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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.

WIP: AXIAL CORE All Variation Preview



Back to another week of armor set preview, this time with the third variant of the Axial Core armor set, the XType. The X Type is meant to be a more detailed version of a very tight and skinny set, with flat layers that still allow accessories to shine with a more detailed base armor parts. With that, we have complete the three variants of the Axial Core set, so here's a preview on each of them.









Before we go, we'd like to address when 0.8.0 is coming out. We can only say that we're trying our best to push the update out as soon as possible so please be patient.

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: Second 0.8.0 New Level Design



Before the patch arrive soon, we'd like to show you another one of the new missions coming in the 0.8.0 update. In this mission, you'll be moving about in a large platform located on an ocean. It's a whole new tile set that we've created to bring on a feeling of buildings and machineries into the game in contrast with the last nature-made ice of the last reveal.



As we've mentioned before, we're trying to improve our level designs and make them a large open space that looks realistic and have players move around the level with lower and lower limitations. We hope you like what you're seeing here. The update is coming soon.











WIP: New Armor Set Variant Core S-Type



We're back this week, with a long-awaited WIP showcase of the update, the Axial Core Armor Set variant called the S-Type.



This one is thinner and curvier than the first one, which by the way is called the R-Type, for love of using accessories to create M.A.S.S. units that looked humanoid in nature. There is still one more to complete the set of three and we can't wait to show it to you, soon.



Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP Ranged Weapons Lock System Update



So! Let's discuss one of the most controversial systems of the game, the Lock-On system. First, we're changing our locking system into a soft-lock system. This means that the lock-on will not track their target at 100% speed, but they'll constantly follow along the targets instead. The higher the speed of the target, the more difficult you'll it is for you to hit your target which is more noticeable in auto weapons.



Why are we making this change? There has been a lot of concerns voiced by our players about the current lock system being extremely snappy with low threshold, and that it's unusable in certain situations. The current system will also be too much of an advantage in the upcoming multiplayer and total removal of lock-on isn't a good solution for controller players who required help. With this softer-lock system, we'll still be able to allow lock-on to exist everywhere.



Secondly! We're also planning to update lockable points of boss type enemies, specifically making them have more locks specially for Bullet Launchers. Before, players who utilize Bullet Launchers had a hard time locking onto bosses from afar since there are only a few lockable places and only a few of their missiles were able to hit, thus the only solution is to fire in close combat. These special points are only used by Bullet Launchers and will not be able to be locked onto by other weapons, so do not fear that you'll see lock points everywhere on the bosses.

There are more we're doing to update this system, but these are what we can show today. See you next week!

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe