Crescent TTT Update: November 2020

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Hi, Crescent!

Welcome to the first balance patch of year 2! It's crazy how time flies, huh? Just a bit over a year ago we were still trying to figure out everything about CTTT; and here we are now, continuing to polish our game. It's easy to see how well CTTT progressed, but there's one task that will likely never end: balancing.
And this is exactly what we have for you today: balance changes, and lots of 'em. Now that the dust from our anniversary and Halloween events has settled, it's time to get our tools of destruction back in order.

This time around, we placed the main focus on the various Traits of Crescent. It's been a while since we took a thorough look at these, and hopefully this patch will help mix things up a bit in this area of the game. That doesn't mean we forgot about WepMods or weapons, though! While the changes to these are more targeted, they're still crucial to the health of the game.

As part of our new deployment tactic experiment, this patch will be deployed tomorrow (Friday), November 13th, during off hours.
Use this time to prepare yourselves in-game and to send in your initial feedback!


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!


Shall we, then?



Balance Changes - November 2020


Weapons
Our weapon changes in this update are fewer than usual. We aim to address only the main offenders this time, and let the meta unfold further with the rest of the changes before taking further action. That being said, we do have a number of significant changes included today, so be sure to the read the following carefully.
.
  • MAC-10
    This change, as suggested by some community members, will help shift the focus of the MAC-10 from headshots to general damage, which fits its 'wild' nature.
    .
    • Damage: 14 -> 17
    • Headshot multiplier: 1.6x -> 1.2x
      .
  • MP7
    We're quite satisfied with the overall design goal for this weapon, but we do feel like it may need another push to find its place in the SMG family again - without changing its core design.
    .
    • Magazine Size: 30 > 35
      .
  • UMP-45
    Similar to the above change, this is a small nerf to the UMP, which is quite dominant in the SMG class, in order to push it back in line without touching its core behavior.
    .
    • Magazine Size: 35 > 30
      .
  • Five-SeveN.
    This is more of a QoL change, aimed mainly at getting a better 'trigger finger' feel to the firing pattern of the FS. There's no doubt, however, that the additional DPS will also serve this weapon well.
    .
    • Fire Rate: 333 RPM -> 375 RPM
      .
  • Tec-9.
    No longer the monster it used to be mere months ago, we think the Tec-9 deserves a little love after taking so many hits. Being a burst weapon, we're trying to focus this buff in the mechanic, to make sure this secondary still remains loyal to its core design.
    .
    • Burst Rate: 545 RPM -> 600 RPM
      .
  • Guardian Drone.
    This is a big one.
    Let's be honest: the drone is very difficult to balance properly. As one of the earliest ideas implemented in CTTT, the guardian drone often knew ups and downs in its popularity, yet always remained infamous for how impactful it is to the flow of the game. The outcries and complaints about this tool were well heard, as promised: we spent a fair amount of time trying to find a way to balance this device without completely trashing its purpose or appeal to players. Sadly, after evaluating many options and iterations, we came to the conclusion that this mechanic simply doesn't work in a game like TTT. And so, instead of nerfing it into a shadow of its former self, we decided the best course of action would be to retire the drone from CTTT altogether. Perhaps it'll be back in the future under some different concept, but for now... so long, guardian.

    .
    • Removed from the game.
      .
  • Flashbang.
    The Flashbang is a very foreign concept to a game like TTT, and understandably so: it conflicts with a lot of the core game ideas and generally only makes sense in some specific scenarios. However, we still believe there may be some use to this grenade, and want to give it a chance to thrive without being a complete pain to deal with.
    .
    • Now a Traitor weapon.
    • Can be bought from the role shop for one credit.
    • Traitors will automatically spawn with one in their loadout as well.
    • Maximum cook time: 1.5s -> 0s
      .
  • Frag Grenade.
    We're quite satisfied with the overall changes to the frag grenade over time. From a thorn in the side of the majority of players, it became a reasonably balanced tool that can still bring quite the outcome if done properly. With all this in mind, however, it's still a bit awkward to use due to its long fuse time, combined with its audio cue. We hope this small but meaningful change will help ease this irk.
    .
    • Fuse length: 5s -> 4s
    • Cook time: 2.5s -> 2s
      .
  • Incendiary.
    We want to emphasize the use of this grenade as an area-denial tool and as something to be on the look out for, and hope this change will solidify it.
    .
    • Fire damage: 6/s -> 8/s
      .
  • Healing Vial.
    The vial is (understandably) ignored by most players due to its inferior healing and high cost: an entire credit! We're giving this one a significant push forward in hope of making it a more viable choice, especially in high-pressure situations where every second counts.
    .
    • Healing: 20 HP -> 66 HP
      .
  • Misc..
    .
    • Equalized the initial reserves amount for all weapons to be exactly two magazines, rather than all over the place.
    • Fixed some random bugs with the Tazer, and optimized its server performance.
    • Fixed some typos in the descriptions of role shop weapons.
      .

WepMods
Very few changes in this section, but my, are they important.
  • Trance
    Trance has been one of the main pain points for the balance of CTTT for quite a while now. Despite being tweaked in almost every patch, this WepMod kept surfacing over and over in various ways, refusing to play nice with the others. Our hope is that now, in the company of very strong class-competitors instead of alongside them, Trance's reign of terror will finally come to an end.
    .
    • Class changed from Handling to Performance.
      • To ensure no slot conflicts occur, all weapons with Trance will have it automatically removed and mailed back to the owner.
    • Fixed the description of Trance to properly explain the passive effect.
      .
  • Extended Mags
    Smart ammo management is an important aspect of TTT, but Ext. Mags pretty much nullifies the need to do so. This, in turn, leads to various other balance challenges, small and big. We're dialing the notch back a bit on this one, and we will continue to monitor this change and see how this plays out.
    .
    • Magazine size bonus: 20/35/50% -> 20/30/40%
      .
  • Capacity
    This much requested feature for Capacity was something we had in mind all along, actually - but couldn't implement due to a technical quirk in how WepMods work behind the scenes. Now that this is fixed, Capacity can finally shine in all of its glory. Enjoy!
    .
    • Now also increases the amount of reserves ammo loadout weapons spawn with.
      .

Traits
And now for tonight's main event.
This patch features many tweaks to the Traits of CTTT, including some very significant changes, in order to make more of the Trait roster viable and useful and to address some obvious over-performers. This is a lot to take in, and will obviously require some further tweaking, so please keep in touch with us and let us know what you think!

  • General
    We spent some time this patch going through the technical setup of our Traits, fixing all sorts of bugs and inconsistencies. This should allow for a smoother experience overall, so please enjoy.
    .
    • Added Trait effect time gauges to all Traits that needed it, and made them show to players targeted by a Trait if necessary.
    • Improved the performance of the 'glow' effect on Trait activation, and fixed inconsistent timings.
    • Reorganized the indicator colors of all Traits, fixing conflicts and improving the palette overall.
    • Fixed various cases of missing sound cues and sounds that didn't network to other players properly.
    • Ensure proper Trait cleanup on round turn and other key points of the game flow.
      .
  • Bleed
    Ever since the great nerf, Bleed has completely fallen out of play - and understandably so: the new mechanic is very weak compared to what's available from other Traits. We're reworking Bleed again to add back some of its beloved characteristics from last time, but this time with some additional safe-guards that will prevent it from becoming unstoppable again.
    .
    • Activating this weapon applies Bleed to it for 10s.
      Bleed has a 33% chance to trigger on hit, dealing 4 dmg/s to the target player over the course of 7s. Bleed can only trigger once every 10s on a given target.
      The first bullet fired after activation has a 100% chance to trigger Bleed.
      45s cooldown.
    • Bleed can no longer kill players; the effect immediately stops when the target is at 4 HP or less.
    • Reminder: Bleed cannot exist on shotguns.
      .
  • Bloodlust
    Following the buff it received just a few patches ago, Bloodlust quickly claimed its throne as the undeniable king of Traits, becoming the number one choice for almost all players. While this is all fine and dandy, it's clear that we took Bloodlust too far with these changes; however, instead of going back to square one, we're following this clever suggestion and tweaking Bloodlust in a different way.
    .
    • Restored ammo on kill is now taken from the reserves rather than out of nowhere.
    • This means that, should you run out of ammo in your reserves, Bloodlust will no longer trigger, or only trigger partially.
      .
  • Overload
    Overload was always a niche choice among our Traits, mainly due to its unintuitive (read: self-defeating) design, not many found it useful. With the additional fire rate, the main bottleneck was always magazine size, which ended up being extremely limiting on anything that is not a shotgun or a sniper. This is a pretty big addition to tis mechanic that drastically improves its potential. Make sure to let us know what you think about this change.
    .
    • Overload: Reworked.
      • Activating this weapon overloads it, increasing its fire rate and recoil by 33%, and reducing its ammo consumption rate by 100% for 3s. It then overheats, and cannot fire for 2s.
        45s cooldown.
        .
  • Leech
    The recent change to Leech worked very well for it so far, it seems! It's already being widely adopted again, and we're happy to see this. However, we still think it could do with some more kick, so we're moving it one notch up to see how it'll perform next.
    .
    • Health gain on kill: 20% HP -> 25% HP
      .
  • Purify
    Much like leech, we're upping the digits on this one to make it a more appealing choice, especially as a countering tool against those pesky Trait abusers.
    .
    • Effect duration: 5s -> 10s
    • Now also clears Bleed from self.
      .
  • Headhunter
    Despite recent buffs, Headhunter is still quite a niche choice due to how situational it is. Still, we believe there's huge potential in this Trait, and want more people to try it out and discover it. Therefore, we're lowering the penalty a bit more to make it less intimidating overall, and slightly more forgiving even for those whose hand isn't as steady. Happy hunting!
    .
    • Body damage reduction: 80% -> 66%
      .
  • Repulse
    Repulse feels somewhat underwhelming in its current form, and needs more kick - literally. Let's see how this plays out.
    .
    • Push force: 450% -> 650%
    • Lift force: 300% -> 400%
      .
  • Disarray, Inspire, Swap
    Long anticipated QoL change to help ease GMod's hit detection being... well, GMod's hit detection. This technically counts as a small buff too, but that's not a bad idea either.
    .
    • Target-based Traits now remember the last player in the crosshair for two seconds. You still need an unobstructed line of sight to your target.
    • This means you don't have to directly look at your target to activate your Trait on them. As long as you targeted them within the last two seconds, and nothing blocks your way to them, it'll work.
      .


Aaaaand done! For now.
Yup, these are quite a lot of changes, especially for Traits, and it will surely shift things in the meta more than usual. As I said before, we're going to closely monitor these changes over the next few days/weeks and act accordingly, following up on some of these changes if required.

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 do so 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.
Remember: these changes will be deployed tomorrow, November 13th. If you have any feedback, now is the time to share it, before the patch is deployed!

I'd like to thank the following people for helping me out with this patch, and for making the suggestions that helped shape it:
  • Flire @Flire, for leading the charge
  • @Mist, for being the test dummy
  • Pigeon @Pigeon, for having half decent ideas
  • The drone abuse gang, for inspiring the best meme idea I had in months
  • Everyone else who exploded my DMs with their feedback, which is exactly what I wanted
Thank you all! 🧡


That's it for tonight! Enjoy the weekend, and have fun playing CTTT 💛
~Opalium
 
Last edited:

:duck:

Certified: "Worst TTT Player of 2020"
Crescent Plus
Joined
Oct 13, 2019
Messages
21
drone removed, best update.
 
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gamz

New Member
Joined
Sep 12, 2020
Messages
7
Not the poor drone... Drone was always an instant buy for me whenever I was detective. Fantastic update nonetheless.
 

Torbjörn

Making a chicken out of a feather!
Crescent Infinity
Joined
Aug 11, 2019
Messages
520
  • Bloodlust was fine I don't think it should've been changed.
  • Frags we should go back to their initial form where you can perfectly cook a grenade.
  • MORE TRAITOR WEAPONS
 
Last edited:

Opalium

Stay awesome
Joined
Jun 21, 2019
Messages
733
Thanks for the feedback! I'm glad to see the majority of this patch was well received, and even more glad that so many of you took the time to blow up my DMs send in your thoughts on the patch.
I've looked into the concerns you all raised in Discord, and have made some changes. They are highlighted below in bold.

  • Bleed
    Some changes to the stats, and a guaranteed Bleed on first bullet fired. Thanks, Goose @Goose and zeccep @zeccep.
    .
    • Activating this weapon applies Bleed to it for 10s.
      Bleed has a 33% chance to trigger on hit, dealing 4 dmg/s to the target player over the course of 7s. Bleed can only trigger once every 10s on a given target.
      The first bullet fired after activation has a 100% chance to trigger Bleed.
      45s cooldown.
    • Bleed can no longer kill players; the effect immediately stops when the target is at 4 HP or less.
      .
  • Efficiency
    Well, you win. Efficiency stays, for now. Let's see how this plays out.
    .
  • MAC-10
    This change, as suggested by some community members, will help shift the focus of the MAC-10 from headshots to general damage, which fits its 'wild' nature. Thanks, Flire @Flire and Pigeon @Pigeon.
    .
    • Damage: 14 -> 17
    • Headshot multiplier: 1.6x -> 1.2x
      .
  • Flashbang.
    Thanks, Flire @Flire.
    .
    • Traitors will automatically spawn with one in their loadout as well.


Thanks again for all the feedback! This is exactly what I was hoping for with this post-before-deploying tactic, and I encourage you to keep sharing your ideas with us.
Cheers 💛