Administrators COSMIN Posted February 24 Administrators Posted February 24 Hello Responders!Genesis has been out for two weeks now, and we’ve gotten plenty of useful feedback that we wanted to act upon. As we discussed in our Melee Combat Developer Blog, this hotfix will be delivering a substantial balance update addressing the response to the initial melee combat rework. We also have several bugs we tackled alongside them to overall improve the Genesis experience!Responder Perk PreviewA small quality-of-life update, players can now see the default perk a Responder comes with when selecting a new one!Balance ChangesDifficultyMelee damage dealt to zombies no longer changes between difficulties.Casual & Classic outgoing damage reduced from 1.25x 1x.Hard & Nightmare outgoing damage increased from .75x 1x.This change is to allow players to build muscle memory and streamline the process of learning how each melee weapon feels and performs without running into too much variability as you ascend the difficulty levels. While many of the below balance changes involve some damage reductions, this is in conjunction with the functional 25% increase in Hard & Nightmare damage. Casual and Classic’s combat has been a bit too forgiving, making it more difficult for players slowly gaining experience to transition to those higher difficulties. Now, it should be a steady progression upward in challenge!Melee WeaponsDamage values shown as X/Y/Z are Quick, Strong, and Charged attacks respectively. When looking at these changes, keep in mind that normal Zombies have 100 health, while Shamblers have 70 & Primes have 130. In general, these adjustments make weapons more responsive & emphasize their tiers of strength (i.e. Tier 1 are weaker than prior, Tier 2 roughly the same, and Tier 3 stronger) while also achieving our goals from the Melee Combat Dev Blog for Slashing & Blunt weapons.One-Handed BluntTier 1Pipe (Small)Increased quick melee swing speed by 10%Reduced base damage from 18/20/30 10/10/15Reduced headshot damage from 30/40/60 20/25/30Adjusted stability damage from 20/40/60 25/50/50Wrench (Small)Increased quick melee swing speed by 20%Increase charged swing speed by 25%Reduced range from 170 160Reduced base damage from 18/20/35 10/10/15Reduced headshot damage from 30/40/60 20/25/30Adjusted stability damage from 20/40/60 25/45/45Tier 2Tire IronIncreased quick & charged melee swing speed by 10%Reduced range from 180 175Reduced base damage from 18/20/35 13/15/20Reduced headshot damage from 30/40/60 25/30/35Adjusted stability damage from 20/40/60 25/45/45MalletIncreased quick melee swing speed by 10%Increased quick melee swing speed by 20%Reduced range from 170 160Reduced base damage from 18/20/35 13/15/20Reduced headshot damage from 30/40/60 25/30/35Adjusted stability damage from 20/40/60 25/50/50Tier 3Claw HammerIncreased quick & charged melee swing speed by 20%Reduced base damage from 20/25/40 15/20/25Reduced headshot damage from 40/50/80 30/35/45Increased stability damage from 20/40/60 40/55/60CrowbarIncreased quick melee swing speed by 10%Reduced range from 190 185Reduced base damage from 20/25/40 15/20/25Reduced headshot damage from 40/50/80 30/35/45Increased stability damage from 20/40/60 40/60/60Two-Handed BluntTier 1RebarIncreased quick melee swing speed by 5%Increased charged melee swing speed by 15%.Reduced range from 220 210Reduced base damage from 20/25/35 20/20/30Reduced headshot damage from 30/40/60 30/30/40Adjusted stability damage from 20/60/100 35/45/55Pipe (Large)Increased range from 220 225Reduced base damage from 30/45/50 20/20/30Reduced headshot damage from 50/70/100 30/30/40Reduced stability damage from 40/60/100 35/45/55Tier 2Hockey StickIncreased quick & charged melee swing speed by 10%Increased range from 240 255Reduced base damage from 20/30/35 20/20/30Reduced headshot damage from 34/50/80 25/30/35Reduced stability damage from 40/60/100 25/40/65Wrench (Large)Increased range from 220 230Adjusted base damage from 20/30/35 25/25/40Reduced headshot damage from 34/50/80 35/40/60Adjusted stability damage from 40/60/100 45/55/65Tier 3Baseball BatIncreased quick & charged melee swing speed by 20%Increased base damage from 20/30/35 30/35/45Increased headshot damage from 34/50/80 45/50/80Increased stability damage from 40/60/100 65/75/100SledgehammerDecreased quick melee swing speed by 20%Decreased charged melee swing speed by 15%Increased range from 220 230Decreased base damage from 30/45/50 30/35/50Decreased headshot damage from 50/70/100 50/65/100Increased stability damage from 40/60/100 65/75/100One-Handed SlashingTier 1Kitchen KnifeIncreased quick & charged melee swing speed by 20%Reduced range from 180 160Reduced base damage from 20/25/35 15/18/25Increased headshot damage from 20/30/40 25/38/40Reduced stability damage from 20/20/30 0/0/20Tier 2CleaverIncreased quick melee swing speed by 10%Reduced range from 180 165Reduced base damage from 20/25/35 13/18/25Increased headshot damage from 20/30/40 28/38/45Reduced stability damage from 20/30/50 0/0/20Increased limb damage from 20/30/30 20/30/40Tier 3MacheteIncreased quick melee swing speed by 15%Reduced base damage from 20/25/40 17/22/26Reduced headshot damage from 40/50/55 35/45/55Reduced stability damage from 20/30/50 0/0/20Increased limb damage from 20/30/60 40/40/60HatchetIncreased charged melee swing speed by 15%Reduced range from 180 175Increased base damage from 10/12/20 17/22/26Increased headshot damage from 30/35/50 35/45/55Reduced stability damage from 20/30/50 0/0/20Increased limb damage from 20/30/30 40/60/60Two-Handed SlashingTier 1ShovelIncreased range from 230 235Reduced base damage from 30/35/45 13/18/25Increased headshot damage from 25/34/60 34/38/50Reduced stability damage from 20/20/31 0/0/20Reduced limb damage from 30/30/60 20/30/40Tier 2Tree TrimmerIncreased charged melee swing speed by 10%.Reduced base damage from 30/35/45 20/25/35Increased headshot damage from 25/34/60 35/35/45Reduced stability damage from 30/30/60 0/0/20Increased limb damage from 30/30/60 30/40/60Tier 3Fire AxeIncreased base damage from 30/35/45 35/50/65Increased headshot damage from 35/40/75 60/80/100Reduced stability damage from 30/30/60 0/0/20Increased limb damage from 30/60/60 60/80/80ZombiesAllWhen a limb is severed, zombies now react by being interrupted.CrawlersIncreased stationary attack range from 85 150Moving attack increased to 155 to allow better distance closing.Increased crawl speed from 65 90Increased turning rate from 45 90Crawlers have been providing a bit too much safety compared to the ease of creating them, so we’ve amped up their movement and range to allow them to threaten players a bit more. Our goal here is to make them still worthwhile as a strategy but with much more risk associated with them and force faster follow-ups. Bug FixesCombatFixed one issue where queueing attacks after a heavy attack would fail and drop inputs.Responders should be able to transition from attacking to sprinting and back with smaller delays.Fixed an issue where stamina would not regenerate properly after being downed.Fixed some cases where players could get stuck in stamina starved state and not combo attacksTuned various weapon timings.AnimationFixed an issue where zombie hit reaction would play inconsistently based on the movement of the responder.Fixed an issue where melee attack animations would appear lower on the screen than intended.Fixed an issue where certain guns would appear lower on the screen than intended while aiming down sightsUpdated draw and holster animations for many weapons.Fixed the radio draw and holster animations.Client/ServerApplied more fixes to prevent an issue where squads would disband as soon as they form.Fixed an issue where players would disconnect from a match when a party member reconnectedGameplayFixed an issue where carriable items such as the air filter in Hospital could be duplicated.Fixed an issue where the camera would be stuck inside the player's body briefly when joining a match for the first time after compiling shaders.Improved hit registration on breakable objectives, such as outside the Power Plant Bar.ZombiesFixed an issue where Crawlers could be stuck A-posing.Fixed an issue where zombie’s limbs would not always properly disappear after being cut offFixed an issue where zombies could get stuck in the windows of Pottsville’s Community CenterNo More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Help out by reporting bugs in-game, onhttp://discord.gg/nmrihDiscord, or at https://nmrih2.com/support!Stay safe out there,The NMRIH2 Dev TeamView the full article Donator: SteamDB Donator: SteamLadder Steam Level Up: https://slvlup.com/r/krrna6 Steam™ Hour Boosting!: https://freehourboost.com/?r=cosminzm
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now