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This is for community feedback from the Open Beta currently running on the Official Open Beta Servers.
Details are here: The next steps forward
You can also join our Discord discussion: Discord - Free voice and text chat for gamers
Previous feedback thread: Feedback Thread: Open Beta (after V1.4.9) - Drop 2
Please limit feedback and discussion to the gameplay changes only.
This change log is changes from the 1.4.9 Official Release not from the last open beta drop unless the changes are listed in the "Open Beta" section.
Change Log
Open Beta:
General:
Further gameplay changes
Details are here: The next steps forward
You can also join our Discord discussion: Discord - Free voice and text chat for gamers
Previous feedback thread: Feedback Thread: Open Beta (after V1.4.9) - Drop 2
Please limit feedback and discussion to the gameplay changes only.
This change log is changes from the 1.4.9 Official Release not from the last open beta drop unless the changes are listed in the "Open Beta" section.
Change Log
Open Beta:
- Fix: Erroneous Extra knockback removed
- Removed: Scoped weapons no longer descope upon taking damage.
General:
- arcs/clones can now toggle stamina off with special 1 (comes with a 500ms timer cooldown between inputs to prevent accidentally turning it off when activating)
- Walk no longer deactivates sprint
- Stamina is always drained whilst moving with sprint active
- Can now be activate whilst holding an unloaded PLX
- Holding use no longer drains resources while doing the short jump
- FP Debuff removed
- Flinch removed
- FP Regen normalized to always be 1.0x regardless of blocking, walking, or saber state.
- FP drain is now only capped in two circumstances.
- If block is held down, FP drains can't exceed more than 50 FP.
- If a shot comes from outside IDR (long range) and would have drained more than 40 FP, it's capped at draining 40 FP.
- Running FP drain multiplier changed from 1.2x to 0.95x
- Adjustments to knockback to make it more consistent/effective against saberists.
- Universal damage reduction removed from saberists. Force-only (as in, does not have a saber whatsoever; not just stowed away) Jedi/Sith still retain 20% innate damage reduction. Poison adjusted to still apply damage at the same rate it did regardless.
- Jedi/Sith (saber or not) have a 20% damage reduction multiplier while in rolling getup animations.
- Jedi/Sith (saber or not) have a 20% damage reduction multiplier from friendly fire.
- IDR calculations are now one linear scaling instead of a mix of linear scaling and static multipliers depending on what range you're at.
- Blocking and non-blocking IDR multipliers/calculations are now identical.
- Threshhold distance for long range (outside IDR) FP drains changed from 410 to 325. If a target is past the threshhold, max value for distance is set to 325 (to avoid super minimal FP drains)
- Blocking FP drains are now calculated based on how close the defender is aiming to the source of the shot. Starts at a 0.60x multiplier and increases based on the angle difference. Caps at 0.95x (equivalent to non-blocking FP multiplier).
Further gameplay changes
- Clone Rifle
- Blob velocity does not get the velocity increase of all other shots.
- Blob base damage reduced from 20 to 5.
- Concussion blobs now use charging functionality with a minimum damage of 5.
- Concussion blob will only knockdown if someone is running, in the air, or completely stationary. Will cause stagger otherwise.
- Ion Blob ammo count reduced from 2/4/6 to 2/3/4.
- Poison Dart
- Dosage count reduced from 10 to 8 (6 less damage in total)
- Poison force regeneration reduction changed to 50% down from 100%
- Grenades
- FP drain removed (20 from frags, 10 from sonics)
- Alt frags
- No longer detonate on first impact. Uses same physics as primary functionality. Will detonate if it comes into contact with another player (doesn't matter if it's off of a bounce or a direct hit).
- Time between being thrown and exploding is reduced the longer its primed/charged. Auto-throws after 5 seconds of charging and will always have a short distance before exploding after doing so.
- Pistol
- Charge scaling adjustment
- Minimum base damage of charged shots increased from 26 to 28
- Maximum base damage increased from 60 to 75
- Damage increase per charge tick increased from 6.8 to 9.4
- FP drain multiplier for charged shots increased from 1.1x to 1.5x
- Charge scaling adjustment
- Bowcaster
- charge scaling adjustment
- No longer hits full charge damage (90 base damage) in 1 second of charging
- Charge ticks changed from 200ms to 250ms
- Max total charge ticks increased from 5 to 20
- Damage increases 6 per charge tick with a cap of 150 base damage.
- charge scaling adjustment
- T21
- FP drain multiplier for alt fire raised from 1.15x to 1.25x
- Base damage lowered from 28 to 26
- TK System
- forgiving someone applies no TK points
- SBD
- base damage changed from 18 + (battery / 10) to a flat 26 damage at all times
- Projectile Rifle
- Ammo adjusted from 7/15/24 to 8/10/15
- Dodge
- Duration for each level reduced
- Level 1 - 0.66 Seconds
- Level 2 - 1.33 Seconds
- Level 3 - 2 Seconds
- Duration for each level reduced
- Deka
- FP multiplier increased from 1.0 to 1.05
Damage modifier:
- Torso locational modifier raised from 1.3x to 1.5x
- Players on the spectator team will no longer be able to deal any damage.
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