Hey Robocrafters, thanks for your feedback and collaboration on getting this community balance update together.
General Changes
- Unflattened the Energy consumption of weapons to make them like they were in the boost-era days. This has meant some damage values and fire rates needed to be tweaked also, these will be listed below.
- Gamemode rotation is now every 30 minutes instead of every 60 minutes
- Tweaked the matchmaking to be faster so battles start sooner.
- Mars and GJ 1214b Gravity set to be the same as Earth.
- Changed the Score to XP/Robits conversion to be more rewarding on better plays and more punishing on worse plays.
- Cost of Bay upgrades has been reduced by 10% (Except Mega Bay upgrade which has the same price).
- Tweaked the selection of AI robots to choose higher CPU builds.
General Balance Changes
- Removed in-air inaccuracy from Lasers
- Removed Movement inaccuracy from Lasers and Rails (No weapons have movement inaccuracy now)
- All weapons are now 25% Lighter
- Compact Cube Mass changed from 3 to 2.5
- Heavy Cubes have a 10% increase in health.
- Helium has a 10% increase in health.
- Helium has a 20% Increase in Lift.
Movement Balance Changes
- Wheels - No changes
- Tank Tracks - Increase tank health by 10%
- Mech Legs - No changes
- Sprinter Legs - Increase Sprinter health by 5%
- Insect Legs - Increase Insect health by 10%
- Skis - No changes
- Hovers - No changes
- Rotors - No changes
- Wings - No changes
- Rudders - Rudder Speed now the same as their wing counter parts.
- Thrusters - No changes
- Propellers - No changes
Weapon Balance Changes
Lasers
- Scales from 210 - 451 Energy per shot
- Scales from 8,640 - 23,612 Damage per shot
- Scales from 16 - 6.67 Shots per second
Plasma
- Scales from 500 - 1,620 Energy per shot
- Scales from 15,000 - 73,204 Damage per shot
- Scales from 20 - 5 shots per second (with optimal weapon count)
- Explosion radius scales from 4 to 6.5
Rail
- Scales from 2,500 - 6,000 Energy per shot
- Scales from 80,878 - 275,000 Damage per shot
- Scales from 2 - 1 Shots per second
- Projectile speed increased
Nano
- T2 uses 0 energy, T3 - T4 uses 125-200 energy per shot
- Scales from 4,500- 12,481 Heals per shot
- Scales from 20 - 13.33 Shots per second
- Projectile speed increased by just under 15%
- Projectile range increased by just over 40%
Tesla
- T2 uses 0 Energy, T3 - T4 uses 350-700 Energy per shot
- Scales from 20,00 - 99,551 Damage per shot
- Scales from 20 - 5.99 shots per second
Seeker
- T3 uses 244 Energy per shot, T4 - T5 uses 1,450 - 1,900 Energy per shot
- Scales from 3.33 to 2.50 Shots per second
Aeroflak
- Scales from 600-817 Energy per shot
- T4 & T5 Scales from 5 - 4 Shots per second
Chaingun
- Scales from 2,250 - 2,450 Energy per shot
- Scales from 16.67 - 14 Shots per second
- Increase both tier health by 5%
Ion
- Scales from 1,850 - 2,650 Energy per shot
- Scales from 210,000 - 312,165 Damage per shot
- Scales from 1.33 - 1.11 Shots per second
Mortar
To see the results of the survey I asked, click this link: https://docs.google.com/forms/d/e/1FAIpQLSfFvjgKg9ioHQzgt9xBN7ljOcETvKTi8MC6xaMRZj6NgraJrQ/viewanalytics
Thanks again for your feedback.
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