Sub Weapon Collision Fixes:
Weve fundamentally changed the ways sub weapons interact with players. Sub weapons will no longer exist on the same collision layer and affect player movement. In the past there were occasional bugs caused by this oversight, such bugs include but were not limited to: flying off the map after being direct hit with a ReconKunai or Cleaver, being pushed by a StickyGrenade hitbox after being stuck resulting in unintended and unintuitive movement, riding on top of or jumping off Rockets, Endzones doing damage after their initial bounce, etc
With this change we are able to specifically disable Sub Weapons from colliding with their owners, this will fix weird issues specifically when throwing Rockets, they should never collide with the throwing player.
Wall Run Changes:
Were still not exactly which direction we want the WallRun perk to go but here are the current changes:
Universal wallrunning is buffed significantly, gravity reduction while wallrunning 28.57% 66.67%
Perk wallrunning has been changed to start reducing gravity instead of negating it entirely, gravity reduction while wallrunning 100% 87.5%
Perk wallrunning now grants speed at the rate of 8 units per second, costing 12 stamina per second
These changes better align the WallRun perk to be a movement perk that grants an exclusive stamina ability, we hope you enjoy the changes and look forward to hearing your feedback!
Balance Changes:
increased Rocket velocity from 60 to 120
increased throw force of OmniBeacon 35 65, increased gravity scale of OmniBeacon 1.0 1.5
increased throw force of FragGrenades 35 65, increased gravity scale of FragGrenades 1.0 1.5
increased StickyGrenades contact damage 0 35,
increased StickyGrenades explosion damage 60 70
These sub weapon changes aim to make Rockets, OmniBeacon, and Grenades more consistent options. the increased throw force will help hit targets from further away, in the case of FragGrenades and OmniBeacon the higher gravity scale will help counter the effects of the increased throw force, when trying to throw at close range.
StickyGrenades already have a throw that feels good, but hitting a direct stick left players wanting when the 60 damage explosion did not kill their target. Weve reworked the grenade to not only do more explosion damage, but it will also do contact damage when it sticks to a player, this damage will combo with the explosion damage after the fuse expires and kill, although this can be avoided by healing before the explosion
[ 2024-11-16 06:48:40 CET ] [ Original post ]