H
HS
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Big Dick Boys
Aug 7, 2019 6:28 PM
Just add a F10 menu and a bunch of armors. We'll call it.... CTF?
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Gentlemen CO
Aug 7, 2019 6:32 PM
Well Medics have 20 less HP than most classes. I think with the bounce reduction it will drastically reduce the chance of the high damage we were seeing last night. But will need to test it. It should only ever do 40-50 damage depending on the hit.
P
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Gentlemen C
Aug 7, 2019 8:22 PM
Add tranq and blinks for meds please
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Gentlemen CO
Aug 7, 2019 10:12 PM
8/7/19
<u>Assault Trooper</u>
- Increased HP from 80 to 85.
- Increased forward movement speed of the class to be more maneuverable.
- Added "Assault Dash". A new ability that thrusts you forward on a 15 second cooldown.
- Reduced Dual AP range to medium range.
- Reduced Chain Sword damage slightly to compensate for the dash in and sword combo.
<u>Sniper</u>
- Removed Hand Grenades from the kit.
- Added a new Sniper HE Ammo. A heavier sniper round that does less direct damage but has a high blast radius for aoe damage around targets.
- Added a Ghillie suit to the class. It's a suit item that can be toggled. Turning it on will make you invisible to radar and transparent on screen but not cloaked and you move SIGNIFICANTLY slower while it's on.
- Added a claymore mine to the kit.
- Increased throwing knife damage a bit.
- Lowered Sniper HP to 70 from 80.
<u>Medic</u>
- Added 2 personal stim packs that cannot be dropped or used by other classes. This is to help medics manage their own health while saving energy for teammates.
<u>Grenadier</u>
- Increased the fire delay between grenades on the launcher slightly.
- Put a cooldown in after 5 grenades are shot from the launcher to cut down the nade spam a bit. Still very effective though.
- Reduced Assault Shotgun damage a bit.
<u>Demolitions</u>
- Reduced RPG damage by 2 inner and 2 outer.
- Reduced the knock effect of the RPG so you should no longer get knocked into the shrap it creates on hit.
<u>Ripper Gunner</u>
- Removed incendiary grenade.
- Added a new item called "Ripper LAW" to give Ripper 2 LAWs. Just set it to the same key as your regular LAW and when its used your regular LAW will go back to your regular key.
M
Mizzouse
Aug 7, 2019 10:36 PM
Why would you increase at's hp? They already have 120hp because of the armor, I've tested it.
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Gentlemen CO
Aug 7, 2019 10:39 PM
Because I reduced the Dual AP range and Chain Sword damage to make them more CQC. Needed a slight hp buff.
R
Revenge
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Gentlemen
Aug 8, 2019 1:46 AM
AT: I actually do really like Assault Dash is pretty interesting for a scout style class.
Grenadier: Mortar should be getting tuned down just too strong. The outer hits on GL seems slightly too strong, direct seems fine.
Demo: Seems decent, was about 55 for rpg + 1 shrap hit for mid range combat. Shines in close.
Ripper: Like the piercing bullets
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Gentlemen CO
Aug 8, 2019 8:58 AM
Thanks for coming on and testing last night. I understand it can be frustrating when things aren't working properly. But the only time I can actually test the changes is when people are online. So something <i>might</i> be broken until we can find out for sure. I'm trying to keep up with the updates as fast as I can and get the tuning right. Feedback like "this sucks" and "I'm not playing USL" doesn't help. I need to remind you that Red vs Blue and Green vs Yellow are not league maps. They're just small free for all fun maps.
It's hard to gauge the class changes without enough feedback. If I don't hear from you I assume you're okay with the changes. <b>But please bear with us as we get all of this right. I won't break USL I promise.</b>
I've got some notes about updates that will go in tonight.
One of the biggest issues we saw was Mortar damage. This was the first time we were actually able to test it in an SB because of the terrain issue we had before. So I apologize for the chaos that it caused.
- Reduced the blast radius of the Mortar so you won't be damaged by its explosion that wasnt even close to you.
- Reduced the Mortar damage to be more in line with what we envisioned. A direct mortar on your head or very close to your head will still 1 shot you but other hits in proximity to the mortar explosion will do appropriate damage now.
Overall, I found the AT updates to be fun but the movement speed was just slightly overboard. Will keep the Assault Dash in for now to see how effective it is with less movement speed.
- Reduced AT movement speed by a small amount. Will still be faster than every other class.
- Increased chain sword damage to slightly less than its original value.
- Removing point blank ability on Incendiary grenades.
Sniper didn't get a ton of testing but it was pretty clear that the throwing knives were too strong.
- Reduced throwing knife damage to 38 from 50.
Grenadier felt like we hit the mark on tuning except for one small thing:
- Reduced the delay you got when trying to use other weapons after firing GL.
Medics became a little more vulnerable with the changes to the other classes, so we gave them 2 stim packs to help their personal defenses. I'm not sure if this was enough.
- Increased Medic HP to 85 from 80.
- Added LAWs back to Medic inventory on spawn. This was just an unintentional bug.
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Gentlemen CO
Aug 8, 2019 11:05 AM
Another thing to note is that the idea behind these changes is to make support feel good to play. Classes that are limited to 1 in league matches should feel a little "OP" but not game breaking. We want you to be able to pick a support comp to run based on ether the map, your squad's play style, or the enemy you're playing against. Each class is going to have its own strengths and weaknesses depending on the map and the classes they're up against and that's fine.
Examples:
- Want to break south rocks camp on EC? Nader mortar, AT rush, and demo explosive kit should do the trick.
- Want to counter an AT? Run a Nader and shred them apart with Assault Shotgun that bypasses AT armor.
I think you'll find that running 3-4 Marines, 2 Medics, and 2-3 support in every game will be a good change for the league.
M
Mizzouse
Aug 8, 2019 12:14 PM
Keep that mortar damage in and there will be a full list of squads that can be a champion this season. After Sov showed me the light last night, Nader was hilarious to use. Trying to push mesa choke? Say hello to my little friend!
m
Referee
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Kays Krew 3
Aug 8, 2019 12:50 PM
Anything that stops rock camping is good. How much damage does the Mortar do?
Edited Aug 8, 2019
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Gentlemen CO
Aug 8, 2019 12:59 PM
Last night it was doing way too much. Killing people that it wasn't even close to from 100 hp.
Now with the updates I just did only direct hits will kill you. Close hits will do about 50-60. And by direct hits I mean within the circle of the explosion.
I did notice people complain that it wasn't easy to see. But there is a very clear red shadow/arrow under the mortar as its traveling. I did try to make it show up on radar to give more warning but for some reason that didn't work in the editor.
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Gentlemen CO
Aug 8, 2019 7:27 PM
Last few touches to Sniper:
- Removed HE Sniper Ammo.
- Combined the HE Sniper ammo into Sniper Rifle. Sniper Rifle now has a large blast radius/aoe and explosive effect on hit.
- Added the cool sound effects and graphics from the HE Sniper besides the actual projectile of the round, which is still the same.
- Sniper Rifle is now on an asynchronous reload timer separate from other weapons.
- Increased sniper single target damage to 75 to compensate for health increases.
- Reduced the speed penalty while in Ghillie suit slightly.
The rest of the update notes I posted earlier are also in with one additional update:
- Mortar now shows as a white traveling dot on your radar. Making it very visible.
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Gentlemen CO
Aug 9, 2019 1:28 AM
- Increased the Grenade Launcher delay between shots by 1 second.
- Increased Grenade Launcher reload time after your 5th shot by 2 seconds.
- Increased the delay between throwing knives by 1 second.
- Mortars have been reduced to 1 per spawn. Overall damage feels better.
- Stim Packs have been reduced to 1 per spawn for Medics but it now heals 40 hp instead of 35.
- LMG reload has been reduced.
- LMG damage has been reduced by 1.
F
Fausto
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good guys
Aug 9, 2019 1:42 AM
Why did lmg damage get reduced?
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Gentlemen CO
Aug 9, 2019 1:45 AM
The clip size was increased previously and now its reload has been reduced. It needed to be brought down by at least 1.
S
Sov
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Gentlemen CO
Aug 9, 2019 1:48 AM
From the original LMG that eric and me changed:
- +1 dmg
- no spread
- 40 clip
Champs lmg
- nerf dmg by 1
- 50 clip
- reduce reload
Champ lmg is net buff fyi.