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Closed Beta 0.2 Patch Notes & Known Issues

RohanLikesForumsRohanLikesForums
LawBreakers Rep: 2,235
Posts: 46
Boss Key
edited May 15 in Patch Notes
Hello LawBreakers!

Rohan Rivas here from Boss Key Productions, studio behind the game. So - FINALLY, here we are at our Closed Beta 2 week. It’s been a while, but for good reason. We’ve always said that these Betas are for you, the community, and we mean it. Taking feedback and making changes takes time. We’ve been doing that, plus adding some new content into the game for you to chew on. Yup. Can’t wait to hear your thoughts.

In addition to the clinical notes below, you’ll find some thoughts from Matt Fischmann, our Sr. Gameplay Programmer, as he provided some of the developer reasoning behind why roles were adjusted in this latest Beta. I really appreciate him taking the time to articulate this, as a gamer, I very much enjoy the thought-process behind balance.

We can’t wait for you to play the new version of the game this Thursday. Check out the notes below and we’ll see you in zero-g soon enough.

Thanks!

New Additions:
  • New Role! - "Wraith"
  • New Map! - "Reactor"
  • New Mode! - "Blitzball"
  • New Feature! - "Custom Game Mode"
  • New Feature! - "Spectator Mode for Custom Games"
  • New Customization! - "Kick Decals"

Role Changes:
Assassin -

"Assassin has turned out to be one of the trickiest roles to balance. Right now she's too strong
against new players and too weak against experienced ones. Consider these tweaks a nudge in
the right direction while we work on some deeper changes. We've slightly reduced the damage
on her first combo attack to make her a bit less frustrating while also bumping up the viability of
grapple by rewarding longer range skill shots"

Gameplay Adjustments:
  • Removed Arc Blades healing per hit. healing now only occurs while Frenzy is active.
  • Reduced damage on Arc Blades first combo attack from 75->50
  • Increased grapple projectile speed 8000->9000
  • Increased grapple range 3000->3600
  • *NEW* grapple attack now charges up bonus damage while reeling in, from 150→250

Battle Medic -
"Battle Medic is performing in line with our expectations right now, so we're just polishing some rough edges"

Gameplay Adjustments:
  • Reduced Lobber knockback impulse 50%
  • Reduced Defense Grid cooldown 120->90
  • *NEW* Defense Grid cooldown is further reduced by healing your team

Enforcer -
"Enforcer was too strong at long range, so we're pulling back a bit on his damage falloff. We're also cleaning up some excess power in his kit by removing the Bloodhound Rocket ammo drops and the EMP zone from Electromag"

Gameplay Adjustments:
  • Reduced Aerator damage falloff range 5000->3000
  • Increased fuel regen delay 0.2->0.75
  • Removed Electromag Charge persistent zone
  • Removed Bloodhound Launcher ammo drops

Gunslinger -

"Gunslinger is most powerful in the hands of high skill players who can maximize his combination of ranged burst damage and combat mobility. While we're happy with how he's performing overall, we want to nudge down some of his ability to lock down long sight lines."

Gameplay Adjustments:
  • Reduced Omega full charge damage 160->140
  • Reduced Omega damage falloff range 3000->1750
  • Reduced Omega clip size 8->6
  • Reduced TAC Knife damage on hit 200->100
  • Reduced TAC Knife headshot multiplier 2.0→1.5

Juggernaut -

"Juggernaut needed more access to his Armor in order to do his job as a close range tank, so we've reworked his Ultimate into a toggle ability that consumes fuel. Toggling on Armor will give you damage reduction at the expense of move speed,so it should be great for contesting objectives and soaking damage for your team. We've also cleaned up some animation issues with the Instigator shotgun that end up giving him a faster rate of fire."

Gameplay Adjustments:
  • *NEW* Armor Protocol rework
  • Removed 75s cooldown
  • Armor now consumes fuel over time
  • Armor now provides increased damage reduction from the front
  • Armor has 5s cooldown when fuel hits zero
  • Reduced Super Jump fuel cost 50%
  • Instigator rate of fire slightly increased
  • Instigator can now be held to fire instead of press to fire for every shot.

Titan -

"Titan needed a way to poke at ranged hitscan users, so we've bumped up the range on his rockets. We also slightly reduced the explosion self damage, so hopefully we'll see even more gutsy low health rocket jumps! Berzerk mode continues to be in the 'ridiculously strong' category, so we're hitting the duration to make it's use a bit more tactical while we keep an eye on how Titan is performing overall."

Gameplay Adjustments:
  • Increased Hammerhead Rocket range 2800->3500
  • Reduced Hammerhead Rocket self damage 50%->40%
  • Reduced duration on Berzerk 15s->10s
  • Removed Berzerk area damage

Vanguard -

"Vanguard's performance was well below our target, mostly due to the unreliability of her primary weapon and punishing cooldowns. We've buffed up her gatling gun and gave her the ability to shoot while flying to cement her as the go-to role for chasing"

Gameplay Adjustments:
  • *NEW* Hydra can now be fired while using Afterburners
  • *NEW* Hydra now fires 3 shots at a time
  • Reduced Hydra damage per shot 38->13
  • Reduced Hydra spin-up time 2s->1s
  • Reduced Pulsar fuel cost 60%->40%
  • Increased Afterburners top speed 2100->2500
  • Removed Afterburners 10s cooldown
  • Increased fuel regen delay 0->0.75
  • Reduced Meteor Shells cooldown 15s→9s

Map Changes:

All Maps -
  • Enemy spawn barriers are now fully opaque, masking enemy team’s movements to help combat spawn camping.
  • Implemented a spawn exit heal buff (400 + bonus HP for 2 seconds after leaving the spawn barrier).
  • Various quality of life improvements (collision, exploit fixes, etc.) throughout all maps.

Station -
  • The central area above the aquarium has been remodeled - it should be more defensible with the added cover and interior location

Mode Changes:

Overcharge -
  • Battery charge timer lowered, it now takes only 60s to reach full charge.
  • The score limit to win was increased from 2 to 3 points.
  • The entire team now earn additional points for holding the battery at 25, 50, and 75% charge intervals.
  • When depleted, the battery shield begins to recharge after 10s if it has not been touched.
  • The battery shield recharges at a rate of 10% per second.

Turf War -
  • Score limit required to win increased to 16.

Bug Fixes:
  • Fixed a bug where Flux grenade could sometimes cause knockback without damage
  • Fixed a bug where fully charged Omega Kills were registering as headshots
  • Fixed a bug where Titan couldn't fire or swap weapons after Pulverize
  • Fixed a bug where reloading could sometimes fail to give ammo
  • Fixed mouse sensitivity setting with too many digits
  • Fixed auto-join voice rooms option not working when set disabled

General Additions/Improvements:
  • Improved pause menu
  • Improved matchmaking
  • Improved discord voice chat integration
  • Improved game pad support
  • Improved GPU and CPU performance
  • Improved menu fluidity and performance
  • Improved movement and firing netcode
  • Improved in-game chat
  • Improved end of match winning team visuals
  • Improved end of match progression screen
  • Improved clarity and prioritization of in-game scoring event announcements
  • Improved HUD for all game modes to increase clarity
  • Added more weapon skins, character skins and account portraits to Stash Drops
  • *NEW* Teammate icons to top of HUD
  • *NEW* Settings option to show/hide teammate icons
  • *NEW* Hit-crosshair settings to choose between new and "classic fill" styles
  • *NEW* Role icons to in-game scoreboard
  • *NEW* Option to "Stay on server" between matches. If less than 7 players vote, player will re-queue to find a new match

Known Issues and Bugs:

Spectator Mode -
Spectator mode is still a work in progress feature, so there may be several bugs with information not updating or displaying incorrectly.

Menus -
  • Level icons may appear misaligned during the end of match menus.
  • Players may experience hitching during the end of match menus.
  • Next match information may display Game Mode or Map as UNKNOWN.
  • Certain settings menu options may not reset to default.
  • A crash may occur when mapping keys to Num Pad inputs.
  • Certain characters assets may appear as low resolution in the Customize menu.
  • Profile screen may hitch when switching between information tabs.
  • A crash may occur when adjusting Anti-Aliasing settings during a match.

Gameplay -
  • Certain achievements may not be tracking for some classes.
  • All Modes: Joining a match in progress may display the current objective status incorrectly.
  • Battle Medic: Healing brackets may display incorrectly over enemies heads during a match.
  • All Roles: Animation popping may occur during reload or ability use.
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Comments

  • CommandThrowerCommandThrower
    LawBreakers Rep: 1,335
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    Member
    I like it! The changes to the Vanguard sound really nice! With the little time I have between work this weekend, I'll be glad to see how these changes feel firsthand!
    RohanLikesForums
  • RohanLikesForumsRohanLikesForums
    LawBreakers Rep: 2,235
    Posts: 46
    Boss Key
    I like it! The changes to the Vanguard sound really nice! With the little time I have between work this weekend, I'll be glad to see how these changes feel firsthand!

    Yeah, what's cool is now she's very capable at pursuit - helps a TON with enemy objective carriers and such. Very good change IMO.
  • MrHorrisMrHorris
    LawBreakers Rep: 340
    Posts: 2
    Member
    edited May 15
    Looks like everything is a change for the better, one thing I am still worried about is clunky menus.

    Edit: I am more excited about the central area in the aquarium being reworked than I expected.
    Xenithos
  • PureSangheiliPureSangheili
    LawBreakers Rep: 970
    Posts: 32
    Member
    A little bit disappointed about the Battle Medic, still a straight healer. So he will be essential to all team if we really want to win... And he is the less skill needed class yet.

    Disappointed about the overcharge too, it will never be balanced if the battery has got the same charge for the 2 teams...

    All the other changes are good i guess. I hope the game wait for all players loaded in the map before starting a game now. It was really frustrating to wait 2 minutes each game because ive got a HDD and not a SSD..

    I am very excited about playing the game again, i love it.

    (sorry for my bad English)
    innociv
  • RohanLikesForumsRohanLikesForums
    LawBreakers Rep: 2,235
    Posts: 46
    Boss Key
    A little bit disappointed about the Battle Medic, still a straight healer. So he will be essential to all team if we really want to win... And he is the less skill needed class yet.

    Disappointed about the overcharge too, it will never be balanced if the battery has got the same charge for the 2 teams...

    All the other changes are good i guess. I hope the game wait for all players loaded in the map before starting a game now. It was really frustrating to wait 2 minutes each game because ive got a HDD and not a SSD..

    I am very excited about playing the game again, i love it.

    (sorry for my bad English)

    Thanks for sharing your thoughts! Remember we're still in Beta and new content means that the ecosystem of gameplay and balance can still change. Play the latest and let us know how you think things are shaping up this weekend!
    Zesty
  • TheNewKiddTheNewKidd
    LawBreakers Rep: 550
    Posts: 11
    Member
    Enforcer is my favorite character by far so (Wraith might take that title) so I hope these nerfs weren't too much. I completely understand the rocket pack nerf though.
  • atavaxatavax
    LawBreakers Rep: 1,840
    Posts: 219
    Member
    edited May 15
    the first impression is i like the nerfs to enforcer, but i'm skeptical about not nerfing the enforcer being able to basically constantly keep their sprint up during combat. I like the nerf to Omega for gunslinger, but I think the nerf to knife seems unnecessary, and is nerfing what seemed to me to be already one of the weakest abilities in the game. I like the range increase to the rocket launcher, but wish you just removed the cap. Like the shortened duration of Bezerk. The buffs to Vanguard look interesting. I think the battle medic was on the verge of OPness last beta and with current buffs and the nerfs to enforcer and gunslinger, they're probably going to be OP.
  • itstrueitstrue
    LawBreakers Rep: 990
    Posts: 29
    Member
    edited May 15
    So disappointed to see Gunslinger get nerfed to the ground, or at least that's how it sounds from the patch notes. Enforcer seems to be still a better pick overall. Also how can you call the gunslinger the sniper of lawbreakers anymore after the range nerf, then seeing enforcer having the range the gunslinger was already sitting at.
    How can you nerf the so called sniper character by half, but increase the rocket spam character? Buff the explosive, nerf the skill based weapons..
    The knife nerf was laughable, it was already pretty rare to see kills with it, but well, I shouldn't get so upset before I get to play the game, although I expect to see full Enforcer teams like in CB1, or teams with 2 Titan stacks which was enough to guarantee a win.
    Yodalegend
  • BrittalityBrittality
    LawBreakers Rep: 3,675
    Posts: 229
    Boss Key
    itstrue wrote: »
    So disappointed to see Gunslinger get nerfed to the ground, or at least that's how it sounds from the patch notes. Enforcer seems to be still a better pick overall. Also how can you call the gunslinger the sniper of lawbreakers anymore after the range nerf, then seeing enforcer having the range the gunslinger was already sitting at.
    How can you nerf the so called sniper character by half, but increase the rocket spam character? Buff the explosive, nerf the skill based weapons..
    The knife nerf was laughable, it was already pretty rare to see kills with it, but well, I shouldn't get so upset before I get to play the game, although I expect to see full Enforcer teams like in CB1, or teams with 2 Titan stacks which was enough to guarantee a win.

    We'll be playing like this with things for each playtest just to find a sweet spot of what players like. Give it a try and then let us know what you think!
  • atavaxatavax
    LawBreakers Rep: 1,840
    Posts: 219
    Member
    edited May 16
    i assume the damage falloff nerf for the omega is for non charged shots and charged shots still don't suffer from falloff, right?

    Its funny how the enforcer's falloff range is drastically longer than the sniper's...
    Yodalegend
  • YodalegendYodalegend
    LawBreakers Rep: 300
    Posts: 4
    Member
    Isn't this patch too harsh on the assassin class? You reduced its main source of damage by 1/3 and remove its lifesteal making it practically unusable after you say its under performing at higher levels and only slightly increased the power of grapple an ability which uses up one of your mobility charges, am I the only one seeing the problem with these changes? Also these patches are going to force all the assassins to play with their shotgun instead of the melee, reducing the class to another generic shooting character, like come on!
  • innocivinnociv
    LawBreakers Rep: 645
    Posts: 48
    Member
    edited May 16
    I saw knife kills all the time. It was pretty much a 1-hit-kill if anyone was slightly off full health or a lower health class.
    A little bit disappointed about the Battle Medic, still a straight healer. So he will be essential to all team if we really want to win... And he is the less skill needed class yet.

    Disappointed about the overcharge too, it will never be balanced if the battery has got the same charge for the 2 teams...
    Same on both counts.
    Also Juggernaut. He's too rock-paper-scissors-y and I really think he needed a rework.

    Other changes seem nice, though.
  • itstrueitstrue
    LawBreakers Rep: 990
    Posts: 29
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    I've watched the lawbreakers stream and all I saw was Assassins using only their shotguns and top fragging. Her shotgun already felt OP in CB1 and now it's more frustrating because you don't even need Arc Blades honestly. The gun doesn't even look like a shotgun with that crazy high rate of fire. My first impressions so far.
  • OneLetterOneLetter
    LawBreakers Rep: 7,535
    Posts: 457
    Administrator
    edited May 16
    itstrue wrote: »
    I've watched the lawbreakers stream and all I saw was Assassins using only their shotguns and top fragging. Her shotgun already felt OP in CB1 and now it's more frustrating because you don't even need Arc Blades honestly. The gun doesn't even look like a shotgun with that crazy high rate of fire. My first impressions so far.

    Make sure to give CB2 a try and then make sure to provide your feedback of how it works in practice. Certainly good notes, but hands-on can always find more than just observing.
    itstrue
  • KiraysKirays
    LawBreakers Rep: 620
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    Good stuff! Enjoy playing everyone. :)
  • htlruehlhtlruehl
    LawBreakers Rep: 310
    Posts: 2
    Member
    edited May 17
    Hey guys! i've just tried to run the game, but im just getting an "NGS init Error -335542526" am i totally stupid? can u tell me whats going on? thx, i really want to play this game :P
  • Human_ToxinHuman_Toxin
    LawBreakers Rep: 920
    Posts: 7
    Member
    htlruehl wrote: »
    Hey guys! i've just tried to run the game, but im just getting an "NGS init Error -335542526" am i totally stupid? can u tell me whats going on? thx, i really want to play this game :P

    Well the servers aren't live yet so that's probably the reason. But the LawBreakers team is still investigating the NGS init error since it's not sure if that is caused by the server's being down afaik
  • PluwiusPluwius
    LawBreakers Rep: 100
    Posts: 2
    Member
    hi guys I really want to try this game but it doesn't start, I tried to open it but it freeze the screen and I have to use task manager to turn it off (not responding)
    pls help ty
  • LanceliogsLanceliogs
    LawBreakers Rep: 530
    Posts: 25
    Member
    Vanguard -

    "Vanguard's performance was well below our target, mostly due to the unreliability of her primary weapon and punishing cooldowns. We've buffed up her gatling gun and gave her the ability to shoot while flying to cement her as the go-to role for chasing"

    Gameplay Adjustments:
    • *NEW* Hydra can now be fired while using Afterburners
    • *NEW* Hydra now fires 3 shots at a time
    • Reduced Hydra damage per shot 38->13
    • Reduced Hydra spin-up time 2s->1s
    • Reduced Pulsar fuel cost 60%->40%
    • Increased Afterburners top speed 2100->2500
    • Removed Afterburners 10s cooldown
    • Increased fuel regen delay 0->0.75
    • Reduced Meteor Shells cooldown 15s→9s

    Hi there!!! I think the vanguard changes are great but the increased fuel delay kills my old way to play her because I was using tiny drops of fuel to control better my movement in zero G zones and to keep momentum in general, coupled with bunny hops to prevent slowing down. Now, each time I do that, my fuel does not recharge anymore...

    My point is that I think this ups a little the skill floor of th e vanguard, but it lowers the skill ceiling a lot (in my sense) and limits the craziness of the plays you can achieve now.

    Before, you could have more fuel for one run with some clever little bursts of afterburners and some regen in between, but now you have likely less (I will have to play more to see if the pulsar reduced cost mitigates that enough for me.) I still do great with the vanguard though (other DPS lords know what I mean!)

    BUT!!! The new Hydra's a freakin' BEAST right now!!
  • LanceliogsLanceliogs
    LawBreakers Rep: 530
    Posts: 25
    Member
    EDIT: Ok, played a lot of vanguard. It does work better now. I don't know why. But it does. I think it is greatly because of the new hydra.