To reduce timings and create more predictable fights we've removed the B Orange route closest to B Kitchen. There were multiple parallel paths leading from Mid to B Site.Added two boxes stacked flush to the wall.It allows Attackers to assert a lot of pressure on rotators and Defenders should be able to hold more space when holding Mid from B Kitchen or Mid Boiler. We've added a window toward the end of B Tube that overlooks Mid and can see towards A Site and Defender Spawn. We felt that Mid could use more value for either team holding it.Moving the container out of the way should make combat here more manageable. The hanging container in B Green was creating a lot of complexity for both fights on the ground and people boosting up top.Storage container has been added on the left side to block line of sight from Attacker Spawn to B Tube.Our goal with these changes is to add value and impact to Mid for either team controlling it and simplify pathing toward B Site through B Orange and B Green to make fights more predictable. Icebox is back with a few changes to shake up Mid, B Green and B Orange. We have upgraded the tech behind our interactable doors in order to polish some of your interactions with others and with Agent abilities.Added VFX and updated the Turret’s animations to communicate the Turret’s new vision radius.Added a representation of the Turret’s vision cone on Killjoy’s minimap when she is placing the Turret.Vision radius reduced 180 degrees > 100 degrees.Reducing its vision cone should push Killjoy to make clearer choices about what area of the map her Turret will cover, while the Turret’s updated visuals should aid you in quickly understanding what areas it will protect. The amount of coverage on Killjoy’s Turret (E) outshines other defensive recon tools when paired with the Turret’s other strengths, such as its autonomous detection and long range vision. Increased the max length Barrier Mesh walls 6m > 10m.For Barrier Mesh (E), we increased the max length of the barrier walls to allow it to divide much larger spaces than is possible with comparable utility and make it more reliable at fully blocking chokes when deployed quickly.Deadlock and her allies can now hear Sonic Sensor’s audio lightly when they are in its area of effect.Decreased time for enemies to destroy Sonic Sensor once triggered 0.65s > 0.5s.Decreased time to concuss once triggered 1.0s > 0.5s.Sonic Sensor’s pickup distance increased 12m > 27m.Sonic Sensors are now recallable in round.For Sonic Sensor (Q), we’re increasing the reliability of the concuss once triggered by shortening its windup time, while also increasing flexibility by allowing you to recall and redeploy it in round.Continuing in the direction of the previous 7.10 GravNet (C) changes, we’re looking to build upon the unique strengths of Deadlock’s two other basic abilities: Sonic Sensor (Q) and Barrier Mesh (E).
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