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Omega Strikers - September 4th Micropatch | Update Notes

Hello GAMERS!!!!!!!!!!!!!!!!!!!!
We're approaching Season 7(!) of Omega Strikers, which means it's time to attempt some shakeups to the video game.

We've got some reworked awakenings (familiar faces you haven't seen in a while~) and some of your regular ole' balance changes.

This patch is a little earlier than the season reset itself because there is a LAN tournament around the time of the season reset and if I changed the balance 2 days before the tournament I think I might get attacked irl.

Last but not least, thanks to my patch gang that helped me with this one: AlphaMii, Megaverse, Tanky McTanky, TempoMelon, and weston.

Okay let us begin

[hr][/hr]

MAP ROTATION
I've been doing weekly map rotations (Monday map madness) and posting them in the Discord. Because of that, no map rotations in patch notes.

STRIKERS
As far as Striker changes go, nothing insane here. The overall theme of the patch is essentially trying to balance out speed/damage/core control. It's become sort of search for that sweet spot where damage isn't taking over speed or speed isn't obviously outshining damage.

[h3]Ai.Mi[/h3]
This cat has been quite powerful in all tiers of play, has a good "dash punch" and always allows for flashy plays that are tough to counter.

  • Cyber Swipe [SECONDARY]

    • Cooldown :: 13s → 15s

[h3]Asher[/h3]
Asher is in a pretty solid place but I still think the "feel" of her gameplay can be improved a touch.

  • Breakthrough [SECONDARY]

    • Pre-channel cast time .125s → .075s

  • Pathsplitter [SPECIAL]

    • Cooldown: 40s → 35s

[h3]Atlas[/h3]
He's been a little weak, not so much so, but hitting his primary to be a little faster - and therefore longer range - should help him a touch.

  • Astral Projection [PRIMARY]

    • Speed 2000 → 2286

[h3]Drek'ar[/h3]
Ok I'm putting back his secondary KB stuff but making it hurt less.

  • Xeno Cloak [Secondary]

    • Core Knockback :: 9.7% → 15%

    • Damage 30% → 20%

[h3]Dubu[/h3]
Dubu has been just a little strong in some places, making his slam not deal so much damage should help that.

  • Somerassault [Secondary]

    • Damage 230 → 200

      • Knockback unchanged

[h3]Era[/h3]
Era still remains like far and away the strongest character. Like by a lot.

  • Base Stats

    • Stagger :: 1300 → 1200 (Tier 3 → Tier 4)

    • Stagger growth :: +425 → +325 (Tier 2 → Tier 4)

  • Bewitching Beam [PRIMARY]

    • Enemy Speed Debuff :: 25%→ 20%

[h3]Finii[/h3]
A little experimental change to the tenacious trickster's Triple Take to make it a little quicker. The cooldown begins after the skill ends, so making a CD change to account for that as well (and its new power).

  • Triple Take [SECONDARY]

    • Time between pulses :: 0.4s → 0.3s

    • Cooldown :: 11s → 12s

[h3]Juliette[/h3]
Jules could use a little tap to her relatively short CD special to bring her in line.

  • Flame Flurry [SPECIAL]

    • Cooldown :: 30s → 35s

[h3]Kai[/h3]
A fairly straightforward character, Kai doesn't have a ton of room to adjust things. Giving him a little buff to his primary range to help him feel a little better.

  • Barrage [PRIMARY]

    • Range :: 650 → 780

    • Lifetime :: .375 → .450

      • Lifetime change is needed otherwise the projectiles disappear before reaching intended range

[h3]Kazan[/h3]
Kazan is pretty oppressive in many places, making a small adjustment to his form change so that players have to think just a little more when they want to switch.

  • Pop-Up / Retract [SPECIAL]

    • Cooldown :: 1s → 1.5s

[h3]Luna[/h3]
Equipped with what I assume are nuclear bombs, Luna has always been capable of pumping tons of damage and launching people and cores all over the place.

  • B.O.O.S.T. [SECONDARY]

    • Core Knockback :: 1380 + 200% → 1300 + 200%

  • W.H.A.M.M.Y. [PRIMARY]

    • Damage/Knockback :: 220 → 200

[h3]Rasmus[/h3]
Razzy is pretty good in all facets and is kind of a jack-of-all-trades. This should tone him down just a tiny bit to bring him in line.

  • Whiplash [SECONDARY]

    • Duration :: 2.5s → 2.25s

    • Time until recast enabled :: 0.5s → 0.4s

[h3]Rune[/h3]
Little "feeling improvement" buff to Rune to make him TP around a little quicker and pull off some flashy plays.

  • Shadow Swap [SECONDARY]

    • Projectile Speed :: 3450 → 4000

      • Rune IS the projectile

[h3]Vyce[/h3]
Probably the game's leading damage dealer, Vyce could use just a lil' reduction in that front.

  • Power Chord [PRIMARY]

    • Damage / Knockback :: 180 → 160

  • Super Nova [SPECIAL]

    • Cooldown :: 35s → 40s

[h3]Zentaro[/h3]
Go ahead, post the ult change screenshot. I dare you.

  • Slice and Dice [PRIMARY]

    • Cooldown :: 7.5s → 9s

  • Oni's Blade [SPECIAL]

    • Cooldown :: 35s → 36s


SYSTEMS
Little change to Core Flip damage. It was doing a lot of damage and it was kinda wack to just die from a million damage flip. Knockback is unchanged because if you die from flip from being too close to a wall, that's your problem.

[h3]Core Flip (aka Energy Burst)[/h3]

  • Base Damage :: 200 → 150

    • Knockback Unchanged
AWAKENINGS
Alright here comes the fun stuff. New rotation with some old friends. The old friends just aren't really how you remember them. I'll be keeping a close watch on how the new awakenings perform in games so if anything becomes crazy and insane or is hot garbage, I can adjust accordingly quickly after.


  • Rotated out:

    • Prize Fighter

    • Recovery Drone

    • Orb Replicator

    • Team Player

    • Fight or Flight

    • Stacks on Stacks

  • Rotated in:

    • Knife's Edge [NERFED]

    • Big Fish [BUFFED]

    • Orb Dancer [NERFED]

    • Quick Strike [REWORKED]

    • Stagger Swagger [REWORKED]

    • Unstoppable [REWORKED]

[h3]Big Fish[/h3]
BF moves more in line with the other stagger awakenings.

  • Gain 22.5% Size and 175 → 200 max Stagger.

[h3]Built Different[/h3]
Giving Built Different a little love to those who are nailing the impacts.

  • Gain 22.5% → 20% Size. Your IMPACT abilities hit 5% → 7% harder (1% on Core).

[h3]Dead Eye[/h3]
Moving Dead Eye to being more of a reward for long range characters.

  • Hit 25% harder (6.5% to Core) against enemies at 525+ → 600+ range.

[h3]Knife's Edge[/h3]
One of the awakenings I frequently hear yapped about. This should move it down a bit. Did you know there can be a modifier on the Knife's Edge effect in your own goal arc?

  • Gain 30 Power and 30% Speed whenever you're within 400 → 250 range of the Arena's edge.

[h3]Missile Propulsion[/h3]
Missile Prop is kind of a "do everything a little too well" type awakening.

  • PROJECTILES gain 70% travel or cast range and hit 22.5% → 17.5% harder (4.5% to Core).

[h3]Orb Dancer[/h3]
My vision of Orb Dancer is that it grants a big burst of speed when you pick up an orb allowing you to reposition better rather than just giving you a bunch of speed for like an hour (it used to be as long as a Kai secondary and it was FASTER!)

  • Power Orbs increase Speed by 30% for 4.5s. → 2s After collecting 5 without being KOed, this effect is increased to 55% → 60%.

[h3]Quick Strike[/h3]
Rework alert. Quick Strike has been gone for a while because it was just like insane and good and insane. This should make it still good but has an interesting trade-off that you gotta think about.

  • Strike cooldown reduced by 20% → 15%. Strike hits grant 1 → -1 additional Energy.

    • So base strike does not grant energy at all. Abilities still do. X's SPECIAL still does.

[h3]Stagger Swagger[/h3]
Rework alert. Stagger Swagger is actually losing the Stagger part of its name. I think we should just pretend it is called "Swagger" now.

  • Gain 5% → 6% Speed. While below 50% → 40% Stagger, this effect increases to 15% → 30% and you heal 150 → 0 Stagger per second, including while in the Staggered state.

    • The tooltip for this may be incorrect, saying it will be triggered under 60%.

      • I'm working on fixing this but I can't update tooltips in a micropatch.

[h3]Twin Drive[/h3]
That's a 5% increase.

  • SECONDARY gains +1 charge and has 2% → 2.1% decreased cooldown.

[h3]Unstoppable[/h3]
Rework alert. Making unstoppable more stoppable but more of an anti-damage tool.

  • Gain a shield that protects you from 100% of the damage and 100% → 30% knockback from the first hit you take. This shield recharges at the start of each round and after 6.5s of not getting hit.

    • Shield lingers for 0.1s → 0.75s (Not mentioned in tooltip)

      • Cooldown begins after linger time ends.
GEAR

[h3]Eject Button[/h3]
Little experimental change. Adjusting a hidden modifier to make JUST the HASTE effectiveness improved.

  • Gain 50% DASH range, BLINK range, and 50% → 55% HASTE effectiveness, and 15% reduced SECONDARY cooldown. After casting your SECONDARY, recast it within 3.25s → 3s to BLINK back to the cast position

    • HASTE change will be unnoted in tooltip.


Omega Strikers - July 8th Micropatch | Update Notes

Welcome Back Gamers

Season 6 is well underway and, following that fat patch from last month or so, we want to make a couple modifications to the stuff that we changed in the aforementioned big fat patch. Outside of that, there aren't a ton of other things we're adding at this point. (No second emote contest yet, sad.)
But I'm still cooking up some goodies headed your way! (New plush soon tm?)
And, of course, thanks to my patch gang that helped me with this one: threezybreezy, MothHoney, Rayboyp, and Snake.

MAP ROTATION
I've been doing weekly map rotations (Monday map madness) and posting them in the Discord. Because of that, no map rotations in patch notes this time. I'm also thinking about just turning on ALL THE MAPS at the same time for a little bit. How does that feel? Let me know it in the comments below or on Discord or on Reddit or whatever.
STRIKERS
Last patch we shook up a lot of things. The cast were mostly in pretty good spots but there were a handful of outliers and strikers that weren't really in line with the rest of em. These adjustments should mostly even things out a bit.
[h3]Asher[/h3]
Asher got hit with a somewhat large usability nerf last patch with the self slow. This should alleviate some of those pains while keeping her strength relatively similar.

  • Barrier Beam [PRIMARY]

    • Self slow :: 60% → 45%

[h3]Atlas[/h3]
He's in pretty good shape following the nerf, but we can afford to show him just a little love for like the longest CD ability in the whole game.

  • Celestial Intervention [SPECIAL]

    • Healing :: 25% → 30%

[h3]Drek'ar[/h3]
This is just to tone down some of his cheesy maneuvers that are kinda WACK.

  • Xeno Cloak [Secondary]

    • Core Knockback :: 15% → 9.7%

[h3]Era[/h3]
Following the cast time buff and some other things, Era was easily the biggest winner of the last patch. This should tone her down but still let her meaningfully interact with the game.

  • Bewitching Beam [PRIMARY]

    • Debuff :: 2s → 1.75s

  • Flutter Fly [SECONDARY]

    • Speed :: 52.5% → 45%

[h3]Estelle[/h3]
A light tap to Estelle primary while allowing for more cool Rose Warp plays.

  • Piercing Shot [PRIMARY]

    • Cooldown :: 9s → 9.5s

  • Rose Warp [SECONDARY]

    • Cooldown :: 17s → 16s

[h3]Finii[/h3]
Finii has been pretty good, even with a nerf that hit her in the last patch. She was on the radar so we'll tone her down a bit more.

  • Misdirection [PRIMARY]

    • Cooldown :: 7s → 8s

  • Triple Take [SECONDARY]

    • Range :: 900 → 850

    • Damage Dealt by Allies :: 25% → 30%

[h3]Juliette[/h3]
Outperforming the other KO greedy strikers, Jules needs just a little touch to keep her in line.

  • Base Stats

    • Power :: 110 → 100

[h3]Juno[/h3]
Juno is tossing her friends around and dealing damage and killing people and being generally super annoying.

  • Friend Fling [PRIMARY]

    • Cooldown :: 7.5s → 8s

    • Knockback / Damage :: 200 + 100% → 200 + 90%

[h3]Octavia[/h3]
Octy is a game warping character. Her recent nerfs have kept her in check but she has a little bit of room to grow still.

  • Sonic Boom [PRIMARY]

    • Cooldown :: 10s → 9s
AWAKENINGS
The awakening rotation is pretty solid atm. A lot of the more troublesome awakenings are out, but where's the fun if you can't be troublesome sometimes? A handful of adjustments here and some awakenings are getting tiny reworks so we'll see how those feel as well.

  • Rotated out:

    • Reptile Remedy

    • Big Fish

    • Among Titans

  • Rotated in:

    • Demolition

    • Siege Machine

    • Peak Performance [NERFED]

[h3]Adrenaline Rush[/h3]
Small rework alert! Giving a higher base CD reduction so it feels better to deny, nerfing the wild speed boost it gives.

  • Ability cooldowns reduced by 1s → 1.5s. Earning a Takedown increases Speed by 40% for 8s → 7s and reduces current cooldowns by 10s → 8s.

[h3]Bulk Up[/h3]
Moving the oft overperforming bulky boy in line with the rest of the stagger awakenings.

  • Gain 350 → 300 max Stagger and 1.75 → 1.5 Power per 100 max Stagger.

[h3]Extra Special[/h3]
Watch as I slightly wipe away the smirk on the face of the happy star.

  • SPECIAL cooldown reduced by 30% → 25%. Each face off its cooldown is reset.

[h3]One-Two Punch[/h3]
One + Two. That's how much power I'm removing from it.

  • Hit 23% → 20% harder (12% to Core) against targets you've hit within 1.5s.

[h3]Peak Performance[/h3]
Back in the rotation, Peak is pretty peak in terms of power - especially with the other stuff coming in this patch.

  • Gain 350 → 300 max Stagger and 0.55% → 0.50% Speed per 100 max Stagger.

[h3]Prize Fighter[/h3]
Small rework alert 2! More stacks required to get to max, but less power per KO.

  • Begin each set with 1 Prize Fighter stack, granting 23 → 18 Power. Takedowns grant 1 Prize Fighter stack (max 3 → 4 stacks), but getting K.O.'d removes 1 stack. Stacks reset (to 1) between sets.

[h3]Spark of Strength[/h3]
Spark of Strength was kinda overperforming compared to the other members of its spark gang

  • SPARK - Gain 4 Power, plus 20 → 18 per SPARK you have.

[h3]Stinger[/h3]
Stinger is still ass in every tier

  • Normal hits deal bonus damage equal to 11% → 12% (Light hits 3%) of enemies' max Stagger over 3.5s → 3.75s.

[h3]Super Surge[/h3]
The strength in this mostly lies in its range but it could use a little touch to its damage.

  • DASH range, BLINK range, and HASTE effects increased 75%. These abilities hit 30% → 25% harder (7.5% → 8% to Core).
GEAR

[h3]Magnetized Soles[/h3]
A troublesome gear, I'm trying a little rework to how Mag soles functions. The gear is often kinda used best when like straddling the midline which isn't my favorite paradigm. This will give you speed for a bit longer but won't be as effective if you keep refreshing it.

  • Crossing Midfield grants 20% → 14% Speed for 1.5s → 1.8s.

[h3]Momentum Boots[/h3]
Mom boots got a sizable buff last patch and as a result was doing pretty well. I like how it emerged as a contended but I don't want it to overshadow other selections. This is a bit of an experimental change to see how the ramping speed effects the people who are good with it so I'll keep an eye on it.

  • Gain 5% Speed plus up to 15% → 13% over 12s → 10s (1.3% Movement Speed per Stack). Getting hit resets the added effect.

[h3]Powerhouse Pauldrons[/h3]
Pauldrons is quite a niche pick, but when it's picked correctly, it does pretty well. While I do want people to be rewarded for picking correctly in niche situations, I don't want it to be like. Super good.

  • Gain 30% size, 25 → 20 power, and 20% damage reduction.

[h3]Siphoning Wand[/h3]
Not really a great pick in most situations and kind of an average pick in situations where it could be good. Giving the wand a lil love.

  • Hits deal bonus damage equal to 6% → 7% of the enemies max Stagger over 2.5s → 2s (2% for Light hits), heal yourself for 125% of that amount.

[h3]Vicious Vambrace [/h3]
Vambrace has fallen to the wayside, despite survivability changes. This should help it out a bit while making sure strikers aren't just straight up unkillable. Hopefully.

  • Restore Stagger equal to 45% → 50% of the damage you deal (10% on Core).


Striker Superlatives: Season 5 | Omega Strikers

STRIKER SUPERLATIVES


[h2]LET'S GOOO BABY THAT'S WHAT I'M TALKING ABOUT[/h2]

We're back with another episode of Striker Superlatives!
What is Striker Superlatives?

Striker Superlatives is the seasonal rewards show awarding on the biggest grinders and schmoovers of Omega Strikers.

The winning players will get EXCLUSIVE TITLES to equip in their favorite game Omega Strikers.

  • Top knockouts get Verified KO Champ
  • Top goalies get Verified Fortress
  • Top scorers get Verified Egoist
  • Top MVPs get Verified MVP
Originally posted by You
Aesop why are there different amounts of winners?

Well, kind reader, because some people are CHEATERS and tried to get 100 KOs in 1 game on a smurf or are guilty of cringe activities so they aren't on the list.

Also this is ranked only

Anyway, without further ado, let's look at the winners from the ENTIRETY of Season 5

[hr][/hr]

[h3]Top KOs (in one game)[/h3]



Rank

Name

Total KOs

Striker

1
Brickbat
51
Atlas
2
SirSeanSheep
50
Rune
3
DamianWhat
38
Vyce
4
Yunaka
37
Luna
5
Wormboy
36
X
6
Dendrobates
36
Juliette
7
Acridity
36
Juliette
8
DeedlyDees
36
Juliette
9
Blancc2
35
Ai.Mi
10
GunpowderJustice
35
Luna
11
LF Penelope
34
Rasmus
12
King Carry
34
Rasmus
13
NeeSensu
33
Vyce
14
SirSeanSheep
33
Rune
15
AlmaRoja
33
Juliette
16
VictorNiby
33
Juliette
17
TayTayGameing
33
Juliette
18
Ignis
33
Drek'ar
19
JustCallMeJB10
32
Vyce
20
Spookes
32
Rasmus
21
Shockoso
32
Luna
22
Name005
31
Vyce
23
Red Like Roses
31
Rasmus
24
Raw7on
31
Juliette


(1st and 2nd a little suspicious 🤨🤨🤨)

[h3]Most Goals (Season total!) [/h3]


Rank

Name

Goals

1
Aksor
4097
2
ocdavep
3452
3
Grimgor Ironhide
3377
4
Temmie
3315
5
Fuwen
3140
6
RimWhoJobs
3095
7
Kneecap Sorcer
3087
8
GoonWick
3046
9
huevobell
2888
10
Springrolls
2801
11
まつの_VOICEROID実況
2792
12
ShanyeR
2783
13
MozIleto
2753
14
Imrichiee
2715
15
SpookyKonekoTTV
2711
16
Get Doro.d Loser
2710
17
Ruby12922
2704
18
ZoeyTheWitch
2679
19
slendermon
2631
20
Theguythatgets
2631
21
seth
2602
22
Reybies UwU
2601
23
HmmNess
2552
24
Zilbo
2546
25
RiceShower
2541
26
-Ven-
2451
27
Viera Williams
2417
28
shadxw
2405
29
MyLastDreams
2403
30
NoMoeNoLife
2382
31
Dshyu
2375
32
Sovereign
2363
33
FMiz
2347
34
CloakOak
2308
35
MawzPawz
2303
36
ScreamAlves
2299
37
HSR Silver Wolf
2287
38
Rocomoco516
2276
39
bageIs
2246
40
KOENMA2129
2246



[h3]Most Saves (in one game) [/h3]


Rank

Name

Saves

Striker

1
Random__Striker
325
Asher
2
晴れのち雨るや
305
Asher
3
Random__Striker
305
Asher
4
Local Femboyy
299
Atlas
5
BigMakTJ
298
Ai.Mi
6
Rookie52
294
Asher
7
カラメルアンチ
284
Dubu
8
Blustered Start
283
Dubu
9
Fujjitomi
279
Asher
10
Michuwu
277
Dubu
11
Umott
277
Dubu
12
GGsImBad
277
Mako
13
raichu334
276
Asher
14
yusino
273
Asher
15
TheKrauser
264
Kai
16
あいきし エゴイスト
264
Dubu
17
Stroiq
263
Asher
18
ねこぉ
262
Atlas
19
9Bushdid11
260
Asher
20
じゃあねぇ
260
Asher
21
Zeseku
258
Asher
22
Pouille
258
Atlas
23
NiteLite
257
Kazan
24
JiN_Zukito
256
Asher
25
Nadox
255
Dubu
26
tarzbie
255
Asher
27
mycotic
254
Nao
28
Suckerpunch
254
Asher
29
Cereall
254
Dubu
30
VeganBacon
254
Kai
31
Aquaa
252
Atlas
32
Kuureno_Neko
250
Mako
33
Mikemart
250
Atlas
34
DCsGames
250
Atlas
35
Xenoph77
250
Asher
36
ゼーレからの贈り物だよ
249
Kai
37
Ratcate
247
Estelle
38
StraussTier51
246
Asher
39
側面を強く持つ
246
Asher
40
Agreugreuh
246
Dubu


[h3]Most MVPs (Season total) [/h3]


Rank

Name

MVPs

MVP Rate

1
Jrix
535
19.33%
2
-Ven-
232
27.88%
3
SuaBy
211
19.92%
4
Name005
208
23.42%
5
KOENMA2129
207
27.06%
6
713
204
29.61%
7
ZoeyTheWitch
200
31.30%
8
Mr.インクレディブル
199
25.88%
9
NejiWihdaDefense
199
33.67%
10
Fuwen
197
20.27%
11
Panesito
187
22.40%
12
Xenoph77
187
21.67%
13
Kneecap Sorcer
177
12.46%
14
CarmineUNICLR
174
37.58%
15
Alex2704
173
47.40%
16
rabii
173
25.40%
17
XHAJJ00
173
24.96%
18
Ezra Jaeger
171
22.27%
19
林弋旅人
167
26.09%
20
zmaic
166
23.25%
21
GoonWick
161
19.35%
22
BreastMason
161
30.26%
23
愛麗速子
159
16.48%
24
ttvmanua20
157
29.51%
25
Sendough
157
22.89%
26
TigerPepper
157
29.57%
27
topo chico
156
22.29%
28
juju3141
156
39.80%
29
SpookyKonekoTTV
155
21.80%
30
Reybies UwU
152
19.92%
31
HmmNess
152
23.49%
32
Grimgor Ironhide
152
17.69%
33
TheMaskedTot
151
25.08%
34
鬼夕轍
150
15.91%
35
huevobell
150
18.84%
36
Ruby12922
149
19.48%
37
Get Doro.d Loser
149
17.03%
38
andy7675
148
22.19%
39
ChaikoDog
148
22.36%
40
Aksor
147
16.50%



[hr][/hr]

ALRIGHT thanks for reading!!
To the winners: I'll have your titles to you by the time you read this!
The the losers: BETTER LUCK NEXT TIME, HOLD THIS L LMFAOOOOOOOOOOO

Okay that's all for now.
Talk to you later.
Love you,
Bye.

Also as a bonus for making it to the bottom of the post, here's 20 one-time use codes for a nice SoniiWires emote.
(If it says server can't fulfill request or whatever, it means it was already taken. too bad)

but to make it so that its not just the fastest copy-pasters in the west I censored 1 of the numbers with an asterisk (*
65288b0c-70f5-4dde-bfbf-e*4396e0cd51
3c5898b3-3771-47*4-8257-0cf9d3721cd5
1d6c62*2-ba1d-473f-a4e5-551707e054b3
bdb3682e-bb2d-43b7-b5a*-9e9b444ac347
ee*e4b79-0c16-4be6-b921-6a7fa7e8ee0b
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Omega Strikers - Season 6 Update | May 15th Patch Notes

HELLO GAMERS

It is now Season 6 so we got a bit of a shakeup to things in the patch notes today.

Along with some pretty big changes aimed at mixing up the meta, we also got a sick new skin for the gamers who reach gold, some new battlepass levels, some new missions with new emotes, and the winners of the community emote contest!! So even MORE emotes!!!!

Today’s balance changes were also brought in part of my randomly selected micropatch volunteer squad: lyarri, Cardsmith, and Wallaby Gangsta. Shouts out to them.

Alright, let us begin!!
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SEASON RESET
NEW SEASON! We’re now in Season 6! Crazy how it be like that. It feels like only yesterday it was season 0 and Rune was new. Speaking of new - we got new missions, a new skin, new emotes, all that jazz. I’m a big fan of the Finii skin tbh.

Ranked Rewards:
  • Aqua Cannon goal explosion
    • (This isn't a seasonal reward btw, this is a forever thing that you'll unlock once you hit challenger any time in the future.)
    • If you hit challenger and didn’t get this, make a ticket.
  • Top "x" titles
    • ex: Top 5, Top 10, Top 25, etc
  • Finii Recolor
    • “Dark Circus Finii”
    • For anyone who reaches Gold!
  • An emote for reaching Platinum
  • An emote for playing a bunch of games
    • 25 Ranked Games to be exact
  • New Battlepass Levels
    • Also please note that after a certain Battlepass level, you can no longer purchase additional levels with Ody points.
Most rewards will be based on your Season *Peak* rating, but the titles for "Top X%" will be based on your leaderboard position at the end of the season.As always, you can track your progress and match history at our official site at stats.omegastrikers.gg

EMOTE CONTEST
I recently held an emote contest and received hundereds of submissions! There were SO MANY good submissions!!! There were also tons of dumb ones……. looking at you who just submitted a 512x512 PNG of my own face. Since there were so many good ones, I had trouble just picking two. SO my compatriot that helps me run @PlayOmega_JP and I picked FIVE winners! (Which I also had trouble picking…)They are:

  • Shocked Dubu by エグゾテックOTP
  • Homerun Mako by zelfeani
  • Heh Finii by SpaceZino5
  • Smug Juno by WhyOwhat
  • Finii Wheeze by Grey Edge

Yeah I picked 2 Finii so what shut up

I’ll be giving out codes to the creators so they can use them and give them out to their friends first, but the emotes will be made availiable by redemption code shortly.

Unfortunately, due to a bug, they won’t be displayed on consoles. If someone on console uses it or sees it, it will just display the default thumbs up. Sorry about that, but we are looking into it!

MAP ROTATION
I’ve been doing weekly map rotations (Monday map madness) and posting them in the Discord. Because of that, no map rotations in patch notes this time.

STRIKERS
We made a big pass at a lot of Strikers. Some big changes and even a couple “fundamental” shifts for some Strikers in particular. There are a couple big swings at stuff here so I’ll be monitoring it closely and will swiftly make some adjustments if something becomes too insane one way or the other.

[h3]Asher[/h3]Asher has been a staple of competitive play for eons. She holds it down, drags you out of the arena like a crying baby, checkmates like no other, and her secondary even files your taxes. This should tone down more unhealthy aspects of her kit and cement her identity as a lockdown beast.
  • Base Stats
    • Power :: 115 → 110
  • Barrier Beam [PRIMARY]
    • Self slow :: 30% → 60%
  • Breakthrough [SECONDARY]
    • Knockback Reduction :: 30% → 0%
    • Buff Duration :: 5s → 2.5s
    • Cooldown: 14.5s → 13.5s
[h3]Atlas[/h3]Atlas, as an astral being, is all about spacing minigames… so let him participate in them! He's not a basketball version of a Blue Lock AI, he should be an ACTIVE participant.
  • Astral Projection [PRIMARY]
    • Lifetime :: .7 → .6 (Effective range :: 480 → 420)
[h3]Drek'ar[/h3]Drek'ar is losing some awakenings in this patch. He’s already a bit of a menace in solo queue so we’re being a little cautious. His ability to threaten molten bolt snipes is also being buffed while keeping the damage the same overall if you're spamming the button off cooldown.
  • Molten Bolt [SPECIAL]
    • Cooldown :: 35s → 30s
    • Damage per tick :: 20 → 17
    • Power ratio per tick :: 10% → 8.5%
[h3]Era[/h3]The era of Era has been gone for a long time. She still sees some niche play, but this adjustment should make her beams more consistent and allow her to win more interactions in high speed games. She can become rather bewitching quickly, and this change is somewhat experimental, so I’ll be keeping an eye on her to make sure she's not flying too far past the other speedy midfielders.
  • Bewitching Beam [PRIMARY]
    • Pre-cast lockout time :: 0.4 → 0.2s
[h3]Estelle[/h3]Blink lasering, known to some as the ‘quangle’, is a little too easy and rewarding and Estelle’s flex potential in all three roles is quite high. This little touch should reduce her flexibility a bit without impacting her midfield power fantasy of finding the perfect stunning snipe.
  • Rose Warp [SECONDARY]
    • Damage and Knockback :: 140 → 120
[h3]Finii[/h3]Finii is already quite good. A small nerf on the lowest cooldown secondary in the game should ensure she's not too overwhelming in the context of the other goalie changes happening while still letting her get up to some mischief.
  • Triple Take [SECONDARY]
    • Cooldown :: 10s → 11s
[h3]Juliette[/h3]Juliette trained to be the best, but has been behind the pack for a while. Juliette ult is a cool scoring tool. It also does a lot of damage, so this is just a cautious approach.
  • Flame Flurry [SPECIAL]
    • Cooldown :: 35s → 30s
[h3]Juno[/h3]Some of Juno’s most important awakenings are leaving this patch, but her primary is one of the strongest buttons in the game, especially with the readdtion of hotshot. A small lovetap should make sure she isn't overwhelming.
  • Friend Fling [PRIMARY]
    • Cooldown :: 7s → 7.5s
[h3]Kazan[/h3]Trying not to get carried away, but Kazan was one of the worst performing brawlers. A little nudge up on a less hard to balance button.
  • Carried Away [OPEN SECONDARY]
    • Cooldown :: 16s → 15s
[h3]Luna[/h3]Luna can kill you from across the continent. We like her damage, but she was getting a little too quirked up with inventing some crazy kill confirms.
  • W.H.A.M.M.Y. [PRIMARY]
    • PVP Knockback :: 220 → 200
  • B.O.O.S.T.
    • PVP Knockback :: 200 → 165
[h3]Mako[/h3]Mako has an insane tempo. She has probably the best secondary in the game so the cooldown should match. She'll also be easier to hit when she has multiple dash awakenings, as well as being less overwhelming when you can't stop the beat.
  • Drum and Base [SECONDARY]
    • Cooldown :: 18s → 21s
    • Self Slow :: 52.5% → 70%
    • Max hold duration :: 4s → 3.5s
[h3]Nao[/h3]Nao has historically been strong at high levels of play but underperforms at lower levels. This is an experimental change aimed at making her less oppressive with a shot at making it easier to balance her at all levels.
  • Sentry Drone [PRIMARY]
    • Precast channel time :: 0s → 0.2s
  • Proximity Drone [SECONDARY]
    • Haste :: 50% → 30%
[h3]Octavia[/h3]Evading Octavia primary should be a great counterplay to keeping her flow state up. We wanna keep you in the flow but reduce her potential to keep you boomed.
  • Sonic Boom [PRIMARY]
    • Cooldown :: 7.5s → 10s
[h3]Rasmus[/h3]As captivating as his plays are, Rasmus is doing just a little too much damage while twirling his hook around. These changes are geared towards lowering his ability to KO without any damage awakenings. This change, like Nao and Era, is somewhat experimental as well so I will be monitoring it!
  • Pendulum Swing [PRIMARY]
    • Damage / Knockback :: 185 → 165
  • Whiplash [SECONDARY]
    • Damage / Knockback :: 160 → 120
  • Death Touch [SPECIAL]
    • Projectile to Creation change time ratio :: .085 → 0.95
    • Deceleration per second :: 4.5 → 4.75
      • (This means it will become a creation a little bit later after being thrown compared to before)
[h3]Rune[/h3]BANISH! but now 6 seconds less often! Rune is pretty good, but his main abilities are in a good place. This should help hit some of the less interactive interactions Rune enables (looking at you Vyce and Luna).
  • Banish [SPECIAL]
    • Cooldown :: 34s → 40s
[h3]Vyce[/h3]Vyce goalie? Pretty bad. Vyce midfield? Pretty solid. We’re interested to see where she lands after the awakening rotation, but we wanted to give more playmaking opportunities to the heavy metal Oni. We also had some AC/DC fans on the team.
  • Thunderstruck [SECONDARY]
    • Cooldown :: 13s → 11.5s
  • Super Nova [SPECIAL]
    • Knockback / Damage 160 → 155
[h3]X[/h3]X went a bit eXcessive on the energy drinks and had to take a break from the gym. This works out for us since he was looking to be a bit too strong (don’t tell him we said that). We also told him to hold back a little in the late game due to outrage from the media (have you seen what he did to that Dubu?!?!)
  • Base Stats
    • Power :: 120 → 115
  • Bull Rush [SECONDARY]
    • Power scaling :: 95% → 85%
AWAKENINGS
Our goal to shake up the meta remains true here, but we also had a sub-quest. Down with the almighty Cooldown Reduction! Like speed a few patches ago, cooldown reduction has remained a domineering stat and can feel extremely oppressive to play against. HOWEVER, I also recognize that spamming your skills all the time is simply FUN AS HELL. The power fantasy of “lots of buttons” shouldn’t disappear but players should have to be just a little bit more mindful about using a skill.
  • Rotated out:
    • Spark of Resilience
    • Stagger Swagger
    • Reverberation
    • Rapid Fire
    • Siege Machine
  • Rotated in:
    • Spark of Leadership [Nerfed]
    • Reptile Remedy [Nerfed]
    • Bulk Up
    • Team Player [Nerfed]
    • Hotshot [Nerfed]
[h3]Big Fish[/h3]Size and winning continues to be a bit too dynamic of a duo. Toning this down also matches the other size awakenings, so we’re hitting two birds with one fish.
  • Gain 27.5% → 22.5% Size and 175 max Stagger.
[h3]Deadeye[/h3]Not too long ago the “eye” requirement was reduced and Deadeye became a little too strong. We’re now reducing the “dead” part a bit to match.
  • Hit 32.5% → 25% harder (6.5% to Core) against enemies at 525+ range.
[h3]Explosive Entrance[/h3]Easily the weakest of the dash awakenings, we’re trying to help Explosive Entrance out a little bit. Something something more explosive idk
  • DASH range, BLINK range, and HASTE effects increased 70%. Your IMPACT abilities hit 13% → 15% harder (3.25% on Core).
[h3]Fight or Flight[/h3]FoF was just a little bit too oppresive to play against in most situations. So it’s getting toned down.
  • Gain 15% → 12.5% Speed for 1.25s whenever you hit something or get hit. Refresh your SECONDARY ability whenever you stagger an enemy or become staggered.
[h3]Heavy Impact[/h3]The impacy of Heavy Impact was a bit too heavy. So we made it lighter! Also reduced CDR on the ability. If you are not really sure why, that’s because you didn’t read the top part so go back and read that.
  • IMPACT abilities hit 20% → 15% harder (4% on Core). Whenever you hit 2 or more targets with a single ability, its cooldown is reduced by 30% → 22.5% (up to 3s → 2.25s).
[h3]Hotshot[/h3]“Ow ow ow ow” - das me touchin hotshot cause it was so hot.
  • Striker abilities hit the Core 13% → 10% harder and refund 32.5% → 25% of the ability's cooldown (once per cast, max 3.25s → 2.5s)
[h3]Might of the Colossus[/h3]POV: I’m a midfielder and have the first pick. The enemy X has two size awakenings and I see Might of the Colossus. Guess I have to pick this to deny X from going insaneo mode. Denying this awakening sucks, but it’s the main one to deny from size builds. We’re increasing the size marginally to make it feel slightly better.
  • Gain 12.5% → 15% Size and 0.60 Power per 1% bonus Size.
[h3]One-Two Punch[/h3]This should allow for a bit more counterplay without taking away any of that precious damage that we know and love.
  • Hit 23% harder (12% to Core) against targets you've hit within 2s → 1.5s.
[h3]Reptile Remedy[/h3]Not a very “exciting” awakening, but Reptile Remedy had it’s place among the more potent awakenings. This should bring it down a tiny little bit.
  • Gain 400 Stagger and heal 5% → 4% missing Stagger per second for 4 seconds whenever you strike the core.
[h3]Spark of Focus[/h3]HOLD UP IS THAT CDR IN MY GOOD CHRISTIAN ANTI-CDR PATCH?
  • Gain 4 → 5 Cooldown Rate, plus 12 → 9 per SPARK you have.
[h3]Spark of Leadership[/h3]A historically divisive training, Spark of Leadership is back! Yay! Except it’s replacing another spark so it doesn’t hit that overbearing “Exodia” feel, despite being buffed itself.
  • SPARK - Your Allies gain 30% -> 25% of your SPARK effects. Gain 4 → 6 Cooldown Rate, 120 → 130 Stagger, 6 → 8 Power, and 1% → 2% Speed.
[h3]Specialized Training[/h3]Are you a midfielder? Have you been removed from the map with eXcessive force recently? If yes, then this one’s for you!
  • SPECIAL hits 40% → 35% harder (8% to Core) and heals 40% → 35% more.
[h3]Stacks on Stacks[/h3]A lot of us love going fast, me included, so we’re not removing that top speed. We’re just toning down the acceleration a little bit.
  • Hits grant 5 → 4 stacks of Speed (0.07% per stack, 10.5% Speed at Max Stacks, 2 stacks for LIGHT hits). At 150 stacks, double the Speed per stack (21% Speed). Stacks reset when K.O.'d and between sets.
[h3]Stinger[/h3]IS THAT…. A STINGER BUFF?? SOUND THE ALARMS! Anyways yeah we buffed Stinger. It has been really bad for a while. In EVERY tier.
  • Normal hits deal bonus damage equal to 9% → 11% (Light hits 3%) of enemies' max Stagger over 4s → 3.5s.
[h3]Team Player[/h3]I am a longtime Team Player enjoyer but I will be the first to acknowledge that it can be a little annoying to try to counter, especially when stuff gets movin real fast.
  • Strikes hit the core 20% → 15% harder when aiming towards an ally. If that Ally strikes the core within 1.5 second(s) they will hit the core 22.5% → 12.5% harder, if they strike towards an Ally they can transfer this buff.
[h3]Timeless Creator[/h3]Timeless Creator doesn’t only increase the duration of Creations, but it also seems to increase the duration of games!!!!!!
  • CREATIONS gain 70% → 60% duration and 35% size.
GEAR
[h3]Magnetized Soles[/h3]Mag Soles is still pretty good in every situation. Some slight tuning should get it closer to evening out the power level with Slicks.
  • Crossing Midfield grants 21% → 20% Speed for 1.25s.
[h3]Momentum Boots[/h3]Momentum Boots has been bad for a while and goalies are role swapping in droves. Come back goalies! Look, a gift! We promise you don’t have to keep going strike shot!
  • Gain 5% Speed plus up to 10% → 15% over 8s → 12s (1.25% Movement Speed per Stack). Getting hit resets the added effect.

Omega Strikers - April 17th Micropatch | Update Notes

[h2]Bonjour, Strikers![/h2]
Welcome to another edition of the Omega Strikers Micropatch Patch Notes ft. Aesop (That’s me) (I’m Aesop)
Nothing crazy this patch as it is just a micropatch to shake up some balance and meta stuff.
I didn’t change Zentaro’s special CD again. Yet.
I did buff Orb Replicator though and it’s gonna be good one day you’ll see!

Today’s patch was also thought up in part with my secret random patch consortium, ft. HamsterQuest, Mexicasual, MookMook, VeryGeneric, and Trajiic.With that all being said, LET’S BEGIN
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STRIKERS
[h3]Asher[/h3]Aside from a small adjustment to her Primary recently, Asher has been pretty much untouched for months and has slowly crept upwards in her efficiency.
  • Base Stats
    • Power: 120→ 115
  • Barrier Beam [PRIMARY]
    • Cooldown :: 9s → 10s
  • Breakthrough [SECONDARY]
    • Cooldown :: 16s → 14.5s
[h3]Atlas[/h3]Atlas is still feasting with the beasts and is pretty much outperforming all the other goalies.
  • Astral Projection [PRIMARY]
    • Damage/Knockback :: 180 + 90% → 180 + 80%
    • Core Knockback :: 1340 + 180% → 1330 + 175%
[h3]Drek’ar[/h3]Trying an experimental change on Drek to make his primary fire off a little quicker.
  • Lock and Load [PRIMARY]
    • Pre-Channel time :: .35s → .28s
[h3]Dubu[/h3]
  • Rollout[PRIMARY]
    • Knockback / Damage :: 170 + 85% -> 170 + 78%
  • Somerassault[SECONDARY]
    • Knockback / Damage :: 230 + 110% -> 230 + 105%
[h3]Era[/h3]Era is falling behind just a little bit in some tiers, this should just be a little love to people who like to spam her tornados (I’m talking about myself here)
  • Magic Maelstrom [SPECIAL]
    • Cooldown :: 20s → 18.5s
[h3]Estelle[/h3]Estelle has just been a tiny bit above where she should be following her back to back buffs.
  • Crystal Thorns [SPECIAL]
    • Cooldown :: 22s → 23s
[h3]Kai[/h3]Little love to Kai following his back to back speed nerfs.
  • Blazing Pace [SECONDARY]
    • Cooldown :: 16s → 15s
  • Giga Blast [SPECIAL]
    • Damage :: 235 → 220
    • Cooldown :: 23s → 21s
[h3]Kazan[/h3]Kazan is a tricky character to adjust but we’ll try hitting his Closed Strike a bit and seeing if that makes him less of a menace in places.
  • Press the Point [CLOSED form Strike]
    • Core Knockback :: 1300 + 150% → 1230 + 145%
[h3]Mako[/h3]Continuing the live surgery of Mako to try to make her not super oppressive in higher tiers while pretty bad elsewhere.
  • Perfect Pitch [PRIMARY]
    • Damage/Knockback :: 20 → 15
  • Drum and Base [SECONDARY]
    • Haste granted :: 23.5% → 22%
    • Size granted :: 20% → 21%
  • Ensnare Drums [SPECIAL]
    • Cooldown :: 38s → 36s
[h3]Nao[/h3]A longtime strong staple in higher tiers of play, Nao needs a little touch to bring her strength down while not totally handicapping her in lower tiers.
  • Proximity Drone [SECONDARY]
    • Cooldown :: 9s → 10.5s
[h3]Rasmus[/h3]Tiny adjustment to Rasmus to make him DIE A LITTLE MORE DIE DIE DIE.
  • Base Stats
    • Stagger Scaling :: 375 → 325
[h3]Vyce[/h3]Experimental change similar to Drek’ar, making Vyce’s projectile a little faster. This also functionally increases the range a touch so I’m monitoring it to make sure it doesn’t go crazy.
  • Power Chord [PRIMARY]
    • Velocity :: 2350 → 2585 (10% faster)
MAPS AND MODES
I did a poll to decide the new maps and it didn’t fit my narrative so I only picked the top ones that were chosen. Will prolly do weekly map changes starting the Monday after this patch goes out.

Rotated out:
  • Inky's Splash Zone
  • Ai.Mi's App
Rotated In:
  • Night Market
  • Demon Dais
AWAKENINGS
Rotated out:
  • Chronoboost
  • Perfect Form
Rotated In:
  • Explosive Entrance
  • Fight or Flight (Nerfed)
[h3]Built Different[/h3]Hitting size a little bit and BD is just overall always really good.
  • Size :: 25% → 22.5%
[h3]Fight or Flight[/h3]This mf is polarizing. Gonna nerf it a bit and see how it does in the long run.
  • Speed: 17.5% → 15%
  • Duration: 1.5s → 1.25s
[h3]Might of the Colossus[/h3]Another size boy. Except I’m not hitting the Size itself on this one.
  • Power per 1% bonus size :: .65 → .60
[h3]Orb Replicator[/h3]IT’S GONNA BE GOOD.
  • Orb benefits shared to allies :: 75% → 110%
[h3]One-Two Punch[/h3]Overall a pretty good choice in all situations and even better on more brawly maps, just want to bring it down a little touch.
  • Hit 26% -> 23% (13 -> 12% core) Harder
[h3]Recovery Drone[/h3]Another size guy. Honestly what if I actually just remove size from this entirely. Would that be crazy???
  • Size:: 25% → 20%
[h3]Reverberation[/h3]Little more base stagger but lower scaling. Will always be weaker.
  • Stagger :: 350 → 360
  • Cooldown per stagger: 1.25 → 1.20