Even so, we didn’t just double the value, because even if the direct hit has become slightly smaller, it is compensated with a greater fire damage over time. The HRG Scorcher default fire was applying the direct hit damage twice, after the fix of that bug we needed to readjust the damage value to a similar spot than before. Some players were suffering from lack of ammo with this weapon, compared to other Field Medic weapons so the ammo pool was increased along with the ammo pickup scale to alleviate that issue.įinally, the bash attack was too slow compared to other similar weapons bash attacks, so it was sped up to be more in tune. We increased the maximum damage and healing values, a boost that will be much more noticeable on the fully charged mines. The Mine Reconstructor was performing under our expectations so we made some adjustments to improve its viability. Some players were running out of ammo during long waves so we increased the ammo pickup scale to reward the players that intentionally seek for ammo boxes. We also reduced the aiming limitation while shooting to make the weapon easier to control. That caused a decrease in the overall damage output of the weapon so the base damage was slightly boosted for balance reasons. The typeless Minigun bullets were unintentionally ignoring the Zeds resistances, so we fixed it by changing their damage type to Ballistic_AssaultRifle.
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