![]() 8 seconds was not enough time to use utility through the doors or fight, and make it through the doors on the same rotation. Rotating doors now take 10 seconds to fully complete their spin, up from 8 previously.Boxes have been added to C Bend along with some extra room to fight from.More room and boxes have been added in C Main to also add some defensibility closer to the front of Main.Boxes on the back of site have been adjusted.The Spike plant zone and the stairs in C Bend have been adjusted to allow for more diversity of Spike plant locations in C Site.More room and boxes have been added to B Site to add some defensibility closer to the choke on site.A cubby has also been added to the back of A Hut for more defender options to hold the site. A Hut has been closed to help give some more readability to the plant site, making it easier to retake.It was always a little awkward to fight out of the broken door, but now it should be easier to fight out from inside the connector room. More room has been added near the breakable door.The double stack of boxes outside A Stairs has been changed to non-penetrable to reduce the likelihood of being spammed.More room has been added to A Main along with a set of boxes to give Defenders some more options to fight for A Rubble control.Because of this, we’re adding more options by adjusting neutral spaces and making some quality of life updates across the map so that Defenders can better hold sites. Adjusted the snowpile leading up to B Kitchen so you can now silently drop off the boxes.Īttackers have felt fairly overwhelming to Defenders on Lotus.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. ![]()
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