Health
For Context Min/Max rate of fire changed from 10.5%/24% → 12%/30%
Rate of Fire bonus min/max while below 40% hp changed from 31.5%/72% → 36%/90%
Last Chance
There’s not much to say here, this ability needs a little nudge
Rate of Fire Bonus increased from 8/12/16% to 10/15/20%
Remember this value is tripled when below the hp threshold.
Jailbreak Jammer
The first point of Jailbreak Jammer is just wayyyy too weak buffing the pure damage.
Pure Damage increased from 15 to 25.
Critical!
Critical Damage builds feel a bit weak when compared to the rest, so we’re buffing up critical before touching the other abilities that offer critical strike damage.
Critical Damage increased from 50% → 60%
Wave Reflections / Triple Barrage
Both abilities now note that each bullet fired counts as its own attack for the purposes of all abilities.
Survival:
In Survival players aren’t progressing as far as we’d like during gameplay. We ultimately decided that reducing the cost of purchasing more areas to play in was the best strategy and we analyze from here.
Door max cost reduced from 3000 → 1250
All doors costs have been reduced by 50%.
Gauntlet
Gauntlet right now is way too difficult. We had the anticipation and balance that 25% of players would pass stage 2. Right now that number is less than 1%. We’re giving players more points to make survival easier and also way more fun!
Gauntlet max points increased from 10 → 12
Rogue:
Rogue mostly features bugfixes a new way to obtain new levels.
Fixed a bug where selecting a ship other than the XV9 would often give you stats just slightly better than the XV9 and not the intended stats grabbed.
Previously, playing a level adds it to the pool of played levels, you cant play the same level again for 1 level.
New, playing a level adds it to the pool of played levels, you cant play the same level again for 10 levels.
Hey Cadets,
We’re here with our first patch after launch! People have been really enjoying Beat the Machine Rebooted and we couldn’t be happier! This patch is mostly going to focus on bugfixes, a little bit of balance and finally we’ll address the #1 issue we have found so far throughout the experience, difficulty of alternate gamemodes.
Story:
Players right now are preferring to run all around builds at a strikingly higher rate than almost any other build currently found. Most players are also opting out of grabbing activated abilities. However; players that are running active abilities are having a much easier time progressing through the game as shown by average deaths across levels. We’re making some changes to enhance the all around builds. In addition, critical strike damage appears to be a bit weak. Finally, players aren’t taking Wave Reflections or Triple Barrage, mostly due to their negative effects, so we added some tooltip clarity to better refine these skills.
Overall the difficulty of the story mode appears to be a little more difficult than we anticipated, but we don’t want to jump the gun too quickly we decided to change the most difficult levels first, then we'll make a bigger change down the line.
The following levels have had slight changes to make them easier.
Level 2, Level 3, Level 5, Level 9, Level 12 and Level 25.
Agility Attacks:
A lot of players are running Agility Attacks in their builds which we love! Unfortunately, Agility Attacks just isn’t packing the punch its promising so we’re buffing its damage.
Pure Damage increased from 50/125 → 75/200
Technical Advances
This skill provides rate of fire based on your maximum health. Most builds right now don’t really cap out on the health portion of this ability making the rate of fire bonus feel pitiful. This small nudge should make it feel better even if you don’t spec into health bonuses.
Rate of Fire bonus changed from 6% +3% Maximum Health → 6% + 4% Maximum Health
For Context Min/Max rate of fire changed from 10.5%/24% → 12%/30%
Rate of Fire bonus min/max while below 40% hp changed from 31.5%/72% → 36%/90%
Last Chance
There’s not much to say here, this ability needs a little nudge
Rate of Fire Bonus increased from 8/12/16% to 10/15/20%
Remember this value is tripled when below the hp threshold.
Jailbreak Jammer
The first point of Jailbreak Jammer is just wayyyy too weak buffing the pure damage.
Pure Damage increased from 15 to 25.
Critical!
Critical Damage builds feel a bit weak when compared to the rest, so we’re buffing up critical before touching the other abilities that offer critical strike damage.
Critical Damage increased from 50% → 60%
Wave Reflections / Triple Barrage
Both abilities now note that each bullet fired counts as its own attack for the purposes of all abilities.
Survival:
In Survival players aren’t progressing as far as we’d like during gameplay. We ultimately decided that reducing the cost of purchasing more areas to play in was the best strategy and we analyze from here.
Door max cost reduced from 3000 → 1250
All doors costs have been reduced by 50%.
Gauntlet
Gauntlet right now is way too difficult. We had the anticipation and balance that 25% of players would pass stage 2. Right now that number is less than 1%. We’re giving players more points to make survival easier and also way more fun!
Gauntlet max points increased from 10 → 12
Rogue:
Rogue mostly features bugfixes a new way to obtain new levels.
Fixed a bug where selecting a ship other than the XV9 would often give you stats just slightly better than the XV9 and not the intended stats grabbed.
Previously, playing a level adds it to the pool of played levels, you cant play the same level again for 1 level.
New, playing a level adds it to the pool of played levels, you cant play the same level again for 10 levels.