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Patch Update #817 - Released 28th November 2025


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On 11/27/2025 at 1:50 PM, Luxen said:

Very bad nerfs for shaft stellarator. 

Hardly too bad

 

On 11/27/2025 at 5:31 PM, cybernite said:

Thanks Hypervenom for making it more digestible.

Too much clutter, scrolled past it

 

On 11/27/2025 at 3:15 PM, D3DPRO said:


"Energy consumed per sniping shot decrease by -50% changed to an increase by +50%": When you kick scope with the Shaft (shoot quickly after opening the scope), a certain amount of energy is consumed (200 by default). Previously, the Stellar reduced this consumption to only 100, which consequently made the next shot reload faster. Now the energy consumed in the kick scope will be 400 (4x more than before). This is a significant nerf.

I mean, everyone who remembered the older shaft with 3s reload. Let me iterate for endgame steller players, this is generally on par. Consider a lightscope and sub 3s reload. And that lightscope does north of 7k damage with maximum damage. Easy weave of an arcade with it. It'll still be potent. 3.5s rotation, sure less dps, though it is what it is for a single target turret.

 

On 11/27/2025 at 6:48 PM, scales said:

 

but it's kinda funny they nerf augments before they're even released to public (and it has been a while btw)

Kinda should have already been used to this. Item released, potent early stage (typically), reruns a decent set of times and more players have access to it, then nerf it.

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On 11/27/2025 at 11:34 AM, Hypervenom said:

Berserk: Charge penalty reduced

It was never a penalty. Stock Ricochet reloads the bar in 4.34 seconds. Berserk reduced that time by 20%, to 3.47, making it all around more efficient at everything. 

 

This change puts it at 4.03 seconds. Still directly more efficient than Stock but less so than the previous version. 

 

On 11/27/2025 at 11:34 AM, Hypervenom said:

Explosive band: Damage slightly nerfed but ricochet angle massively buffed

This change should mean it will be harder to conveniently bounce the shots pushes it much more closer towards playing head-on like other Vulcans. 

 

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some changes are good , like for railgun or hammer - more variety = less spam of excaliburs and revolver/boxer , twins was good even before so we will see if more dmg wont make it OP.  

some augments deserved nerf months ago, nanotech is one of those

Spoiler

, I used to love this augment when vertical autoaim was "flawed" it was challenging but rewarding which was in my eyes balanced, most of the "sweats" prefered shaft HE even tho it was not as good as nanotech. With the fixed autoaim and nerfed isida/shaft healing it became super broken augment that everybody spams and make targets immortal.

Nerf is deserved but its weak, -20 % base dmg for option to heal at any range, infinite healing, ability to heal and deal dmg with splash at the same time is still very OP, imo it deserves at least additional -20 % reload nerf and in best case scenerio healing range penalty, currently there is no healing range penalty altough shaft HE does have penalty, and lastly slower turret rotation (to make it harder to quickly react in any situation to heal anyone in sight)

 

But what confused me the most is buff of some augments that I considered OP even before these patch notes

Tornado for Scorp - ehm really? Number 1 augment that is making juggernaut mode unplayable got salvo reload buff and faster lock on?? Do we really have to make this low effort/high reward augments even less skill based and need to put some effort in it? Its pathetic how every player can just sit in base aim at someone for 0,1s to be able to fully lock on the target  and then homing rockets will do all job for you? Its also ruining siege mode where players are forced to be in small area.  No idea who thought that this deserve buff but I would like to understand thought process. 

 

All the gauss augments, as if this game is not in favour of long range turrets anyways, now you just added another group of already good augments into pile of OP sh... group  My reasoning behind those buffs is low playability with them. Gauss is boring and requires no skill thats the main reason it has low playability, all you do with these changes is forcing players to use it. So instead of making some of the augments more fun to players you just went with the old make it broken and there it is = higher playability with gauss. 

  Super solenoids does not needed buff, it would be very good augment even without any salvo buff, with the 36 % bonus this will promote another camping style, in game already flooded with such gamestyle.  

Nemesis buff is ... not gonna comment on that thats just abomination

 

 

 

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On 11/28/2025 at 5:25 AM, DeIicate said:

Seems like some random numbers changed here and there. Something to keep up the spirits. Thunder looks interesting though.

You'd be surprised at how meticulous they are

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It's kinda messed up that you're nerfing the augments from the freezer games before people could use them.

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LADIES and Gentlemen !

Stellarator still works 

black-pray.gif

 

We (yes YOU and ME) prayed for times like these. Rail, hammer and shaft is enjoyable yes again.

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I just noticed, why stable mix for freeze did not get nerf?  Its most ridiculous augment, stable mix with critical hits... better range while cone angle still remains same and can shot 2x longer with reload untouched, why firebird does not have stable mix then??  

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Kinda nice that shock nanobot injection's beam isn't completely a middle finger to its user's healing and score anymore.

I still think that it should give some reward whenever your beamed ally scores a kill, but that's just me.

 

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On 11/28/2025 at 3:43 PM, Tekken said:

I just noticed, why stable mix for freeze did not get nerf?  Its most ridiculous augment, stable mix with critical hits... better range while cone angle still remains same and can shot 2x longer with reload untouched, why firebird does not have stable mix then??  

The freezing effect in general should receive a nerf, its incredibly busted that it debuffs DD while also slowing down movement and for some reason they just keep on buffing it (disabeling Camper and hitting through Paladin polarization). At least the DD debuff should be lowered.

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am i the only one who feels that the nerf are uneffective? boxer still have almost instant reload and Excalibur can one hit kill medium hull with critical hits

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Good to see balance changes but it would be nice to see group system changing back to 3 people and a buff to DM ( DeathMatch ) Mode score system from 10 to 15 per kill

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Developers, you all ruined Hammer Boxer with this new update. It's pretty much just a regular hammer now. It's useless. Boxer is supposed to be exactly the way it was before the update. Here you guys come as usual and ruin things. Why introduce augs if all you're going to do is double back and make it so it's just another dead in the water augment?  Very frustrating.  It's nothing like it was. Why ruin the turret? SMH....don't understand you guys!

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On 11/30/2025 at 12:27 PM, lasttruesoldjaleft said:

Boxer is supposed to be exactly the way it was before the update.

The paramaters augments have on release is the way they're supposed to be forever and ever?

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On 12/1/2025 at 2:40 PM, conanthedestroyer said:

so what does this mean for Armadillo? Is it now rendered useless?

I don't see how you can possibly think that Armadillo becomes useless after this. 

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On 12/2/2025 at 12:52 AM, TheCongoSpider said:

I don't see how you can possibly think that Armadillo becomes useless after this. 

Sorry to burst your bubble but armadillo has been useless at the high ranks for like ever. Augments are to blame for making this overpriced garbage a waste of space.

The low ranks not so much.

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