Marine Arena


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 Post subject: Change Log 12/10/2019
PostPosted: 12 Oct 2019, 20:26 
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Mercenaries:

Mercenary Boost Upgrades:
Reduced the cost of Boost upgrades from 300 to 250.

Marauder Mercenary:
Reduced “Splash Radius” from 0.4 to 0.35
(Reason: Marauder as a Starting merc, had a more effective Splash and the difference from Maraiders were not very noticeable.)

Baneling Mercenary:
Reduced Kill Reward from 5 to 4.
Morphing to Baneling no longer reduces supply from the Player.
Added Damage Scale for Burrowed Banelings, same like ground banelings have.
Fixed a bug not giving all the minerals for all the units when killing multiple banelings.

Zealot Mercenary:
Reduced Base Shield Armor from 2 to 1 (This change is already live since latest update)
(Reason: 1 shield armor instead of 2 makes zealots more balanced during very early game, there’s no need for a unit to be tanky right away from the very beginning with 0 investment)

Zergling Mercenary:
Reduced Base Life Armor from 2 to 1 (This change is already live since latest update)
(Reason: Same like Zealots, starting melee needs to be less tanky)

Stalker Mercenary:
Reduced “Splash Radius” from 0.4 to 0.35
Increased “Splash Fraction” from 20% to 25%
Reduced Base Life Armor from 2 to 1.
(Reason: An unmorphed without counter tags mercenary doesn’t have to be very strong, its better for the player to morph in order to keep the counter circle active into the game)

Stalker Lancer Mercenary:
Increased Base Damage from 11 to 12.
Reduced “Splash Radius” from 0.35 to 0.3
Morph gives +1 to Life Armor.
Morph gives +1 to Shield Armor.
(Reason: Stalker Lancer Splash Radius in combination with their very fast attack speed was very powerful, therefore base damage has been increased, in exchange of reducing the radius of splash effect to make them more balanced against “smaller size targets”)

Firebat Mercenary:
Increased Base Damage from 15 to 17
Added with every Mercenary Attack Upgrade, a +1 damage to “Plasma Burn” Passive Ability.
(Reason: Firebats were in need for a buff, increasing their starting damage as well adding a scale for their passive ability “Plasma Burn” can bring them into the game again)

DevilDog Mercenary:
Increased Base Damage from 17 to 20
Added with every Mercenary Attack Upgrade, a +1 damage to “Plasma Burn” Passive Ability.
(Reason: Just like Firebats, DD are following the buffs to bring them back into the game)

Hybrid Reaver Mercenary:
Hybrids execute 2 attack counts each time they attack.
Attack Number 1 has a 0.35 Splash Fraction & 0.7 Splash Radius in a 45-degree angle.
Attack Number 2 has a 0.35 Splash Fraction & 0.7 Splash Radius in a 180-degree angle.
Increased on Attack number 1 Splash Fraction to 30% and reduced Splash Radius to 0.35
Reduced on Attack number 2 Splash Fraction to 50% and Splash Radius Remains the same 0.7
(Reason: Separating Hybrid Reaver’s attacks into a “lighter splash & a heavier splash” since the attacks don’t share the same Arc values.)

Goliath Mercenary:
Increased Base Ground Weapon range from 5.7 to 6
Increased Base Air Weapon range from 5.5 to 5.8
Removed from Mercenary Boost upgrades the +0.1-bonus range for both “Ground & Air” Weapons.

Immortal Mercenary:
Increased Base Weapon Range from 5.7 to 6.
Removed from Mercenary Boost upgrades the +0.1-bonus weapon range.

Mutalisk Mercenary:
Reduced Base Damage from 18 to 14
Increased First bounce Splash Radius from 1.5 to 2.
Reduced Base Damage for “Second Bounce hit” from 9 to 7.
Increased Second bounce Splash Radius from 1.5 to 2.
Reduced Base Armor from 2 to 0.
(Reason: Reducing base damage, but increase the area of effect can balance Mutalisks better. Armor is also reduced to 0 to remove tank effect of Air Mercenaries.)

Wraith Mercenary:
Reduced Base Armor from 2 to 0.
(Reason: Same like Mutalisks, Air Mercenaries will require investment in order to be tanky.)

Void Ray Mercenary:
Reduced Base Armor from 2 to 0.
Reduced Base Shield Armor from 1 to 0.
(Reason: Same like Mutalisks, Air Mercenaries will require investment in order to be tanky.)

Heroes & Ultimate Heroes:

Tempest Ultimate Hero:
Disintegration Ability Scales +75 damage per Hero Attack Upgrade.

Thor Hero:
Reduced Sight Radius from 11 to 10
Increasing Weapon Range gives +1 Sight Radius
(Reason: Sight Radius will work together with weapon range plus +1, starting Thor AA had 11 range Sight, with 10 weapon range. Now it will be 13 max, with 12 weapon range.)

Ultralisk Hero:
Increased Sight Radius from 9 to 10.

Phoenix Hero:
2nd Weapon is removed, Phoenix now has 1 Weapon which attacks both ground and air targets.
Reduced Base Graviton Beam Cast Range from 7 to 6.5.
(Reason: Phoenix could attack both “Air & Ground” at the same time, and the only way to disable this was to also disable “attack while moving” which is Phoenix’s unique ability. Therefore 1 weapon is removed and Phoenix can still attack ground & air targets, but not at the same time.)

Ghost Hero:
Removed from “Increase Snipe Damage” Upgrade the +0.25 EMP radius
Added in “Improve Abilities” Upgrade the +0.25 EMP radius.
Removed from “Improve Abilities” Upgrade the -5 EMP energy cost.
Removed from "Improve Abilities" Upgrade the -25 Snipe/Lash energy cost.
Added in "Sniper Training" Upgrade the -5 EMP energy cost.
Added in "Sniper Training" Upgrade the -25 Snipe/Lash energy cost.
Removed from "Sniper Training" Upgrade the +1 Second to Nova Stun.
Added in "Improve Abilities" the +1 Second to Nova Stun.

Elite Mercenaries:

Raven Elite Mercenary:
Reduced Kill Reward for Auto Turret from 15 to 10.
Increased Kill Reward for PDD from 15 to 20.
Added for PDD Scale under "Health & Armor" Upgrades.

Viking Elite Mercenary:
Reduced Base Splash Radius from 1.1 to 0.7
Increased Base Splash Fraction from 40% to 50%.
Added in “Ripwave Missiles” Upgrade a Splash Radius increase by +0.5 from +0.4
Reduced in “Neosteel Chassis” Upgrade Splash Fraction from 55% to 40%
(Reason: Following the Air Mercenaries nerf on Armor, Air Elites AoE Values need to change in order to be more balanced against the Air Mercenaries)

Corruptor Elite Mercenary:
Reduced Base Splash Radius from 0.9 to 0.8
Reduced Base Splash Fraction from 70% to 50%.
Increased in “Pathogen Delivery” Upgrade Splash Fraction bonus from 30% to 50%.
(Reason: Following the Air Mercenaries nerf on Armor, Air Elites AoE Values need to change in order to be more balanced against the Air Mercenaries)

Hellion Elite Mercenary:
Reduced Base Damage from 40 to 25.
(Reason: Hellions had a high starting damage combined with a high damage scale (+15 per upgrade. There were 2 options, to either leave the damage as it is and reduce the scale, or reduce the damage and leave the scale untouched. The 2nd options seems to be better since it will potentially reward the player from upgrading, while keeping the starting damage within better balance)

Reaper Elite Mercenary:
Reduced Base Damage for “D8 Charge Bomb” ability from 50 to 45.
(Reason: Reaper’s bombs are designed to take out Marines during the early stages of the game. More starting damage is not needed)

Arena Shops:
Each Player can purchase 2 extra infested Savior Per game.
(Reason: No need to have unlimited Savior purchases per player, if a player reached to a point where buying saviors is the only way to stay into the game, then its very unlikely for that player to win the game)


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PostPosted: 12 Oct 2019, 20:39 
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Joined: 08 Jan 2017, 12:00
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May I ask u to work on the manifold upgrade of raven? I mean, this upgrade is totally useless, I've reported u many times.


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PostPosted: 12 Oct 2019, 20:47 
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Joined: 03 Jan 2017, 19:03
Posts: 408
In this update, Auto turrets received a -5 less kill reward, which can be used to spam turrets from A.I. Manifold upgrade, without feeding the enemy like before.
Still, I will check for further buffs to add in this Elite upgrade.


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PostPosted: 12 Oct 2019, 22:57 
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Joined: 23 Apr 2018, 12:34
Posts: 282
Battle.net ID: Eyyo#21790
Patch looking very cool. Hyped to see it go live so quickly


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PostPosted: Yesterday, 20:02 
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Hellion Elite Mercenary:
Fixed a bug for "Incinerate Ability" not Giving 15 damage per Mercenary Attack Upgrade.


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