Author Topic: Patch 06 Notes – Wardog Fury Update  (Read 16034 times)

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Patch 06 Notes – Wardog Fury Update
on: November 27, 2017, 05:50:29 PM
Wardog Fury, Raiders of the Broken Planet’s second campaign, launches on November 30, introducing new missions, characters and weapons to the game.

These new elements, and the information gathered during the two months since Raiders of the Broken Planet launched, influenced further changes in the game. In this Patch 06 notes we’ll take you through the most ambitious update for Raiders of the Broken Planet to date.


Missions:

Overall, we are happy with the way the different missions play, requiring different strategies and characters for the best results. We have introduced several tweaks to difficulty settings in some of them to adjust win-rates, slightly reducing the bonus enemy spawn rate during the survival phases, for example.

When using invitations, it’s easier now to understand if the level is playable or not thanks to a new tooltip that displays the availability for every user. Mission-specific changes are:


Hanging by a Thread

•   Increased Lycus' crane health in Solo mode.

•   Reduced the enemies spawn rate during the mission’s first and second phases when playing against an Antagonist.

•   Reduced the Wardog gunships' health points.


In Shock:

•   Increased Shae's resistance to electrocution in Solo mode.

•   Increased the enemies’ spawn rate during the first phase.

•   Increased Dr. Kuzmann's weapon damage.

•   Increased Dr. Kuzmann's Tesla ground attack damage.


A Breath of Hope

•   Increased the Guardian’s regeneration in Solo mode.

•   Slightly increased the enemies’ spawn rate during all phases.


A Fistful of Sand:

•   Slightly increased the enemies’ spawn rate during the first whase when not playing against an Antagonist.


The Enemy Within:

•   Decreased the enemies’ spawn rate during the final phase when not playing against an Antagonist.


Characters:

This patch marks our first pass at character and weapon balancing. Some characters were outperforming others clearly. Specifically, Konstantin, Hans and Ginebra. We've focused on balancing their weapons, while keeping their respective powers intact to preserve their uniqueness. 


Overall changes

•   Increased the damage caused by player’s weapons to wounded players, playing as a Raider or as the Antagonist.

•   Slightly decreased resistance to shooter-type damage for main characters of the Fifth Council.

•   Slightly increased regeneration speed for main characters of the Umbra Wardogs.


Harec

•   Increased Ignis Fugit's damage.

•   Increased Stalk's flying speed.

•   Increased Stalk's duration.

•   Decreased Stalk's target acquisition time.


Shae

•   Decreased the distance at which Shae becomes visible to bewitched enemies.

•   Slightly increased Focus Kaa7's damage.

•   Increased Phax UTT-17's target acquisition speed.


Konstantin

•   Slightly decreased Ogon Smerch S6's damage.

•   Slightly decreased Hornet HH3's damage.

•   Slightly decreased Ogon Shtorm BV's damage.

•   Slightly increased Ogon Shtorm BV's damage falloff by distance.

•   Increased the cooldown time for Degravitate.


Hans

•   Increased fuel refilling time for the Jetpack.

•   Decreased MPFA Rimbaud's projectile speed.

•   Decreased MPFA Rimbaud's damage.

•   Slightly decreased Ansgar "Warm" MM1's damage.

•   Decreased Ansgar "Warm" MM1's ammo capacity.

•   Slightly increased USU-21's damage.


Lycus

•   Slightly decreased Dolores' damage.

•   Slightly increased Spinning Coin's damage.


Mikah

•   Decreased K&K N90's damage.

•   Greatly increased the speed at which the Decoy recovers health.

•   Increased MM-5B's ammo capacity.

•   Slightly decreased MM-5B's damage.

•   Increased Granny's damage.


Alicia

•   Decreased Smoking Daisy's blast radius in both main and secondary modes.

•   Increased Smoking Daisy's damage.


Dr. Kuzmann

•   Decreased Licht Speer AA-1's damage.

•   Increased Light Horizons's damage.


Ginebra

•   Slightly slowed down the transformation from Cougar form into Ginebra.

•   Increased Sturzenegger Bogen C-A00's time between shots.

•   Moved some of Sturzenegger Bogen C-A00's damage from direct hits to wall hits.

•   Decreased Sturzenegger Bogen C-A00's push distance at low tension.

•   Slightly decreased SU-Schleuder C33’s damage.

•   Increased SU-Schleuder C33's time between shots.

•   Slightly increased Javelin Ursa M-02's damage.

Cards:

Rare Cards have been buffed across the board, and while some Cards have received a slight nerf, almost no rare Card has gone down in power. Overall Card power in the game has been increased.


Global

•   Fixed a problem where some rare Cards had a super-boost that was better than their non-rare counterparts.

•   Made all rare Cards more powerful.

•   Cards that switch off your stress meter now don't stop stress from increasing by receiving damage.

Local’s Cards

•   Increased Lone Hunter's reload speed boost.

•   Decreased Skill's reload speed boost.

•   Decreased Cautious' damage boost.



Fifth Council Cards

•   Increased Positive Feedback's damage boost.

•   Increased Optimum Performance's damage boost.

•   Decreased Closed System's healing.



Hades Division Cards

•   Decreased Stealth's aleph attenuation.

•   Decreased Vitality's health boost.


Umbra Wardogs Cards

•   Decreased Improved Healing's regeneration boost.

•   Increased Tribal Healing's regeneration boost.

•   Increased Motivation's damage resistance boost.

•   Increased Swiftness's damage resistance boost.


Harec’s Cards

•   Increased Renewal's reduced wounded time boost.

•   Decreased Methodical's reload speed boost.


Shae’s Cards

•   Decreased Expertise's cooldown boost.

•   Decreased Eclipse's radius.

•   Decreased Amaurosis's radius reduction.

•   Increased Treachery's damage boost.


Dr. Kuzmann’s Cards

•   Decreased Derived Ionization's range boost.

•   Decreased Differential's damage boost.

•   Increased Repulsion's damage reduction.

•   Increased Anticipated Potential's damage boost.


Konstantin’s Cards

•   Decreased Optimization's cooldown reduction.

•   Decreased Lubricant's speed boost.

•   Decreased Cooling's heat reduction.

•   Increased Back Door's damage boost.

•   Increased Applicability's duration boost.


Ginebra’s Cards

•   Increased Reactive Armor's damage resistance boost.

•   Increased Deflective Patina's damage resistance boost.

•   Increased Aerodynamic Profile's speed boost.

•   Increased Power Injector's speed boost.

•   Decreased Alloy Cordage's tension boost.

•   Decreased Convex Frame's tension boost.

•   Decreased Eccentric Pulleys's tension buildup speed boost.


Hans’ Cards

•   Decreased Hydrazine Distiller's cooldown boost.


Lycus’ Cards

•   Decreased Kinetic Turbine's recharge speed boost.

•   Decreased Superconducting Jacket's damage boost.

•   Decreased Graphene Condenser's shield capacity boost.


Mikah’s Cards

•   Decreased Automatic Focus' cooldown reduction.

•   Decreased Fade to Black's duration.

•   Increased Interlinked Sweep's regeneration boost.

•   Increased Flash's damage resistance boost.


Alicia’s Cards

•   Redefined Lift to only affect sustentation and not speed.

•   Changed Extended Clip to be a rare Card.

Derclaw

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Re: Patch 06 Notes – Wardog Fury Update
Reply #1 on: November 27, 2017, 06:26:27 PM
First thing - what a nice way to say "Stop having fun" with so much across the board nerfs.

Second - we can see actual floating numbers in game, you know - being vague with "slight x" "minor y" is just (yet again) waste of players' time - give us numbers, so we can backtrack history of your changes, and not allow you to sweep some major stuff under the rug - "slight" is subjective.
You could only make it worse if you just swoop in with - "Hey folks! New update! We won't tell what was changed - go figure".

Third - nerfing normal cards but reassuring us that overall power is increased due to Rare versions being buffed to compensate - is a bloody lie. Your card system is akin some infamouse Star Wars game - aka its bloody random. I spent around 50k char points on reshuffles with one particular char - I haven't seen ANY rare cards for now - and now you telling me that I am screwed cause you made RNG based progression slot machine and the only way to get stuff i already owned back to former lvl is to win a jack pot?

How about disclosing droprates for starters, so you won't look so scummy? How about buffing rare cards droprates, since now they are not Minor buffs over normals?
« Last Edit: November 27, 2017, 06:32:35 PM by Derclaw »

BloodNekoKiux

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Re: Patch 06 Notes – Wardog Fury Update
Reply #2 on: November 28, 2017, 12:46:11 AM
First thing - what a nice way to say "Stop having fun" with so much across the board nerfs.

Second - we can see actual floating numbers in game, you know - being vague with "slight x" "minor y" is just (yet again) waste of players' time - give us numbers, so we can backtrack history of your changes, and not allow you to sweep some major stuff under the rug - "slight" is subjective.
You could only make it worse if you just swoop in with - "Hey folks! New update! We won't tell what was changed - go figure".

Third - nerfing normal cards but reassuring us that overall power is increased due to Rare versions being buffed to compensate - is a bloody lie. Your card system is akin some infamouse Star Wars game - aka its bloody random. I spent around 50k char points on reshuffles with one particular char - I haven't seen ANY rare cards for now - and now you telling me that I am screwed cause you made RNG based progression slot machine and the only way to get stuff i already owned back to former lvl is to win a jack pot?

How about disclosing droprates for starters, so you won't look so scummy? How about buffing rare cards droprates, since now they are not Minor buffs over normals?
Starting with your first, the three major nerfs where Hans, Ginebra, and Konstantin. Hans and Ginebra I felt were to strong in the current state of the game, Konstantin is understandable due to his area denial. Harec and Shae got a good buff, and the others just seemed to have a weapon balances so that the other weapons that the characters have are more viable.

Your second point, it is difficult to give true numerical value when there are several variables that effect the damage values; such as, enemy type, range, were the shot landed, etc. I personally am going to due some testing on some of the changes and post my findings.

And the third point you made, I have rare cards for 4 of the current characters, I’ve even rerolled a few rare ones because they were not much different than the non-rare versions, and was trying to get a specific card. During my testing I got a rare card averagely 1-out-of-6 rerolls, maybe I’ve just have had good luck. But with this new update to the economy system, faction points to lock faction cards, and character points for character cards, it won’t be a pay-to-win. So, I really don’t understand what you mean when you say “scummy”.

Derclaw

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Re: Patch 06 Notes – Wardog Fury Update
Reply #3 on: November 28, 2017, 06:57:57 AM
You can easly do a weapon breakdown, if you just apply some bloody effort.

Option one:
Percentage numbers - suboptimal, hard to backtrack, but its something objective, not "slight".

Option two:
Proper breakdown. Weapons in raiders basicly come in 4 different fashions:
- proximity reliant (DMG shifts with how close you are to your target)
- headshot weapons (do bonus DMG to some weakpoints, but not all of them)
- gimmick weapons (do bonus DMG through some stuff like bouncing off walls, or auto aim lock time)
- flat DMG (mostly Kuzman right now and WARM)

And ofc every weapon can be a combination of those (Hornet is proximity-headshot-gimmick for example, but not nearly as much weapons are like that)

While it can be daunting to fully breakdown all aspects, you sure as hell can list:
- optimal DMG (red numbers on proximity weapons)
- minimal DMG (pale orange numbers) - we can figure the curve for in between.
- headshot bonus
- flat numbers (at least that you can) - including cooldowns and card changes
- Gimmick DMG breakdown - because it may not fit into ordinary curve thing.

That can be done. And regarding enemy types - what a joke. Mooks have different resistances to DMG and may, or may not have "heads" to headshot - that doesn't affect your base weapon DMG - and that what I want to know, those resistances are the same vs every weapon.
« Last Edit: November 28, 2017, 07:02:09 AM by Derclaw »

Treycol1

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Re: Patch 06 Notes – Wardog Fury Update
Reply #4 on: November 30, 2017, 03:50:05 PM
Why I cant access wagon fury its asking me to buy, i have the founders pack

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Re: Patch 06 Notes – Wardog Fury Update
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Re: Patch 06 Notes – Wardog Fury Update
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