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.
|
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.
|
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.
|
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.
|
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.
|
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) :
|
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) :
|
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) :
|
Head |
Torso |
Endpoints |
Spread |
---|---|---|---|---|
Damages |
19 |
15 |
15 |
1st bullet: No spread
|
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) :
|
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.
|
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) :
-
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) :
-
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 !