Hello everyone! Many changes, including some global ones, are awaiting your operators in the next version of Caliber.
We have adjusted the gameplay for not just one, but two classes: Assaults and Marksmen using bolt-action rifles. While the former will be debuffed in their survivability, the latter will receive a significant buff.
Smoke grenades are now more useful. The activation of the grenade, and the smoke’s spread and dissipation will now be a lot faster. Smoke grenades are not considered combat grenades, so they should be used more often. Operators that use smoke grenades will now have even more of them.
And another global change: upgrades to tactical flashlights and laser sights are currently not immediately apparent during gameplay. So, we decided to change them in version 0.21.1! The improvements now increase accuracy when hip-firing.
There also will be a lot of subtle tweaks, all to be covered in this article.
It is our vision that there should not be any classes that can solo the game without the help of their teammates. Each class is to have their own pros and cons.
The purpose of each class and their estimated characteristics are shown in the image below. Note that we show the archetypal characteristics of each class — these are the majority of the classes in the game. However, some operators can be considered to fit into two classes at once. CST Support Fortress, with her 30-round magazine, is a great example of such a case.
As you can see, there should not be a jack-of-all-trades class that could decide the outcome of a battle by themselves. Each class should be good at certain things, while lacking ability in others.
Right now, the Assault operators tend to break this mold. They can engage in mid- and close-range combat, have a lot of HP and Armor, and have high mobility. The data shows that Assaults often prove to be the most effective fighters in battle, and deal more damage compared to the other classes.
Thus, we have made the decision to lower the toughness of all Assaults.
Assaults should use their mobility, flanking their enemies and quickly reaching points of interest and advantageous positions. This is the reason they were given high Stamina, low Sprint cost and high speed.
In other words, Assaults should not be able to charge into battle and eliminate the entire enemy team by themselves. Their damage stats will remain unchanged, but players will have to pick their battles more wisely.
We see the Marksmen as the highest damage dealers at medium and long-range.
Marksmen who use semi-automatic rifles can be considered cross-class fighters. They should not be dishing out the most damage on the team. And right now, they operate just as we envisioned.
Marksmen who use bolt-action do not correspond to our vision, however. Their rifles are hard to fire, mistakes can have dire consequences, and their damage output is sometimes lacking.
Game Designer Commentary:
Playing with the upgrade active is suitable for long-distance fire. When the upgrade is deactivated, then the ability is best used for mid- and close-ranged combat.
Clarification for upgrade #7-1. By pressing [Q], the operator heals only teammates. By holding down [Q], the operator restores his teammates’ SP and heals only himself.