Greetings, Operatives. The third episode of First Assault’s content updates has arrived. We are bringing you a new map to combat the enemy in called Neon Ruins. We’re also introducing the iconic Mateba revolver to add to your arsenal, plus new skins for the K22, M249, and Togusa. Review the patch notes below.
MAP
Neon Ruins – Team Deathmatch
Neon Ruins is our largest map yet. We’ve heard the community’s desire for a sizable Team Deathmatch map and we’re looking forward to see how the chaos unfolds. The map’s structure and the internal area towards the center will allow for a fluid route circulation as you hunt down your enemies.
WEAPON
MATEBA - A revolver capable of semi-automatic fire with impressive burst firing power.
WEAPON SKINS
K22: NEOSONIC - A stylish pattern popular with modern collectors and underground gunsmiths.
M249: COWBOY - Saddle up!
CHARACTER SKIN
TOGUSA: BLACK WIDOW - Togusa promised not to leave behind a widow the last time he was wounded, so Batou gave his new gear this unfortunate nickname.
BALANCE 2.0
We’ve listened to the community’s feedback and conducted continuous internal playtests regarding the game balance. We have made significant balance updates to weapons and skills. Here are some thoughts from the development team, Neople/Team Waffle.
• Added ping display to server list screen • Enabled party chat • Added warnings that generate when certain actions target a player (Seeker Drones, Turrets and Tachikomas) • Added Low Spec setting and notifications • Added key bindings for gaming mice • Improved functionality for announcements popup • Improved loading screen display • Adjusted filter functionality in The Market • Added status to Friends List • Added Friend notifications • Added preview button for weapon skins • Added FOV settings
BUG FIXES
• Corrected multi-language text being cutoff • Fixed a bug regarding mini-map icons • Fixed an issue where weapon sound effects were not playing
MISCELLANEOUS
• Added a report-a-player functionality • Added a vote-kick functionality • Added Controller support • Improved Intel acquisition • Terminals no longer allow for bullet penetration
We will be performing a scheduled maintenance on March 31, 2016 at 6:30 AM Pacific (9:30 AM Eastern, 2:30 PM CET). We anticipate the maintenance to last approximately 4.5 hours, concluding around 11:00 AM Pacific (2:00 PM Eastern, 7:00 PM CET).
Please note that the estimated length of time for each maintenance is subject to change without notification.
TIME: Thursday, March 31, 2016 Pacific: 6:30 AM – 11:00AM Eastern: 9:30 AM – 2:00 PM CET: 2:30 PM – 7:00 PM
Greetings, Operatives! My name is Kyung-Bae Yoo, and I am a game designer at Team Waffle, focused on the battle system and weapon balancing in First Assault. Today I will be going over the skill balancing that we have been working on for the next update.
Our approach was to increase the usability and effectiveness of underutilized skills. We identified the skills with low usage rates, variations in skill usage depending on particular modes or maps, and low kill ratios due to using particular skills. Here is what we changed:
Borma – Nano-Gel Armor
Problem: According to data analysis, the usage rate and kill ratio while using Nano-gel was overwhelmingly higher than any other skill. Solution: We slightly decreased the recovery acceleration of HP and AP while using the skill.
Saito – Heat Sensor
Problem: It was too difficult to confirm whether or not you were being detected. Solution: We synchronized the scan effect and detected status. Scan count and detection time were increased.
BEFORE Scan Count - Tier 1: 3 times, Tier 2: 6 times Detection Exposure Time - Tier 1: 2.5 secs, Tier 2: 2.5 secs
Problem: The Cyber Sentry had a very low usage rate on Demolition and Team Deathmatch. Solution: We added the “retrieve and reinstall” function on the Cyber Sentry. You will be able to retrieve and move the Cyber Sentry as long as it has not been destroyed and there is remaining time after the initial installation. We also increased the speed at which the gun barrel rotates to the enemy after targeting the enemy, to allow for more aggressive attacks.
Maven – Therm-Optic Barrier
Problem: Like the Cyber Sentry, the Therm-Optic Barrier was only used in particular modes and its usage rate was very low. Solution: We also added the “retrieve and reinstall” function to the Therm-Optic Barrier. The size of the barrier was increased as well, so that your feet are no longer exposed at the bottom of the shield.
With these changes, our intention is to bring fun, balance, and further strategy to the game and hope to see each operative utilized to their full potential across all maps and game modes. And remember, this is not the end, but a solid beginning of our efforts into making the game balanced.
Be sure to leave us your feedback on the skill balancing once the update goes live! Thank you for your continued patience and support during these development stages of First Assault!
Greetings, Operatives! My name is Kyung-Bae Yoo, and I am a game designer at Team Waffle, focused on the battle system and weapon balancing in First Assault. Today I will be going over the skill balancing that we have been working on for the next update.
Our approach was to increase the usability and effectiveness of underutilized skills. We identified the skills with low usage rates, variations in skill usage depending on particular modes or maps, and low kill ratios due to using particular skills. Here is what we changed:
Borma – Nano-Gel Armor
Problem: According to data analysis, the usage rate and kill ratio while using Nano-gel was overwhelmingly higher than any other skill. Solution: We slightly decreased the recovery acceleration of HP and AP while using the skill.
Saito – Heat Sensor
Problem: It was too difficult to confirm whether or not you were being detected. Solution: We synchronized the scan effect and detected status. Scan count and detection time were increased.
BEFORE Scan Count - Tier 1: 3 times, Tier 2: 6 times Detection Exposure Time - Tier 1: 2.5 secs, Tier 2: 2.5 secs
Problem: The Cyber Sentry had a very low usage rate on Demolition and Team Deathmatch. Solution: We added the “retrieve and reinstall” function on the Cyber Sentry. You will be able to retrieve and move the Cyber Sentry as long as it has not been destroyed and there is remaining time after the initial installation. We also increased the speed at which the gun barrel rotates to the enemy after targeting the enemy, to allow for more aggressive attacks.
Maven – Therm-Optic Barrier
Problem: Like the Cyber Sentry, the Therm-Optic Barrier was only used in particular modes and its usage rate was very low. Solution: We also added the “retrieve and reinstall” function to the Therm-Optic Barrier. The size of the barrier was increased as well, so that your feet are no longer exposed at the bottom of the shield.
With these changes, our intention is to bring fun, balance, and further strategy to the game and hope to see each operative utilized to their full potential across all maps and game modes. And remember, this is not the end, but a solid beginning of our efforts into making the game balanced.
Be sure to leave us your feedback on the skill balancing once the update goes live! Thank you for your continued patience and support during these development stages of First Assault!
Greetings, Operatives! My name is Kyung-Bae Yoo, and I am a game designer at Team Waffle, focused on the battle system and weapon balancing in First Assault. Today I will be going over the shooting system revamp we’ve been working on for the next update.
There are three major issues with the shooting system that were addressed in the revamp:
Random shot group correction
Problem: The current system has an emphasis on crosshair management to balance hip and precision firing. Solution: With this update, shots are fired randomly in the crosshair as before, but the probability to significantly deviate has been lowered. This is the biggest issue that has been addressed.
Reproducible and predictable kills
Problem: We determined there was a high frequency of kills that happened due to luck rather than a player’s shooting skills, meaning skill differences were not being accurately reflected Solution: A unique patterned shot group exists for each weapon, and they will always fire shots while creating similar patterns. Of course, it does not draw patterns that are 100% identical. There will be a slight margin of error which will reflect the weapon’s accuracy. Through these patterns, we expect reproducible and predictable kills to occur dependent on the skill level of each weapon.
Shooting difficulty that needs control
Problem: The difference between the shooting difficulty of beginner and skilled shooters needed to be increased. Solution: We differentiated characteristics on weapon classes more clearly (SMG/AR/SR/SG/MG). Consequently, shooting difficulty was slightly increased, and we expect players to play with skills that achieve kills through control. We differentiated characteristics a little more clearly through the stability and accuracy aspects dependent on the shooting situation, such as those of the character moving state (ex: jumping up and down, moving from side to side, etc) and of hip and precision firing.
The shooting system revamp is meant to create a system based on player skill and the ability to achieve reproducible kills. And remember, this is not the end, but a solid beginning of our efforts into making the game balanced, yet keeping the fun factor. We hope that you will enjoy this revamped system.
Be sure to leave us your feedback on this new system once the update goes live! Thank you for your continued patience and support during these development stages of First Assault!
Greetings, Operatives! My name is Kyung-Bae Yoo, and I am a game designer at Team Waffle, focused on the battle system and weapon balancing in First Assault. Today I will be going over the shooting system revamp we’ve been working on for the next update.
There are three major issues with the shooting system that were addressed in the revamp:
Random shot group correction
Problem: The current system has an emphasis on crosshair management to balance hip and precision firing. Solution: With this update, shots are fired randomly in the crosshair as before, but the probability to significantly deviate has been lowered. This is the biggest issue that has been addressed.
Reproducible and predictable kills
Problem: We determined there was a high frequency of kills that happened due to luck rather than a player’s shooting skills, meaning skill differences were not being accurately reflected Solution: A unique patterned shot group exists for each weapon, and they will always fire shots while creating similar patterns. Of course, it does not draw patterns that are 100% identical. There will be a slight margin of error which will reflect the weapon’s accuracy. Through these patterns, we expect reproducible and predictable kills to occur dependent on the skill level of each weapon.
Shooting difficulty that needs control
Problem: The difference between the shooting difficulty of beginner and skilled shooters needed to be increased. Solution: We differentiated characteristics on weapon classes more clearly (SMG/AR/SR/SG/MG). Consequently, shooting difficulty was slightly increased, and we expect players to play with skills that achieve kills through control. We differentiated characteristics a little more clearly through the stability and accuracy aspects dependent on the shooting situation, such as those of the character moving state (ex: jumping up and down, moving from side to side, etc) and of hip and precision firing.
The shooting system revamp is meant to create a system based on player skill and the ability to achieve reproducible kills. And remember, this is not the end, but a solid beginning of our efforts into making the game balanced, yet keeping the fun factor. We hope that you will enjoy this revamped system.
Be sure to leave us your feedback on this new system once the update goes live! Thank you for your continued patience and support during these development stages of First Assault!
Greetings, Operatives! Nice to meet you, I am Jungik Choi, the Game Director at Team Waffle. In this dossier, I will be going over Togusa’s background, his special skill, and how we developed him to become a playable Operative in First Assault.
Greetings, Operatives! Celebrate St. Patrick’s Day with us this Thursday on our Community Livestream! You might win a Grasshopper skin, but most importantly you’ll get to watch the first ever gameplay with upcoming Mateba!
WHO
Community Manager - Lumos Production Coordinator - Disrespect
WHAT
Tune into our livestream as we’ll be giving away MP5K-S3 Grasshopper skins and base access codes. Be sure to stay until the very end as we’ll be showing off Togusa’s upcoming Black Widow skin and showcasing some Mateba action for the first time ever!
WHEN
Thursday, March 17, 2016 at 2PM PT/ 5PM ET/ 10PM CET
We will be performing a scheduled maintenance on March 17, 2016 at 7:00 AM Pacific (10:00 AM Eastern, 3:00 PM CET). We anticipate the maintenance to last approximately 3 hours, concluding around 10:00 AM Pacific (1:00 PM Eastern, 6:00 PM CET).
Please note that the estimated length of time for each maintenance is subject to change without notification.
TIME: Thursday, March 17, 2016 Pacific: 7:00 AM – 10:00AM Eastern: 10:00 AM – 1:00 PM CET: 3:00 PM – 6:00 PM
Celebrate St. Patrick’s Day by playing with the Grasshopper skin equipped and receive double XP!
Operatives, it’s time to equip your Grasshopper skin and put it to tactical use. During the event, play with the Grasshopper skin to receive 4 double XP vouchers and get an extra edge over your enemies.
EVENT DATE
STARTS: March 16th 6PM PST/ 9PM EST/ March 17th 2AM CET ENDS: March 18th 6PM PST/ 9PM EST/ March 19th 2AM CET
REWARDS
4x double XP vouchers
*Reward issue date is to be determined at a later time. Please stay tuned for announcements.