Full notes
Full Out of Action update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Maps
- Performance
- Gameplay
- Balance
- UI and audio
Out of Action changes
Bug fixes
Fix for being able to be knocked down by players you land on.
Fix for Tag cooldown sometimes getting stuck.
Fix for boosting close to a wall sometimes 'sticking' to it, preventing vertical movement.
Potential fix for offline build / loadout / clan tag changes not updating on joining a server you've recently been playing on.
Fix for rare issue where players get stuck together.
Fix for some weird body impact collisions.
Fix for killstreak announce not displaying if kill is assisted.
Game modes
New game mode Gridlock part 1. Will need tuning and polish, also testmaps are quite out of date and not optimal.
All maps have 7 sectors, each sector is linked to other sectors (the Grid).
Onryo need to capture sectors, Jin-Sec can only delay them being captured by reversing progress (no recapture once taken).
A random sector is chosen each match to be the starting and only capturable sector, visible just to Onryo.
On capturing the starting sector, sectors linked to it will become visible to both teams and the captured sector is now hidden and out of play.
Onryo can only capture revealed sectors, which in turn reveals all directly linked sectors.
On all sectors captued (Gridlock) Jin-Sec deployments are disabled and Onryo wins by finishing off any remaining Jin-Sec.
Jin-Sec win on timeout.
Scan can be used to see the sector volumes.
The speed of capture / reversing capture is dependant on how many players from each team are in the sector.
Breach scoring is temporarily adjusted as the second phase of the mode has begun implementation.
For now Jin-Sec can only and will always win on timeout.
Match times from 30 > 20 minutes for team modes, 10 minutes for FFA modes.
Devices
3 additional Body devices now available : Amplify, Surge and Killswitch.
Deadzone cooldown from 45 > 60 seconds.
AAP Turret RPM from 600 > 500, spread from 4 > 5.
Movement
Wall Flick maneuver added. Very basic maneuver as another option for detaching from walls. Simply face parallel to wall while climbing, stationary or moving, and tap A or D (away from wall).
Shells
Ghost
Heightened proficiency damage bonus now applies to both melee and stealth weapons.
Body specialisation now gives debuff immunity on cloak for 2.5 seconds if a debuff is cleared (to prevent debuffs being able to be reapplied immediately).
Rhino
Concussive impulse can now be disabled, additional shockwave damage from 10 > 5% of damage received.
Reactive Cladding no longer increases disable duration.
Dragon
Boosting will now slowly descend and deactivate on reaching ground if aux power is depleted.
Movement speed cap is increased by 1 m/s while Backdraft is on cooldown.
Weapons
Burst firemode can now be held.
Stealth weapons gain 25% increased damage if dealt from behind.
Reserve ammo regeneration delay after reload from 0.5 > 2 seconds.
Weapon tweaks:
TTK primary attack RPM from 100 > 125 (a little smoother).
Recharging ammo weapons (TTK and Bow in the future) can now always be used, even at 0 ammo (1 is always in hand), to reduce the clunkiness of not being able to attack. RPM will be reduced by 25% and burst fire will only fire one projectile while at 0 ammo.
Custodian high capacity bonus from 12 > 8 rounds (44 > 40 total), handling speed multiplier from 0.7 > 0.65.
Helix environment penetration power from 65 > 70, aim time from 0.35 > 0.275 s.
Inhibitor RPM from 600 > 625, handling speed mulitplier from 0.55 > 0.5.
VX accelerator is now unique to Vigil (Helix and Double-Tap will get their own, more appropriate tech mods).
Now increases damage by 25%, with a 0.25s spin up time (more impactful).
Impact grenade renamed 'HV grenade', velocity increased from 25 > 50%.
BRRRT trigger is now 5 round burst and increases damage by 25% (more viable and less gimicky).
Augments
Resourceful changes (more flavour):
Restores 50% of equipped weapons ammo on deconstruct (directly into weapon).
Reduces active primary stim cooldown by 100% and standard devices by 25% on desconstruct.
Heavy weapons gain 50% increased aux power drain from all sources while airborne.
Redline now improves both acceleration and airborne deceleration (increases the potency of the augment, if it proves too much then the received damage downside will be scaled up).
Other changes and additions
Scoreboards now show current team score progress.
20 killstreak announce / marker added.
Killstreak markers now show on player name plates.
Various tooltip corrections and updates.
Flying and climbing movement states improved.
Vitals and defense regeneration now have a hard cap of 40/s.
Core drain duration on activation from 1 > 0.5 seconds.
Tech foundation Core refund is now a fixed 25 at any point, can no longer be used to interrupt activation drain or with non manual activations.
For clarification, backup weapon 'charge speed' has been reworded 'windup speed' as to not be confused with the lunge mechanic.
Overkill buff now grants 50% increased backup weapon windup speed (so TTK gets some additional benefit).
Source
Changelog.gg summarizes and formats this update. How we read updates.
