1. Project Genesis
  2. News

Project Genesis News

The 5 FPS Weapons Test Pilots Love Most

Hey! I'm PilotPrecise, aka Isaac, and I'm behind the scenes trying to balance, nerf and buff weapons across many different scenarios. We asked Test Pilots for a closer look into their load out selection. And in this article I want to share some thoughts on the weapons they're using most in avatar combat.

And while this is pretty much the current hitlist of OP weapons at the moment, I might become the guy that gets the abuse (lol)! Still, I'd love to read your own experience with FPS weapons. Let me know what you think on our forums or in Discord.

Before the Enceladus update, we had put a whole bunch of work into ship weapons, ignoring the FPS side. So for quite a long time, we had just an SMG and a hand gun. And we had been working with these space weapons with all these big energies and lasers and railguns and what not. And when it came time to come back to avatar combat, I started with where I have the most experience and love for playing: first person shooters. So it feels good to just get in and have that familiarity with the role of each weapon. Still, this is a work in progress. And we're continually modifying the use profile for each weapon.

[h3]And Now, to the Top 5 FPS Weapons:[/h3]


The Kingsguard, being our first assault rifle, set the standard that I balance all the other assault rifles around.

It's kind of supposed to be this stock, standard infantry rifle. So I’ve given it this very archetypical role. But it’s perhaps just a little less directly iconic since there’s two other assault rifles you can choose that kind of fit, also, as an infantry (single shot) rifle. They’re all definitely in that assault rifle category although their fire rates are a little bit lower, punchier and heavier.

Using these archetypical roles, we’re trying to reimagine them for what avatar combat would be like. There’s no sniper rifles, no LMGs and what not. But I try to give the flavor of utility and sense of power of those kind of weapons into something that might be carried into an assault rifle. They have multipurpose use but I'm working on extending that a little bit too.



The Autotac is our main SMG. And the SMG has always been our core primary weapon. We built it around the score asset so it was one of the first models we had to use. There was nothing else for it to be more or less powerful than.

But SMGs are so standard in shooters as a multipurpose gun. So it’s always going to be a safe bet to choose that in your loadout. Everything is tuned around “Does it feel good in combat?” And it just sort of sets our base line time to kill and everything else.

After we started making small adjustments around it, as we built out other weapons, it's become that perfect balance between lethal and convenient.



It's the most powerful avatar weapon. And it's putting out a lot of damage every time it fires. And all of that's just compensated by its short range.

I call this (our music composer) Casey's weapon because it carries his particular set of initials. And when I threw a numeric designator at the end of his initials, well, you’ve got yourself a model number: The CP-5!



The Duchess and the R Zero, oddly enough, are the only variants in this list that are actually weapon variants and not base weapons.

The Duchess came about after introducing a single shot hand cannon. But it was kinda disconcerting for people to see a revolver get reloaded that was a single shot. Because there’s the whole cylinder spinning and everything else in that reload sequence. So a simple fix was to make this variant a revolver itself. So I made it match the same hand cannon role if you had to do it with a few more bullets. I lowered the damage, adjusted the head shot, and now it feels like a three-round hand cannon where if you land all three shots then you’re pretty much guaranteed a kill.

So now it’s a secondary that’s got three shots on it and a fairly slow time to arm between each shot. It definitely feels heavy and powerful. The Duchess is hard for me not to recommend in all situations.



Again, along with the Duchess, the R Zero, oddly enough, is the only other variant on this list that's not a base weapon.

The R Zero’s intention is for it to be an anti-shield sidearm. So eventually, when we get the damage model working with damage types, that will help differentiate the R Zero from what is, technically, the R One, which is the main revolver. This is why I call it the R Zero. R for revolver. And the 'zero' came about because I was looking for something that would perform a charge particle, anti-shield type of role. So it would be like a slug thrower that had a little bit of tech applied to it and was just given that name as an antidote to a sort of thing.


[h3]How Do I Approach Balance[/h3]
When I'm considering rebalancing a weapon, I first think about that weapon's role. For example, JimJimFace (James) will often, when we’re digging through a hairy problem, help us resurface against the goal that we’re trying to solve. And it's the same thing with tuning and balancing. You can’t just take the first bit or first idea of what you want. You should take that at face value rather than as a directive. So you get feedback that some weapon is too powerful and does too much damage. First, I have to accept that the feedback is totally valid. And then start to dissect what the feedback is actually getting at. Because sometimes the solution will point to what is believed to be the problem but won’t necessarily be the actual problem. So usually what I’m thinking about is:
- what are the goals?
- what are the sort of final goals for the ideal form for this weapon to have?
- what’s this weapon supposed to be doing?
- and what is this weapon doing now that’s not letting it do whatever it’s role is?

There’s lot of bugs to find in terms of balance. And it’s very situational in helping us learn where we need to change our interface and flows. I’ll be in a fight and I’ll sense myself wanting a different weapon that I know we have. So getting familiar with the weapons and the roles they’re useful in is key to the process.

[h3]What's Next For FPS Weapons[/h3]
We're conveniently in the middle of an engine upgrade, so we have the project locked down. Working in assets that don’t touch code is the safest thing to be up to. So I'm working on audio to help further differentiate how each Avatar weapon feels.

I do this with an Ableton project that has each weapon kind of called out on its own line. I export out from that. I go to audition to clean everything up and trim it. But it all means I have reference for each sound all the way back to their master. Then switching back and forth between an AR and a Pistol always just sounds right. It’s dope. Every gun just feels more different now. We aren’t just working with stock samples. We’re going to sound real good.



Let me read your think!

What's an FPS weapon or attribute you'd like to see us introduce into Avatar combat?

Second Hotfix to Enceladus Update Now Live

Thanks for continuing to be an awesome community by playing, testing and sharing your feedback with us. Here's another update with your help!

[h3]System[/h3]
- Fixed issue with in-game voice chat where joining late or switching sides wouldn't put the player on the correct channel
- Fixed the headshot multiplier
- Fixed an issue where sometimes AssaultPods would not be cleared when entering a new Att/Def Round
- Fixed an issue where placeables would not get assigned the correct TeamID on the Server side
- Fixed an issue where Turret Projectiles would not collide with enemy ship shields

[h3]Art[/h3]
- Massive lightmap datafile optimization (less texture mem usage, much smaller file sizes, faster load times)

[h3]User Interface[/h3]
- Set correct badge material instance to solve for the correct badge showing in the end match personal stats screen

Patch to Major 'Weapons' Update

We quickly got to work to address a few items we noticed and heard you echo, since releasing the Enceladus update on July 17th.

Thank you for playing! Jump in again and keep your invaluable feedback coming! o7

Full Patch Notes


[h3]System[/h3]
- Rewrote the Mini Radar Player location to radarmap dot position conversion function so that it is functionally correct. There is now no more offset to the radarmap Dot positions.
- Fixed an issue where the Ship Radarmap was not using the correct OwningPawn and placing incorrect Dots for Players.
- Corrected the Radarmap Radius distance steps to be more accurate and consistent across both Avatar and Ship modes.
- Fix for VoiceChat echoing when it shouldnt.
- Removed Score from the "ranking" calculation from the previous match to try and address the Attack/Defend mode causing a massive Player imbalance.
- Fixed a memory leak in the flight deck
- Potential fix for Bomb Countdown remaining on screen for a Late joining Player when it has already exploded.
- Made modifications to the Placeables in order to accomodate directly setting their Lifetime property via Blueprint in order to disable some Placeables from expiring when they are being visualized in the Hangar.
- Added the ability for the Radarmap to display locally that your Player visibility has changed when firing your weapon.
- Fixed an issue with the ShipWeapon Placeables where they do not start with full ChargeTime.
- Added a property to the MatchMaking request data to define which Team a Player gets added to, this was missed in the initial implementation and is directly tied to the RuleSet. This may address issues with MatchMaking and Backfill.
- Fixed a small issue where Placeables that are `bAttachToOwner` would appear through the floor when selected in the Hangar, they now have a correct offset.
- Fixed an issue where the Placeable Turret was not causing damage to Placeable Shields when firing at a Player that had one deployed.
- Small modification to try and address the issue where there is a race condition for when we initiate the Breach and when the Avatar Spawns that causes a Pod to award a Kill when it shouldnt.
- Fixed up collision properties for all Grenade Types. They now correctly collide with all Shields as well as Avatars themselves were as before they would not.
- Fixed an issue where Placeable Turrets would not target enemies that had a Placeable Shield equipped, Placeable Shields now no long block the Visibility channel.
- Fixed an issue where Turrets would continue to fire for a short duration after their Lifetime had Expired or their owning player had died.
- Fixed a Replication bug with the VitalSystemsComponent where consecutive LastHit structs were identical causing them to not replicate, this was most prominent with the Placeable Turret.
- Fixed an issue where Lazer Weapons on Ships would ignore all Shields. Refactored the Weapons and Projectiles to handle these cases better.
- Fix for Talkers not appearing correctly during VoiceChat.
- Fixed an issue where attempting to Sprint while Crouched without having forward momentum would desync the Stance state and thus cause you to be stuck crouching.
- Fixed an issue with regards to some instances where DOM can lose SpawnPoints for a Team and cause a race condition where the Player has requested a Respawn but the SpawnPoints have gone inactive on the Server.
- Fixed an issue where if the Bomb explodes while the match has transitioned into PostMatch, it would trigger another call to Intermission.
- Fixed an issue where Actors that represent a Shield of some kind would not be the correct Team color upon swapping Teams.

[h3]Design[/h3]
- Changed the Ship Placeable RepairNode to be infront of the Ship when placing so that its clearer you are placing the Placeable.
- Fixed n_Satoshi turret locations (Solar Storm)
- Added visibility blocker to AI objective to allow capture while looking at it
- Fixed position of spawn gate turret in Enceladus

[h3]Balance[/h3]
- Reduced grenade bounciness to .2 for testing
- Wasp antidote; accidental multiple shots removed
- Pistol -> K-12
- AutoPistol Damage 8 -> 13
- Trio SMG Fire Interval .15 -> .092
- CP-5X 10 -> 16 DMG Headshot 1.1 -> 1.25 2 Shot
- The Duchess, fine tune (current revolver baseline) -15 ADS Recoil Dir Y 0.25 Recoil Strength Mult 1.15 Spread 0.095 ADS Spread 0.001 AutoPistol Damage

[h3]Environment[/h3]
- FPS map mods to support view windows
- Fixed mirrored intrerior modular pieces, updated lightmaps (Dom maps)
- Opened side windows in attack/defend, minor visual bug fixes (Outpost), updated lightmaps
- Detonation maps visual bug fixes
- The ring - A/B objective visual upgrade, lightmaps
- Map interior adustments to accommodate larger doors (prevent clipping), updated lightmaps (Dom)
- Wider doors in dom maps, hole fixes, updated lightmaps
- Optimized warp gate distortion field (reduced particle count)
- Turned off volumetric fog (wasn't adding to visual quality, pretty big gpu perf hit)
- Increased ship repair node bubble scale. Now similar to shield.
- Fixed collision on cap ship side view windows

[h3]User Interface[/h3]
- PLAYER LIST ITEM Background is now spanning across the width
- Levelup: Replaced dismiss button with a new button which spans across the entire screen
- Updated loading screens art and copy
- SCOREBOARD Top lists (kills, assists and score) are added, sorting, and update on changes
- Fixed issue not being able to quit game or enter settings

[h3]Settings[/h3]
- Rewrote the Utility functions for getting the KeyBindings for Action and Axis mappings by name. This now reads directly from the PlayerControllers PlayerInput object which maintains the active Mappings instead of reading from the InputSettings defaults.

[h3]Sound Effects[/h3]
- Foostep attenuation adjustments and increased footstep audio for all characters
- Fixed quiet placeable turrets
- Fixed players not hearing foosteps from behind
- Updated AnimationPoseOptimizationDistance to 3500 to match the footstep hearing with the mini map range.
- Fixed Ring Cannon attenuation from being heard everywhere

[h3]Visual Effects[/h3]
- Alternate Missile explosion VFX Disable GPU sprites, performance fix f/FPS drop

Breach and Board with Tons of New Loadout Combinations

This is the most fun we've been having yet, Breaching and Boarding massive capital ships and space stations!

This major content drop begins with over 40 new weapons, introduces ship and avatar abilities as well as battleground upgrades that will surely impact your combat decisions. It was important to us in this update that we deepen playable content. So we hope you'll play and share your feedback!

40+ New Weapons, All Accessible

[h3]Choose Which Avatar and Space Combat Loadouts You'll Take to Battle[/h3]
To start, we’ve removed the constraints around allocations as there was some candid feedback both on Steam and in Discord about progressive unlocks. It was great feedback, and was very timely as we wanted to significantly expand the arsenal available to the players.

The bigger news is that 40+ additional weapons have been added, and while the weapon artwork is still placeholder, players should now begin to get an early feel of the personality and character of the additional firepower.



Ability Deployables for Ship and Avatars

[h3]Bringing New Battle Dynamics to Space Combat[/h3]
Deployables are the first major step in developing non-assault class roles. We chose three for each type of unit (both the battle craft and the avatars: placeable turrets, repair drops, personal shields. Even with just these early systems, the Test Pilots are demonstrating huge advances in team-based play. If you’re a fan of support roles, we’re starting the first steps in adding this variety.



Expect Tactically Upgraded Environments

[h3]For Capital Ship Engagements and Space Dogfights[/h3]
The biggest news in the land of environments is that there is an entirely new map that accompanies the much sought after asymmetrical mode: Attack / Defend (Onslaught). Asymmetrical play has been one of the most requested types of modes by the community, and it has also been at the top of the priority list for the team to begin developing. Attack / Defend is well on its way to become rated one of the community's favorite maps and modes, just narrowly beating out The Ring and The Outpost.



The environments in Project Genesis received a dramatic expansion in scale and in scope. In almost every aspect of play space, changes have been implemented to increase the flow of maps, take into account high traffic areas, and add additional cover. This counts in both interior spaces and exterior spaces for Carbonaceous, Enceladus, Solar Storm, The Ring, and Outpost.



Up-scaled capital ships have almost doubled in size with the added bonus of additional breach locations as well as turret emplacements. This allows for a much more dynamic play space, especially with the addition of what the community is calling “tactical asteroids”. These asteroids have been hollowed by industrial drones, and provide great hiding places for players who prefer to use brains over brawn. While requiring great skill to navigate the cavernous interiors gracefully and with speed, the new asteroids ensure that slogs are less likely to emerge.

[h3]Calling our Friends in Europe![/h3]
In the Dev Dailies at 11AM PDT, where the community joins us in some good natured space combat Monday through Friday, we have a large population of intrepid Europeans who regularly join.

The morning community is lively and friendly, even though for most of the participants their ping suffers higher pings from the distance across the Atlantic and contiguous US (our first server is on the west coast of the United States). We thought it would be great to make their gameplay experiences more enjoyable while at the same time we would take the opportunity to expand our technical infrastructure. If you’re in Europe want to play Project Genesis, now is a great time to join us.

[h3]Introducing Steam Achievements[/h3]
We’ve also incorporated Steam Achievements into Project Genesis. We wanted to challenge our community of Pilots to tackle some gameplay accomplishments that are not only fun, but also show off the skills of the talented. Here is the current list for players to test themselves with:
- Double Frag: Kill 2 Enemies at once with a Frag Grenade
- No Seatbelt: Kill an enemy by crashing into them
- Smite: Blind 3 Enemies at once with the EMP
- King of Kong: Get 5 barrel kills
- Mr. Wick: Kill 4 enemies in a row with headshots
- Systempunkt: Complete all Detonation objectives by yourself
- Territorialist: Capture all hard points on dominion 1st
- Snow Crash: Break all screens on the enemy ship
- Pentakill: Kill 5 enemies without dying
- Decadence: Achieve level 10
We plan on many more achievements (we’re still working on the details) and look forward to hearing who is able to acquire all 10 before the next update.

[h3]Improving Gameplay Accessibility for New Players[/h3]
There’s no doubt about how hard core our early community members are. Add to that switching between game modes, new map configurations, and the merging of two types of gameplay (third person space combat and first person shooter) and new players can find their first experience a little...overwhelming.



There are no silver bullets here. In these early days, with Project Genesis only about 57% complete, there’s going to be a steep learning curve. Luckily we’ve got a very helpful contingent within our community to help ease players into the game.

That said, there are a number of steps that we could take to reduce some of the rough edges for new players. To start, we’ve added a radar indicator that displays friends and foes. The standard conventions are followed for readability (relative height indications, and color coding for friend or foe). There’s still more work to do here but this is the first step in that direction.

The HUD has undergone a layout change to conform to other FPS titles players might be used to and we’ve added key binding iconography for quick reference for deployables, grenades, and ship-to-avatar transfers (also know in the lore as: transference).



We’re looking forward to watching and hearing from players to determine if these new elements help reduce the cognitive overload.

Twitch Drops for Free Keys

One of the new opportunities for the community and content creators the Project Genesis team is most excited about is the implementation of Twitch drops. Leading up to and through the release of Dorado, we worked with streamers, publications, and other partners to allocate thousands of Steam keys. We quickly exhausted the keys we could give out, and it left many people asking us when our next giveaway program might be.

We’re very excited to announce that on Friday July 17th we will be using the Twitch drop system to give those watching drop-enabled streams of Project Genesis a chance to earn a free Steam key. If you’re a streamer, you’ll have an opportunity to grow with us using this program as well. We will be dropping a key every hour until August 31st for your audience members.

To find out how you can participate, check out our Creator program here.

[h3]And More…[/h3]
The features listed above are the most significant, but over 300 fixes and features have been implemented since the inaugural Steam Early Access build was released on May 22, 2020. If you’re a new player, or if you’ve not played in a while, the progress the Project Genesis team has made might be worth checking out in-game. We hope you’ll come visit and we look forward to seeing you in game.

[h3]Release Notes[/h3]
- Avatar Abilities: Placeable Turrets, Repair Drops, Personal Shields
- Ship Abilities: Repair Drops, Shield Wall Drops
- Up-scaled Environments & Capital Ships
- New breach points added to Detonation maps
- New Capital Interiors
- Added tactical fly-through asteroids
- Added color differentiation for friendly/enemy shields
- Added more emplacement turret options to capital ships
- 40+ New Weapon Types
- Added EU-CENTRAL-1 region to our fleet of servers to reduce latency. Adjust in PLAY menu to find players.
- Added Steam Achievements - Can you get them all?
- New experimental mode in development added to map rotation: ONSLAUGHT (Attack/Defend)
- HUD Mini-radar added for ships and avatars
- HUD Round start notifications to improve player messaging
- HUD Status of weapons and abilities with easy-to-see keybinding indicators
- HUD Added Killstreak Tallying (more to come on this feature)
- HUD Added Kill Confirmation
- HUD Updated Killfeed & Icons
- HUD Added Hit Indicator Damage
- Updated Matchmaking tech to utilize Flexible match queuing and rulesets (more sophisticated matching coming in our next update)
- Improvements to breach pod-destroy time conditions bugs
- Big audio changes to improve space/fps sound attenuation
- Adjusted physics asset bodies for all grenades to improve their bounce
- Introduced the ability to define if a FPS Weapon uses normal Ammo reloading or automatic Ammo regeneration
- Added proper regeneration system to throwables and deployables
- Flight Deck customization - Updated iconography and flow with the ability to switch between bays within the customization widget
- Resolved issue with version mismatch builds getting locked up upon kicking back to main menu
- Implemented the ability to decide if an Interactable Objective accumulates progress towards its completion or not.
- Solved an issue where players would get kicked for inactivity while sending chat messages. We now mark players as Active when they send a message.
- Full Weapons Balance Pass
- Moved ASCEND default input from LEFT ALT to LEFT CTRL

[previewyoutube][/previewyoutube]

Leaderboards Will Reset

Pilots looking for fame and glory have one week of dev daily playtest sessions to make their final mark in the current Dorado build!

Beginning Monday, July 13th, we're resetting all public leaderboard stats before our major update hits.

Next Friday's major update includes a ton of new content including, but not limited to, a significant expansion of FPS and ship combat weapons, a new mode, a new map, new avatar archetypes and redesigned battleground interiors within capital ships.

There’s a lot to play, test and derive feedback from within the next major update. And we think that you'll have your hands full if you're interested in helping us decide what to do with all the implemented updates, striking your impact on Project Genesis' game design and development.

Leaderboards
http://www.projectgenesis.com/leaderboards
Get recognized** by reaching the top in any of these stats categories:
- Ship Kills
- FPS Kills
- Objective Points
- Total Score
- Total Wins

**Top three in each category receive a special Discord role

Dev Daily Playtests

Say goodbye to the Dorado build with us as we host one final week of playtests with devs, twice daily:
- 11am PDT (6pm UTC)
- 5pm PDT (12am UTC)

Once the major update launches, the leaderboards will be reset once again. At which point all scores will reflect stats to the newest update code named Enceladus.

You can find the pre-alpha Project Genesis leaderboards here.