Hey all, we appreciate the patience over the past month and a bit while we’ve been working on the third abilities and reworking some of the core ability interaction systems. We're excited to get everyone's take on how the new abilities and ability interaction system is feeling, and what balance changes are needed in the coming weeks!
A quick note before we dive into it: all match history records will be removed on updating, your stats will still be fine, but this is due to database restructuring.
There are 3 main aspects that will be coming in the next patch:
The Ability systems have been completely reworked, now creating a hard rule set for players to understand.
The third abilities are coming to everyone, which will be increasing the interactions between a lot of the Troopers, and have been designed to complete the kits you've come to know and love!
We’re taking this opportunity to create a rough rule set for all Troopers ability order going into the future, so the orders of abilities are changing for all Troopers.
You're welcome to join our Discord to help give us feedback! These actives will need some tweaking and balancing, so make sure to let us know what you think as that's the best way to have your input on the game.
Reworked Ability Interaction Systems
So a lot of this has happened in the background, so all of the abilities should work exactly the same as they did before, but now with more interactions! If something has a health bar like a deployable, then you should be able to do anything that you can to a Trooper as long as it makes sense.
E.g. you can heal and buff Scorch’s turret but can only heal Eve’s Restoration rune, as it doesn't deal damage. All background systems now have a common root, so bug fixing for abilities should be a lot easier when someone reports it. Deployables will now also inherit the effects of their Trooper, so if Pan puts down a Teleporter, and someone puts thorns on Pan, then the teleporter will inherit the thorns effect.
Trooper Third Abilities and Ability Order
Troopers now have a hard rule set as to why their Abilities are ordered the way they are - this will come with some new learning for our experienced players, but going forward it should make it easier for new players to change between Troopers!
Now Troopers will have their single target damage, or primary damage ability on Q,
Their secondary damaging, or enemy interaction ability on E,
Their utility ability on R.
Your purchased store ability will still be on F.
Some Troopers do not fit into this mould, so cooldowns and ability rotations have also been taken into consideration in the ordering.
All of these can be rebound, so feel free to use whichever keys you want!
Cone angle: - 90 degrees
Range - 8m
Damage - 90
Slow Amount - 20%
Duration of slow - 1.5s
Cooldown - 6s
Range - 30m
Increased damage taken - 20%
Duration - 3s
Stun Duration (if knocked back) - 1.5s
Cooldown - 16s
Radius - 12m
Damage - 75
Additional Stun Time - 1s
Slow - 10%
Slow duration - 3s
Duration of slowing Area - 10s
Channel Time - 1s
Cooldown - 20s
Length - 6m
Width - 1m
Height - 5m
Health - 800
Cooldown - 25
Range - 30m
Wait Duration - 10s
Alert Area - 10m
Speed - 10m/s
Health - 250
Explosion Radius - 4m
Damage - 300
Cooldown - 20s
Range - 26m
Buff/debuff duration - 7 seconds
% florp dmg ally heal - 50%
% florp dmg to enemy - 25%
Cooldown - 18s
Cone length - 8m
Cone angle - 60
Damage - 200
Knockback Distance - 6m
Self-Knockback distance - 8m
Cooldown - 15s
Range (variable) - 15m
Silence area (diameter) - 6m
Silence Duration - 3s
Cooldown - 15s
Sword Arc (degrees) - 180
Sword Range - 4m
Sword Damage (per swipe) - 66
Shot Range - 16m
Shot Damage - 200
Projectile Speed - 100 m/s
Cooldown - 15s
Range - 15m
Arm Collisions - 65 cm
Speed - 80m/s
Extra stun time - 0.33s
Cooldown - 18s
Cooldown if missed - 9s
Range - 6m
Dot % - 50%
Damage - 90
Cooldown - 10s
Range - 40s
Channel time - 1s
Heal per Tick - 75
Heal Time - 3s
Tick Interval - 0.5s
Cooldown - 20s
Range - 14m
Stun time - 1.5s
Initial damage - 120
Shockwave angle (degrees) - 110
Shockwave distance - 8m
Secondary damage - 100
Cooldown - 10s
New Trooper Rotation
Quality of Life Changes
New Store Layout
Change to the in-match store, bringing the passives and actives onto the same screen for ease of readability.
The "Hi I'm Eddie" Videos has been removed (due to popular demand)
I think we've all had enough of Eddie greeting us when we load into the game... it's still on youtube though if you want to see it (we know you do)
Optimised Character LODs
Characters now have optimised Levels of Detail (LODs) which will improve performance for some of the lower end machines.
Balance Changes
Active Abilities:
Catch 22: Damage increase nerfed from 50% to 40%
Cleanse: Cooldown buffed from 15s to 13
I am the Carry: Damage increase buffed from 25% to 35
Who Needs a Healer: Heal nerfed from 50% to 40 AND Cooldown buffed from 28s to 25
Troopers:
Sarge:
Gun: Damage nerfed from 22 to 21
Cluster Grenade: Initial damage nerfed from 110 to 100
Scorch:
Gun: Damage nerfed from 66 to 60
Flintlock:
Gun: Damage nerfed from 50 to 46
Xandark:
Gun: Damage nerfed from 46 to 42
Poison Bomb: DoT Duration nerfed from 5 seconds to 4
Pan:
Gun: Damage nerfed from 41 to 39
Fang:
Gun: Damage nerfed from 68 to 65
Health: HP nerfed from 1463 to 1363
Bug Fixes
Fix for stuck on mode select screen
Store (xsolla) fix for items not always showing in account
Restoration Rune is now targeting correctly, it sometimes glitched out and was unable to be cast where it should have been.
The Reef has been fixed - some of the ground wasn't generating nav mesh correctly.
Deploy Turret now works correctly on the Frosty Hallows map
DoT effects will now auto end after 15 seconds, so any that stay around should be removed from the map.
fixed an issue where players could hide under a table on the troll fire point on Frosty Hallows
Known Issues
By pressing the [u]`[/u] key (next to 1 on qwerty keyboards) you will enter an Ai testing mode. This has no in game benefits for players, but we’re running dev builds so we can debug the game. If you do this your camera can get disconnected from your character. If you do this in base you can get stuck in base.
Your keys may be set randomly in the options menu while changing settings.
Sometimes the escape key won't work when in various menus, right click on the game to re-focus the window, and ESC should work.
Sometimes key UI icons in Strike stay on the minimap after being collected
Sometimes in squad select some players are given a wider aspect ratio than intended.
Sometimes when a Trooper respawns they can lose their overhead UI, we're tracking this down.
Borderless/Windowed/Fullscreen don't seem to be setting properly, working on a fix.
We've had one instance of Trooper's spawning with the incorrect UI, we're keeping an eye out for this, but haven't had any additional instances of the bug.
Sometimes dodging can consume almost 2 charges if you dodge as your second dodge comes off cooldown – looking into this.
Some throwable ability models are getting stuck in the air – it’s just visual as the ability still works perfectly.
Sometimes troopers can already be picked when you load into a game, looks like the bots are starting to think for themselves...
Steam Build ID: TBA
Epic ID: TBA
To view this go to Steam > Library > Right Click Super Squad > Properties > Updates
It's at the bottom of the small pop-up window and is a way for you to ensure that you're game is fully updated and able to play.
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