

Supply Crate Event: We now display HUD icons for the 2 nearest crates with no range limit. We’ve made a few minor changes to harmonize balance between hacks. Slam: Cooldown increased to 12/11/10/9/7s, up from 10/9/8/7/5s, to match Teleport Cooldown.Īrmor: Duration decreased to 5 seconds, down from 6s. Shockwave: Cooldown increased to 10/9/8/7/5s, up from 9/8/7/6/4s, to match other fast hacks. We’ve increased its Cooldown a bit and reduced each Wall's lifetime duration to unclutter the gameplay space a bit and prevent players from staying on top of them for long time with no effort (hello, snipers).

We’ve seen a few ways the Wall can be exploited and we’re making some changes to keep it balanced, while retaining its creative and defensive value. Lifetime duration reduced to 25 seconds, down from 120s. We’ve reduced Mine Projectile Hit Points so it will be easier to destroy and reduced its acceleration to give player more time to react.Ĭooldown increased to 12/11/10/9/7s, up from 10/9/8/7/5s. The Mine has seen its popularity and efficiency increase greatly since the beginning of the Open Beta, and we’re making some adjustments to make sure it stays balanced with the rest of the meta. Projectile Acceleration reduced to 6, down from 8. Projectile HP reduced to 75, down from 90. The last effect triggered has the last word. Reveal can cancel Invisibility, which in return can cancel any Reveal effect (including the one from the Reveal Game Event). Reminder: Reveal and Invisibility are respective countermeasures. It now has a larger detection frustum (yes, to my surprise it’s a word) in term of angle and range. The Reveal Hack has been reinforced and should be more useful now. The Detection Angle has been increased to 50 degrees, up from 40 degrees. The Detection Range has been increased to 60 meters, up from 50m. See the Key Known Issues section below for more detail on other aiming issues we’re working on. Hexfire now requires the same aiming skills as the other automatic weapons, as intended. We discovered a bug making the Hexfire too efficient with a controller in certain cases. We’ve readjusted the Komodo to increase the skill required to use it efficiently and made changes to prevent point-blank usage – we believe having no friendly fire is an important anti-toxicity element of Hyper Scape but shooting at your own feet should not be an efficient way of damaging other players. Reduced Explosion AoE to 1.5R, down from 2.5R. We will continue monitoring it closely during Open Beta. Salvo will still be an efficient weapon but will require more aiming skill and timing. Proximity detonation radius has been reduced, as well as the explosion AoE. Salvo will now be a slower, more precise grenade launcher, with reduced pushback on explosion to limit movement impairment. We realize the weapon can still be frustrating when encountered indoors in carpet-bombing, or that you feel it does not require enough skill to be efficient. We’re making important changes to the Salvo to address your feedback. Reduced Proximity Radius to 0.55R, down from 0.7R. Reduced Explosion Area of Effect (AoE) to 3R, down from 4.5R. Reduced Rate of Fire to 90 RPM, down from 115. Your feedback is crucial, so please keep it coming.Įstimated Deployment Time: July 17 11:00 AM PT // 2:00 PM ET
#Hyper scape health Patch
To that point, this patch would not have been possible without all your questions, comments, and suggestions.
#Hyper scape health full
This patch will bring fixes to multiple bugs & balancing issues encountered since Technical Test.Īs a quick note, we wanted to point out that this is why Open Beta is very important to us, as it gives us a chance to gather and react to your feedback before Hyper Scape’s full release this summer.
#Hyper scape health Pc
Hello to our PC Open Beta Contenders! We're happy to bring you Patch 0.4, deployed during our first week of Open Beta to address several points of feedback you’ve been asking us about.
