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Several weapon balances land on Hyper Scape (Technical Test)

Following numerous clashes in the heart of Neo Arcadia, it is time for the new Ubisoft Battle Royale: Hyper Scape to receive a first balancing patch.

After two years of development, Ubisoft Montreal has lifted the veil on its brand new battle royale Hyper Scape. After a few days of testing, the studio listened to various feedback from the community. As Hyper Scape begins its final day of technical testing today, BR receives some balancing.

Weapon adjustments

Hexfire

The Hexfire (aka Mini-gun) behaves much more domineering / versatile than what the studio had tested internally. The TTK of the weapon is too fast if we add to it the advantage of a large magazine and the stability of the shooting. The objective and that the gameplay is diversified, and the Hexfire must therefore become a less obvious choice compared to other weapons. This is why there is a reduction in the overall damage of the weapon, but no change in its behavior and comfort for the moment.

  • Depending on the level, reduction of damage to 3/3/3/3/4 instead of 4/4/4/4/5
  • Increased dispersion when hitting shots in motion (walking, running, in the air)

Skybreaker / Skybreaker

The success of the Skybreaker has exceeded Ubisoft’s expectations. During studio testing, the Skybreaker was used as a rather slow but powerful and contextual weapon. The developers were also surprised to see the weapon used in rapid air combat. Since it does a little too much damage compared to other weapons, we therefore find a reduction in damage. However the behavior of the weapon and the radius of the explosion remain unchanged for the moment.

  • Depending on the level, damage reduction to 40/46/52/58/64, instead of 50/57/65/72/80

Except

The Salvo has been used a lot, and has sparked many comments about its brutal efficiency indoors. Fairly accessible, it has become a CQB weapon, of the “shoot and forget” type. For the moment, the proximity detonation will not be modified, but we will observe a reduction in damage. The small damage reduction will be enough to prevent a 4-hit kill at full Fusion.

  • Depending on the level, damage reduction to 22/22/22/22/28, instead of 25/25/25/25/31

Komodo

The Komodo has proven itself, but the studio believes that it needs to be buff to be an option compared to the Salvo or Ripper. Ubisoft therefore adjusts its damage according to the new Salvo values.

  • Depending on the level, reduction of damage to 22/22/22/22/28, instead of 20/20/20/20/25

D-TAP

The first days of technical testing saw little use of D-Tap. The automatic weapon locking system works. However, the developers think that the damage it inflicts is a little too low to make it interesting enough, that is why there is an increase in the rate of fire, both in Hip-fire and in ADS.

  • Hip rate + 10%
  • Target fire rate + 10%

Hack adjustments

Armor

So far, the Armor Hack has not had a dominant presence during the studio’s internal tests. However, this was not the case during the large-scale technical test. The Armor Hack has been widely used in recent days and has sparked much discussion. Some players have learned to time their attacks to exploit its inherent weaknesses. This hack is very strong, which is why it is necessary to balance it. The fact that players learned to use two hacks in a row made the crown rush phase more than complicated.

  • Reduced hack action time. From 8s to 6s
  • Reload time increased depending on the level: 14/13/12/11 / 9s, instead of 12/11/10/9 / 7s

Mine

Dark Haze mode has shown greater use of Mine compared to Crown Rush, but it is still underused compared to other hacks. The Mine is currently a bit slow to react and it is difficult for it to reach players reliably.

  • The hack is now triggered in 0.5s instead of 1s
  • Player’s chase speed reaches maximum speed faster

Finally, be aware that Ubisoft will hold next Sunday at 9 p.m. his digital conference. This will be an opportunity for the studio to present its future video games.

What do you think about it ?


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