Attention Mercenaries!
We just released a small July update. This update does not only add four new marksman rifles to add to your arsenal, but also some new perks, as well as several bug fixes.
If you have any feedback, please let us know in our #game-feedback channel.
New weapons: Marksman Rifles
Mark-1 Rifle:
This marksman rifle comes in 4 different rarities, is a primary weapon and can be used by all suits. The MARK-1 rifle is optimized for long-distance infantry battles. It’s also a very popular option of special forces for night operations where several targets have to be taken out quickly at a distance. It doesn’t have the same piercing impact as a sniper rifle but offers much higher fire rates and easier usability.
A new archetype that’s a mix between AR and SR. The weapon is best used in aim mode for a higher crit chance. The weapon is much more accurate when stationary.
Balance Adjustments
- The Nuclear Fallout perk has been improved, duration has been increased to 7s from 5s and damage has been decreased to 300 from 200 per second.
- Thermonuclear Strike now deals 4000 impact damage instead of 2000 and additionally 400 damage per second up from 200.
- Movement ability cooldowns have been decreased across all suits by 1-2 seconds.
- The Destroyer and Frontliner movement abilities now have no delay.
- Most weapon reload times have been decreased, especially weapon types with longer reloads (e.g. Heavy Weapons reload times have been decreased by 1.5s, Assault Rifles by 0.5s).
- The Mjolnir GL now deals 1500 area damage up from 1250 and also has an increased area of effect size up to 1.4m from 1.2m.
Damage from the Thunderous Release perk has been increased from 750 to 1000.
- SMG’s Rounds per Minute (RPM) have been increased across the board by around 100 but damage has been decreased accordingly, meaning the Damage Per Second (DPS) stays the same.
New Perks
New perks have been added that can potentially drop on weapons and exo modules:
Perk Type | Perk Name | Perk Description |
Power Core | Energetic Charging | Decreases Ultimate cooldown when dealing Energy damage. |
Shield | Kinetic Adaption | When you receive kinetic damage your kinetic resistance increases for a short time. (Max 20%) |
Shield | Energy Adaption | When you receive energy damage your energy resistance increases for a short time. (Max 20%) |
Shield | Thermal Adaption | When you receive thermal damage your thermal resistance increases for a short time. (Max 20%) |
Shield | Energy Absorption | Receiving energy damage has a chance to trigger shield regeneration. |
Thrusters | Kickstarted | Immediately reduce dash cooldown after every dash. |
Thrusters | Ultimate Dash | Slightly charge your Ultimate when using your dash ability. |
Utility | Shield Skills | Every time you use an active skill you’ll regenerate a low amount of SP. |
Weapon | Kill Loop I | Kills decrease weapon reload duration by 15% for 3s. |
Weapon | Kill Loop II | Kills decrease weapon reload duration by 25% for 3s. |
Weapon | Critical Repairs | Dealing critical damage to an enemy restores a small amount of HP. |
Weapon | Critical Reload | Dealing critical damage to an enemy will decrease weapon reload duration by 30% for 2s. |