Crescent TTT Update: August 2020

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Hi, Crescent!

I hope you're all enjoying your summer, despite the pandemic and general crisis our world is going through. Strange times indeed, but hey - at least we can burn these scary days away shooting each other in CTTT.

Today's patch is smaller than usual. Our main efforts are currently on the development of ReCrescent, our upcoming gigantic update (that you can read more about in our Discord), so this unfortunately means less time for regular updates. Despite all this, we managed to push a fair bit of stuff this month, and today introduces the main update for August. We have a fair share of balance changes, as well as a bunch of bug fixes - what's not to like, really?

Let's get started, then!



Balance Changes

It's probably a good sign, but today's balance patch is smaller than usual. CTTT is thankfully in a state where most weapons, WepMods, and Traits are well tweaked, which means there is less to do this time around. That being said, there is one class that took quite a hit this time around after May's update failed to tune it down: Shotguns.

Your feedback is important to us! Please tell us what you think about these changes once you had the chance to try them in-game. Balance changes are dynamic and there's is always more tweaking to do, but we need your help! Share your thoughts with us on Discord or in DMs. We'd love to hear them!


Shotguns

The boom sticks of Crescent are getting a whole set of changes to bring them back in line with the rest of the weapons and refine their purpose as close-quarters beasts. The main goal behind these changes is to further reduce the effective range of shotguns, which still stretches far wider than it should, as well as knock off some damage off these one-hit machines to give the receiving end a chance to retaliate.
  • All
    • Headshot multiplier range reduced from 3.1x -> 1x to 2.5x -> 1x
    • All shotguns now have significantly greater spread growth, which means firing them repeatedly (spamming) will make them very inaccurate after the first few shots.
      • The spread should return to normal within slightly less than a second of pause between shots, making it wiser to time your shots well in most cases.
        .
  • XM-1014.
    • Damage: 9x8 > 8x8
      .
  • Nova.
    • Damage: 11x8 -> 11x6
      .

SMGs
For the most part, our SMGs are all in a good place after May's patch. There are, however, some small tweaks we'd like to make to them to polish the changes from last time.
.
  • UMP-45
    Crescent's newest weapon is doing very well, thankfully! This is a small tweak to address the slightly higher-than-intended base spread it has, which is more of a QoL change than anything else.
    .
    • Spread: 17.5% > 16%
      .
  • MAC-10
    This may seem like a nerf, but practically this is more of a buff: the fire rate of the MAC-10 was so high that it became unbearably inaccurate very quickly. By taking this speed demon down a notch, it should be overall easier to control.
    .
    • Fire rate: 1000rpm > 900rpm
      .
  • MP7
    The MP7 now fires a bit slower but enjoys better spread recovery to help assure its role as the most accurate SMG.
    .
    • Fire rate: 800rpm -> 750rpm
    • Spread recovery: 50% -> 58%
      .
  • P90
    Many of you alerted us about the recoil of the P90, and we agree it can be improved. Alongside this, we're also slightly upping its rate of fire to allow this SMG to better utilize its very large magazine.
    .
    • Fire rate: 750rpm -> 775rpm
    • Recoil: Sideways 17.5% -> 12.5%
      .

Machine Guns
Despite sporting only one weapon so far, we are redefining how this class works with a distinct new mechanic, to handle both the current state of it and future additions.

  • H.U.G.E.
    Never have I thought I'll see calls to nerf the HUGE of all things. What a wild world.
    The HUGE has been reworked to operate using a new mechanic: Spin-Up. Similar to CS:GO and other shooters.
    .
    • The HUGE is now a spin-up weapon.
      • Spin-up means the weapon builds up better speed, accuracy and cone of fire over time after you begin firing it, as long as you hold down the trigger.
      • Spinning the HUGE up fully takes about 1.4 seconds, during which its speed and accuracy will gradually ramp upwards by 20%.
      • Letting go of the trigger will begin reducing the bonuses back down. Spinning-down takes slightly longer than the spin-up (about 1.7 seconds).
      • If you start firing again while spinning-down, the spin-up will continue from wherever it is currently.
      • This mechanic will be further improved once we had a chance to see how it performs in practice.
    • Base (pre-spin) fire rate and accuracy have been reduced by about 20%.
      .

Assault Rifles
Only one weapon in this category. What a time to be alive.
  • FAMAS
    The FAMAS was talked a lot about recently, mainly due to its burst mechanic. Unfortunately, the current setup leaves more to be desired, especially in the delay between the bursts themselves. Additionally, a small problem with the netcode powering the burst mechanic was fixed, which should make the FAMAS feel easier to control.
    .
    • Inter-burst Delay: 1.4s -> 1s
    • Fixed a netcode bug which affected recoil prediction during burst fire, causing unexpected recoil under high latency.
      .
Snipers
The SCAR is getting some love this update, improving its body damage potential and making its recoil more reasonable to handle.

  • SCAR-20
    We wanted to increase the SCAR's potential as a fast-firing sniper that doesn't rely solely on headshots. This change allows us to increase its base damage without changing its headshot damage, ensuring it won't reach... *gulp* one-shot land (unless under very specific conditions)
    .
    • Damage: 27 -> 34
    • Headshot Multiplier: 3x -> 2.2x
    • Recoil: Up 60% -> 30%; Down 40% -> 30%; Sideways 15% -> 10%
      .
Pistols
The Glock is somewhat viable now. Woo!

  • Glock-18
    The glock is meant as a quick backup option when your primary runs out, but due to its low base damage it was often ignored in favor of other secondaries. We hope this damage boost will make it a more viable option from now on.
    .
    • Damage: 14 -> 17
      .
WepMods
  • Precision
    Precision is being hit today due to how impactful it is on practically every weapon in the game. While the mechanic is welcome and necessary, the bonus provided by precision was well over the top. Time to snap it back in place.
    .
    • Spread reduction bonus: -60/45/30% -> -45/30/15%
      .
  • Rumble
    Compared to other options in this slot, Rumble was a no-brainer in almost every build. A big chunk of damage that can be proceed fairly reliably in most maps? Yes please.
    Rumble is a lovely and fun mechanic, but it does need some tweaking - of the downwards kind.
    .
    • Damage bonus: 10/20/30% -> 10/15/20%
      .
  • Trance
    .
    • Clarified the description of Trance to state that the movement speed penalty is applied as long as the weapon is in possession (similar to Lightweight's damage penalty)
      .
Misc.
  • Fixed a bug where on-kill Legendary Effects would still play even if effects are disabled on the killer's weapon.
  • Fixed a bug where on-kill effects would sometimes randomly stop working.




New Content

Surprise! You thought this was merely a balance patch, but it was me, Opal!

After getting so many requests from so many people for new things, we took some extra time with this patch to prepare something new for you all to play with. Two new WepMods and one new Trait, at your service!

______________________

WepMod: Big Caliber

bigcaliber.png

Based on an idea suggested by our local bird overlord, @Pigeon, this new WepMod is the Destruction variation many of you have been looking for.
Big Caliber provides your weapon with a flat damage bonus, at the cost of a smaller magazine and slower reload - these bullets are bigger after all - which means every shot counts now more than ever. Can you master this new Power-class WepMod?

______________________

WepMod: Punishment

punishment.png

Imagine the scenario: your opponent made a mistake and lost a good chunk of their health. Weakened and vulnerable, they seek aid... and instead they find you, ready to punish them for their error. Bang bang.
Punishment is a Power-class WepMod with a clear purpose: to take down these weakened players with extra ease. This mod significantly increases your damage against wounded targets, disposing them quickly. What's the catch? Against healthy targets, your damage is reduced instead. This makes Punishment into quite a situational tool: will it work for you, or against you? Use it wisely!

______________________

Trait: Swap

swap.png

Simple, straightforward, but extremely useful in the hands of the capable operator: Swap is a new Trait that is meant to confuse and create chaos at the blink of an eye.
When activated with a valid target in your crosshairs, you will instantly swap places with that player, without any effects or sounds. Whether it's a firefight that went south, a sneaky move to enter a T room, or swapping your unsuspecting enemy over the edge of a cliff, Swap is a tool of pure chaos, at your service. Let's see what you can do with this one!



Yay new stuff!
Thank you for your patience with this one. With the work on ReCrescent requiring most of our attention, this patch took longer than we hoped to compile - but I hope it was worth it! Especially the surprises I slipped in without anyone knowing... :cafe:

As always, your feedback is very important to us. Please let us know what you think about these changes! We know they aren't always perfect, and we are ready to fix them if necessary, but to d that we need to know what you think about them! Don't hesitate to share your opinions in our Discord or directly with us in DMs.

Thanks for reading! Have fun playing Crescent and stay awesome. 💛
~Opalium
 

Lavernius Tucker

Monky
Crescent Plus
Joined
Oct 18, 2019
Messages
47
where trait range booster mod, I already suggest :)
 

Lego

#SillyGay
Crescent Infinity
Joined
Oct 22, 2019
Messages
88
Shotguns big nerf big pog :oo:
 

Opalium

Stay awesome
Crescent Infinity
Joined
Jun 21, 2019
Messages
713
Hi, Crescent! :cafe:

Here are some follow-up changes to the previous balance pass, alongside the other additions of today's patch. The rest of today's patch notes can be found in our Discord!


Shotguns
Last patch was a pretty big shock for shotguns users, and understandably so: these death machines were hit pretty hard in multiple aspects, in an attempt to bring them back in line. Overall, we are satisfied with how these changes ended up; however, now that the dust has settled, I agree that some of the changes may have been slightly over-the-top. This follow-up pass contains a series of smaller tweaks to fine-tune these recent changes.

  • All
    • The increased spread growth values introduced last patch have been halved. There is still a fair bit of increase every shot, but it's not as extreme as before, allowing you to get some extra range into that second or third spam shot.
    • Initial cone of fire for all shotguns has been reduced by 33%.
    • WepMods that utilize weapon sights can no longer be installed onto shotguns, since you cannot ADS with them anymore.
      .
  • XM-1014.
    The XM was overshadowed by its two brothers after last patch, out-shined both in damage and fire rate. This is a small but important change that will hopefully give it a bit more edge over its counter-parts.
    .
    • Magazine Size: 6 > 7
      .
  • Nova.
    This change goes hand-in-hand with the previous one, taking the Nova down a notch in favor of its kin.
    .
    • Magazine size: 7 -> 6
      .
  • MAG-7.
    The amount of pellets the MAG-7 fires per shot partially nullifies the accuracy changes from last patch. Combined with its very high fire rate and fast reload, there is little reason to forego the MAG-7 when in close range. Here's a small change that will hopefully push us in the right direction.
    .
    • Damage: 6x10 -> 6x9
      .
SMGs
  • UMP-45
    • Now allows Suppressors to be attached.

WepMods & Traits
  • Big Caliber
    Big Caliber was adopted very quickly after its release, but the penalties on it feel like too much. We hope this change will solve this problem. Additionally, with shotguns now back in a reasonable place, we feel like they deserve a taste of this WepMod as well.
    .
    • Clip Size penalty: 33/50/66% -> 30/40/50%
    • Reload speed penalty: 25/25/25% -> 0/0/0%
    • Now allowed on shotguns.
      .
  • Punishment
    Punishment is somewhat underwhelming, given how situational it can be. Let's sweeten the deal a bit...
    .
    • Damage penalty when not wounded: -10/15/20% -> -5/10/15%
      .
  • Swap
    Our newest Trait has been warmly received by all of you, which is awesome! We're pretty happy with how the mechanic is currently, but it still needs a few tweaks.
    .
    • Cooldown: 20s -> 45s
    • Now properly credits the activator as the attacker in case of fall damage, similar to other Traits (Blackhole, KB, etc)
      .



Cheers!
~Opalium
 

Demon

Certified Gamer
Crescent Infinity
Joined
Aug 22, 2020
Messages
153
Im so glad swappers now get credited with damage
 
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Torbjörn

Making a chicken out of a feather!
Crescent Infinity
Joined
Aug 11, 2019
Messages
483
MAG-7.
The amount of pellets the MAG-7 fires per shot partially nullifies the accuracy changes from last patch. Combined with its very high fire rate and fast reload, there is little reason to forego the MAG-7 when in close range. Here's a small change that will hopefully push us in the right direction.
.
  • Damage: 6x10 -> 6x9
The Mag-7 feels terrible in its current state. A shotgun really should do more damage when point-blank than what it is doing. I hope it gets some love for the next balance patch.
 
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