Red Solstice 2: Survivors Balancing Patch
Attention Marines,
We have just deployed a balancing patch to the game. Here's the list of changes.
Balancing Patch (2021 August 24)
[h3]FIXES[/h3]
• WAVES are normalized now
• Fixed major suppression problem where suppression wasn’t properly regenerating, and monsters could be suppressed only once in a long time
• Stun now lasts for 3 seconds and cannot be removed if suppression reaches 0
• Fixed a bug that caused breach shotgun does normal damage instead of half damage to armor
• Fixed issue where terminator had lower overwatch range
• Fixed bug where waves would reroll after certain missions spawned
• Energize bullets will not overwrite current advanced ammo
• Vanguard no longer goes to cooldown if preview ability is aborted
• Teleport camera fixes
• Fixed a bug that caused zombie marine having 90% energy resistance
• Ker range tweaked and fixed
• Dropship fix
[h3]CLASSES[/h3]
• Marksman primary slot increased by 1
• Recon health increased from 300 to 350
[h3]SKILLS[/h3]
• Increased buckshot damage to 3k and adds shred lvl3+
• Dio striker made cheaper by 2 energy regen
• Exhausts will drop by 1 stack each time instead of all stacks
• Stalker increases crit multip 0.2 - 1 and crit chance 2 - 10%
• Increased nanites damage
• Energy shield will no longer prevent energy regeneration of teammates
• Nanite swarm reduces energy resistance by up to 30%
• Weapon overload duration fixed and reduced energy cost of firing weapon by -4
• Jetpack has range of 2000 now
• Fixed terminator teleport issue
• Forcefield cooldown set to 52-40
• Nitrogen grenade energy cost reduced to 40
[h3]WEAPONS[/h3]
• Gar damage increased by 5, upgrade bonus reduced to 30%
• Viking damage increased to 80
• AJAX initial cooldown set to 0.1 sec (from 0.3)
• AJAX lockdown time reduced by half (from 0.2 to 0.1)
• AJAX mag size increased by 1 (from 4 to 5)
• AJAX firing rate increased by 0.1 (it was 0.3 now it's 0.2)
• Autocannon primary mode damage increased to 110
• Autocannon secondary mode dmg increased from 70(+130) to 100(+250), does double damage vs armor now
• Autocannon sound fix
• Autocannon spread regeneration increased from 4 to 10
• LMG damage increased by 5, suppression increased to 8, shots per mag by 10, reduced spread and is much more accurate if the person is standing
• ASV does double damage to armor in secondary mode, costs 5 less energy
[h3]GENERAL[/h3]
• Changed suppression by difficulty to be more manageable
[h3]MONSTERS[/h3]
• Atrocity projectiles won’t block all other skill projectiles (like rocket launcher)
• Atrocity projectiles are 50% slower
• Atrocity hp regen reduced from 120 to 80
• Hellspawn cannot destroy vehicles while unborrowed anymore
• Driller health reduced to 12000, energy resistance to -10%
• Immortal energy resistance reduced to 50%
• Fiend energy resistance reduced to 30%
• Burrowers will not burrow for 10 seconds after being affected by resonator
Stay tuned for more updates in the future.
Marines, dismiss!
We have just deployed a balancing patch to the game. Here's the list of changes.
Balancing Patch (2021 August 24)
[h3]FIXES[/h3]
• WAVES are normalized now
• Fixed major suppression problem where suppression wasn’t properly regenerating, and monsters could be suppressed only once in a long time
• Stun now lasts for 3 seconds and cannot be removed if suppression reaches 0
• Fixed a bug that caused breach shotgun does normal damage instead of half damage to armor
• Fixed issue where terminator had lower overwatch range
• Fixed bug where waves would reroll after certain missions spawned
• Energize bullets will not overwrite current advanced ammo
• Vanguard no longer goes to cooldown if preview ability is aborted
• Teleport camera fixes
• Fixed a bug that caused zombie marine having 90% energy resistance
• Ker range tweaked and fixed
• Dropship fix
[h3]CLASSES[/h3]
• Marksman primary slot increased by 1
• Recon health increased from 300 to 350
[h3]SKILLS[/h3]
• Increased buckshot damage to 3k and adds shred lvl3+
• Dio striker made cheaper by 2 energy regen
• Exhausts will drop by 1 stack each time instead of all stacks
• Stalker increases crit multip 0.2 - 1 and crit chance 2 - 10%
• Increased nanites damage
• Energy shield will no longer prevent energy regeneration of teammates
• Nanite swarm reduces energy resistance by up to 30%
• Weapon overload duration fixed and reduced energy cost of firing weapon by -4
• Jetpack has range of 2000 now
• Fixed terminator teleport issue
• Forcefield cooldown set to 52-40
• Nitrogen grenade energy cost reduced to 40
[h3]WEAPONS[/h3]
• Gar damage increased by 5, upgrade bonus reduced to 30%
• Viking damage increased to 80
• AJAX initial cooldown set to 0.1 sec (from 0.3)
• AJAX lockdown time reduced by half (from 0.2 to 0.1)
• AJAX mag size increased by 1 (from 4 to 5)
• AJAX firing rate increased by 0.1 (it was 0.3 now it's 0.2)
• Autocannon primary mode damage increased to 110
• Autocannon secondary mode dmg increased from 70(+130) to 100(+250), does double damage vs armor now
• Autocannon sound fix
• Autocannon spread regeneration increased from 4 to 10
• LMG damage increased by 5, suppression increased to 8, shots per mag by 10, reduced spread and is much more accurate if the person is standing
• ASV does double damage to armor in secondary mode, costs 5 less energy
[h3]GENERAL[/h3]
• Changed suppression by difficulty to be more manageable
[h3]MONSTERS[/h3]
• Atrocity projectiles won’t block all other skill projectiles (like rocket launcher)
• Atrocity projectiles are 50% slower
• Atrocity hp regen reduced from 120 to 80
• Hellspawn cannot destroy vehicles while unborrowed anymore
• Driller health reduced to 12000, energy resistance to -10%
• Immortal energy resistance reduced to 50%
• Fiend energy resistance reduced to 30%
• Burrowers will not burrow for 10 seconds after being affected by resonator
Stay tuned for more updates in the future.
Marines, dismiss!