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Beat the Machine: Rebooted News

Beat the Machine: Rebooted; Available Now!

Welcome to Beat the Machine: Rebooted!


[h2]Listed below are all of the changes we did to Rebooted over the last 9 months.[/h2]

[h3]Skins: Introducing the Skin Shop! Unlock achievements to customize your gameplay[/h3].

Level 1: New Tutorial!
Levels 2-5: Difficulty Dropped
Levels 6-10: Difficulty Dropped
Levels 11-15: Difficulty Increased
Levels 16-25: Difficulty Drastically Increased

[h3]Bosses:[/h3]

Hard Drive, R.A.M and T.O.M were updated with new features, go check them out.

[h3]Enemies:[/h3]
Shell Node:
Shell Nodes are a staple and everyone hates them. Which is perfect! However; Shell nodes get to the point where almost any build can one tap them, we want to change yet! So we added a Tier 4, to add a bit more difficulty.

- Now has 4 Tier of Difficulty increased from 3.
- Tier 4 Stats now added to scale below.
- Damage: 50/90/130/170
- Movement Speed: 130/170/210/250
- Collision Damage: 20/35/50/65


Pulsating Nodes
Pulsating Nodes need a quality of life change to distinguish them a bit more from other enemies. Pulsating Nodes bullets now travel a bit past their attack range, so they don’t just abruptly stop at the point the player aggroed them. Pulsating nodes are overall a bit stronger, so you’ll see some changes to the debut levels of Pulsating Nodes.

- Attack Range increased from 2/2.75/3.5 to 4/5.5/7
- Rate of Fire lowered from 1.8/1.6/1.4 to 2/1.8/1.6
- Pulsating Projectile Speed increased from 2/2/2 to 2.7/3.0/3.3
- Pulsating Projectile Damage recalculated from 15/15/15 to 14/22/30
- NEW!!: Pulsating Projectile Range is now different from attack range at 5/8/11



Tank Nodes:
Tank Nodes were one of our enemy’s that needed to receive not only a quality of life, like the Pulsating nodes above, but they needed a new functionality to make them different from the rest of the nodes across the game. Tank Nodes will no longer fire a grenade horizontality at you, but rather vertically into the air. The tank nodes shoot mortar strikes that will strike a target location within their range while it does include some randomness the Tank nodes are smart and more often than not it will shoot nearby your location

- Rate of Fire 2.5/1.9/1.3
- Attack Range 5/7/9
- Damage 22/31/40
- Bullet Speed 2.3/2.5/2.7
- Note: Tank Nodes are able to shoot in inaccessible areas and even areas not possible to travel through or possible to shoot through.


BoomBox Nodes:
Boomboxes were originally designed to knock players off of stages into falloff zones. However they are the primary enemy that provides knockback in any case. Boombox nodes will move a bit swifter, but they have a charge up period in which they attack, while they are charging they will gain a significant amount of armor. After they charge up, they’ll move again and will be unable to attack for a short time.



[h3]Audio:

Story: Brand new Story with voice overs.
SFX: Completely redid all sound effects.
Music: Levels received updated soundtracks. Levels 14 and 15 a brand new music
track was introduced.
VFX: All new Visuals for new skills.[/h3]




[h3]Skills:[/h3]

Vitality:
Tier 1:
System Restore:
+ 50 Health; Every 15th attack restores 5(+2.5% Max Health).

Defensive Protocol:
+ 20 Armor; Every 15th attack fears the enemy hit for 1.1(+0.0125 Armor) seconds. *Every 8 Points of Armor adds 0.1 seconds of fear duration.*

Shell Shield:
+ 25 Health + 6 Armor; Every 15th attack generates 3(+1.5% Max Health) (+10% Armor) shield.

Tier 2:
Agility Attacks:
Every 10 seconds, your next attack grants you 10% bonus movement and 8(+1% Max Health) bonus armor for 3.5 seconds.

Shielding Strikes:
Every 12th enemy killed generates a 6-14(+8% armor) shield based on missing health.

Tier 3:
Armor Up:
Attacking an enemy grants a stack of 2.25 armor for 5 seconds, stacks up to 10 times. After not attacking an enemy for 5 seconds, lose all stacks.

Technical Advances:
Gain 5(+2.1% Max Health) armor, this value triples while below 25% of your maximum health.

Fervor of Battle:
Each enemy unit killed grants 0.25 armor up to a maximum of 50 armor. (200 Enemies)

Tier 4:
Defense Mechanism:
Enemy Collisions, Fans and Firewalls deal 10%(+5% Max Health) less damage. Bosses deal 5%(+1% Max Health) less damage to you.

Security Barrier:
At the start of each level gain a shield equal to 55(+135% Armor).
Tier 5:
Vital Strikes:
Your attacks deal 2(+6% Maximum health) as bonus damage.

Brute Force:
+15 Armor
Your attacks deal 8(+15% Armor) as bonus damage.

Safeguarded Revenge:
Your attacks deal 5(+12% Shield) as bonus damage.

Tier 6 (Actives):
Sonic Rifts
Every 0.5 seconds create a sonic boom underneath the XV9 ship that deals 20(+45% Armor) damage to all nearby enemies. This effect lasts for 6 seconds.
Cooldown: 25 Seconds
Power Surge
Shield yourself for 60% of your maximum health for 3.5 seconds. After the duration, all remaining shields explode dealing (125% of your Current Shield) to nearby units.
Cooldown: 45 Seconds

Perfect Durability:
Shield yourself from all incoming projectiles for 2.5 seconds, Each projectile that collides with the shield heals you for (+0.6% Max Health).
Cooldown: 75 Seconds

Tier 7:
Rampant Regeneration:
+50 Health
Every 14 seconds, your next attack heals you for 18/22/26/30 over 2.5 seconds. Values change based on the number of actives unlocked.

Protection Screen:
+20 Armor
Every 14 seconds, your next attack generates shield equal to 28/34/40/46 over 2.5 seconds. Values change based on the number of actives unlocked.

Tier 8: (Actives)
Automated XV9-BOT
Create a miniature version of the XV9 at the target location for 8 seconds. The Automated XV9-BOT shoots at the nearest enemy dealing 10 (+0.8 per Stat Point)(+16% Maximum Health) (+20% Damage) and has rate of fire equal to 0.85(+50% of your total rate of fire)(+3.5% of your armor). Additionally XV9-BOT executes units that would have 50 health or less after damage is dealt.
Cooldown: 40 Seconds

Neon Barrier:
Deploy a barrier at target location that blocks projectiles for 7 seconds. Enemies that travel through the barrier take 25 (+18% Maximum Health) (+110% Armor) Damage.
Cooldown: 55 Seconds

Lifeline:
A mist surrounds your ship that grants invulnerability for 1.5 seconds, damages enemies for 35(+6.5% Max Health)(+22% Armor) and fears and weakens them for 3.5 seconds.
Cooldown: 95 Seconds.


Utility
Tier 1:
Overclock:
Hitting an enemy grants a stack of 2.5% rate of fire for 7 seconds stacks up to 10 times. Stacks are lost after not hitting an enemy for 7 seconds.

Rapid Fury:
Killing a unit grants 35% rate of fire for 2 seconds.

Tier 2:
Boost Engine:
Gain 10/15/20/25/30% Cooldown Reduction. Values change based on the number of actives unlocked at 0/1/2/3/4 actives respectively.

Last Chance:
Gain 5% Movement Speed and 8% Rate of Fire. While below 50% health, triple this effect.

Slowball Shooter
Attacking a unit for the first time, causes a slowball to home in on that enemy that deals 8(+50% Bonus Movement) on hit damage and slows them by 60% for 1.5 seconds.

Tier 3:
Charging Power:
Gain 8% Bonus Damage
For every 20 enemies destroyed, gain an additional 2% bonus damage stacking up to 4 times. Max 16% Bonus Damage (80 Units Destroyed)

Charging Fire:
Gain 12% Bonus Rate of Fire
For every 20 enemies destroyed, gain an additional 3% rate of fire stacking up to 4 times. Max 24% Rate of Fire (80 Units Destroyed)

Light Speed:
Wave Dashing, Shooting, and destroying enemies generates momentum. After reaching 50 momentum your next attack deals 35(+175% Bonus Movement Speed) as on hit damage and fears the enemy hit for 1.25 seconds. Max momentum attainable is equal to 100.
Momentum Stacks per Action: +5 Wave Dash; +3 Destroying Enemies; +1 Shooting

Tier 4: (Actives):
Pulse Blast:
Create a sonic pulse that knocks back enemies and deals 30(+20% Damage)(+3 per Stat Point).
Cooldown: 6 Seconds

Cooling Cell:
Shoot a moveable laser that deals 15(+5% Damage) to each enemy hit that chills and slows them for 6 seconds. *Enemies can be damaged multiple times from the laser*.
Cooldown: 45 seconds

Warped Visions:
Slow the world’s time for 2 seconds. After time is restored for 6 seconds, gain 60%(+100% Bonus Movement Speed) rate of fire and each attack applies weakened to enemies for 0.75 seconds.
Cooldown: 65 Seconds

Tier 5:
Coherence:
Your active cooldowns are reduced by 15%.

Clarity:
Your passive cooldowns are reduced by 25%; Wave Dash’s cooldown is reduced by 25%.

Focus:
Wave Dash’s cooldown is reduced by 50%.

Tier 6: **
Ember Dash
Wave Dash becomes Ember Dash. Dashing makes you invulnerable for 0.5 seconds and leaves behind a trail of fire that lasts for 7 seconds. Enemies that travel through the fire take 34(+21% Damage) each second they are inside of it.
*Ember Dash’s burn reapplies every 0.25 seconds, and refreshes the duration every 0.25 seconds*

Ring Dash
Wave Dash becomes Ring Dash. Dashing makes you invulnerable for 0.5 seconds, nearby enemies take 65 (+5 for every 5% bonus rate of fire) damage.

Supersonic Dash
Wave Dash becomes supersonic dash. Dashing makes you invulnerable for 0.5 seconds, and causes enemies you dash through to take 130(+32% Damage)

Tier 7:
Frozen in Space:
Every 11 seconds, your next attack deals 10(+2.5 per Stat Point) on hit damage and causes the enemy to be immobilized for 3 seconds. *Immobilized units are unable to attack or move*

Kickstarter
Every 11 seconds, your next attack knocks back the unit hit and does bonus on hit damage equal to 25(+15% Damage)(+75% Bonus Movement Speed) (+2 for every 1% bonus Critical Strike Damage).
Tier 8: (Actives)

Rokorzium Beacon
Place a beacon that lasts on the ground for 25 seconds. As long as you are within the Beacon’s radius, gain 75% rate of fire and 15% movement speed.
Cooldown: 140 Seconds

Time Capsule:
Spawn a capsule of time energy at the target location, enemies that travel through the capsule are slowed by 60% for 1.5 seconds and take damage equal to 25(+3 per Stat Point).
*The slow refresh rate is every 0.25 seconds.*
Cooldown: 30 Seconds

Nano Tornado
Launch a tornado of corrupted code that immobilizes enemies hit for 2.25 seconds and causes them to take 95(+45% Damage).
Cooldown: 45 Seconds

Power Tree:
Tier 1:
Amplify the Volume
Attacking an enemy grants a stack of 2(+1% Damage) for 2.5 seconds that stacks up to 5 times. After not attacking an enemy for 2.5 seconds, lose all stacks.

Overheating:
After firing 15 attacks, you overheat for 3 seconds. While overheated your movement speed is reduced by 5% but you deal 25% bonus on hit damage.

Tier 2:
Loaded Weapon:
+15 Damage +You can no longer critically strike, Critical Strike Chance is converted into bonus damage. 5% Critical Strike Chance = 5 Damage

Jack of All Trades:
+10 Damage +10% Critical Strike Chance +25% Critical Strike Damage

Datahack:
+50% Critical Strike Chance +10% Critical Strike Damage

Tier 3:
Lashing Blitz:
Attacks cause an electricity ring, dealing between 10-40% of the attack’s damage on hit, based on how close the units are to the center.

Collateral Damage:
After attacking a unit, units in a cone behind the first take on hit damage equal to 8(+18% of the attack’s damage).

Tier 4:
Acidic Prime:
Attacks against enemies place a stack of Acidic Prime on them, lowering their armor by 2(+2% Damage)
Acidic Prime can stack up to 5 times on each enemy.

Afterburner:
Every 15 seconds, your next attack applies Blight and deals 45(+85% Damage) on hit damage over 1.5 seconds.
Landing an attack on an enemy reduces this cooldown by 1 second.

Triple Threat:
Every 3 seconds, your next attack does 30% bonus damage.

Tier 5:
Fire Flare:
Every 14 seconds, fire an attack that strikes all enemies in a line for 15(+65% Damage)(+125% Bonus Movement Speed). Killing a unit reduces this cooldown by 0.5 seconds. Fire Flare’s cooldown cannot be reduced below 3 seconds.

Volt Zap:
Attacking a new enemy, causes a lightning strike to descend from the skies, dealing on hit damage equal to 5(+15% Damage) (+15% Critical Strike Damage). Once triggered this effect goes on a 9 second cooldown.

Tier 6: (Actives):
Doom Blades:
Activate to fire a spinning saw blade that travels in the target direction dealing 5(+145% Damage) reduced by 10% for each enemy it strikes down to a minimum of 50% damage. Gain 1 Doom Blade every 18 seconds up to a max of 5 Doom Blades. Cooldown Reduction lowers the amount of time to gain a Doom Blade.
Cooldown: 1.5 Seconds (Fixed)

Gatling Gun
Activate the Gatling Gun attached to your ship dealing 80(+10% Maximum Health)(+50% Damage) each second to all enemies caught within. While Gatling Gun is active your total damage is
lowered 25%.
Cooldown: 2 Seconds (Toggle)

Rocket Mayhem:
Cause a barrage of rockets to hit the nearest unit. Each rocket deals 10(+25% Damage)(+50% Critical Strike Chance) and you fire 8 (+1 Rocket for each 5% bonus rate of fire you have). Rockets
retarget once a unit has died.
Cooldown: 12 Seconds

Tier 7:
Singular Blaster:
+15 Damage Keep your current weapon, gain 25% rate of fire.

Wave Refractions
Fire 5 bullets in a wave, each bullet does 25% of your damage. Each bullet applies On-Hit Effects at 50% effectiveness. Healing and shielding is reduced by 60%.

Triple Barrage
Your main weapon deals 10% less damage. You now fire two additional bullets that deal 35% of your damage to units hit by them, and apply On-Hit Effects at 100% effectiveness.

Tier 8:
Engine Burst (Active):
After a 1 second delay, cause a massive explosion around you dealing 200 (+250% Damage) to all nearby units.
Cooldown: 100 Seconds

Energy Storm (Active):
Fire out of a core of pure energy that travels for 1 second. After reaching its destination, the storm deals 22(+55% Damage) to all enemies within the storm each second for up to 5 seconds.
Units struck are weakened for 3.5 seconds.
Cooldown: 60 Seconds

All In!
Shoot out a runic projectile in the direction you are facing dealing 55(+25% Damage) to all units caught in its path. After traveling for 3.5 seconds the runic projectile returns to you dealing 95(+100% Damage * Critical Strike Damage).
*Loaded Weapon disables the critical strike damage multiplier.*
Cooldown: 75 Seconds




Beat the Machine: Rebooted - Beta Launch

11/4 Hotfix


[h2]General:[/h2]
Fixed a bug where using active skills would sometimes be delayed or not cast at all on certain levels.

[h2]Levels:[/h2]
Fixed a bug where Level 8 players could get soft-locked behind the first and second room barriers.

[h2]Skills:[/h2]
[h3]Utility[/h3]
Both Charging Power and Charging Fire were on our watchlist. Now that players are still struggling with early utility builds these skills need urgent help to get Utility Early builds back into Meta Play.

[h3]Charging Power[/h3]
- Damage bonus increased from 8% to 10%.
- Damage bonus per stack increased from 2% to 4%
- Max Damage bonus increased from 16% to 26%

[h3]Charging Fire[/h3]
- Rate of Fire bonus increased from 12% to 15%.
- Rate of Fire bonus per stack increased from 3% to 5%
- Max Rate of Fire bonus increased from 24% to 35%




Patch Notes:

Levels

[h2]All levels updated![/h2]

Level 23 is currently disabled due to a bug. Please find the exit portal upon entering to gain completion.

Skills

[h2]Power[/h2]

[h3]Overheating[/h3]
- Fixed a bug where Overheating could stack multiple times on the same attack.
- Fixed a bug where Overheating's critical damage would not get increased by critical damage modifiers.
- New Effect: Overheating can now miss, no longer storing the attack for later.
- Buff: Overheating Damage increased from 25% to 32%

[h3]Triple Threat[/h3]
- Fixed a bug where Triple Threat could stack multiple times on the same attack.
- Fixed a bug where Triple Threat's critical damage would not get increased by critical damage modifiers.
- New Effect: Triple Threat can now miss, no longer storing the attack for later.
- Buff: Triple Threat Damage increased from 12% to 15%

Due to a bug: Doom Blades, is disabled until further notice.

Beat the Machine: Rebooted - Coming Summer 2021

Hello Everyone,

With Beat the Machine’s last patch being around 3 months ago, we wanted to provide some news and announcements for Beat the Machine’s future. We are happy to announce that Beat the Machine: Rebooted will be releasing in the Summer of 2021. Oh and don’t worry, if you already own the game, you get all the fancy stuff below.

Beat the Machine as you all know takes the retro-arcade feel of top-down shooters and spruces them up with a Skill and Stat Tree constantly evolving the way you play. In Beat the Machine: Rebooted we are completely revamping the original skill tree. While some of the skills in the upcoming launch will remain mostly the same, expect major changes across the Skill Tree.

On our Instagram we posted a video of our reworked Lashing Blitz. Lashing Blitz now effects a much larger area and zaps electric damage to all nearby enemies. Lashing Blitz is one of the skills that will stay close to the original. Other skills like Doom Blades, have been completely redone. Doom Blades and Enhanced Doom have been condensed into one powerful active. Toggling Doom Blades off, is similar to the current in-game with a faster rotation speed, but Toggling them on, causes Doom Blades to heal you for each kill you obtain, rather than grant direct movement speed. The other exciting part about the Skill Tree? We currently have planned 20+ new skills to enhance the current gameplay of Beat the Machine.

Beat the Machine: Rebooted is also taking a look at the frustrating parts of the current game. Some of those frustrating pieces come from the Skill Tree, leaving the player at certain tiers to have no options and have a required point to take. The new Skill Tree will always have 2 or more options per tier, no longer forcing players to take a certain skill. Another frustrating portion was the level balancing. While most of our player base has made it to the first boss, there are specific levels that we keep finding players have extreme difficulty moving on. We’re taking a look at each level and rebalancing it with the new skill tree. To make the first levels more exciting and a bit easier, Wave Dash is now default on the player. Use it to dash and reposition yourself to take out T.O.M’s enemy swarm.

Rebooted isn’t just giving old content an update either. We’re also adding brand new content. One of the new things being added to our game, is a new survival map, Demrova. Demrova will offer some new things that were not part of Systolis, our first survival map. While we aren’t ready to share any specifics yet, just understand the way you buy actives will be completely different.

That’s all we have to share for now. For weekly updates, visit our Instagram at btm_beatthemachine.

Beat the Machine - Patch 1.6

Patch Notes: 1.6 Beat the Machine

It’s been a while since we had our last Beat the Machine patch. We wanted to update some of our skills, rework the ones that see almost no play and fix a few bugs before the end of the year. Power Tree has had its ups and downs with Triple Barrage seeing a 95% play rate over Afterburner and after nerfs both now seem to be a good spot. Some skills (Clarity and the Critical Strike choices) felt awkward to take and overall need more viability. This caused us to rework the critical strike system found within Beat the Machine (More Details below). Anyways Happy Holidays and Happy Patch 1.6

Audio


We had a few audio bugs that caused us to remove audio from the game before release. All audio is now readded.

- Readded Skill Tree Audio
- Fixed a bug where Audio would loop in the Hub World (This may still occur for players on high FPS settings.
- Readded Sonic Rifts Audio

Skills:


[h2]Vitality Tree:[/h2]

[h3]Agility Attacks:[/h3]
After the rework of Healing Strikes; Agility Attacks felt left in the dust, quite literally. Agility Attacks now scales better with armor. We also found a bug where the skill tree was displaying the incorrect armour ratio.

Damage Bonus Increase from 2(+15%Armour)(2%Damage) to 2(+20%Armour)(2%Damage)
Fixed a bug where the armour ratio was only displaying 8% armour bonus.

[h3]Sonic Rifts:[/h3]

Added the audio back to Sonic Rifts!


[h2]Utility Tree:[/h2]

[h3]Clarity:[/h3]
When looking into clarity, the duration bonus only worked with 3 skills. Rapid Fury, Overclock and Armor Up! We decided to remove this passive from this ability and increase the passive cooldown reduction. This is just so that Clarity has better synergy with more options, and less about the stacking skills feeling too strong.
Cooldown Reduction Increased from 10% to 15%
REMOVED: No longer increases durations of stacking spells by 10%

[h3]Time Capsule:[/h3]
Time Capsule had a nasty bug where its visual effect would sometimes be invisible. For players that could see it. Time Capsule was feeling a bit weak in the damage department. Enemies that pass through it now take guaranteed damage.

Damage guaranteed up from 6 to 18. Damage per second unchanged.
Damage guaranteed up from 8 to 24 on the Break the Machine alteration.

[h2]Power Tree:[/h2]

[h3]Critical Strike Rework:[/h3]
Critical Strike felt weird in the Beat the Machine. Either you took Critical! and got to 55% critical strike or you took Luck of the Draw and got to 75% critical strike. Both felt awkward and weird to take, and it caused some builds to get a weird vibe in the later parts of the game. Both skills have been reworked and the player stats have been adjusted to compensate. Luck of the Draw gives 100% critical strike chance with a full critical strike build, and critical grants 60% Critical! strike chance of 3 out 5 shots will crit.

Player Armour base increased from 12 to 15.
Player base critical strike chance reduced from 5% to 0%.

[h3]Critical! [/h3]
Critical Strike chance increased from 5% to 10%
Critical Strike damage decreased from 25% to 15%

[h3]Luck of the Draw:[/h3]
Critical Strike chance increased from 25% to 50%
Critical Strike damage decreased from -5% to -25%

[h3]Doom Blades:[/h3]
Doom Blades feels off. Why does it feel off you ask? We assume its due to the other skills getting buffed from animations to cast times from patches and that Doom Blades feels a bit under the weather from not getting those changes. However; Doom Blades feels smooth and easy to use, so we’re buffing the damage up slightly to incentivize players to once again run the pain train circle train of DOOM that we all love and enjoy!

Doom Blades Original Damage Up: 8(+0.5 Damage)  10(+0.6 Damage)
Enhanced Doom Damage Up: 12(+0.75 Damage)  14(+0.9 Damage)
Break the Machine Enhanced Doom Damage Up: 16(+0.90 Damage) 18(+1.2 Damage)


[h2]Enemies:[/h2]

Bugfixes cause more issues than expected. We fixed some bugs and now have to buff enemies as a result.

[h3]Tank Node:[/h3]

Tank Armor Increased: from 20/35/50 to 40/60/80

[h3]Pulsating Node:[/h3]
Pulsating Health Increased from 140/180/220 to 250/400/550
Pulsating Armor Increased from 0/10/20 to 5/20/35

[h2]Shields:[/h2]
Fixed a bug where Shields could stack infinitely.

[h3]Coherence + Power Surge: [/h3]

No longer causes infinite shield. If Power Surge would overflow the Shield Bar now caps at your maximum health. Power Surge no longer makes you take damage if the Shield explodes before the shield expires in your shield bar. Now equals the same cooldown.

Beat the Machine - Patch 1.5

Patch Notes: 9/1

We're excited to celebrate our fall major update, we noticed a few bugs we needed to clean up and wanted to rework two of the skills that us and our player-base found to be a bit lackluster. We didn't want to take raw damage away from the player so you'll notice these re-skinned passives found in our utility tree. We also wanted to go back and enhance and upgrade a few of the under powered skills, and make them a bit shinier increasing their usage rates!

General Changes:

Audio:
Fixed a bug where some users would hear the dialogue cutout on the opening line.
Fixed a bug where some users would hear the wrong voice lines in the Hub World.
Fixed a bug where some users would hear a strange whistling sound that you could hear on levels 2 and 5.

UI:
Fixed a bug where the Objective Tracker found in levels 1 and 7 would sometimes disappear into the screen, or be so zoomed in you were unable to click OK.

Balance Changes:

Vitality Tree:

Our Vitality tree has been feeling great, we overall find that our users are picking diverse options and love the different ways the Vitality Tree enables our players to destroy the virus. With that being said, Power Surge is still feeling a bit underwhelming without its Break The Machine Upgrade

Power Surge: Shield value increased from 50% --> 60%
To do the math for you.

Health 150 - 425
Old Shield 75 - 215.5
New Shield 90 - 255

Utility Tree:

Utility has also had some minimal problems, but two stand out skills felt confusing, underwhelming and most of all, just kind of bland. We've given Tempo Fighter and Force Fighter a nice upgrade!

Force Fighter (New)

Gain up to +12 damage for killing 100 enemies.

Tempo Fighter (New)

Gain up to 24% Rate of Fire for killing 100 enemies.


Power Tree:

The Power Tree has some much needed buffs coming after the super nerf of Triple Barrage, now that Triple Barrage is more stable we can buff the other skills appropriately.

Afterburner Buff:

Damage over Time on Attacks increased from 8(+28%DMG) to 10(+34%DMG)

Reactor Retailation:

Now scales with 15% of your armor

Lashing Blitz:

Lashing Blitz had a nasty bug where taking any points in damage would result in Lashing Blitz only deal 50% of your damage. So while this is buff the below statement will look like a nerf.
Lashing Blitz damage increased from 75%(yield 50%) to (70%) always.

Lethal Strike:

Fixed Tooltip to be more cohesive.

Triple Barrage:

Tooltip updated with proper coloring.