Patch notes

Patchnote 0.4.7 | BATTLE ARENA

HUGE CHANGES TO CARRY ON ONE OF THE MOST IMPACTING EVOLUTION IN THE META OF THE GAME !

And other small adaptations and corrections for AFTER-H BATTLE ARENA (0.4.7).

Release date : 09/08/2024

 

We're taking advantage of the summer break to offer players a complete reworking of BATTLE ARENA's meta.

 

With the aim of making the game even more strategic and reducing the usefulness of rush, we've reworked the majority of weapons in depth to lengthen the TTK (Time To Kill) and allow players to build new strategies!


All details and changes are listed below :

 

WEAPONS:

 

T1 GAUSS (SHOTGUN) :

 

  • The GAUSS doesn't one shot enemies anymore in the body.

  • Increase head damage.

  • One shot if aiming the head.

  • Weapon with the shorter TTK at close range.

  • More demanding in terms of accuracy at mid / long distance.

 

T1GAUSS

 

 

Head

Torso

Endpoints

Spread

Damages

165

95

95

1.9

Damage drop regarding distance (in meters)

0 - 3,5m = max

3,5 - 6m = -50%

6m - 10m = -60%

10-15m = -80%

>15m = 0

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

66

5

2

0,3

STRIKER (SMG) :

 

  • The best close range SMG.

  • New damage drop window.

STRIKER BASE

 

 

Head

Torso

Endpoints

Spread

Damages

18

15

12

1.5

Damage drop regarding distance (in meters)

0-6m = max

6m - 8m: -35%

8m - 10m: -45%

>10m = -70%

//

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

780

30

1

0.2

MP52 (SMG) :

 

  • The most versatile SMG with the bigger range.

  • Still weaker than the STRIKER at close range.

 

MP-52

 

 

Head

Torso

Endpoints

Spread

Damages

19

16

14

1.4

Damage drop regarding distance (in meters)

0-7m = max

7 - 9m = -30%

9 - 15m = -45%

>15m = -55%

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

660

35

1

0,3

WARDEN (PISTOL) :

 

  • The WARDEN remains a deadly weapon in good hands.

 

WARDEN

 

 

Head

Torso

Endpoints

Spread

Damages

49

32

28

0

Damage drop regarding distance (in meters)

NONE

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

276

9

1.2

0.25

SOCOM (PISTOL) :

 

  • One of the most challenging gun in the game but also the fastest to equip.

 

Socom_BASE

 

 

Head

Torso

Endpoints

Spread

Damages

20

18

14

0

Damage drop regarding distance (in meters)

0 - 16m = max

>16m = -25%

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

300

12

0.5

0.1

ERG (ENERGY LASER) :

 

ERG

 

 

Head

Torso

Endpoints

Spread

Damages/sec

159

132

120

0

Damage drop regarding distance (in meters)

0 - 25m = max

25 - 50m = -15%

>50m = -30%

Cadence (RPM)

Duration (sec)

Reloading time (sec)

Switch time (sec)

Continuous firing 

3.2

2

0.4

MX42 (AR AUTO) :

 

MX42

 

 

Head

Torso

Endpoints

Spread

Damages

15

13

10

0.6

Damage drop regarding distance (in meters)

0 - 16m = max

16 - 23m = -15%

>23m : -25%

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

600

40

1.5

0.4

VULCAN (AR BURST 3 BULLETS) :

 

VULCAN

 

 

Head

Torso

Endpoints

Spread

Damages

19

15

15

1st bullet: No spread


2nd bullet: 0.15


3rd bullet: 0.3

Damage drop regarding distance (in meters)

0 - 22m = max

>22m = -25%

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

burst: 0.16s

between 2 bursts : 0.23s

TOTAL 0.39s

30

1.5

0.4

AK77 (AR AUTO) :

 

AK77

 

 

Head

Torso

Endpoints

Spread

Damages

17

15

14

0.8

Damage drop regarding distance (in meters)

0 - 20m = max

20 - 30m = -17%

>30m = -25%

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

510

35

1.8

0.4

FURY (LMG) :

 

  • The FURY doesn't change overall

  • Super efficient when it comes to static shoots.

  • Very challenging if you shoot while moving.

 

FURY

 

 

Head

Torso

Endpoints

Spread

Damages

24

19

19

Static: 0.3

Moving: 10

Damage drop regarding distance (in meters)

0 - 50m = max

50 - 70m = -20%

>70m = -30%

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

450

75

4

0.7

ATLAS (SNIPER) :

 

ATLAS

 

  • The ATLAS is now granted a FULL SCREEN SCOPE feature

  • The player can activate this feature and turn his gun into a controler, allowing him to aim full screen and with precision towards enemies.

  • When not aiming, the spread of the ATLAS is very high.

  • No more damage drop regarding the distance.

  • If you're in full screen mode and the game detects movement, you immediately get back to normal mode.

 

 

 

Head

Torso

Endpoints

Spread

Damages

150

100

95

Scope: 0

No Scope: 15

Damage drop regarding distance (in meters)

NONE

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

72

5

2.5

0.6

NEEDLE (Scout RIFLE) :

 

NEEDLE

 

  • The NEEDLE gets its x2 Scope back and has the same full screen scope mode than the ATLAS.


 

 

Head

Torso

Endpoints

Spread

Damages

33

24

20

0

Damage drop regarding distance (in meters)

NONE

Cadence (RPM)

Ammo

Reloading time (sec)

Switch time (sec)

330

20

1.5

0.4

 

SPECIAL WEAPONS:

 

SHIELD :

 

  • We built the shield as a defensive tool to hold position. In order to enforce this philosophy, it now takes 0.5 seconds to deploy it (instant deploy before patch)

 

STICKY (GRENADE) :

 

  • The Sticky didn't find its place competitively. To make it more interesting, we changed most of its features :

    • Cooldown, brought down to 30s (45s before)

    • Time before explosion : 2s (3.5s before)

    • OS range : 2m

    • Damage range : 3m

  •  

PLASMA (GRENADE) :

 

  • The plasma grenade remains unchanged:

    • Max damage : 100

    • OS range : 2m

    • Damage range : 4m

    • Time before explosion : 3.5s

    • CD : 45s

 

FIX:

Fixed a bug affecting the rate of fire for semi-automatic weapons, inputs and shots were sometimes poorly correlated, this is no longer the case.

 

We believe strongly that all these changes are going to offer a real new meta to players, and we are looking forward your feedback !

 

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