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Omega Strikers News

Going multiplatform with the full launch of Omega Strikers



Resharing this huge news from our Twitter.

_____________

To the Omega Strikers community,

As a small independent studio, we’ve been humbled by the reception of the PC Open Beta for Omega Strikers. Your fanart, feedback, and Luna goalie fail montages have made us fall in love with this small but thriving community. We believe in this game and this community's potential. To serve you better and achieve that potential, we want to go bigger—much bigger. That means making bold investments in our future.

So today we want to share the news that we’ve raised $19 million in a Series A round. With this funding we’ll expand our dev team and prepare for the full launch of Omega Strikers in February 2023, bringing the game to mobile devices and consoles with crossplay enabled from the get-go.

This has always been the vision for Omega Strikers: It’s a competitive game where whichever platform you play on, you’ll be able to play with friends and compete with the best—whether you’re gaming with thumbs, sticks, keys, or clicks.

Along with multiplatform support, we want our full launch to address some of the biggest points of feedback from the beta. We’ll focus on making the game better to play with friends, increasing strategic depth, and adding more Strikers and content.

In the meantime, we’ve got exciting things planned for the rest of the year, with a Halloween event next week and new Strikers dropping Nov 17th and Dec 8th. From then until launch things will slow down somewhat, but expect to continue seeing regular balance patches and quality-of-life updates. We’re also planning more tournaments and competitive events for players at all levels so we can keep the competitive spirit burning while our team goes heads down to prepare for the launch.

Thanks for making our Open Beta great so far. This is only the beginning!

–With love, the Odyssey Interactive team

Omega Strikers - Rune Update Patch Notes (10/20)

[previewyoutube][/previewyoutube]
Hello gamers, may I have your attention please??
It's your friend Ody Aesop here again with your other friends, game designers Ody Wav3 and Ody Sotere. We're here to bring you yet another update to your new favorite game, Omega Strikers.

This update features a good haul of new stuff - we've got a new Striker, new trainings, a new mode (we're calling it Clash of Clones), new buffs, new nerfs. Man, I just love new stuff.

Also, you may not have known this, but people in Ahten celebrate Halloween too! We've got some wicked skins, some ghoulish emotes, and some other spooky stuff all coming your way. (I ran out of Halloween adjectives.)

With all that being said, let's get into the full details!
SYSTEM CHANGES


[h2]GAME[/h2]
Following the last patch, we're happier with the increased goalie diversity, but we think we can still do better. Additionally, our efforts to tune down the KO-centric compositions were decently effective - but we're going to keep tweaking things to make sure that everyone feels as if they're playing both a PvP game and a Core controlling one. We expect players to master both aspects, BRAWLIN' n SCORIN' to succeed at the highest tiers of play.

  • Respawn Timer

    • 8s → 7s

  • Respawn Timer in Overtime

    • 12s → 11s

  • Knockback

    • Slightly weaker against unstaggered enemies


[h2]Matchmaking[/h2]

  • Gameplay servers used in matchmaking have now been changed. If you have low ping to multiple datacenters, you will try to find matches in all of them immediately.


[h2]MAPS[/h2]
No new maps for now, but we'll have some more coming soon!

  • [BUGFIX] :: Strikers can no longer be knocked through the walls on Split

[h2]POWER ORBS[/h2]

  • [BUGFIX] :: Orange Orb was fixed in the Ai.Mi update to actually grant additional damage, but it missed the patch notes, so we're catching up here!

[h2]UI Improvements[/h2]

  • Tactical Callouts

    • You can now propose tactics to your teammates in-game! Or perhaps tell a defender to move a little bit out of your goal arc!


  • The in-game emoticon wheel is now functional on a controller. The right analog stick can be used to select the emoticon to show.

  • The emoticon wheel now has a default center selected option that can be quickly triggered.

  • Fixed drag and drop on controllers. Emoticons can now be equipped and settings sliders can be adjusted with a controller.


  • You can no longer click on the version number in the top right corner when you're in a match.

  • In the Ai.Mi update we unlocked all Striker lore instead of gating it behind wins. Just noting here so you can catch up on it if you weren't aware!

  • VSync is no longer forced by the game, so it should work more easily with your default settings.

  • Pips on the Discord and Twitter icons will no longer reappear every game restart.

  • Redeeming a code will now correctly play the claim sequence and show what has been granted.

  • The settings menu can now be quickly opened from the main menu by hitting the "Escape" key, or left center button on controller.


CLASH OF CLONES
Our first new LIMITED TIME mode will see you teaming up with like-minded individuals on like-minded - and like-looking - Strikers. You and your teammates will all play as the same randomly-assigned Striker - pitted against a team of 3 of the same (but different) randomly-picked enemy Striker. Get ready for Maelstroms flying all over the place or 3 Xs all up in your business.

NEW STRIKER - RUNE
Rune - The Shadow's Force
"Let's win before... before it consumes me. "

  • Strike

    • Hit the Core in a direction.

  • Secondary Ability: Shadow Swap

    • On round start, place your shadow at your location. On cast, become Elusive and DASH to your shadow, swapping places with it. 2 charges.

  • Primary Ability: Unstable Anomaly

    • Conjure an expanding anomaly that initially deals a MEDIUM hit to enemies. If it reaches maximum size, it CREATES a lingering zone that pulses HEAVY hits. 2 charges.

  • Special Ability: Banish

    • Launch a shadow wave PROJECTILE that banishes, slows, and damages enemies over time. Banished enemies cannot be targeted or interacted with.
STRIKERS

[h2]AI.MI[/h2]
Ai.Mi showed us that she really is no longer a virtual assistant. She's been a popular pick, but she hasn't really been turning her offensive pressure into a ton of wins. Her base stagger got was low on release, so we're giving her back the standard amount so she doesn't get turned into a bunch of 1's and 0's again.

  • Base Stagger :: 1000 → 1100

  • Firewall Sentry [SPECIAL]

    • Improved clarity on the missiles

  • Some new VO lines for new allies (Rune)

[h2]ASHER[/h2]
Asher is the first of a few strikers who are just getting some gameplay clarity love. We want enemies to know when they should get out of the way, and we don't want allies out there catching strays.
  • Pathsplitter [SPECIAL]
    • Improved team clarity


[h2]ATLAS[/h2]
Atlas has incredibly powerful tools and utility, but so far, other goalies have pretty regularly been outshining him. We're hoping this little buff expands your options when picking who to defend with. (Or if you're like me, Cosmic Expand the Core right into your own net more often!) If you're feeling really edgy, this is more goal stuffing opportunities as forward Atlas!

  • Cosmic Expanse [SECONDARY]

    • Cooldown :: 20s → 18s

    • Duration after expansion :: .3s → .35s

  • Celestial Intervention [SPECIAL]

    • Duration :: 2.5s → 3s

[h2]DREK'AR[/h2]
Drek used Xeno Cloak so we couldn't find him for buffs or nerfs this time around... but we did see him quick enough to spot a bug with his Molten Bolt that we're fixing.

  • Molten Bolt [SPECIAL]

    • No longer spreads from infected targets if they're Elusive, Banished, or Knocked Out

[h2]DUBU[/h2]
The tofu king went from the clear-cut #1 goalie to... a still dominant goalie, but slightly less clear-cut #1. We're taking a bite out of his defensive capabilities this time around.

  • Tofu Fortress [SPECIAL]

    • Cooldown :: 35s → 40s

[h2]ERA[/h2]
After some nerfs to her and some of her favorite trainings getting cut down a bit, Era needs a bit of attention so that she's no longer an outcast from your Striker select. Also, although Era is pretty private, she's now able to show you if it's an allied or enemy Maelstrom heading your way.

  • Flutter Fly [SECONDARY]

    • HASTE duration :: 1.75s → 2.25s

  • Magical Maelstrom [SPECIAL]

    • Improved team clarity

[h2]JULIETTE[/h2]
We were a little hesitant to nerf Juliette AND her meta trainings last update. However, despite said training nerfs, she preserved, and got back into the gym seemingly unscathed. We're going for a more direct approach this time.

  • Fiery Fist [PRIMARY]

    • [BUGFIX] :: We put in some nerfs right after the game release, but they just didn't stick, and we're putting them back in.

    • Player Knockback :: 180 (+90% Power) → 165 (85% Power)

    • Player Damage :: 180 (+90% Power) → 165 (85% Power)

    • Core Knockback :: 940 (+355% Power) → 925 (+350% Power)

  • Flying Phoenix [SECONDARY]

    • Cooldown :: 12s → 14s

[h2]JUNO[/h2]
We're giving some love to Juno's base Blobbo duration to remove some of her dependence on Creator of Durable Things - especially after its nerf (See TRAININGS).

  • Strike with Friends (STRIKE)

    • Base Duration for Blobbos :: 2 → 2.25

[h2]KAI[/h2]
When playing forward, Kai was a little behind the curve - but last patch saw his competition being brought down and him finding a new role, so now he's seeing the other end of the stick. Having more projectiles may help get the final push for a goal but the extra time shooting and increased cooldown should make him less effective as a goalie.

  • Barrage [PRIMARY]

    • Number of PROJECTILES :: 5 → 6

    • Cooldown :: 8 → 9

    • Player Knockback :: 50 (+25% Power) → 40 (20% Power)

    • Player Damage :: 50 (+25% Power) → 40 (20% Power)

    • Core Knockback :: 400 (+150% Power) → 395 (+150% Power)

[h2]LUNA[/h2]
Luna hasn't really been blasting off in her expected fashion. We're giving her a tiny b.o.o.s.t.

  • B.O.O.S.T [SECONDARY]

    • Cooldown :: 16s → 14s

  • [BUGFIX] :: Removed incorrect VO when teamed up with Asher

[h2]X[/h2]
We gave it to X in the last update. His brawling isn't what it once was, but we think he's just a small Rush away from his next K.O.

  • Bull Rush [SECONDARY]

    • Player Knockback :: 200 (+100% Power) → 210 (105% Power)

    • Player Damage :: 200 (+100% Power) → 210 (+105% Power)

    • Core Knockback :: 990 (+375% Power) → 1000 (+375% Power)

  • X Maximus!

    • Duration :: 3.25s → 3.5s

  • [BUGFIX] Some small grammar fixes in lore and you can now see his X Maximus! damage in advanced tooltips and the Striker Lore.


TRAININGS
We went pretty hard on making Training choice matter, and we think we hit our mark. We're doing some cleanup (read: nerfs) of trainings that seem a touch over the top. More importantly, we're introducing 5 new trainings into the game - one for each Style!!
New Trainings

[h2]Strike Shot (Sniper)[/h2]

  • Every 6s, Strike also fires a LIGHT hit PROJECTILE.

[h2]Hot Shot (Controller)[/h2]

  • Hitting the Core with an ability lowers its cooldown by 35% (max 3.5s). Hit the Core 12% harder.

[h2]Acrobatics (Speedster)[/h2]

  • Basic MOVEMENT abilities store an extra charge and can be cast again if the cooldown is available, but they have 5% longer cooldowns.

[h2]Prize Fighter (Brawler)[/h2]

  • Gain 7 Power. Takedowns grant 4 additional Power, stacking up to 7 times. 2 stacks are lost if K.O.'d.

[h2]Adrenaline Rush (Specialist)[/h2]

  • Earning a Takedown grants 60% HASTE for 2s and reduces cooldowns by 8s. Gain 15 Speed.
Balance Changes and Bugfixes

[h2]Cast to Last[/h2]

  • BUFFS, DEBUFFS, and HASTES last 75% longer → 60% longer

[h2]Creator of Durable Things[/h2]

  • CREATION duration :: 100% → 75%

[h2]Extra Special[/h2]

  • SPECIAL ability cooldown reduced :: 15% → 20%

[h2]Stagger Swagger[/h2]

  • Stagger regen per second :: 150 → 175

[h2]Stinger[/h2]

  • [BUGFIX] :: Tooltip now reflects the actual damage dealt (3.5/7.0/10.5% of target's maximum Stagger over 0.75/1.5/2.25s)

[h2]Unstoppable[/h2]

  • Knockback Resist :: 5-20% based on current Stagger → 40% at all times while not Staggered

  • HASTE :: 5-20% based on current Stagger → 5-15% based on current Stagger
COSMETICS
The spooky season is upon us. We stopped by the Halloween store, you know, the one that replaced that shoe store down the street, and picked up some special treats and to pack up and send your way. Additionally, all base emotes now have accompanying VO! Crazy!
[h2]New Skins (coming soon!)[/h2]

  • Vampire Era

  • Duboo

  • Nurse Estelle

[h2]Emotes[/h2]

  • All emotes now have accompanying VO

[h2]New Goal Explosions[/h2]

  • [NEW] :: Underworld Kai Explosion

  • Orbital Force Goal SFX improved

Omega Strikers - Ai.Mi Update Patch Notes (10/6)

[previewyoutube][/previewyoutube]

What's up gang. Ody Aesop here, joined by my good friends and game designers Ody Wav3 and Ody Sotere. It's been about 2 weeks since we sent Omega Strikers into the world. It still feels surreal to see all of you playing and enjoying Omega Strikers - and we hope this update brings you even more enjoyment!

We've got some big things in here, like a new map and a new character, and some smaller things, like tiny balance tweaks and bugfixes. We've been keeping our eyes on gameplay, reading feedback, watching streams, and analyzing data - all to bring you the best Omega Strikers experience you could ask for.

We've noticed that, in particular, K.O. oriented compositions are a little too strong. We've made some tweaks in this patch to address them a bit, but we're wary to hit them too hard since we also found some pretty large bugs with how cooldowns were reducing between rounds. We'll be keeping an eye on that over the coming days.

SYSTEM CHANGES

[h2]GAME[/h2]
For the most part, we’re happy with the overall performance of our game systems, but we found a particularly impactful bug. The bug was causing cooldowns to tick down as normal during the goal celebration phase (after a goal is scored). This wasn’t intended!! Fixing this bug should improve counterplay between rounds — skills used and cooldowns committed in the preceding round are more likely to carry implications to how the next round begins. Additionally, we've seen K.O. comps scale a little too well into overtime, to adjust that a touch we’re tuning down the respawn timer in overtime to move the needle on this meta a bit.


  • [BUGFIX] :: Fixed a bug where ability cooldowns were reduced during the post-goal slow-mo and celebration.

  • Respawn Timer in Overtime


    • 13s → 12s

[h2]MAPS[/h2]
We want to swap maps out as a common rotation occasionally to encourage some variety. For our first swap, we're taking out Side Streets and replacing it with Split. We've heard feedback about how Side Streets can sometimes lead to frustrating bounces, so we're giving it some time off while we spend some time tweaking it for its GLORIOUS return one day.


  • New Map :: Split

  • Split will replace Side Streets. Probability of playing on other maps is unchanged.

[h2]POWER ORBS[/h2]
Power Orbs are mostly performing as expected. For this patch, all were doing is fixing a (somewhat potent) bug on Purple Orb and some balancing for Green.


  • Purple Orb


    • [BUGFIX] :: Fixed a bug where Purple Power Orb was fully resetting Special cooldowns if the round ended while its buff was active


  • Green Orb


    • Burst Move Speed Duration :: 1.5s → 1s


[h2]UI[/h2]


  • Player Icon is no longer clickable and won't capture your clicks/inputs

  • "Team Collab!" goal score event has been re-enabled

  • Power Play goals now just show as "Goal" due to frequency
  • UI Settings now have a resolution setting

NEW STRIKER - AI.MI

Ai.Mi - The Girl Who Glitched
"If everyone just listens to me, we'll win. So do that, all right?"



  • Strike


    • Hit the Core in a direction.


  • Secondary Ability: Cyber Swipe


    • BLINK to a location. On arrival, deal a HEAVY hit with your tail to enemies in an arc.


  • Primary Ability: Glitch Pop


    • Launch an unstable glitch PROJECTILE that grows as it travels. The glitch bursts on recast or max range, dealing a MEDIUM hit away from its center point to nearby enemies.


  • Special Ability: Firewall Sentry


    • CREATE a turret that launches a firewall of PROJECTILES in a fixed direction. Each one deals a MEDIUM hit to the first enemy struck.

STRIKERS

[h2]ASHER[/h2]
Going up against Asher as a goalie can be pretty frustrating, so she is actively on our radar for adjustments. For now, we're hitting the unbreakable wall with a nerf to get her Forward prowess in line while attempting to preserve as much of her defensive capabilities as a Goalie. If these changes don't hit our mark on improving her play against experience, we will be looking to follow up in near-future patches with a larger re-work.

  • Base Stats


    • Move Speed Over Levels :: 75 → 50


      • Move Speed at max Level :: 525 → 500



  • Strike Barrier (STRIKE)


    • Passive Barrier


      • Duration :: 1s → 0.5s

      • Knockback reduction from hits taken in the direction of her Passive Barrier when active :: 25% → 0%


        • Damage taken from hits in the direction of her Passive Barrier unchanged (still 25%)


      • [BUGFIX] :: Fixed a bug where passive barrier could deal a LIGHT hit each time Asher used Strike to rotate it. It should only deal a LIGHT hit every 0.4s to a unique target

[h2]DUBU[/h2]
We want Dubu to be an easy goalie to pick up for new players, but the big hampter is a bit too consistent at all levels of play right now. We're taking a general pass at him to bring him more in line with other defensive goalies. There have also been a couple occurrences of pretty suspicious physics interactions with Tofu Fortress - we'll work to improve those with some small changes.


  • Base Stats


    • Move Speed Over Levels :: 100 → 50


      • Move Speed at max Level :: 550 → 500



  • Rollout [PRIMARY]


    • [Localization Fix] :: Renamed from Bamboozle → Rollout

    • Cooldown :: 7s → 8s


  • Tofu Fortress [SPECIAL]


    • Detects if its projectiles will hit the Core slightly earlier in its travel and becomes terrain earlier

    • Terrain hitbox is slightly larger when detecting the Core, so if the Core were to pass between the wall pillars, it should be easier to see that it was a predictable outcome.

[h2]ERA[/h2]
Era had shown to be pretty strong overall in the last patch, but we also uncovered a handful of bugs and unintended interactions in her kit. We're fixing those and just giving her a light nerf before going further.


  • Bewitching Beam [PRIMARY]


    • Cast duration :: 0.15s → 0.1s

    • [BUGFIX] :: Era is now rooted for the full cast of Bewitching Beam

    • [BUGFIX] :: Now properly buffs allies for the full duration when Era has Cast to Last.

    • [BUGFIX] :: Tooltip now properly notes that that Bewitching Beam slows enemies

    • Slow Amount :: 30% → 20%


  • [BUGFIX] :: Flutter Fly is now correctly labeled as a SECONDARY ability in the UI

  • [BUGFIX] :: Flutter Fly's AOE range no longer increases with Super Surge. HASTE amount unaffected.

[h2]JUNO[/h2]
Juno is a touch lackluster in higher tiers of play. We're giving her some adjustments that hopefully help her find more goals when the player piloting her is skilled. Pilot diff, if you will.


  • Strike with Friends (STRIKE)


    • Player Knockback :: 140 (+70% Power) → 150 (+75% Power)

    • Player Damage :: 140 (+70% Power) → 150 (+75% Power)

    • Core Knockback :: 770 (+290% Power) → 860 (+325% Power)


  • Blob Bounce [SECONDARY]


    • Maximum Jump Range :: 480 → 600

[h2]KAI[/h2]
Kai's power as a Forward feels like it's lacking a little something, so we are buffing up his Barrage to make it more rewarding against the Core. While we're at it, we're hitting his Giga Blast with some quality of life adjustments to prevent weird bounces.


  • Barrage [PRIMARY]


    • Core Knockback :: 320 (+120% Power) → 400 (+150% Power)


  • Giga Blast [SPECIAL]


    • If Giga Blast hits something the instant it spawns, it no longer knocks it backwards.

[h2]X[/h2]
X has, indeed, been giving it to us all. We're reducing his move speed so he needs to think more about his positioning before unga-bunga and whether he should take different trainings to help him get into range more often.


  • Base Stats


    • Move Speed Over Levels :: 100 → 75


      • Move Speed at Max Level :: 550 → 525
  • X Maximus! [SPECIAL]
    • Player Knockback per Strike :: 120 (+60% Power) → 100 (+50% Power)
    • Player Damage per Strike :: 120 (+60% Power) → 100 (+50% Power)
    • Core Knockback per Strike :: 880 (+330% Power) → 865 (+325% Power)

TRAININGS
Ok. We went a little overboard with some trainings last patch. Some of them will get toned back down. Tempo Swing, in particular, was too efficient in enabling K.O. compositions when it should be more focused on survival. We also stumbled on a bug in our tooltips for how most hit amplification trainings were working. Those tooltips now correctly state that their effectiveness is actually halved against the Core.
[h2]General Changes[/h2]


  • Updated some Trainings tooltips to better specify their behavior with the Core (reduced effectiveness of hit amplification)


    • Updated Trainings: Ultrascope, Missile Propulsion, Super Surge, Built Different, Creator of Large Things, Heavy Handed, Prime Time, and Creator of Durable Things

[h2]Stinger[/h2]
Stinger adjustments are in reaction to Tempo Swing changes, to keep the value of a LIGHT/MEDIUM/HEAVY hit equal within the Trainings system


  • Damage over time effect :: 5/7.5/10% of target's maximum Stagger over 1/1.5/2s → 3.5/7.0/10.5% over 0.75/1.5/2.25s

[h2]Crossover[/h2]


  • HASTE effect :: 35% → 30%

[h2]Perfect Form[/h2]


  • Cooldown Reduction Effect :: 6/9/12% (max 0.6/0.9/1.2s) for LIGHT/MEDIUM/HEAVY hits → 5/10/15% (max 0.5/1.0/1.5s)

[h2]Stacks on Stacks[/h2]
Stacks on Stacks adjustments are in reaction to Tempo Swing changes, to keep the value of a LIGHT/MEDIUM/HEAVY hit equal within the Trainings system. It may stack faster on paper but we think cooldowns not cooling down between rounds will balance it out.


  • Stacks per hit :: 2/3/4 for LIGHT/MEDIUM/HEAVY hits → 2/4/6

  • Speed converted to power at maximum stacks :: 6% → 5%

[h2]Built Different[/h2]


  • Size Increase :: 35% → 30%

[h2]Tempo Swing[/h2]


  • Damage based on user's maximum Stagger :: 2/3/4% → 1/2/3%

  • Healing Modifier :: 150% → 200%

[h2]Cast to Last[/h2]


  • [REMOVED] :: No longer increases the duration of BUFFS or HASTES you receive from allies.

[h2]Eject Button[/h2]


  • [REMOVED] :: 5% increased cooldown for MOVEMENT abilities

  • [NEW] :: Has new sound effects

  • [BUGFIX] :: More fixes to prevent the return indicator from being invisible

Omega Strikers - Patch Notes (9/18) (And 9/20 Hotfix)

Yo gamers. It's ya boi Aesop here along with game designers Sotere and Wav3 to bring you the FIRST EVER patch of Omega Strikers. There's a lot of stuff in this patch thanks to you all playing like a billion hours. We're adding a new map to the mix, a new striker (soon), and some BIG changes to like... all the trainings. Literally.

Before we start. I'd just like to say that everyone here at Odyssey has been absolutely floored by the launch of Omega Strikers and your reception to it. We really thank you for playing and having fun. There were... a lot of players at launch and some people ran into some bugs and issues, and we hotfixed a lot of issues since launch: things like server stuttering and some other performance issues. We sincerely thank you for sticking with us and for your patience while we fine-tune some things and continue to fix any other things you might run into.

One of the biggest things we've kept an eye on since launch has been how our servers have been performing, especially since we got a couple of reports about lag early on. To fix this a bit, we've made some changes to our matchmaking to put you all in good feeling, low latency games. Though, if you're super high up the leaderboard, it might take you just a little bit longer to find a match because of this. We've also fixed a few things that resulted in players getting put into faraway regions, so now you should pretty much always be put into your nearest server.

Ranked at launch has been pretty healthy as well. Rank #1 has changed hands a bunch of times in every region - and players seem to be climbing at an appropriate speed. We put in a lot of measures to ensure that you can't scam your way up the ladder by grouping up with teammates with a large difference in ranks. Unfortunately, this has slowed down the climb of some friends just getting into the groove, so we're loosening those rules for anyone below Diamond.

We're also hyped to announce the Creator Versus Event. It's HUUUGE. Play for your favorite creator and you could unlock some sick new stuff in-game. Read on for more.








CREATOR VS EVENT


In our Creator Versus event, you pick the streamer/creator that you want to play for in-game. When you win a game while support that creator, your game is counted towards their "TOTAL WINS" leaderboard. The top 10 creators on the leaderboard win some prizes for everyone!

The #1 creator gets a SKIN made based on their aesthetic and brand, and 3% of the net revenue of the first season of Omega Strikers.

2nd and 3rd get an in-game nameplate based on their brand and a striker and 1% of the net revenue of the first season of Omega Strikers.

4th - 10th get nameplates based on their brand.

EVERYONE will get the Skin and nameplates, so be sure to win for your creator so you can rep your fandom!



SYSTEM CHANGES

A lot of these wide-scale changes are to accommodate for all the changes to the Trainings we're making. We're also aiming to address some low-counterplay KO situations that we've seen popping up.


[h2]COMBAT[/h2]


  • Base Stagger increased for all strikers by 100


    • Atlas : 1,000 → 1,100

    • Drek'ar : 1,100 → 1,200

    • Dubu :1,250 → 1,350

    • Era : 1,000 → 1,100

    • Estelle :1,000 → 1,100

    • Juliette : 1,250 → 1,350

    • Juno : 1,000 → 1,100

    • Kai : 1,000 → 1,100

    • Luna : 1,000 → 1,100

    • X : 1,250 → 1,350


  • Stagger scaling for all strikers : 250 → 500

  • Knockbacks : Slightly weaker when the target is unstaggered

  • Striker Size hit box size reduced by 10% for Drek'ar, Era, Estelle, Juliette, Juno, Kai, Luna


[h2]MAPS[/h2]


  • [NEW MAP] : Funnel added to the rotation

  • Map probabilities :


    • Center Stage : 20% → 16.67

    • Funnel : 0% → 16.67

    • Home Stretch : 30% →16.67

    • Origins : 30% → 33.34

    • Side Streets : 20% → 16.67


  • Knockback Boost Power Orb (Red) Core bonus : 15% → 20%


[h2]UI Improvements[/h2]


  • [BUGFIX] : Ranked tutorial now shows correct rewards

  • New feature flag for new strikers

  • Increased visibility of Missions button prompt

  • New VFX for the buy button

  • [BUGFIX] : Claiming in BP no longer shows premium rewards as claimable when you don't own the premium pass

  • Hover sound added to Play button



STRIKERS


I've mentioned it a couple times in these patch notes already, but we're changing Trainings a lot. Because of that, we gotta change the Strikers to make sure everything still meshes. Most Strikers will still be potent with the Trainings - with a few exceptions that we found were already near unacceptable boundaries, such as the duration of Juno's Blobbos or Era's Magic Maelstrom (SPECIAL). Unless otherwise noted, the changes are either bugfixes or in direct response to the Trainings gigabuffs.

[h2]ATLAS[/h2]


  • Expanse (SECONDARY)


    • CREATION duration : Normalized to 0.3 to 1.25s based on how expanded the ring was relative to its maximum size


  • Celestial Intervention (SPECIAL)


    • CREATION size : Base Radius reduced from 350 → 312.5

    • CREATION duration : 3 → 2.5

    • [BUGFIX] : Heal zone radius now properly matches visual


[h2]DREK'AR[/h2]


  • Xeno Cloak (SECONDARY)


    • BUFF duration : 1.25 → 1

    • [BUGFIX] : Fixed SFX for Drek'ar


  • Molten Bolt (SPECIAL)


    • DEBUFF duration : 2.5 → 2



[h2]DUBU[/h2]


  • Tofu Fortress


    • [BUGFIX] : Missile spread is no longer affected by Creation Size training



[h2]ERA[/h2]


  • Flutter Fly (SECONDARY)


    • BUFF duration : 2.5 → 1.75

    • [BUGFIX] : VFX toned down with Super Surge


  • Bewitching Beam (PRIMARY)


    • BUFF/DEBUFF duration : 2.5 → 1.5


  • Magic Maelstrom (SPECIAL)


    • [BUGFIX] : VFX better represent actual hitbox and more clearly represent when its hitbox is active

    • CREATION size : Slight decrease in base radius


  • [BUGFIX] : No longer tries to talk to Kai during champ select when he's not there and various other voice over fixes



[h2]JULIETTE[/h2]


  • Flame Flurry (SPECIAL)


    • Number of LIGHT hits : 8 → 6


      • Juliette has shown to be one of the best at using Trainings such as Tempo Swing, Perfect Form, and Stacks on Stacks. This will lower her synergy with those a touch and allow other builds of hers to shine as well!


    • [BUGFIX] : Voiceover behaves more consistently (sounds line up with her big kick!)



[h2]JUNO[/h2]


  • Improved quality of voiceover in striker select

  • Strike with Friends (STRIKE PASSIVE)


    • Blobbos CREATION duration : 3 → 2



[h2]LUNA[/h2]


  • [BUGFIX] : Fixed some errant voice over lines in striker select

  • Updated Strike SFX



[h2]X[/h2]


  • Bell Ringer (PRIMARY)


    • [BUGFIX] : VFX now better matches hitbox


  • X Maximus! (SPECIAL)


    • BUFF duration : 4 → 3.25




TRAININGS


As you may have discovered already, trainings are pretty important in Omega Strikers.
Our main goal for the Trainings system is to give players a way to meaningfully adapt your playstyle and powers to suit your own taste or strategy for each game. To make sure we achieve that goal, we are buffing a lot of Trainings to help give each build a bit more of an identity. These changes are... spicy, but we want to start out strong and adapt as we gather more data.



  • Rapid Fire


    • PRIMARY cooldown reduction : 10% → 12%

    • PRIMARY cooldown reduction at max level : 20% → 25%


  • Ultrascope


    • Harder hits on units 600+ range : 15% → 20%


  • Stinger


    • Hits burn players for : 2.5/5/10% of their max Stagger over .5/1/2s for LIGHT/MEDIUM/HEAVY hits → 5/7.5/10% of their max Stagger over 1/1.5/2s


  • Missile Propulsion


    • Increased PROJECTILE Range : 30% → 35%

    • PROJECTILES hit harder : 5% → 5%


  • Crossover


    • HASTE on Striking the Core : 30% → 35


  • Super Surge


    • Increased MOVEMENT ability range : 45% → 50%

    • Increased HASTE effectiveness : 45% → 50%

    • MOVEMENT abilities hit harder : 10% → 20


  • Perfect Form


    • LIGHT/MEDIUM/HEAVY hits reduce other cooldowns by 3/6/12% (max .3/.6/1.2) → 6/9/12% (max .6/.9/1.2)


  • Stacks on Stacks


    • Stacks granted for LIGHT/MEDIUM/HEAVY hits : 1/2/4 → 2/3/4


  • Well Fed


    • Initial Stagger increase : 150 → 200

    • Stagger per Orb : 50 → 100

    • Max potential Stagger increase : 400 → 700


  • Built Different


    • Size increase : 30% → 35%


  • Stagger Swagger


    • Regenerate Stagger when above 50% → Regenerate when above 40


  • Creator of Large Things


    • CREATION size increase : 35% → 50%


  • Heavy Handed


    • Hit harder : 4% → 8

    • Hit harder with HEAVY hits : 12% → 16%


  • Tempo Swing


    • Deal damage equal to 1.25/2.5/5% of your max Stagger for LIGHT/MEDIUM/HEAVY hits → 2/3/4% of your max Stagger

    • Heal for damage dealt : 100% → 150%


  • Unstoppable


    • HASTE gained based on Stagger : 5-15% → 5-20

    • Knockback Resist based on Stagger : 5-15% → 5-20%


  • Prime Time


    • PRIMARY max level cooldown increase : 10% → 5%

    • PRIMARY hits harder : 5% → 7


  • Extra Special


    • Flat cooldown reduced per round : 10s → 15s


  • Cast to Last


    • BUFF and DEBUFF duration : 35% → 100%


  • Creator of Durable Things


    • CREATION duration increase : 35% → 100


  • Eject Button


    • MOVEMENT ability cooldown increase : 15% → 5

    • [BUGFIX] : Indicator for return position will now show up more consistently



BUGFIXES





  • Maps : Smoothened some player collision around corners near the goal

  • Goal score voiceover timing improved.

  • COUNTLESS localization fixes.

  • Improved player created terrain (e.g. Dubu's Tofu Fortress [SPECIAL]) so the Core will not pass through it in rare instances

  • UI slider can now appropriately go below 50

  • Goal gates now work as all other terrain in the game (fixes some edge case issues such as Luna's B.O.O.S.T. (SECONDARY) sliding along the goal gate)

  • Players can no longer get into the shop earlier than intended and block themselves from future missions and progression
  • Add TikTok to list of social links.
  • Fixed the verified icon sometimes not showing up in game for other verified players.
  • Disabled friend invites from the home screen. They can still be viewed in the social / friends screen, accessible from the top left of the home screen.
  • Added a warning for when the Steam overlay is disabled when attempting to make a purchase, as the overlay is required to do so.
  • Fixed an issue where global / region leaderboards were inaccessible if you weren't on them.
  • Fixed a display issue in the store for real money purchases with currencies showing them as 100 times more expensive then they actually were.
  • Fixed real money purchase bundles from showing as unpurchased in the store after they have been purchased.
  • Fixed striker pass claim ceremony showing premium rewards as claimed when you don't own premium (and weren't actually claiming them).
  • Add the bonus nameplate received from purchasing the striker pass bundle to various spots in the UI.
  • Fixed the store being accessible before completing the associated rookie road challenges.
  • Improved responsiveness of equipping in Customization, fixed issue with it sometimes showing the wrong thing equipped.
  • Added VFX to the purchase buttons in the store and striker pass screens.




-- POST PATCH UPDATE --
Hotfix Notes - September 20th


Asher
-BUGFIX: CREATION duration no longer extends infinitely if she performed certain actions with Creator of Durable Things equipped

Drek’ar
-BUGFIX: Molten Bolt (SPECIAL) DEBUFF no longer slows secondary targets more than intended
-BUGFIX: Molten Bolt (SPECIAL) now properly benefits from Cast to Last

Era
-BUGFIX: Flutter Fly (SECONDARY) BUFF duration was extended much longer than intended by the Cast to Last training
-BUGFIX: Magic Maelstrom (SPECIAL) visuals match the skill effects when Creator of Durable Things is equipped

Cast to Last (Nerf)
-BUFF/DEBUFF/HASTE duration bonus: Reduced from 100% → 75%

Juliette (Nerf)
Fiery Fist (Primary)
-Player Damage and Knockback: reduced from 180 + (0.9x Power) → 165 + (0.825x Power)
-Core Knockback: reduced from 940 + (3.55x Power) → 925 + (3.5x Power)

Creator VS. Event
-Leaderboard now shows that the top 10 Creators will all win rewards!
-Emotes updated for certain Creators.

Matchmaking Region Selector
-You can now select your matchmaking region in-game. Go to Settings > Matchmaking Region to change