![]() ![]() Getting a Legendary walker will likely to be very difficult and so it has to be rewarding, but it shouldn’t dictate who gets to win every fight. What it means is that if at a Common rarity, a walker has 10000 HP and losing 5000 HP would unlock it, then a Legendary walker with 22000 HP will still only require 5000 damage to be unlocked. With respect to making walkers unlockable at their default half HP - this was a good idea that came from the community. For example, an Uncommon Stiletto at T1 Cargo upgrade will have more slots in cargo than a Common Stiletto at the same T1 Cargo upgrade, providing an additional layer of walker progression and another incentive for rarity. What it means is that a higher rarity walker of the same type and at the same upgrade level, will have better stats. In addition, the hull of the walker will provide a multiplier on each upgrade and all the upgrades of rarity walkers will have a multiplier. Considering that, there will be a rebalance of those spare parts in accordance with the easier resource requirements. We hope that this will foster some good competition for those resources and add a proper incentive to engage in rarity hunt in general. With that in mind, all walkers will require resources that can be acquired at the same tier that the specific walker is, but the upgrades will still require rarity schematics and resources to keep it balanced. Since we want to have a more deliberate progression through each map, with a partially linear progression of walkers as a part of it, we realized that it doesn’t make sense to make the T3/4 upgrades of a walker take ceramic and iron when the game is being designed for you to upgrade past those walkers. Next week when we reset the rarity, we’ll patch in an overhaul to walker spare part upgrading (cargo, hatch, water, etc). Made Walkers unlockable at their default half HP.Rebalanced Stiletto and Mollusk Leg Cost.Rebalanced Stiletto, Mollusk, and Toboggan Wings HP, Torque, and Cost.We wanted to touch on a few groups of changes specifically that are included in this patch, and how they’ll impact the rest of the rarity overhaul and the game in general. At that time, we will also be enabling base raiding, so make sure to have your bases prepared until then! Early next week, we will patch again, which will include additional changes to rarity and allow for rarity event tiles to start spawning. Today's patch is mainly consisting of preparatory parts of the rarity patch, as well as a bunch of balance changes and improvements. Tiles were burnt yesterday successfully and all remaining rarity tiles were set to Common. ![]() New patch is out, so here's a small update post to accompany the first segment of the rarity overhaul.Ī quick refresher of the plan first.
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