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  3. Beat the Machine: Rebooted - Patch 1.30

Beat the Machine: Rebooted - Patch 1.30

Hotfix: 1.31
[h3]Levels:[/h3]

Fixed a bug on Level 19 where enemies would sometimes not spawn when entering the first room.
Fixed a bug with Level 22 having lower FPS issues.
Fixed a bug where players on Level 25 were experiencing Vortex's with too much force.

[h3]Skills:[/h3]

Fixed a bug where Lifeline wouldn't effect the same enemy more than once during that enemies' lifetime.
Fixed a bug where Time Capsule couldn't be spawned more than one time when used in combination with Cooling Cell.
Fixed a bug where Nano Tornado, Time Capsule and Cooling Cell would fail to slow enemies at the proper slow speed.


Hey Cadets,
Our new patch, the skill tree refinement, has been a success! We have been seeing a variety of builds working across the Origin Sectors to complete the goal of defeating T.O.M. We wanted to take a moment, to make a couple of the underused skills feel better and give them a bit of love. We also fixing a couple of minor bugs that were caught post release. We will continue to monitor each of the skills to make sure that a variety of builds are still usable across the 3 game modes.


[h3]Skills:[/h3]
[h3]Vitality:[/h3]
Tier 4:
Defense Mechanism:
Tooltip fix, now correctly notes the proper bonus damage to generators.

Projectile Prism:
  • Projectile Prism is a decent choice for multiple different builds, however; leveling up the ability should feel a bit better for clearing different enemies. We are giving a small buff to the pure damage so more investment feels better.
  • Pure Damage increased from 7/7/7 to 8/12/16


Security Barrier:
  • Although Security Barrier is an awesome choice for shielding builds, the shield you get for completing objectives often times is awarded toward the later part of the level. For completing objectives farther into the game, more shield should be awarded to players that make it through the thick of it.
  • Shield value on objective completion increased from 50 to 100.


Tier 5:
Vital Strikes, Brute Force, Safeguarded Revenge: Fixed tooltips for all Tier 2 values, damage numbers unchanged.

Tier 6:
Perfect Durability:
  • Of the 18 actives across Beat the Machine: Rebooted, Perfect Durability is just the one that not many people like to run. We are adding some incentive to running it, and hopefully inspiring a new setup.
  • Cooldown adjusted from 80/80/55 to 75/75/55
  • New Effect: Each projectile that hits the shield now grants 2% rate of fire for 5 seconds, stacking infinitely.


Automated XV9-BOT:
  • Automated XV9-BOT needs a small damage boost, so here it is.
  • Cooldown lowered from 35/35/35 to 32/32/32
  • Damage increased from
    15(+17.5% Maximum Health)(+20% Damage)/30(+22.5% Maximum Health) (+25% Damage) to
    15(+24% Maximum Health)(+20% Damage)/30(+32% Maximum Health)(+25% Damage)


Neon Barrier:
  • Neon Barrier also needs a small damage boost, slightly more than XV9-BOT.
  • Damage increased from
    25(+18% Maximum Health)(+130% Armor)/40(+26% Maximum Health)(+165% Armor) to
    25(+25% Maximum Health)(+130% Armor)/40(+40% Maximum Health)(+165% Armor)


[h3]Utility:[/h3]
Tier 6:

Pulse Blast: Tooltip error, now notes it deals PURE damage.

[h3]Power:[/h3]
Tier 6:
Energy Storm:
  • Energy Storm is struggling with the strong competition of skills it has to compete against, we want to invest more ratios into the hacking portion of Energy Storm.
  • Damage increased from 30/40/60(+10/40/60% Damage) to 30/50/100(+32/48/96% Damage)