Update 111e7 Balance Hotfix

Hot Dogs, Horseshoes & Hand Grenades

Do you like hot dogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we've got all that, and guns. SO MANY GUNS. So if you like ordnance, meat, and far too many groan-worthy puns, this is the VR sandbox game for you.

Howdy Everyone! Thanks a TON to all the folks who've jumped into the first WIP Competitive Take & Hold character and have gotten properly STOMPED by it. There's a lot to dial in to find the right ratio of hard-to-fun, but we're kicking off the changes NOW while we still have some weekend to play, to try to get the curve of equipment availability and threat introduction better. There will be a MUCH more comprehensive update this coming friday that will address things like health and armor durability of the Sosigs, some of their perceptual stats, stunning behavior, as well as some of their weapons (like their grenades). Thanks as always for your patience while we get this all dialed in. It is super DUPER appreciated. Have a WONDERFUL rest of your weekend! -Anton [h2]Balance Changelog 1:[/h2] [h3]Primary Goals:[/h3][list] [*] Have more appropriate introduction of harder sosigs across the 5 hold sequence [*] Encourage secondary/tertiary weapon usage as well as usage of utility through cost reductions. [*] Encourage more varied loadout combos of weapon usage [/list] [h3]General[/h3][list] [*] Character now starts with 5 tokens [*] Encryption sequence temporarily changed to step around bug where Cascading Encryption can’t be completed (this will be fixed in next week’s build) [/list] [h3]Sosig Spawning:[/h3][list] [*] Hold 1 Enemy spawn cadence slowed from 20 to 25 seconds [*] Hold 2 and 3 Sosig Types changed to be smoother difficulty curve [*] Max population in Hold 1 and Hold 2 Wave 1 changed from 4 to 3 [*] Hold wave warmup times changed from 6 to 7 seconds [*] Hold 4 max population changed from 6 to 5 [/list] [h3]Hold 1 Pools:[/h3][list] [*] Anti material pistol pool cost dropped from 3 to 2 [*] Derringer Table Removed [/list] [h3]Hold 3 Pools:[/h3][list] [*] DA Revolver cost dropped from 2 to 1 [*] Semi Auto Pistol cost dropped from 3 to 2 [*] Semi Auto Pistol Carbine cost dropped from 4 to 3 [*] Semi Auto Tube Shotgun cost dropped from 3 to 2 [/list] [h3]Hold 4 Pools:[/h3][list] [*] Machine Pistol cost dropped from 2 to 1 [*] SMG cost dropped from 3 to 2 [*] Single Shot Grenade Launcher cost dropped from 3/2 to 2/1 [/list] [h3]Hold 5 Pools:[/h3][list] [*] Anti-Materiel Rifle cost dropped from 5 to 3 [*] High Power Ordnance dropped from 4/2 to 2/1 [*] Battle Rifle Auto dropped from 5 to 4 [/list] [h3]Powerup Pools:[/h3][list] [*] Non-healing Powerups will now only appear from Hold 3 and onward (making grenades more common in Hold 2) [/list] [h3]Locomotion Tools:[/h3][list] [*] Grapple pool removed [*] GrappleGun cost dropped from 4 to 1 [/list] [h3]Weapon Pool Changes:[/h3][list] [*] Pistol pool now has a minimum ammo amount of 9 (was not restricted before) [*] Semi Auto Tube Shotgun minimum capacity is not 5 (no more BFB) [*] Semi Auto Pistol Carbine Pool (Hold 3) has a min/max capacity of 20-30 rounds [*] Semi Auto Rifle Carbine Pool (Hold 3) has a min/max capacity of 10 rounds [*] IntermediateCombatRifle Pool (Hold 4) has a min/max capacity of 30 rounds [*] MachinePistol Pool (Hold 4) has a minimum capacity of 20 rounds [*] Mag Fed Shotgun Pool (Hold 4) has a minimum capacity of 8 rounds [*] SMG Pool (Hold 4) has a min/max capacity of 30-40 rounds [*] BattleRifle Auto pool (Hold 5) has a min/max capacity of 20-30 rounds [/list]