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Patch Update #811 - Released 3rd October 2025


Marcus
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Patch Update #811 - Released 3rd October 2025

 

List of changes:

  • The following augments were added to Common and Epic Containers:
    • Freeze «Camper»
    • Shaft «Stellarator»
  • Shaft
    • «Stellarator» augment
      • Added a decrease of Charge rate by -20%

 

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❤️

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On 10/2/2025 at 6:06 PM, Marcus said:

My apologise for posting later this time. 

It's fine I forgive you this time.

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On 10/2/2025 at 6:46 PM, Alsar said:

Still waiting for Hopper and Pala od nerf

I don't mind them removing Hopper at this point ???

  • Agree 1

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I appreciate stellarator nerf but its not enough, 

why could not it be -50 % ?   Is not whole purpose  of stellarator quick scope and save as much energy for next shot as possible so player can use it faster? By adding -50 % it would create real drawback, player would be forced to quickly hit target or miss it in order to save energy for next shot. If player would not be carefull then he would be punished for aiming too long for guaranteed hit. Balanced augment with some real disadvantages in it.  

  • Agree 1

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Posted (edited)
On 10/2/2025 at 6:11 PM, Tekken said:

I appreciate stellarator nerf but its not enough, 

why could not it be -50 % ?   Is not whole purpose  of stellarator quick scope and save as much energy for next shot as possible so player can use it faster? By adding -50 % it would create real drawback, player would be forced to quickly hit target or miss it in order to save energy for next shot. If player would not be carefull then he would be punished for aiming too long for guaranteed hit. Balanced augment with some real disadvantages in it.  

If I'm reading it right, that -50% would buff it rather than nerf it.

Currently it's 200/s for all modifs.

Proposed reduces it from 5s scope time, to 3.75s scope time (for a maxed shaft), because 333*0.8 > 200, now if you want to make it -50%, 333*0.5 < 200, so in effect, you would increase how long it takes to scope, allowing the damage to actually be a lot higher than it currently is.

Now, I assume you want to rather, increase the charge rate, in that case yes, that would nerf it more.

Sometimes even I forget, the scope damage graph is in reverse to a typical shaft's scope damage graph, so the longer the scope time, the more time you have to play around and profit with better reload times.

Naturally this is all based on the assumption that the translation is correct and my understanding of it.

 

If it's a reload nerf instead, that's 25% increase in reload but doesnt really nerf the game too much for quickscopers as opposed to hardscopers. Which is what people seemingly want more of, a damage nerf. We'll see what the true translation is soon enough...

Edited by Akame
  • Agree 1

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Okay so the 5s scope wasn't touched, so any scope interactions will remain unchanged.

Appears it simply is a reload nerf, rough 25% increase in reload over the band, doesn't increase issues too much for those who use it optimally, will hurt a little but but not bad to get used to and will hurt hardscopers a lot more, though they already have lower damage by then.

It may infact, make it a bit comfier for an arcade play for 0.7-0.8s scope plays. Would reduce ttk just a lil bit but that arcade on some players would be more useful.

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