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Omega Strikers News

Loading Screen Bugfix - 2.1 Release

Patch contents:

  • Fixed an issue where sometimes the game would not start and be stuck on loading screen for too long.

That is all, thanks :)

Omega Strikers - 2.1 Update - Patch Notes

Hello Strikers! Welcome to the first BIG UPDATE of Omega Strikers. It's been about 3 weeks since we've launched the game to the world, and we already have some more incredible stuff for you all. We're really out here bringing you TWO new characters, a new map, new Asher, new gear, new bunch of other things too! I also might be biased but the new characters are SUPER fun.
Okay. Sorry. Let's just get into it.

SYSTEM CHANGES


[h2]CHARACTERS[/h2]

[h3][NEW] Vyce[/h3]
Vyce is an explosive long-range Striker who uses an electrified guitar to deal heavy damage and warp across the field. She can drop thunderbolts from the sky to stun enemies from a distance, launch chain lightning attacks, and emit a MASSIVE shockwave that sends enemies flying. With Vyce, it's all about finding the perfect moment to warp into your enemies and start melting their faces with a ripping guitar solo.


  • Thunderstruck [SECONDARY]


    • Summon a thunderbolt from the sky to a target location, hitting and stunning enemies for .75s. For the next 3.25s, recast to assume a form of pure energy and teleport to the cast location.


  • Power Chord [PRIMARY]


    • Launch a lightning riff, hitting and slowing the first target struck before chaining LIGHT hits to nearby opponents.


  • Super Nova [SPECIAL]


    • Push-and-hold this ability to start rocking out, gaining 100% knockback resistance. Upon releasing the ability or after 2.5s, emit a shockwave that blasts enemies away from you. The wave increases in size and power for the first 1.25s it's charged.

[h3][NEW] Octavia[/h3]
Octavia is a speedy but fragile Striker who excels at controlling the core and evading enemy attacks with her pair of psychically-controlled speakers. Her entire playstyle is built around Flow State, which grants her a scaling speed boost that refreshes its duration whenever she hits something. To become a true virtuoso with Octavia, you'll need quick reflexes and a focused mind in order to continually extend your Flow State for as long as possible.


  • Flow State [SECONDARY]


    • Gain 25% Speed for 2.75s, increasing by 2.5% per second. Hitting anything refreshes the duration, scaling infinitely.

    • Sonic Boom [PRIMARY]


      • Launch a sonic wave that hits all targets it passes through and slows them for 1s. Deals light hits to subsequent targets.


    • Bass Drop [SPECIAL]


      • After a delay, emit 5 sound pulses over a short duration that hit surrounding enemies.

[h3]Asher - Mini-rework[/h3]
Asher's kit was too oppressive at keeping the Core forward, which made it very frustrating for opponents when trying to counter her core control. We're removing her passive shield barrier and moving that to the duration of her PRIMARY ability cast only. If she casts PRIMARY on her side of the field, her barrier will be larger and unbreakable. We think these changes, along with a defensive buff to her SECONDARY, will improve her tank-like playstyle. All of these changes should improve counterplay against opposing Asher forwards, but we'll be keeping a close eye on how she performs as a Goalie as well. Does that fit the criteria for a "mini-rework"? You tell me!


  • Striker Barrier (STRIKE)


    • Passive Barrier Creation on ability casts :: Removed

    • Now is just a normal Strike


  • Breakthrough [SECONDARY]


    • Fixed a bug where Asher could move during the channel time of the dash (0.125s channel before dash)

    • Tuned to be more forgiving to hit units slightly in front of and behind her

    • Now grants Asher a BUFF that reduces incoming Knockbacks by 30% and damage taken by 25% for 5 seconds. This buff loses its effects if Asher is staggered.


  • Barrier Beam [PRIMARY]


    • Renamed from Arc Beam to Barrier Beam

    • [NEW] Creates a barrier while cast that deals a LIGHT hit to enemies it comes in contact with before breaking. If cast on Asher's team's side of the field, the barrier is larger and unbreakable for its duration.

    • Asher is no longer further slowed if the barrier hits something (she is still slowed while channeling)

    • Beam Range :: Increased from 340 → 350

[h3]Era[/h3]


  • Magical Maelstrom [SPECIAL]


    • Maximum knockback angle to the cast direction :: 90 degrees → 60 degrees


      • This will keep both the Core and knocked-back players moving in the direction of the Maelstrom, instead of it being all funky.

[h3]Juno[/h3]


  • Strike with Friends (STRIKE)


    • [BUGFIX] Blobbos will now reset their overridden strike direction when Juno strikes the Core


      • This should make it easier for Juno to set up some pass plays with the Core

[h3]Rasmus[/h3]


  • Pendulum Swing [PRIMARY]


    • [BUGFIX] The head of his chain sickle (circular area) now scales with increased size

[h3]Rune[/h3]


  • Unstable Anomaly [PRIMARY]


    • [BUGFIX] Now scales at a fixed rate, instead of being slowed down by increased Creation Duration

    • [BUGFIX] Will knock back targets multiple times if they stay inside the Anomaly


  • Banish [SPECIAL]


    • [BUGFIX] Now banishes additional targets hit for the same amount of time as the first target.


[h3]X[/h3]


  • [BUGFIX] Base strike size: 350 diameter -> 270 diameter


[h2]MAPS AND MODES[/h2]
[h3][NEW] Demon Dais[/h3]

  • Our first brand-new map! It pairs perfectly with the Oni twins of Ahten.

  • On this new music stage, we have a unique Barrier setup with two concentric circles that you have to break through. On breaking the outer barrier, the speakers on the sides of the map activate, pumping out sonic waves! These waves will push Strikers and the Core away from them. When the inner barrier on either team drops, the speakers get amplified, expanding the impact of the sound waves further into the map!! You might want to bring earplugs.

[h3]Ahten City [/h3]

  • Now spawns 6 Orbs per wave instead of the standard 3
    • This is intended to give Ahten City a little bit of variety and have a unique feel to it, rather than it just being the "standard" map. We've got a couple things in the future brewing around Ahten City as well, so keep your eyes peeled for that!


[h3]Night Market[/h3]

  • [BUGFIX] Speed gate now grants bonus to all units within its area when it is activated.

  • [BUGFIX]On being hit by the Core, barriers take the standard 1s to fully deactivate (was shorter to match previous visuals)

[h3]Oni Village[/h3]

  • [BUGFIX] Speed zones now better match the visuals and do not extend into the corners.

[h3]Tutorial[/h3]

  • Updated to better teach players how to aim their Strike and Abilities with controllers and on mobile

  • Default setting for Controllers now has Aim Guidance turned off, letting players aim with their movement stick (Left Stick)

  • [BUGFIX] Goal gates now meet in the middle instead of appearing slightly open during tutorial

  • [BUGFIX] Goal gates in tutorial will no longer disappear when they're closed in the tutorial

[h2]POWER ORBS[/h2]

  • Healing :: 20% of Max Stagger → 7.5% to 30% based on current stagger (more healing when more damaged)

[h2]UI and other improvements[/h2]

  • More Striker info on lore page

  • Improved layout in lore book

  • Barriers now have a VFX on destruction

[h2]COSMETICS[/h2]
We've gone and added all those cute and cool skins we made from the first Creator VS. They're cool. And cute.
We also made some super rad stuff for the Ahten City Music Festival!!!! Be sure to check these out 8)

[h3]Creator Skins[/h3]
You might've seen 'em shared by us before, but they're finally here!

  • Moist Asher

  • Rakin Juliette

  • Lily Juno Bee

[h3]Music Skins[/h3]
The Oni twins aren't the only ones ready for the music festival! A couple of your other favorite Strikers are getting into the groove:

  • Idol Ai.Mi

  • Pop King Kai

  • Soundwave Atlas

[h3]Goal Explosions + Emotes[/h3]
What's a music festival without a little visual effects? We threw in a nice new goal explosion and a couple emotes into the patch, just to take this concert to the next level.

[h2]Consoles[/h2]
[h3]Nintendo Switch[/h3]
  • Now playable at 60FPS!

[h3]Xbox[/h3]
  • No longer requires Xbox Live Gold to play
    • This was actually fixed a week or so ago, but I'm including it here anyway 8)


[h2]GEAR [/h2]


  • [NEW FORWARD GEAR] Siphoning Wand :: Hits deal bonus damage equal to 5% of the enemy's max Stagger over 2.5s, healing the user for the same amount.

  • [BUGFIX] Fixed an issue where gear benefits would sometimes be lost when if goalies ventured to the very edges of the map.

[h3]Pummelers [/h3]

  • 25% bonus knockback to staggered targets → now grants 10% more knockback to all targets

[h2]BUGFIXES[/h2]
Making a video game is hard. We ran into some bugs, but we squashed some bugs too! Here's a couple in particular that we squashed. Thank you for all your diligence in reporting them!!

  • iOS Users should no longer experience massive framerate drops when they take Tempo Swing awakening.

  • End of match screen in non-English languages no longer shows weird debug text.

  • Omega Strikers no longer crashes Nintendo Switch when playing in 60 FPS!

  • Core, goal gates, and goal barriers no longer disappear when dead.

  • Fixed an error that repeatedly caused players to fail to connect to games during the loading screen.

    • THIS ONE IN PARTICULAR IS REALLY NASTY. It will likely still occur on consoles, so if this keeps happening to you, PLEASE let us know!

  • Battle pass icon has been updated to show Season 2 content.
  • Atlas Lab Recharge time indicator is now red instead of green. Just an additional warning that you should get away from the area instead of trying to pick it up because it will explode.

  • Various other small bug and crash fixes.


[h2]Controls[/h2]

  • Fixed a bug on Gamepads where quick casting a cast at location movement ability on certain settings would cast directly at your Striker's feet instead of at maximum range.

    • Affects:

      • Juno Secondary

      • Estelle Secondary

      • Ai.mi Secondary

      • Zentaro Special


Micropatch Update - 5/17/2023 - v 2.1.1


The Oni Twins are blasting music and enemies alike - they made their rock star, pyrotechnic fueled entrances, but we’ve quickly seen that you can rage too hard and too fast. We’re slowing their roll so they can continue to rock at a more reasonable win rate.

[h2]STRIKERS[/h2]

[h3]Octavia[/h3]

Octavia is intended to be weaker when she’s not rolling around at the speed of sound. However, she wasn’t feeling particularly vulnerable at lower stagger. She should now be easier to KO and interrupt her Flow State.

  • Stagger Gain Over Levels :: 250 → 125


  • Flow State [SECONDARY]
    • Increased speed per second :: 2.5% → 2%

    • Duration :: 2.75s → 2.5s



  • Sonic Boom [PRIMARY]
    • Cooldown :: 7.5s → 8s

    • PvP Damage and Knockback :: 175 (+87.5% Power) → 160 (+80% Power)

    • Core Knockback :: 1330 (+175% Power) → 1300 (+160% Power)

[h3]Vyce[/h3]

Vyce is always down for an encore, but her long sets gave opponents too little counterplay. She’ll end her riffing a bit earlier now so Evades are more feasible.

  • Thunderstruck [SECONDARY]
    • Cooldown :: 14s → 16s


  • Super Nova [SPECIAL]
    • Max Hold time: 2.5s → 2s (time to fully charge unchanged at 1.25s)

Introducing the NA Pro-League Invitational!

[h2]NA Pro-League[/h2]

The NA Pro-League Invitational is our first venture into Omega Strikers tournaments!

We're going to be hosting it on our fresh new Central NA servers as a little test to see how they do.

Win money, bragging rights, some exclusive emotes, maybe even an in-game title!

Here's your favorite game dev vtuber, Sonii, with more:


[previewyoutube][/previewyoutube]

Love you all,
bye.

Omega Strikers - 2.0.3 Micropatch - Balance Adjustments + Feature Requests

Hello again gamers. Welcome to Micropatch 2.0.3, the micro-est of micropatches. There's only a few things to go over today - like X nerfs, Juno Nerfs, Spark buffs, and more - so I suggest you read and absorb EVERY SINGLE CHANGE!!!!!

This patch will be rolling out live to all servers soon!

Ok let's get started.
[h2]General[/h2]
While it's good to have Strikers who are behind to have some options of getting back into the game, the catch-up experience for knockouts provided too much of an XP Swing.

  • Catch-up experience for KOs and assists :: 60% of the difference between KO'ed and KO'er (30% for Assisters) → 40% of the difference (20% for Assisters)
STRIKERS

[h2]Juno[/h2]
It's been raining Cats and Blobs out there. Juno is excelling, so we're hampering her ability to clog the alleys a bit.
Make it Rain [SPECIAL]

  • Cooldown :: 30s → 35s

[h2]Rune[/h2]
Last time, Rune got the knockback buffs. We're now giving him the damage to match.

  • Unstable Anomaly [PRIMARY]

    • Fully formed Damage :: 220 (+110% Power) → 250 (+125% Power)

    • Fully formed Core Knockback :: 1390 (+205% Power) → 1405 (+212.5% Power)

      • Unformed damage and knockback unchanged

      • Also applies to the Unstable Anomaly left by Shadow Walk [SECONDARY]

[h2]X[/h2]
X has been nonchalantly kicking in goals after bashing heads. He can still do that, it just won't be as X-cessive.

  • Bell Ringer

    • PvP Damage and Knockback :: 200 (+100% Power) → 185 (+92.5% Power)

    • Core Knockback :: 1380 (+200% Power) → 1350 (+185% Power)

  • X Maximus!

    • Size gain :: 50% → 40%

    • Cooldown :: 30s → 35s

    • No longer has a minimum knockback duration per hit

[h2]Zentaro[/h2]
Mastering the blade is no easy task, but we think Zentaro could use a little help from our end. Now, when he's dashing, he might bring an enemy with him.

  • Iai Rush (SECONDARY)

    • PvP Damage and Knockback :: 170 (+85% Power) → 180 (+90% Power)

    • Core Knockback :: 1320 (+170% Power) → 1340 (+180% Power)
AWAKENINGS

Sparkington City needs to boost its tourism revenue. Stop by sometime!
[h3]Spark of Focus[/h3]

  • 2 Cooldown Rate, plus 8 per Spark → 2 Cooldown Rate, plus 10 per Spark

[h3]Spark of Strength[/h3]

  • 4 Power, plus 16 per Spark → 4 Power, plus 20 per Spark



Feature requests


Since we launched, you all have given us a lot of feedback on Omega Strikers. Like. A lot. We’d like to take a minute to address some of the most frequent feedback we received.
First, AFKs. We’re working on ways to improve our system to detect AFKers and punish those who decide to bail mid-game. And, of course, for those games you think are truly unwinnable, we’ve got a surrender function in the works! We admit, we probably should’ve had that at launch, but we’re hoping to implement it soon. Please look forward to it!

Another popular request is practice mode. We know the Co-op v AI games aren’t ideal practice ranges, so we’ll be releasing a mode that’ll allow you to work on your combos and practice new strikers in peace. We won’t be able to equip it with all the bells and whistles we’d like, but we’ll release the barebones functionality early and roll out more features as we go.

For players that promote out of high challenger, we’re also going to be adding a new tier to the ranked ladder: Pro Leagues. Once you’re in the Pro Leagues, the LP cap is removed and only the top players of each region will enter Omega.

We are also painfully aware that spectator mode and custom games could use an improvement. Though we don’t have details to share at the moment, rest assured we want to create features that are useful for those of you in the competitive scene. We just need a little more time to cook those.

Speaking of the competitive scene, we’re also looking into a central US server for competitive events. OS is a ping reliant game, and we want to make competition the best it can be. There are some costs to opening a central server, engineering and otherwise, but it’s something that is also on the radar for us.

Alright, that’s it for today! We really appreciate all your support through our launch so far. We promise we’re going to keep working hard to continue to make Omega Strikers the best experience it can be!! SO. Thank you for supporting us and thanks for watching. See you in the arena!


Omega Strikers - 2.0.2 Micropatch - Balance Adjustments

Yo strikers!! It's your friends at Odyssey Interactive here.
We got a quick balance micro patch to make a couple changes to balance and stuff that we gathered from the millions of datapoints we were looking at.

This patch will start rolling out now and should reach all clients over the next few hours! It will not require a client update.

[h2]MAPS AND MODES[/h2]
[h2]Night Market [/h2]
Night Market is a bit tame in comparison to the explosions and firepower of our other maps. We're turning up the speed a bit!

  • Speed Zone recharge time :: 5s → 4s
STRIKERS

[h2]Atlas[/h2]
Atlas can use Astral Projection to win trades with frequency. This is a minor touch - he'll still be winning trades with said frequency, but he'll be paying a slightly higher cost for it.

  • Astral Projection [PRIMARY]

    • Cooldown :: 7.5s → 8s

[h2]Asher[/h2]
Asher's special is quite good at stun-locking and creating forward pressure, given how easy it is for her to hit it. We're reducing its effective range and stun power to keep her more in line with other Strikers.

  • Pathsplitter [SPECIAL]

    • Base Creation Duration :: Reduced from 2.25 → 1.9s

    • Minimum hit stun duration :: Reduced from 0.3s → 0.05s

[h2]Drek'ar[/h2]
Fixing a Drek'ar bug that made his Molten Bolt last longer than intended, especially when he'd selected Cast to Last.

  • Molten Bolt [SPECIAL]

    • [BUGFIX] No longer gains CREATION benefits for the ability

[h2]Dubu[/h2]
Our favorite hampter sure is a stalwart defender. Honestly though, sometimes he also wants to slam. We're giving him some more opportunities and payoff for belly flopping on his enemies. (Just like he did in the Trigger trailer!!!! He did the thing!)

  • Somerassault [SECONDARY]

    • Cooldown 20s → 18s

    • Damage and PvP Knockback :: 200 (+100% Power) → 210 (+105% Power)

[h2]Era[/h2]
Magic Maelstrom (Era's SPECIAL) was blocking off large sections of the map too frequently and effectively. We're increasing its cooldown to make it more punishing when she has a poor cast.

  • Magic Maelstrom [SPECIAL]

    • Cooldown :: Increased from 15s → 20s

[h2]Luna[/h2]
Luna's W.H.A.M.M.Y (that's her missile) is a little too punishing to miss, given its short-ish base range and acceleration time to get a stronger hit. We're going to give Luna a bit more opportunity to fish for good hits by reducing its cooldown. And more chances for you to launch a random missile across the map for a free goal.

  • W.H.A.M.M.Y [PRIMARY]

    • Cooldown :: Reduced from 7s → 6.5s

[h2]Kai[/h2]
Kai can deny too many opportunities, so we're knocking down his rapid firing barrage's rapidness and its range a bit.

  • Barrage [PRIMARY]

    • Cooldown :: 10s → 11s

    • Range :: 775 → 650

[h2]Rune[/h2]
Rune's combinations aren't as lethal as we'd like. While he has a lot of tricks in his bag, his KO bread and butter Banish into Unstable Anomaly should be confirming knockouts on players close to the edge of the arena.

  • Unstable Anomaly [PRIMARY]

    • Fully formed PvP Knockback :: 220 (+110% Power) → 250 (+125% Power)

      • PvP Damage and Core Knockback unchanged

      • Unformed damage unchanged

      • Also applies to the Unstable Anomaly left by Shadow Walk [SECONDARY]

[h2]Rasmus[/h2]
We're giving Rasmus a bit more mobility and agency over when he can utilize his Whiplash. This should mean he can do more than just Death Touch unsuspecting victims.

  • Whiplash [SECONDARY]

    • Duration :: 2s → 2.25s
GEAR

Goalie Gear seems to be a toss up between Strike Shot and Eject Button. We're giving the other options a bit of love to make them do what they do... except better.
[h3]Momentum Boots[/h3]

  • Move Speed per Stack :: 1.5% → 1.75%

  • Max Speed :: 20% → 22.5%

[h3]Pauldrons[/h3]

  • Power :: 15 → 20
AWAKENINGS

[h3]Extra Special[/h3]

  • Special cooldown reduction :: 35% → 40%

[h3]Monumentalist[/h3]

  • Creations hit bonus :: 20% → 15%