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Skillshot City News

HARDER COPS & KILL STREAKS

Hey all!

Mostly a small balance patch. The most important things are cops are quite a bit harder now. And killing enemies is more rewarding. You get 2x as much XP per player kill, and also there's a new kill streak shown under the health bar. You get more cash per kill in the streak $100, then $200, then $300, up to a 10x streak of $1000 per kill. Stay alive!

Also, big thanks to everyone who's particpated in the survey so far! It's super useful. Especially to hear what the quiet majority of players enjoy or not. I'm posting screenshots of the results in discord if you're curious what others have voted for.

Have fun!
bencelot

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[GENERAL CHANGES]
Holding the space bar when opening flasks in a queue will pause the timer, letting you see what you got

Added a cool new victory screen cosmetic for the Legendary pack, and a visual in the flask animation page that shows how it affects your rarities



[GAMEPLAY CHANGES]
At wanted level 5, a helicopter now shows up to shoot missiles at you

Cops are now more accurate and are more aggressive

Normal cops now have 50 instead of 40 health, and special forces have 100 instead of 50 health

The time between wanted level 1 and wanted level 2 is 50% (aka you hit wanted 2 much sooner)

XP fills slightly slower in XP Pools, because..

Killing enemy players now gives 100xp instead of 50xp

The kill streak mechanic is now shown below you health bar. It now goes up to 10x isntead of 5x. The cash you get from a kill is $100 x killstreak (so the first one gives $100, then $200, up to a max of $1,000)

Health Stimulant chemical now restores +20 hp/s instead of +10 hp/s

Supply Beacon chemical now can carry 2 charges instead of 1



[SKILL CHANGES]
XRay Vision can now reveal enemy invisible targets

Bouncing Bullet's mutation seeking is reduced a bit, and the skill does slightly less damage

Invis has a 1.0s low damage penalty instead of 0.5s

Blade Fury has reduced slashing damage

Phase Drifting does a bit less damage at max speed

Assassinate gives slightly more farm per kill

Skill Shots gets slightly more move speed from the mutation per charge



[CLASS CHANGES]
Criminal's gang now gets 2 instead of 3 followers (to compensate for the cops being stronger)

Criminal has a 3% instead of 2% chance to spawn a gangster

Assassin gains +10% upgrade power per kill instead of +15%

Assault now gets +20% bullet speed instead of +30%

BALANCE UPDATE

Hey all!

Just a bit of a balance patch this version. I've been working on marketing this last month, getting more players to download the game via youtube and tiktok videos. This is long overdue, but working well so far. Already got +50% more downloads per day than last month. I'll keep doing this for a while longer then add more big content patches after that.

Have fun!
bencelot

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[GENERAL CHANGES]
- F2P players can now complete the final 60 challenges in each grid (but still need the DLC to claim them).



[GAMEPLAY CHANGES]
The final wave of heart drops (that land at -2:00) have 2 crates instead of 1. So you don't have to run so far across the map

There is a 20s instead of 10s delay between finishing a mission and seeing the next arrow

Gangster's have a shorter shooting range

Overtime circle is a bit bigger to reduce density

Car explosions are bigger and cars launch further

Medkits now heal +30 instead of +40 health



[CLASS CHANGES]
Assault's medkits now heal 50 health (other classes get 30)

Assault's weapons have +50% instead of +100% reload speed

Heavy's shield charges faster and more efficiently in XP Pools

Heavy gains +3% ROF per level regardless of health (it's no longer +1% above 50% health)

Caster's active skills heal by +30 instead of +20 hp on cast

Caster's vendor upgrades are -33% for weapons (same as before), but now -50% for skill upgrades.

Scavenger's healing rate is +150% instead of +100% when standing still

Scavenger's shift recharge rate is +150% instead of +100% when standing still

Criminal's cops kills only restore +20 instead of +30 health

Scientist's explosive bombs are now 75% instead of 50% likely to show in the shop



[SKILL CHANGES]
Frenzy cooldown is now 2s faster

Firestorm has higher blast jumping power to push you up against walls

Stimpacks and Blade Mail are indirectly nerfed due to medkits only giving +30 health

Gunslinger's mutation gives 2/4/6/8 instead of 1/2/3/4 extra grenade carry capacity

Falling Inferno's mutation gives +4/8/12/16 molotov duration instead of +3/6/9/12s

Shrapnel's damage is now +50% higher

Charged Shot has a larger hitbox on the charged bullet

Phase Drifting is a tad faster, but has a ministun when you hit a wall

Combo Killer's infinite shift duration is now 3/6/9/12 instead of 2/4/6/8s

Invisiblity low damage penalty is 1.0s instead of 0.5s, but cooldown is 2s faster

Beefcake mutation now gives +3/6/9/12 instead of +2/4/6/8 max hp per purchase

SMALL TWEAKS

Hey all, just small miscellaneous changes this version.

Have fun!
bencelot

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[GENERAL CHANGES]
- Players who hadn't caught up to their true xp level have now been instantly granted all that XP. The whole "earn XP 5x faster while catching up" grind is removed.

- Rare DNA Flasks now cost 500 instead of 750 acid.

- The top rank in the game is now called "Skill Slayer" instead of "Genetic God", and the "Super Soldier" rank is now called "Predator"

- Sniper class is now called Striker

- Hovering over the class in the leaderboards now shows class info



[GAMEPLAY CHANGES]
- If anyone in the server reaches max wanted level, all civilians will appear in a red shirt and deal extra damage

- Gangsters can now appear in non-BR game modes

- The explosive gangster always carries a minigun

- Mission civs and vendors now spawn immediately at the start of the round, not one every second, causing the arrow to flicker back and forth

- Cars have a slower base max speed, but a higher boost multiplier (same speed while boosting, but easier to steer without boosting)

- In survival mode, you start with at least wanted level 1, 2, 3, 4 based on the round number

- Survival mode is harder when playing coop

- more zombies spawn at the end of survival rounds

- Zombies spawn in the middle of survival rounds, including in standard difficulty

Making Max Level Skills Meaningful!

Hey all, this version makes max level skills more fun.

In the old version, it didn't feel that interesting to take a skill from level 6 to 7, or 7 to 8. You barely felt the difference as the increase was so small. And the game often ended before you could even reach that high. That's a wasted opportunity, because working towards and achieving a max level skill should be a fun thing to do!

To fix this, skills now max out at level 7 instead of 8, which means you can actually reach them before the game ends. And to compensate and make it exciting, the last 2 skill levels now have values that jump up 2x as much. So it's now worth it to choose a skill to focus on, as the core of your build, and try max it out ASAP to take advantage of those final levels.

Have fun!
bencelot

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[GAMEPLAY CHANGES]
- Slightly more max health kits drop into the map (to account for the power boost above and minimise burst damage skills)

- Photon Beam now works better for blasting with Scientist's bullets



[SKILL CHANGES]
- Skills go back to max 7 levels, instead of 8

- Skills now have a 2/3/4/5/6/8/10 pattern instead of a 2/3/4/5/6/7/8/9 pattern

- Boots of travel is a bit slower, and no longer works with the Speed vendor upgrade. The mutation jump height is increased.

- Force Field mutation does a bit less damage

- Bullet Time's cooldown is 2s slower, and it doesn't slow enemy bullets quite as much as before

- Blade Fury's cooldown is 2s slower, and the slashing size of the mutation is smaller

- Firestorm's cooldown is 2s slower

- Shockwave's cooldown is 2s slower

- Frenzy no longer works with the speed vendor upgrade

- Phase Drifting's cooldown is now 2s slower, and it no longer works with the Speed vendor upgrade

- Charged Shot now only gains 50% damage and healing from Cluster Bomb

- Charged Shot's mutation healing is now 15/30/45/60 instead of 20/40/60/80

- Energy Vortex cooldown is now 2s slower

- Rambulance armor and healing values are a bit stronger

RISKY REWARDS

Hey all, small tweaks this version around the ideas of RISK & REWARD.

There are things you can do in this game which are risky. Like fighting gangsters. You risk dying, and you also risk wasting your time, but there's a nice reward if you pull it off. This version aims to add a few more mechanics like this!

Cops do more damage, vendors are now harder to kill but always drop Double Damage loot, gangsters camps will now sometimes drop a tier 2 gun, and Kill Frenzy missions now reward you with 30s of Frenzy if you complete it!

Have fun!
bencelot


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[GAMEPLAY CHANGES]
- Vendors now always drop a double damage drop when killed, but they deal more damage
- The "Damage Drops" modifier is changed to make double damage last 4s longer
- Cops now deal +50% more damage
- Capturing gangster loot now has a chance to drop a bonus crate containing a tier 2 weapon
- Completing a KILL FRENZY mission now also gives you 30 seconds of Frenzy at +50% ROF


[WEAPON CHANGES]
- Molotovs now deal 30 instead of 20 impact damage


[SKILL CHANGES]
- Assassinate gives a bit more cash and XP
- Charged Shot now does more damage after throwing a grenade, the same amount as casting a skill
- Mirror Image clones have slightly more health
- Combo Killer drops slightly more loot
- Illicit Income's mutation gives slightly more ROF per wanted level
- Phase Drifting accelerates to top speed a bit faster
- Teleportation's cooldowns are a bit faster
- Manic Mechanic's murations gives slightly more ROF (50 instead of 40%)
- Flying Dagger goes back to a simple form of damage, no longer doing the above/below 50% thing. Ranging from 100% to 135% damage
- Armed Robbery no longer drops extra damage from vendors, but has a cooldown time of 40s instead of 60s