So! Let's discuss one of the most controversial systems of the game, the Lock-On system. First, we're changing our locking system into a soft-lock system. This means that the lock-on will not track their target at 100% speed, but they'll constantly follow along the targets instead. The higher the speed of the target, the more difficult you'll it is for you to hit your target which is more noticeable in auto weapons.
Why are we making this change? There has been a lot of concerns voiced by our players about the current lock system being extremely snappy with low threshold, and that it's unusable in certain situations. The current system will also be too much of an advantage in the upcoming multiplayer and total removal of lock-on isn't a good solution for controller players who required help. With this softer-lock system, we'll still be able to allow lock-on to exist everywhere.
Secondly! We're also planning to update lockable points of boss type enemies, specifically making them have more locks specially for Bullet Launchers. Before, players who utilize Bullet Launchers had a hard time locking onto bosses from afar since there are only a few lockable places and only a few of their missiles were able to hit, thus the only solution is to fire in close combat. These special points are only used by Bullet Launchers and will not be able to be locked onto by other weapons, so do not fear that you'll see lock points everywhere on the bosses.
There are more we're doing to update this system, but these are what we can show today. See you next week!
Hello everyone! We're back with another WIP update. This week, we'll be showing more node changes coming in 0.8.0, featuring ranged-focus nodes. We've been trying to add more and more functionalities to tech nodes activations, results, and how players can use them in their mecha ideas. Here are some of the new ranged playstyle focused nodes that will be coming in 0.8.0.
Frontal Unloader - Fire additional missiles on Bullet Launcher usage. Seismic Propulsion - Release a circular burst on Bullet Launcher usage. Fluid Cycling Bits - Additional 3 explosion on target of each property damage with a cooldown. Dispersing Attachments - Additional explosion on target with a cooldown.
We hope you'll like them. We want you to try them out when the update arrives, soon. Discord: discord.gg/quS7E46 Feedback Hub: bit.ly/3wpWofe
WIP: Quantum Break Tech Nodes Update
Hello everyone! Today, we'll be discussing some of the changes coming to Quantum Break in 0.8.0. Quantum Break is seen as a system that is not easily customized and their customizations, tied to the tech nodes, isn't impactful. It was unable to make players feel that Quantum Break focus is a playstyle that can happen.
So, we wanted to make changes to Quantum Break to make it more accessible, less of a "save this for the ultimate boss fights" and more of a "charges full, let's go!" thing. For that, we have new nodes available that allows player to fully embrace the Quantum Break playstyle coming in 0.8.0. Here are some of the previews.
Tier 5 Tech Node: Break Acceleration - On mission being and Quantum Break ends, immediately gains 20% - 40% Quantum Break Charges.
And something that we couldn't show in images like, Tier 4 Tech Node: Armoured Subunit - In Quantum Break mode, gains 15% Defense and 20% Shields Regen Buff. Quantum Break Duration +5%.
Notice the name? That means there are 3 other like these, so it's a modification to any Quantum Break mode you use, you'll still get a bit of the Armoured mode. There are also nodes for those that don't like to use Quantum Break that makes your melee attacks stronger with a chance to reduce your Quantum Break charges. More information for the upcoming 0.8.0 update next week!
Hello everyone! Here's another short preview of the upcoming 0.8.0 update, featuring a new Quark Boss that you'll meet in the upcoming story mission. It's BIG and ready to claw your M.A.S.S. unit. Let's hope the scratches don't leave permanent marks.
So, today's WIP update will be quite different from what we've been showing for the past few weeks. This time, we're involving balance changes into the news! While the upcoming 0.8.0 patch focuses on Energy Launchers rework, we cannot neglect other aspects of the game that still required work as well. This points to other combat systems. As we'd learn from some other games that our developers are looking forward to play in their free time, addressing things in a problem and solution style seems to explain much more of our thought process than traditional style, so here goes.
Overarching Problem: Melee is in a worse state that Range. Benchmarking from challenges, melee is weaker, runs at a much slower speed, and doesn't go as much waves as ranged unless using exploits.
Problem: Melee combo is inconsistent, there are "random kick-ins" in the game. I don't want to jump forward, I don't want to spin, I don't want to rising attack, I cannot hit things with these different moves that come in and I can't control my melee combo attacks.
Solution: As we'd mention in the AMA, these things aren't random at all. There are algorithms to each trigger of the combo. We know that our algorithm isn't perfect, but with how frustrating they make players feel, we are trying to do everything to fix this algorithm with the following methods.
Adjust height check to determine if a player is on ground of jumping, This will allow objects on the ground to not trigger air combo start when players stand on them and have a more consistent ground combo control.
Adjust the rush attacks tracking and area of effect to allow players to hit enemies instead of passing their side.
Adjust the area of effect of rising attacks and the following combo to hit enemies on the ground as well so that larger enemies that cannot be raised into the air can still be hit.
Recheck all enemies' state on death to have them get removed from the calculations immediately and attacks not count enemies in removal as a possible enemy, thus not triggering the algorithm.
Problem: Melee is designed as high risk high reward, but currently it's very high risk low reward, with attacks not that strong, players being forced to dodge, armors not working that much to mitigate damage.
Solution: We'll be adjusting a lot of status that affected melee play to make it as what we first envisioned it to be, a high risk high reward playstyle. Lower the too high risk, raise the rewards, add some more spice.
Armor values will changed to be mostly mitigating flat amounts of damage from Quarks attack.
Rebalance all parameters to have melee focused nodes innately have higher durability and armor with little investments.
Adjust most Quarks to have multiple-hit attacks of lower power, thus investing in armor will mitigate even more damage from these attacks. ie. Before, Quarks might hit for 1000 damage and if you reduce them by flat 300 you'll take 700 damage. The current update will have some attacks hit for two instance of damage of 500 each and the flat 300 reduction will make you take only 400 damage instead.
Adjust POWER and PHYSICAL DAMAGE to be a total of around 75% more than their ranged counterparts after calculated in final damage. This should allow the smaller gaps of attacks to be meaty enough to contest with ranged playstyle. Range "Glass Cannons" can still bring themselves to the same level of damage, but they will need to sacrifice a lot more defense to achieve it.
And some other things we cannot reveal yet as they aren't finished and we're unsure if how we'll implement them such as a combo-stun system.
Sample status of a Melee tuning (Tier 5)
Sample status of a Ranged tuning (Tier 5)
Problem: Property damages doesn't have enough tech nodes to make them interesting to use over RAW damage.
Solution: Create more property damage nodes that changes playstyles. Increase the parameters for property damage nodes.
ie. [Tier 5] Power Transference Unit III is changed into Tinkerer’s Blade: Close Combat Attack is down by 35%. On hitting enemy using Close Combat Attack, there is a 25% chance to deal 70% extra Heat, Freeze, or Shock damage. Each one has its own 1 second cooldown.
Revenant Architecture is now 3 nodes (From tier 3 to 5) of similar power, one for general, one for melee based, and one for ranged based. This is done to provide access to ranged elemental playstyle to players faster.
That should be all for today that we can provide, as we're dealing with another internal rebalance of numbers as a result of removing weight effects off completely from armor. Yes, we're removing them. Stay tuned for more news next week about the upcoming 0.8.0 patch!
WIP: 0.8.0 New Level Design
Another week, another WIP update, this time featuring some of the new missions that we're creating. This is a content we've been working on for too long since we wanted to improve our level designs and their looks as well. We've been discussing how our missions have evolved from room-likes to a more expanded space that still locks player into some kind of path through the missions, but we wanted more. We wanted to create something new going forward. These screenshots below are the results.
We're improving them to be a much more expanded space with the lower limits. Players can fly over water, over terrains that have elevations and pieces that liven up the world instead of a flat space or low slope everywhere. What happens if you are in the water? We don't want to spoil you yet but you would not won't to be in a Quark Particles filled ocean trust us. We wanted more freedom of movement for our players. So, please indulge yourself in the mission when it comes out in 0.8.0 in the near future, stay tuned.
WIP: 0.8.0 New Energy Launcher Parts
Hello everyone! We're back with another small update this week, it's like we're doing this alternating between something to talk about and something small every time aren't we? Nonetheless, today's a showcase of the new energy launcher parts coming in the 0.8.0 update. We hope you'll like how they look, and see you again next week!
Hello! We had a short and small update last week so this week's a bigger one! Here's to the showing of the last new energy launcher for the upcoming 0.8.0 patch, the Photon! There has been quite some speculation on how this energy launcher with a peculiar name will work, so speculate no further, we're here to shower you in its glory, or lasers... mostly lasers...
The PHOTON shoots extremely fast in a wide area ahead of the M.A.S.S. unit, blasting them with lasers no matter where they are in the area of effect. It's also an instant use and allows the M.A.S.S. unit to quickly continue moving, whether to retreat or move in and assault enemies caught in their firing array.
Here's a sideview of how fast the PHOTON shoots out their projectiles. They can only be used when you have full ammo though, so pad those EN Recharge stats if you want to use them continuously! That's all for this week, stay tuned for more, it's not much now until the 0.8.0 is ready for everyone to play with.
Hello everyone! A very short preview today with the upcoming parts for bullet launchers in the upcoming 0.8.0 update! There's nothing much to say aside from "this is not all we have to show in the coming weeks!" so stay tuned for more, have fun building your M.A.S.S. units, and using them in combat!
So... you remembered when we mentioned we're working on the profiles and save data thing in the AMA? Well, we're almost finished with it, and we're ready to show them to you.
Here is a short clip of how it will work. Each save data will have its own profile and progression, and most importantly, each profile can save up to 32 m.a.s.s. units so if you're lacking in space, you can replay the game, relive the story, and get 32 more slots to create M.A.S.S. units.
Now, some of you might have had an accident of misnaming your PMC, or you just like to change it due to some head-canon. Fear not, the PMC name change system is here, for a cost of 100,000 credits. Hey! You're making Reina do some extreme paperwork here, pay up!
And finally, a feature to help you learn how you fare in M.A.S.S. Builder, or maybe use them to show off and compare progress with your friends, the mission records. These are data collected from the start of the game, separated by difficulties. It shows the times you've completed them, the fastest completion, times played, times failed, times restarted or abort, and in challenges, the waves you've completed as well.
We hope these features will satisfy some of your needs, we'll see you again next week. Discord: discord.gg/quS7E46 Feedback: bit.ly/3wpWofe