View Full Version : Open Alpha Patch Notes 3/31/16

03-31-2016, 01:24 PM
Patch Notes 3/31/16

Introducing Oz!
* Plain old toy-bot no more, Oz is an artist, AI-activist, and full-fledged Freelancer!
* Since surviving the “Jimmy 6 and His Magic Tricks” toy recall from Warbotics, Oz has made a name for himself in Atlas as an independent artist, holo-illusionist, and Freelancer.
* Oz is a firepower Freelancer who creates illusions when he moves.

Alpha Specific Rewards
* Players that played during the Alpha Sneak Peek or earlier now have the “Alpha Reactor” title
* ELO banner requirements have all been brought down one level.
* Winners of the first Atlas Reactor tournament – despite their valiant fight – lost to team Final Boss and have earned the “Killed by Dev” title.

* Adjusted the matchmaking to better balance for roles and other general improvements to be less punishing to high skilled players.
* Fixed some bugs when grouping while a player is already in the queue.
* Fixed an issue where purchasing a Freelancer resets Catalysts for previously selected Freelancers.
* Various improvements to make reconnecting more reliable.
* Fixes for some abilities not playing VFX during taunts.
* Rampart fusion lance taunt should no longer have a brief camera freak out at the end.
* Pressing ability keys should not start targeting during fly-in sequence.
* Visual polish for tutorial.

* General UI polish and animations.
* Options page now has a “Restore Defaults” option.
* Fixed an issue where offscreen indicators could show the incorrect team color.
* Scoreboard is no longer available in the tutorial.
* If a purchase fails, it should not completely close the purchase dialog.
* Various bug fixes.

* The server has undergone massive improvements to better scale and support large numbers of players.

Gameplay - See “Balance” section for a full list of changes
* When a death occurs, there is a ding sound and the scoreboard updates immediately instead of at the end of resolution.
* Freelancers shouldn't respawn on top of powerups or inside hit areas of enemy effects.
* Hostile non-damage effects/abilities that apply to a target the turn it dies should not award the caster deathblow credit.
* When Pup uses Walkies on an enemy, and then moves both 1. closer to the target and 2. into brush, the target should move directly toward the Pup, instead of taking the "long way around" of moving to where Pup was and then following the path the Pup took into brush, as if from behind.
* Freelancers can now die mid-movement, due to traps or hazards, and therefore will not trigger powerups or traps later on in their path.
* Fixed an issue where Lockwood could shoot through corner of a wall when Rampart shield is connected to it.
* Garrison’s Shockpod should spawn 4 powerups even if some targeted squares are invalid, or are blocked by Rampart shield.
* Zuki’s Sticky Bomb should ignore cover when targeting.
* Helio’s ult targeter should show hit area shape when targeting.
* Players can now select a taunt even after locking in.

Changes to Decision mode
* Decision mode clarity changes:
** All freelancers now have a colored circle under their feet at all times. This continues to serve as the way to identify when you can hit someone with a targeting template (just as it did before), but it also makes it clear which team a person belongs to (particularly helpful when a person’s health is low).
** Ally templates now fade a bit more when they are placed. In conjunction with the two notes below, this is to help better understand what each person is doing when there are lots of templates on the ground.
*** You can mouse over an ally to make their template brighter, to help identify what individual allies are doing.
*** You can also press Alt to make all ally templates brighter.
** Mousing over ANY player will display their ability cooldowns over their head. This is something we are trying to see the impact it has on gameplay.
*** Locked in abilities now show as yellow.

Changes to Resolution mode
* Resolution mode clarity changes:
** When damage is modified by a status (Might or Weak), the icon now appears next to the damage number.
** When damage is affected by cover, the cover icon appears behind the damage number.
** Nameplate opacity has been adjusted slightly to make characters involved in an attack more clear.

Balance Changes!
We have increased the energy gain of all freelancers to improve the chance of getting a second ult per match. Ults help to create break points during a match, during which the balance of power can shift. Not all lancers were generating enough energy through their abilities to achieve this goal.

“Yo dawgs, we heard you liked ults. So now we’re trying to put ults in your ults so you can ult while you ult!” (Actual In Game Result May Vary)

Before this patch, camping the energize power-ups was often the best route to multiple ults for many characters. We have reduced the effect of energize to accompany the energy re-balance.

Energized buff reduced from 100% energy gain increase to 50%.

Turtle Tech was problematic for two reasons: it often outclassed the other prep catalysts in terms of raw numerical power, and it also introduced a one-off status effect. We have simplified the functionality and wrangled the power:

Turtle Tech now grants 40 shields. The Tough status has been removed from game.

Asana has become slightly more durable, but to play her well you will still need to make strong predictions.

Base health increased from 140 to 160
Whirling Blade
Energy gain increased from 5 to 8.
Rebounding Charge
Nimble Protector: Asana gains 15 shields as well. Loadout cost reduced from 3 to 2.
Stand and Fight!
NEW MOD – Walk and Fight! (Loadout Cost 2) Reduce cooldown by 2. Slows target hit instead of rooting.
Gives her a low cooldown ranged ability for those who find themselves against a kite comp.
Energy gain increased from 5 to 8.
Damage returned increased from 10 to 12.
Immolation: additional damage reduced from 10 to 6.
Guardian Angel
Range increased from 7.5 to 8.5

Garrison proved to be a true one man army during the Alpha Sneak Peek event. We’ve tweaked his damage output very slightly, but his energy gain helps to increase his fun factor.

Piston Punch
Range reduced to 2.35 – can no longer hit enemies 3 spaces away.
Energy gain increased from 5 to 8.
Hand Cannon
Energy gain increased from 5 to 8.
Missile Barrage
Double Trouble: Reduces missile damage and energy gain by 2.
Heavy Metal
Energy gain increased from 5 to 8.

Rask had a tendency to overstay his welcome. In order to alleviate this, we looked at his sustain and tweaked it a bit. However, the global energy changes interact with his energy gain rate incredibly well.

Energy gain increased from 5 to 8.
Augmented Regeneration
Healing Factor renamed Shielding Factor: Gain 15 shields on use instead of increasing the duration of the effect.
Quick Mend: Threshold for more healing increased from 75 to 85.
Pain Train
Energy gain increased from 5 to 8.
Uncontrollable Fury
Controlled Fury renamed Controllable Fury. Increased Loadout cost from 1 to 2.
Resetting cooldowns on command shouldn’t be so cheap. We will be watching this mod closely to see if it is still OP.
Driving Rage: Additionally grants haste until end of next turn.

Titus has become more aggressive thanks to buffs to his Overhead Slam and Berserker Charge. Buffs to energy gain are the cherry on top.

Overhead Slam
Energy gain increased from 6 to 8.
Damage increased from 25/12 to 26/18 Big sword should hit like it.
Battlefield Triage: Gain 5 health for enemies hit in the center and 3 health for the sides. Formerly healed for 4 health for each enemy hit on the sides.
Berserker Charge
Energy gain increased from 5 to 8.
Cooldown reduced from 5 to 4 when it doesn’t connect with an enemy target.
Thundering Roar
Energy gain increased from 3 to 5.
Cooldown decreased from 6 to 5.
Dirty Fighting
Energy gain increased from 6 to 10.
Reduced damage from 30 to 25.
Increased damage to 40/35/30 from 35/25/15.
Battle Rage: Deals 1 additional damage for every 7% health missing, down from 2 additional damage for every 10% health.

Playing Rampart requires top notch predictions with his shield and hook. Fusion Lance and Unstoppable Force both absorbed a mod into their base functionality to increase his ability to stick to enemies.

Adamantium Flurry
Energy gain increased from 6 to 8
Damage increased from 23/15 to 25/15.
Energy gain increased from 5 to 10.
Fusion Lance
Cooldown reduced from 4 to 3.
Enhanced Fusion Core: Removed
Gone Fishin’: Loadout cost increased from 2 to 3.
Unstoppable Force
Now grants haste as well as unstoppable on the base ability.
Avalanche: Removed.
Aegis Protocol
Protective Wake: Increase shield gain from 15 to 20.


Gremolitions Inc.
Increasing their primary damage was aimed at reducing the enemy’s ability to ignore them. Upping their base ult damage helps to make players feel better about spreading the love.

Boom Boom
Energy gain increased from 5 to 8
Initial hit damage increased from 20 to 24.
BOOM Boom: Reduced extra damage from 5 to 4.
Energy gain increased from 5 to 8
Big Bang
Energy gain increased from 5 to 8
Bombing Run
When Tanks Fly: Removed.
Maniacal Mayhem
Base damage increased from 25 to 30. Additional hits reduced from 10 to 8
”How Many? Eight?” renamed to “How Many? Six?”, and now launches 6 bombs instead of 8.

Grey was strong, but more importantly, she was safe. Drone damage has been reduced. Several mods have been removed or redesigned. Tranquilizer Darts have been reworked to add combo potential. Grey is still a powerhouse, but now the player behind the wheel will have more impact.

Tracer Bolt
Energy gain increased from 10 to 12
Aerodynamic Bolts: Removed
Hawk Drone
Damage reduced from 20 to 12.
Vicious: Increases damage to tracked targets from 5 to 8
Tranquilizer Darts
REWORKED – Now always a free action, but only launches one dart. Renamed to Tranquilizer Dart.
Energy gain increased from 3 to 6.
Off the Cuff: Removed.
Tri-Dart: Renamed Double Dart, launches 2 darts. Reduces energy gain by 3 per dart. Loadout cost increased from 1 to 2.
Slip Away
Energy gain increased from 5 to 10
Keen Perception: Removed
NEW MOD – Unseen Huntress (Loadout Cost 2): Become invisible until the beginning of next Resolution Mode.

Lockwood is our good old standard when it comes to damage, deaths, and even win rates. His changes represent that well.

Trick Shot
Energy gain increased from 10 to 12
Light ‘em Up!
Energy gain increased from 5 to 8
Energy gain increased from 10 to 12. Only rewards once per hit instead of all enemies hit.
Backup Plan
Energy gain increased from 5 to 10

If you liked Nix in the Alpha Sneak Peek, prepare to love him. Now with more ult!

Energy gain increased from 10 to 12
Stalker Suit
Energy gain increased from 5 to 10
Vortex Round
Energy gain increased from 5 to 8

PuP is close to where we want him: a single target terror who can chase down backliners. Some minor survivability tweaks accompany his energy buffs.

Reduced max health from 160 to 155.
Energy gain increased from 7 to 8
Width reduced by 0.1
Energy gain increased from 10 to 12
Energy gain increased from 10 to 12
Prowl Protocol
Energy gain increased from 5 to 10
Hunting Dog: Decreased the range from 3 to 2. Loadout cost increased from 2 to 3.
Damage increased from 40 to 45.

Zuki’s range is now more in line with other ranged Firepower Lancers. She had some “best mods” that have been adjusted and The Big One’s default cooldown has been reduced. Have a blast with those predictions.

Range decreased by 0.5
Energy gain increased from 5 to 8
Extra Shrapnel: AoE damage is decreased from 30 to 25.
Sticky Bomb
Energy gain increased from 5 to 8
Big One
Cooldown decreased from 5 to 4.
Regenerating Ammo: Now reduces the cooldown by 3 if no enemies were hit.
Peekaboo: Also increases the cooldown by 2.
Rocket Jump
Energy gain increased from 5 to 10. Gain energy on cast instead of per enemy hit
Booster Jet: Energy gain decreased from 10 to 5.
Missile Storm
Enhanced Targeting: Reduces damage done by 15.


Aurora’s damage was often as effective as her healing, so that has been adjusted slightly. Paralazer has added functionality that makes it a more attractive choice during a team fight.

Shock Therapy
Reduced to 16 damage and 10 healing from 18 damage and 12 healing.
Gain 3 energy per ally hit
Ion Cloud
Energy gain increased from 5 to 8
REWORKED – Additionally gives allies 10 shields for the turn as well. Gain 5 energy per enemy hit and 3 energy per ally hit.
Pulse Beam: Removed
Surge of Might: Loadout Cost increased to 3.
Heart of the Storm
Focused Radiance: Healing and damage increased from 6 to 8
Supernova: Reduces healing and damage by 4.
NEW MOD – Sudden Jolt (Loadout Cost 3): On use, reduces all active cooldowns by 1.

Helio is filling his role as combo support well, but we altered several mods to keep those combos in check.

Echo Hammer
Damage is now 20/10/10 from 22/8/8
Energy gain increased from 5 to 6
Reverberation: Loadout cost increased from 1 to 2.
Blast Shield
Energy gain increased from 5 to 8
Power Transfer: Removed
Black Hole Generator
Damage reduced from 15 to 10
Energy gain increased from 5 to 8
Event Horizon: Now the default mod.
Disruption Matrix
Energy gain increased from 5 to 8
Unstoppable Army: Removed

Quark has received several small buffs and a quality of life improvement: his atomic bond no longer breaks until the end of movement which gives Quark a chance to catch up to allies that outrun him. He only wants to help you.

Increased base health to 160
Gamma Ray
Energy gain increased from 3 to 4
Initial and per damage increased from 15 to 20.
Atomic Bond
Energy gain increased from 3 to 4
Increases the potency of bonds by 12 instead of double their initial amount.
Positronic Surge
Power Surge: Now grants allies might for the turn instead of energized for 2 turns.
Positronic Overload: Now grants allies energized for 2 turns and no longer increases radius.