Crescent TTT Update: March 2020

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Opalium

Stay awesome
Crescent Infinity
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Crescent TTT Update: March 2020
Enhancing the Enhancement.


Hi, Crescent!

Now that the dust from the Enhancement update has settled, it's time to get down and dirty with everyone's favorite point of debate: balance changes. As promised, we have quite a few balance changes included in this follow-up patch, as well as other tweaks to other areas in the game. There's a heavy focus on weapons this time around, as well as some long-needed tweaks and reworks to some Traits.

Strap in, boys - we're going in...




Weapons

Assault Rifles


If you're following what's happening in our Discord, you probably know how the topic of assault rifles is constantly brought up. This weapon class is currently stomping all of the other classes in terms of raw damage, discouraging the use of other weapons and locking the game into a strange meta of a select few weapons from a much larger pool. Specifically, ARs make encounters very short lived with their extremely low TTK and forgivingly large magazines. Both of these aspects are being hammered in this update for the main offenders from the AR class, in the form of a reduced headshot damage multipler and some base damage tweaks.
On the other hand, we are also finally addressing a long-pending aspect of ARs (and the weapons of Crescent in general) that was debated much in the past: sideways recoil. We're decreasing this phenomena across the board today due to how unpredictable it is and how it makes using most weapons more difficult than it should be. This change should hopefully make everyone's life a little bit easier when it comes to mowing down foes.
  • General
    • All assault rifles had their headshot multipliers reduced, to combat the extremely low TTK they sport.
    • Sideways recoil has been reduced across (almost) all ARs.
      .
  • AUG
    The AUG's main selling point is how versatile it is. The built-in scope makes it useful in both close and long ranges, making it a favorite choice of many players. The AUG, however, is also ridiculously accurate, fast, AND persistent for an AR regardless of the scope, especially when compared to its fellow ARs. We're toning down all of these aspects slightly today in hope of bringing this jack-of-all-trades back in line with its kin.
    .
    • Rate of Fire: 600 > 545
    • Spread: Unscoped 5% -> 15%
    • Magazine Size: 30 -> 25
    • Headshot Multiplier: 2.5x -> 2x
      .
  • Famas
    The Famas is insanely fast. The bonus fire-rate it has as a burst weapon went over the top with our various fixes to the mechanic, and this made the Famas an unstoppable speed demon.
    .
    • Rate of Fire: 667 -> 600
    • Burst Fire rate bonus: 25% -> 15%
    • Damage: 23 -> 22
    • Recoil: Side 10% -> 7.5%
    • Headshot Multiplier: 2.5x -> 2x
      .
  • M4A1
    We all saw this one coming.
    Let's not sugar-coat it: the M4A1 deals too much damage too quickly. Despite its intended design as "slow hard hitter", the actual damage output from the A1 surpassed all other ARs without breaking a sweat. We're hammering down on this aspect of the A1 from multiple directions, bringing it back in place with its fellow rifles.
    .
    • Damage: 29 -> 27
    • Rate of Fire: 375 -> 316
    • Magazine Size: 30 -> 25
    • Headshot Multiplier: 2.5x -> 2x
    • Recoil: Sideways 10% -> 7.5%
      .
  • M4A4
    .
    • Recoil: Sideways 10% -> 7.5%
    • Spread: Hip 7.5% -> 7%
    • Headshot Multiplier: 2.5x -> 2x
      .
  • Galil
    The Galil has long suffered from accuracy problems due to how fast it is. The blanket improvements to accuracy should help negate this problem. We're also hitting the headshot mulitplier slightly less on this one due to the Galil's already-low base damage.
    .
    • Recoil: Sideways 10% -> 7.5%
    • Spread: Sight 3% -> 2%
    • Headshot Multiplier -> 2.5x -> 2.25x
      .
  • AK-47
    The AK-47 was always meant to be the middle-ground AR in CTTT. And indeed, it is a fairly good weapon all-around, offering a well-balanced set of stats - except for one: the accuracy of the AK-47 is terrible, especially with its increased sideways recoil. Let's fix that!
    .
    • Recoil: Sideways 15% -> 10%
    • Headshot Multiplier: 2.5x -> 2.25x

Weapons
  • MAC-10
    The sideways recoil of the MAC-10 is horrendous, even for an SMG. We're also giving some love to this severely underused weapon in hope of seeing more of it in the future.
    .
    • Rate of Fire: 923 -> 1000
    • Recoil: Sideways 20% -> 15%
    • Magazine Size: 30 -> 35
      .
  • P90
    The P90 is getting some tweaks to help differentiate it better from the rest of the SMGs.
    .
    • Rate of Fire: 857 -> 750
    • Recoil: Sideways 20% -> 15%
    • Spread: Hip 20% -> 15%
      .
  • AWP
    The snipers of CTTT are being tweaked to better define the differences between them - with the AWP taking a slight hit to make it less of a direct-upgrade to the SSG-08. We're also toning down the ridiculous recoil values on it.
    .
    • Magazine Size: 10 -> 7
    • Recoil: Sideways 40% -> 20%; Punch 250% -> 150%
      .
  • SSG-08
    • Rate of Fire: 48 -> 55
    • Recoil: Sideways 30% -> 20%
      .
  • SCAR-20
    The SCAR has long suffered from very low accuracy, which made it very frustrating to use. As an automatic sniper, the high recoil made it very difficult to fire more than just a few bullets with it, which pretty much killed the concept it was trying to fulfill. In this update, we're giving the SCAR-20 the accuracy it deserves, as well as a few other small buffs.
    .
    • Damage: 30 -> 35
    • Rate of Fire: 160 -> 185
    • Recoil: Rise 70% -> 60%; Skeet 50% -> 40%; Sideways 25% -> 15%
    • Spread: Hip 10% -> 15%
      .
  • MAG-7
    The MAG-7 is still very strong, even after its recent nerf. To help strengthen its character as a close-combat glass cannon, we're tweaking its fire pattern to fire more pellets with less damage each, meaning you need to aim more carefully to score with it properly.
    .
    • Damage: 7x8 -> 5x10
    • Rate of Fire: 126 -> 120
      .
  • XM1014
    Like the MAG-7, we're changing the fire pattern of the XM to also encourage more thoughtful aim.
    .
    • Damage: 12x6 -> 9x8
      .
  • Nova
    And same for the Nova. This one is also getting a few buffs as well, to make it more of a viable choice among the shotguns of CTTT.
    .
    • Damage: 16x5 -> 11x8
    • Rate of Fire: 63 -> 71
    • Recoil: Punch 125% -> 110%
    • Spread: Hip 75% -> 65%
      .
  • HUGE
    It might be a meme weapon, but at least it's less of a meme now, with far more reasonable accuracy.
    .
    • Damage: 9 -> 10
    • Recoil: Sideways 20% -> 10%
      .
  • P250
    The fresh new P250 suffered from a few problems upon its release, namely an odd fire-rate that ruined the "trigger-feel", and an unfortunate typo in its config that led to a nasty bug with the spread to the point where it was unusable. Whoops! Better fix this...
    .
    • Rate of Fire: 380 -> 462
    • Recoil: Sideways 10% -> 7.5%
    • Fixed a bug where the spread recovery of the P250 was much slower than intended.
      .
  • Five-SeveN
    Like the P250, the Five-SeveN's fire rate was... strange. Of course, being the slower secondary in the pair, it shouldn't be as high as its counterpart - but it should now feel better to use overall.
    .
    • Damage: 25 -> 28
    • Rate of Fire: 273 -> 316
    • Recoil: Sideways 10% -> 7.5%
    • Magazine Size: 12 -> 11
      .
  • Tec-9
    The Tec-9 is a very dominant sidearm due to the very high damage output it sports, alongside the very high bonus from burst-mode. The burst fire-rate tweak from before affects the Tec-9 too, and we are also reducing its base damage and magazine side to make this hard-hitting secondary a little less punishing to the receiving end.
    .
    • Damage: 23 -> 18
    • Burst Fire rate bonus: 25% -> 15%
    • Magazine Size: 18 -> 15
      .
  • Death Station
    • Explosion Radius: 350 -> 420
      .
  • Bouncing Betty
    • Explosion Radius: 200 -> 350
    • The indicator light was made significantly smaller.
      .
  • Suppressor
    • Bullets fired from suppressed weapons no longer have tracers.
      .
  • Piercing Bullets
    • Piercing bullets now applies to 200% of the weapon's magazine, up from 100%.
      .
  • Guardian Drone
    • Damage blocking: 66% -> 80%
      .
  • Frag Grenade
    • Can no longer be cooked in hand.
      .
  • Flashbang
    • Can no longer be cooked in hand.
    • Added a new "Dark mode" option that darkens the screen instead of brightening it when hit by a Flashbang. You can enable it in the Hub settings under "Weapon Settings".

Traits
We have a few large scale changes to Traits in this patch, as well as bunch of smaller ones.
.
  • Bleed
    Bleed reigns as the top Trait of CTTT for a reason. For very little effort, this one can dish an insane amount of extra damage even outside of direct combat. While we want to keep this mechanic intact, we know there is too much power in it currently. Therefore, we're toning Bleed's values down quite a lot to make it more fair to fight against overall.
    .
    • Chance: 40% -> 20%
    • Bleed ticks: 7 -> 5
    • No longer allowed on Shotguns. Shotguns that currently have Bleed as a Trait will have it replaced with a random different Trait.
    • No longer accidentally marked as activatable internally.
      .
  • Bloodlust
    Bloodlust isn't used very much, and understandably so - its bonus isn't worth the risk, and it pales in comparison to other Traits. Let's give this one some more "umpf", shall we?
    .
    • Clip restore: 25% -> 100%
      .
  • Bombastic
    • Explosion base damage: 45 -> 75
      .
  • Chronoshift
    • Affected players now also cannot jump.
      .
  • Disarray
    • To prevent abuse and misuse of Disarray, it now deals a bit of damage to your target on successful activations, which means randomly activating it is now RDM.
      .
  • Frenzy
    • Fixed a bug where Frenzy's duration did not reset on successive kills.
      .
  • Gravity & Knockback
    • Cooldown: 30s -> 20s
    • Duration: 7s -> 5s
      .
  • Headhunter
    • Body damage reduction: 100% -> 80%
      .
  • Repulse
    • Cooldown: 20s -> 15s
      .
  • Sonar
    Sonar has been reworked. The previous mechanic was too damn powerful and there was no way to properly balance it without a thorough overhaul.
    .
    • Sonar now scans for players in three "rings" around the player. Each ring has a radius of 10m and each subsequent ring is 10m further away from the player.
    • In other words, the rings are: 0m-10m, 10m-20m, 20m-30m.
    • Upon activation, the first ring is scanned, revealing all players within its range. After 2 seconds, Sonar switches to scan the next ring, and the players within the first ring are no longer revealed. This is then repeated for the third ring.
    • Improved the technical performance of Sonar through some better caching.
      .
  • Warp
    • Warp now checks the distance to the ground from its intended destination to ensure it is safe. If not, it will seek alternatives.
    • Improved Warp's logic when selecting a destination point.
    • Fixed a bug where dying during Warp's warm-up locked your controls.
    • Fixed a bug where Warp could warp you to a dead player/spectator.

WepMods
  • Longshot
    • Required range: 20m -> 16m
    • Damage penalty: 15% -> 10%
      .
  • Backstab
    • Damage bonus: 15/20/25% -> 10/15/20%
      .
  • Crackshot
    • Damage bonus: 10/20/30% -> 10/15/20%
      .
  • Destruction
    • Recoil penalty: 10/25/40% -> 10/25/50%

Items & Economy

  • Weapon Paints
    • Weapon Paints are now available.
    • Paint Scraper is now available.
      .
  • Skins
    Thank you for your feedback! We hear you, and we reverted this change.
    .
    • Weapons skins can once again be rolled with a higher quality than the original one.
    • For example: AK-47 | Redline can now be rolled as Precious or higher, instead of just Precious.
      .
  • Crates
    .
    • Added back some missing WepMods into all caches.
    • Theta weapon caches can now be obtained from task reward crates.
      .
  • Boosts
    • The capacity for all boost tiers is now identical.

Misc.

  • Fun Rounds
    • Jump height has been further increased to allow crossing obstacles that were too tall before.
    • Gun game kill credit now properly resets if the attacker dies.
      .
  • Chat
    • Prompts have been further cleaned up.
    • Fixed some inconsistencies in chat message colors.




And there it is! That's a fairly big patch with a lot of changes, and it's not unlikely that further tweaks will be required later. Which, as always, is a great reminder that your feedback is crucial! Please let us know what you think about all this, so that we can further change things for everyone's satisfaction.
Also: no, I didn't forget the Legendary Effects and new role weapon that I promised! These will arrive next week, once we had the chance to finish them (the COVID-19 outbreak really messed my schedule unfortunately, apologies!)



CTTT Against COVID-19
These are troubling days for the world. The COVID-19/Coronavirus pandemic is spreading like wildfire, and many people have found themselves stuck at home, either due to quarantines or due to their work/school/college shutting down because of the virus. Indeed, this is a time of much confusion and worries, and here in Crescent we decided to try and do our part in helping you during this storm.

And so - for those of you who are stuck at home, we have some special things happening in CTTT for the next 72 hours:
  • The Moon senses our despair, and sends forth its blessings to us. It's Crescent Day yet again, and everyone's luck is improved!
  • Additionally, all players will receive a 10% bonus to their end-round drop chances and XP gain!
  • Tasks progress is doubled! Get to that sweet, sweet task crate faster than ever!
  • All items in the Crescent Store are 50% off!
  • The mysterious owner of CTTT will occasionally show up in-game to do some... unusual things. What could those be...?

We hope this little tribute from us will help those of you who chose to stick with us in these troubling days! COVID-19 will not break our spirit. 🧡
Please: stay safe! Follow official instructions, wash your hands whenever necessary, and use your common sense! Defeating Coronavirus is a team effort of everyone, and we all need to play our part.





Thanks for playing! Enjoy Crescent, and stay awesome.
~Opalium
 
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zeccep

:)
Crescent Infinity
Joined
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Messages
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Skins
Thank you for your feedback! We hear you, and we reverted this change.
.
  • Weapons skins can once again be rolled with a higher quality than the original one.
  • For example: AK-47 | Redline can now be rolled as Precious or higher, instead of just Precious.
god tier update thank you opal and veri
 

Dolph1n

we ballin my ninjas ⛹️
Crescent Plus
Joined
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Messages
143
  • Galil
    The Galil has long suffered from accuracy problems due to how fast it is. The blanket improvements to accuracy should help negate this problem. We're also hitting the headshot mulitplier slightly less on this one due to the Galil's already-low base damage.
    .
    • Recoil: Sideways 10% -> 7.5%
    • Spread: Sight 3% -> 2%
    • Headshot Multiplier -> 2.5x -> 2.25x
      .
  • AK-47
    The AK-47 was always meant to be the middle-ground AR in CTTT. And indeed, it is a fairly good weapon all-around, offering a well-balanced set of stats - except for one: the accuracy of the AK-47 is terrible, especially with its increased sideways recoil. Let's fix that!
    .
    • Recoil: Sideways 15% -> 10%
    • Headshot Multiplier: 2.5x -> 2.25x
these 2 didn't need nerfs, actually could probably use a buff tbh

EDIT: this was a buff jk i eat my words
 
Last edited:

Harvest

Member
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Aug 9, 2019
Messages
25
I'm not too sure about this change... I think cooking grenades is what made them powerful. Now to get the same effect I have to buy a grenade launcher.
True, but by that logic, you'd never buy a grenade launcher as a T, you'd just cook it. I like the change - if you want to insta-kill with a grenade, you gotta spend a credit.
 

Torbjörn

Making a chicken out of a feather!
Crescent Plus
Joined
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Messages
437
True, but by that logic, you'd never buy a grenade launcher as a T, you'd just cook it. I like the change - if you want to insta-kill with a grenade, you gotta spend a credit.
Yeah but cooking grenades takes skill, buying a grenade launcher doesn't. Also, now as an innocent you can't perfectly cook nades to throw into a T room or anything. idk, I'm not a huge fan of this change. I'll have to play with it for a bit to see but so far I think I'm not going to use nades as much.
 

MiGGo

Veteran Member
Crescent Plus
Joined
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Messages
105
It confuses me so much that frag grenades in Grenade Launchers went unchanged
 

Opalium

Stay awesome
Crescent Infinity
Joined
Jun 21, 2019
Messages
642
Hello again, Crescent!

As many of you pointed out, some of the changes introduced in the balance patch were... too drastic. While the majority of the changes were received well, I agree we may have turned some of the knobs too much. In this follow-up patch, I'm going to address these edge cases and revert/tone down some of the changes made.
Thank you very much for all the feedback! Indeed, we're not perfect, and it's thanks to your ideas and responses that we are able to better CTTT for everyone. Please keep it coming!




Weapons
  • AUG
    The AUG took quite a hit in our patch - too much of a hit, in fact. With other ARs like the Galil being buffed, the AUG quickly found itself outnumbered by... well, even the Galil. We're reverting some of the changes here to bring AUG back in line with the rest.
    .
    • Spread: Unscoped 15% -> 10%
    • Magazine Size: 25 -> 30
      .
  • M4A1
    Okay, okay, I get it. It was too much. Poor A1 was nerfed in almost every aspect, and... well, that's too much indeed. While we still want to keep this now-contained beast toned down, I agree that in a hindsight, the RoF nerf was one step too far.
    .
    • Rate of Fire: 316 -> 375
      .
  • MAC-10
    What a sight to behold. From one of the most underused weapons in CTTT, the MAC-10 jumped to become one of the best ones. While we're happy to see this weapon in use again, it obviously means we took things too far with it, so we're toning it slightly back again.
    .
    • Recoil: Sideways 15% -> 20%
    • Spread: Hip 17.5% -> 20%
      .
  • Tec-9
    Oh, how the pitchforks have turned. Despite our data showing mostly otherwise, the consensus within the community is that Tec-9 was actually fairly underwhelming. "Why did you butcher it even more?!" cried the people. Well, Crescent - let's follow your narrative, then. We're reverting the nerf, and even adding a little bit of extra damage to this little fellow. Let's see how this plays out...
    .
    • Damage: 18 -> 25
    • Magazine Size: 15 -> 18
      .
  • Melee Weapons
    • Weapon paints now properly show on in first-person for the Fearsome Four melee replacements.
      .
  • Landmine
    • Fixed a bug where landmines could not be destroyed with a melee weapon.

Traits

  • Bloodlust
    The good news: Bloodlust finally received some well-deserved attention. The bad news: turns out a 400% buff is too much. Let's turn the knob a little back then, shall we?
    .
    • Clip restore: 100% -> 50%
      .
  • Bombastic
    Bombastic's damage buff turned out very well and gave a very necessary push to this signature Trait. However, as some of you pointed out, the cooldown is kinda low for this kind of damage, and we agree.
    .
    • Cooldown: 20 -> 30
      .
  • Leech
    • The activation sound of Leech now works again.
      .
  • Frenzy
    • Fixed a bug where Frenzy's effects stacked and never ran out. It was fun while it lasted.
      .
  • Stalk
    • Reveal time: 7s -> 10s

Items & Economy

  • Item Improving
    • Crate improve costs have been reduced: 1000/1500/2500 Essence -> 600/1200/2000 Essence
    • WepMod Amplifiers charge costs have been reduced:
      • Power: 3000 -> 1500 Essence
      • Performance: 2500 -> 1500 Essence
      • Handling: 2000 -> 1000 Essence
      • Utility: 2000 -> 1000 Essence
  • Misc.
    • It is now possible again to open crates when you are the only one in the server.
    • Item action blocking will now only apply when a map vote concludes rather than when it starts.
    • Flashbang "dark mode" option has been added to the weapon settings menu.

Misc.

  • Fun Rounds
    • New fun round: Frenzy Freakout
      • Frenzy Freakout is a free-for-all fun round that immortalizes pretty-hilarious Frenzy bug from the last patch, because it was pretty damn fun after all.
      • Every kill you score will permanently increase your rate of fire and movement speed by 33%.
      • The last player standing wins. Pretty straightforward, eh?
        .
    • Head Hunt now also supports the SSG-08 and SCAR-20 (in addition to the Deagle) as the chosen weapon. The weapon will be randomly selected every time and be will be used by all players.
    • Crouch jump disabling (and the jump power boost) no longer applies to: Assassination, Bomb Rush, Home Run, Barrel Blast, Tomahawk Throwers.
    • Fun rounds now require at least 4 players to start naturally. They can still be started with a ticket.
      .



As I mentioned before, these changes are all thanks to your feedback. Your ideas and responses help us shape Crescent into what it is today, and I am very grateful for it! Please continue let us know what you think - you can contact me or veri here on the forums, in Discord, or in Steam.
I hope the changes we made here will tie the loose ends from the patch!

Cheers, everyone!
~Opalium
 
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MiGGo

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Messages
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Why is Grenade Launcher not nerfed? Specifically frag grenades used on it. Since the nerf to cooking frag grenades, it doesn't really make any sense how they remained so strong when used with the GL. Can I get a clear answer on this? I've been trying to ask but not received any clear answer

Why was the Tec9 rebuffed? Who was the person going "Why did you butcher it even more?!" loud enough to warrant it? Before the previous nerf the general consciousness was that it's a literal pocket AR. I don't understand why you would feel the need to buff it even past that.

I wish that these changes got talked about with first with the community, before they got added into the game. I didn't even think it would be possible for anyone to think that the Tec9 needed to be stronger than what it was pre-nerf. Some of these other ones are a bit weird too like the M4A1 buff, but I didn't have enough time to play with that gun since the update to really give my opinion.
 
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Weiss

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huge agree with miggo on m4a1 and tec9 reversions. m4a1 is a slow firing but strong gun, why give it back more firing rate? tec9 certainly isn't a bad gun either - 18 damage in 3 shot is 54 damage, that's almost the same amount as a sniper does in body shot and ANY of the 3 bullets can still headshot and give 2x/2.5x (don't remember which) damage.

grenade launcher needs a nerf.
 

Opalium

Stay awesome
Crescent Infinity
Joined
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Messages
642
Why is Grenade Launcher not nerfed? Specifically frag grenades used on it. Since the nerf to cooking frag grenades, it doesn't really make any sense how they remained so strong when used with the GL. Can I get a clear answer on this? I've been trying to ask but not received any clear answer

Why was the Tec9 rebuffed? Who was the person going "Why did you butcher it even more?!" loud enough to warrant it? Before the previous nerf the general consciousness was that it's a literal pocket AR. I don't understand why you would feel the need to buff it even past that.

I wish that these changes got talked about with first with the community, before they got added into the game. I didn't even think it would be possible for anyone to think that the Tec9 needed to be stronger than what it was pre-nerf. Some of these other ones are a bit weird too like the M4A1 buff, but I didn't have enough time to play with that gun since the update to really give my opinion.
huge agree with miggo on m4a1 and tec9 reversions. m4a1 is a slow firing but strong gun, why give it back more firing rate? tec9 certainly isn't a bad gun either - 18 damage in 3 shot is 54 damage, that's almost the same amount as a sniper does in body shot and ANY of the 3 bullets can still headshot and give 2x/2.5x (don't remember which) damage.

grenade launcher needs a nerf.
I addressed these things in Discord. There's more waiting for these, as always. Patience please.
 

zeccep

:)
Crescent Infinity
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tec 9 nerf was too much yeah but also it was the best secondary before the nerf why was it made stronger than before
 
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