Weekly Playtest 6

February 28th Playtest
Released - May 17th, 2019

Update Size - N/A

Visuals
New Archetype: Syndicate Enforcer

First of all, we are happy to show you a new Archetype for character customization: the Syndicate Enforcer! This sinister Gentleman sports a very stylish bionic arm, which really underlines his shady and often dangerous line of work.

Polished Laser Drill

The model and assets for the Big Laser Drill are now much more polished and well-rounded, hopefully giving you amazing visuals to go along with the new contract type.

Map

The forest industrial area has received another art pass and now shows many more details and environmental storytelling elements.

UI / HUD

We completely reworked the health and shield bar. It should provide you with a more visible, intuitive and immediate feedback on the status of your shield and health.

Balance
DBNO


 * Removed shield “shell” model while in DBNO, making the player profile smaller while downed.
 * AI will no longer ignore players in DBNO; damage dealt by AI to DBNO players is 1/3 of the normal amount.

Match Credit Economy


 * We increased income from all sources by ~10%.

Contracts


 * Thresholds for the Zeal shard are slightly higher, which should make it worth less points per match.

Progression


 * All blueprints are now set to unlock at specific levels of reputation with the corresponding faction.
 * Sometimes there might be surprises, because the supporting message system is not completely done yet

Tweaks to the PvE Enemies


 * Lowered Howler Health
 * Tick Master 4000 → 2500
 * Standard Howler 3000 → 2000
 * Increased Howler ranged damage 8 → 12 per hit

Weapon Balance

Reload will no longer be cancelled by sprinting; players will continue reloading and won’t be able to sprint before finishing the reload. (This will be iterated upon in the future)


 * Voltaic Brute
 * Reload time from 1.7s to 1.85s
 * Reduced recoil slightly to make it more smooth
 * ASP Flechette Gun
 * Projectile speed from 4500 to 15000
 * Spread recovery start from 0.09 to 0.2
 * Scrapper
 * Ammo count from 25 to 24

Weapons
Mods in General


 * Added new mods for most weapons, but many are still in an early balance phase
 * The following weapons have mods and an initial balance pass:
 * All pistols – Bulldog, Hammer, Scarab, K-28 Mk2
 * All SMGs – Asp Flechette Gun, KM-9 “Scrapper”, Voltaic Brute, S-76 PDW Mk2
 * Assault Rifles – Advocate, KOR-47
 * Burst Rifles – Phasic Lancer
 * Sniper Rifles – Kinetic Arbiter
 * Pistol Mods
 * Bulldog – Added 3 new mods:
 * Body Slot
 * “Hardkick Hammers” – Slightly increases rate of fire at the cost of recoil
 * “Shell Divider” – Increases the shotguns ammo from 2 to 4, at the cost of damage and fire rate
 * Magazine Slot
 * “Cluster Shells” – Creates a tighter, long range spread pattern, at the cost of damage output
 * K28-Autopistol
 * Mods
 * Full Auto: Now increases max spread
 * High Caliber Chamber: Now decreases recoil recovery amount by 25%
 * Hammer
 * Mods
 * Fixed a naming issue, “Power Chamber” #2 is now “Ionized Chamber”