Stronger Common Syringe Mutations!
Hey all!
This version buffs common syringe mutations, to reduce the relative power gap between commons and legendaries.
Previously, common skills had mutations which were only 25% as strong as legendary skills. For example, Smoke Bomb would drop 1/2/3/4 med kits (1 = common, 2 = rare, 3 = epic, 4 = legendary).
Now Smoke Bomb drops 2/3/4/5 med kits. Almost every skill has been buffed like this. Force Fields now do 20/30/40/50 damage instead of 10/20/30/40. Vampirism now heals 40/60/80/100% of non-bullet damage instead of 20/40/60/80%, etc.
So every skill got stronger this version. But most importantly, commons are now 40% as strong as legendaries, instead of only 25%. Because the pattern is now 40%/60%/80%/100% instead of 25%/50%/75%/100%.
This should help new players, and make drafting common skills more viable as their mutations have become 2x stronger than before.
Have fun!
bencelot
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[GENERAL CHANGES]
- Clicking the settings icon above the play button now lets you prioritize servers based on joining Round 1, or with more players. "Balanced" will consider both factors.
- You can now earn trophies towards class and modifier progression in singleplayer bot games.
- Your class name is now shown up the top right next to your level.
- Added a search box in the skills tree to help find skills you type in.
- Fixed a few bugs.
- Random Skills mode now also gives +10% account XP, in addition to the +10% ingame xp.
- When you join a server mid way, you'll now choose your first 4 skills. But then the game will auto-level the rest.
- The round number of the game you're about to join is now shown on the loading screen
[GAMEPLAY CHANGES]
- Every skill has had it's mutation values rescaled and buffed to a 2/3/4/5 pattern.
- Dying only loses you 100xp instead of 200xp.
- Killing gangsters now gives $300 and 30xp instead of $200 and 20xp.
- Gangster points now give $10000 in round 3 and $7500 in round 2 (and still $5000 in round 1).
- Gangster points are now guarded by 5 instead of 4 guards.
- Common skills are less likely to show up in the skill draft.
- Stacking Med Kits can now go up to +60 damage instead of +50 on your next shot.
- Shields now cap out at 50% instead of 60% of max health.
- Playes now leave a trail of blood drops whenever they are below 30% health, even when Invisible.
- Gangsters have slightly less attack range
- Cop Waves come slightly more frequently
- Toned down steering sensitivity in cars, but holding handbrake (spacebar) lets you turn faster.
- Fixed a bug where passive regen would heal you in the circle of death.
- Shields now regenerate 20% faster.
- Molotovs have a slightly bigger explosion radius.
- You can now make progress towards your 3 kills for the syringe from assists. As long as you do 50% damage it'll add to your kill counter. This also applies for Syringe Gambit.
- Knife attacks no longer use or consume the bonus damage that you accumulate from things like med kits. The lets Assault actually build up a +50 damage blast by knifing civs.
- Players who join a game midway get slightly more XP than average.
- You'll spawn closer to a vendor if you join the game late and have excess cash
- Buying vendor bullet speed upgrades will now increase the speed of seeking weapons to compensate
[SKILL CHANGES]
- Bouncing Bullets does a bit more damage after bouncing
- Automatic Armor's explosion is slightly larger
- Shift Attack has duration of 0.7s instead of 1.0s
- Venom Shot cooldown is 2s faster
- Killer cooldowns mutation restores a bit more after a player kill (same vs npc kills though)
- Invis's mutation charges up faster, but also fades off faster if you fall out of range
- Teleportation cooldown is now 4s faster
- Shrapnel's explosion range bonus is doubled. Also, Shrapnel's mutation cash reward is 2x larger in the final round
- Soul Drop mutation jumps slightly less high.
- Laser Scope now slightly buffs your view range when mutated.
- Vampirism now has 100% effectiveness against civs and cops, instead of 70%.
- Executioner does a bit more damage.
- Flying Dagger skill has been reworked to only throw the knife after you reload your gun. Using the knife key does a normal melee attack
- Flying dagger has a bit more damage, and the boomerang mutation even morso, to compensate for the above nerf
This version buffs common syringe mutations, to reduce the relative power gap between commons and legendaries.
Previously, common skills had mutations which were only 25% as strong as legendary skills. For example, Smoke Bomb would drop 1/2/3/4 med kits (1 = common, 2 = rare, 3 = epic, 4 = legendary).
Now Smoke Bomb drops 2/3/4/5 med kits. Almost every skill has been buffed like this. Force Fields now do 20/30/40/50 damage instead of 10/20/30/40. Vampirism now heals 40/60/80/100% of non-bullet damage instead of 20/40/60/80%, etc.
So every skill got stronger this version. But most importantly, commons are now 40% as strong as legendaries, instead of only 25%. Because the pattern is now 40%/60%/80%/100% instead of 25%/50%/75%/100%.
This should help new players, and make drafting common skills more viable as their mutations have become 2x stronger than before.
Have fun!
bencelot
----
[GENERAL CHANGES]
- Clicking the settings icon above the play button now lets you prioritize servers based on joining Round 1, or with more players. "Balanced" will consider both factors.
- You can now earn trophies towards class and modifier progression in singleplayer bot games.
- Your class name is now shown up the top right next to your level.
- Added a search box in the skills tree to help find skills you type in.
- Fixed a few bugs.
- Random Skills mode now also gives +10% account XP, in addition to the +10% ingame xp.
- When you join a server mid way, you'll now choose your first 4 skills. But then the game will auto-level the rest.
- The round number of the game you're about to join is now shown on the loading screen
[GAMEPLAY CHANGES]
- Every skill has had it's mutation values rescaled and buffed to a 2/3/4/5 pattern.
- Dying only loses you 100xp instead of 200xp.
- Killing gangsters now gives $300 and 30xp instead of $200 and 20xp.
- Gangster points now give $10000 in round 3 and $7500 in round 2 (and still $5000 in round 1).
- Gangster points are now guarded by 5 instead of 4 guards.
- Common skills are less likely to show up in the skill draft.
- Stacking Med Kits can now go up to +60 damage instead of +50 on your next shot.
- Shields now cap out at 50% instead of 60% of max health.
- Playes now leave a trail of blood drops whenever they are below 30% health, even when Invisible.
- Gangsters have slightly less attack range
- Cop Waves come slightly more frequently
- Toned down steering sensitivity in cars, but holding handbrake (spacebar) lets you turn faster.
- Fixed a bug where passive regen would heal you in the circle of death.
- Shields now regenerate 20% faster.
- Molotovs have a slightly bigger explosion radius.
- You can now make progress towards your 3 kills for the syringe from assists. As long as you do 50% damage it'll add to your kill counter. This also applies for Syringe Gambit.
- Knife attacks no longer use or consume the bonus damage that you accumulate from things like med kits. The lets Assault actually build up a +50 damage blast by knifing civs.
- Players who join a game midway get slightly more XP than average.
- You'll spawn closer to a vendor if you join the game late and have excess cash
- Buying vendor bullet speed upgrades will now increase the speed of seeking weapons to compensate
[SKILL CHANGES]
- Bouncing Bullets does a bit more damage after bouncing
- Automatic Armor's explosion is slightly larger
- Shift Attack has duration of 0.7s instead of 1.0s
- Venom Shot cooldown is 2s faster
- Killer cooldowns mutation restores a bit more after a player kill (same vs npc kills though)
- Invis's mutation charges up faster, but also fades off faster if you fall out of range
- Teleportation cooldown is now 4s faster
- Shrapnel's explosion range bonus is doubled. Also, Shrapnel's mutation cash reward is 2x larger in the final round
- Soul Drop mutation jumps slightly less high.
- Laser Scope now slightly buffs your view range when mutated.
- Vampirism now has 100% effectiveness against civs and cops, instead of 70%.
- Executioner does a bit more damage.
- Flying Dagger skill has been reworked to only throw the knife after you reload your gun. Using the knife key does a normal melee attack
- Flying dagger has a bit more damage, and the boomerang mutation even morso, to compensate for the above nerf