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Steam News3 August 20241y ago

Game Speed and Pacing (v0.22.0)

This patch aims to increase game speed and pacing by increasing aerial mobility, increasing attack speed, and reducing knockback scaling on many attacks to make them more usable as setup tools for combos and knockouts.

In this update12

Full notes

Full Counterpick Labs update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions38 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
changedThis patch aims to increase game speed and pacing by increasing aerial mobility, increasing attack speed, and reducing knockback scaling on many attacks to make them more usable as setup tools for combos and knockouts. Shoutouts to the folks in the Discord who helped test these changes.
changedGeneral GameplaySignificantly increased fast fall speeds.
changedGeneral GameplayIncreased max air speed and acceleration.
changedGeneral GameplaySuits now gain more speed from dash attacking.
changedGeneral GameplayBuffering an air dodge with no direction input will now cause you to wavedash down instead of airdodging in place.
changedUX/UI:Increased volume of "match found" sound effect.
damage1312damage decreased, nerfSlightly reduced base knockback of explosion and reduced damage1210Slightly reduced base knockback of explosion and reduced damage decreased, nerfdive damage108dive damage decreased, nerf

Counterpick Labs changes

changedThis patch aims to increase game speed and pacing by increasing aerial mobility, increasing attack speed, and reducing knockback scaling on many attacks to make them more usable as setup tools for combos and knockouts. Shoutouts to the folks in the Discord who helped test these changes.
changedSignificantly increased fast fall speeds.
changedIncreased max air speed and acceleration.
changedSuits now gain more speed from dash attacking.
changedBuffering an air dodge with no direction input will now cause you to wavedash down instead of airdodging in place.

This patch aims to increase game speed and pacing by increasing aerial mobility, increasing attack speed, and reducing knockback scaling on many attacks to make them more usable as setup tools for combos and knockouts. Shoutouts to the folks in the Discord who helped test these changes.

General Gameplay

  • Significantly increased fast fall speeds.

  • Increased max air speed and acceleration.

  • Suits now gain more speed from dash attacking.

  • Buffering an air dodge with no direction input will now cause you to wavedash down instead of airdodging in place.

UX/UI:

  • Increased volume of "match found" sound effect.

  • Escape now must be held for 2 seconds to exit fullscreen. This allows keyboard users to use esc as back button without accidentally exiting full screen.

  • You can now bind 3 buttons/keys to a single input, up from 2.

  • Keyboard users can now bind a key to use as a dedicated start button, as an alternative to the default keys.

Gear Pieces

Quad Staff

  • Slightly reduced length of bladed section of staff. This means most attacks had their range slightly reduced (unless otherwise specified).

  • Jab: -1f start lag.

  • Up tilt-1f active frames, -1f end lag. Reduced knockback scaling on strong hitbox.
  • Forward tilt: -1f start lag, -1f end lag.

  • Down tilt-1f end lag. Increased size of inner hitbox.
  • Dash attack: -1f start lag, -3f end lag. Range unaffected.

  • Up strong: -1f start lag, -1f end lag.

  • Forward strong: -4f end lag.

  • Down strong: -1f start lag, -1f end lag.

  • Neutral air: -1f end lag, -1f landing lag. Range unaffected.

  • Up air: -2f active frames, -2f end lag.

  • Forward air: -1f start lag. Range minimally affected.

  • Down air-1f start lag, -1f end lag. Reduced knockback scaling.
  • Back air-1f active frames, -2f end lag. Reduced knockback scaling on tip hitbox.

Flame Cannon

  • Up tilt-1f start lag, -1f active frames, -1f end lag. Reduced knockback scaling.
  • Forward tilt: -1f start lag, -2f end lag.

  • Down tilt: -1f start lag, -1f active frames, -2f end lag.

  • Dash attack: -1f start lag, -1f end lag.

  • Up strong-2f start lag, -1f end lag. Slightly reduced hitbox size.
  • Forward strong-2f start lag, -2f end lag. Slightly reduced hitbox size.
  • Down strong: -1f start lag, -2f between active frames.

  • Neutral air: -2f start lag.

  • Up air: -1f start lag.

  • Forward air-1f start lag, -1f end lag. Reduced knockback scaling of final hit.
  • Down air: -1f start lag, -1f landing lag.

  • Back air: -1f start lag.

Chakram

  • Up tilt-1f start lag, -1f active frames, -1f end lag. Reduced knockback scaling.
  • Forward tilt: -2f start lag, -3f end lag.

  • Down tilt-2f active frames, -2f end lag. Reduced knockback scaling and increased knockback angle.
  • Dash attack: -1f start lag, -3f end lag.

  • Up strong: -3f active frames, -4f end lag.

  • Forward strong: -3f active frames, -3f end lag.

  • Down strong-2f between active frames. Reduced damage from 13 to 12.
  • Neutral air-2f start lag, -1f active frames, -2f end lag. Slightly reduced range.
  • Up air: -1f start lag, -1f landing lag.

  • Forward air: -2f start lag, -1f end lag.

  • Down air-1f start lag, -1f end lag, -1f landing lag. Reduced range.
  • Back air-1f active frames, -1f end lag, -1f landing lag. Reduced range.

Pincers

  • Up tilt-1f start lag, -1f active frames, -2f end lag. Reduced knockback scaling.
  • Forward tilt: -1f start lag, -2f active frames, -2f end lag.

  • Down tilt-1f start lag, -1f end lag. Reduced knockback scaling.
  • Dash attack: -1f start lag, -1f end lag.

  • Up strong: -2f start lag, -1f end lag.

  • Forward strong: -2f start lag, -3f end lag.

  • Down strong: -1f start lag, -1f end lag

  • Neutral air: -1f active frames, -2f end lag.

  • Up air: -1f start lag, -1f landing lag.

  • Forward air: -1f start lag, -1f landing lag.

  • Down air-1f start lag, -1f landing lag. Reduced knockback scaling.
  • Back air: -1f start lag, -1f landing lag.

Warp mine

  • Slightly reduced base knockback of explosion and reduced damage from 12 -> 10.

  • Endlag of self detonate now scales with percent.

  • Reduced start lag of placing mine (neutral special) by 1f. Reduced end lag of strong mine toss by 1f.

  • Your mine now freezes in place when you initiate a teleport, making it more consistent to use tosses (especially strong tosses) for recovery.

Parasol

  • Reduced dive damage from 10 -> 8.

Jet boots

  • Reduced spin attack start lag by 2f, reduced end lag by 1f.

Suits

  • Oleg, Skelebob, TelevisionSlightly increased ground speed.
  • OlegSlightly decreased weight (knockback resistance).
  • Space suitSlightly increased gravity and reduced jump height. Decreased shield size.
  • TVIncreased shield size.
  • SkelebobDecreased instakill threshold by ~5%.
  • CloakAdded +2f end lag on whiffed counters, reduced length of active counter hitbox by 1f.

Secondaries

  • Reduced start lag of all secondaries by 1f.

  • PlungerReduced knockback scaling on up throw and forward throw.
  • Spiked fistreduced end lag by 1f. Reduced knockback scaling.
  • HarpoonReduced end lag on whiff by 5f. Increased knockback scaling and decreased angles of down throw and back throw (this makes them more powerful kill throws). Reduced knockback scaling of up throw.

Source

Steam News / 3 August 2024

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