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WIP: Projectile Barrier



Well! Here's another week of WIP for the 0.8.0 incoming update. There's a lot of updates to ranged weapons coming in the patch and with the status rebalance, some ranged weapons are getting even stronger. While we usually nerf their numbers, we wanted something different, something that would allow those that dedicate their aim to feel rewarded when playing, a mechanic that could allow us to keep their strength without going tipping the scales too far.



Thus, the "projectile barrier" was added into some Quarks or Quarks Bosses (I repeat, not all of them). These barriers will prevent ranged attacks from hitting Quarks, forcing ranged players to either aim, or get into a closer range to perform their attacks, and not just hold boost back/sideward alongside left clicking.

While this is a straight up nerf to ranged playstyles, the power provided from base status, some newer mechanics we haven't showed yet, and the rebalance should counteract it when aimed properly. We'll keep an eye on how it feels on release and balance them accordingly.

In anticipation of questions:
Q: Will most Quarks boss have it?
A: Only some, and each are different

Q: How about normal Quarks?
A: Those that are annoying might get more annoying, but they don't spawn much.

Q: Always active?
A: Each enemy has differing choice to trigger their shield.

Q: Can it break?
A: No, but you can shoot through them holes

Q: But the preview showed miniscule holes...
A: That's one of the strongest shields, others might have slower turning, or bigger holes, or smaller shields. As mentioned, each one that has shields will have differing shields itself.

Q: Detonators and Missiles?
A: Nullified and destroyed.