Original Post — Direct link

Explosives buff. 15 second health regen. The bumper layout with melee in place of swap weapon.

I think everyone thought the explosives (salvo and skybreaker) were already in a great place. Everyone thought the atrax needed a nerf. Revert salvo skybreaker, and nerf atrax and they are perfect. HOWEVER, I think anyone could agree the Komodo needed a buff. It wasn’t viable or used at all, where it really should have been top of the explosives tier along with skybreaker. Komodo is a very user friendly (noob) gun so it should def be a strong one. Just maybe not this strong lol... Komodo should however be an excellent side weapon where you are melting someone with harpy, ripper, or riot for instance and you swap to your Komodo for a one or two tap to finish the kill. Oh and along with this magnet needs a huge nerf as well or just removed altogether. It’s far too cheesy.

15 second health regen. Um, no. I literally can’t even play my style now because I have a mental block thinking about not gaining health back when I get myself in a pickle. And no I will not force myself to switch up my loadout to include heal. I have played 1200 games and 99% of them have included invis or invul where I can panic button them, and if I do that with heal it ends up floating in the air 100m away.

The bumper controller layout. Who the hell thought up on the d pad was a good switch weapon over Y?? Lol

Overall tho, if these things weren’t GLARING issues, Devs I think you’d be getting a lot more positive feedback. The controller settings and curve additions were amazing. I literally played on the new default with exponential the whole day yesterday and the only thing I even tweaked was the long range ADS sens I turned up 10 notches. The only thing I may need to tweak today is vertical sense as I had a lil trouble looking up and down while flying up in the sky. A lot of ppl were complaining that the game feels so much different and they want the old control settings back, but I have seen and personally heard from some of those ppl afterwards saying that they finally adjusted and were on a good or even better setting than before. People are afraid of change but when they stop complaining and take the time to adapt they find out the grass is greener. Also, the Komodo definitely needed to be more in the meta. The splash damage is just going to have to be turned down a notch, and a stock Komodo should kill in 5 not 4...

You guys were so close but in the end I think this patch really hurt your chances at success with the game. These 3 things alone (which are the most complained about on this sub) are pretty much game breakers. Just play your game or watch your streamers and you can see that this isn’t hyper scape anymore as we knew it. (Which btw reminds me I was watching Prince omega last night and he saw a dev in the kill feed on PlayStation who was killing ppl with a Komodo... like really???) Make these changes im suggesting ASAP (like today), and I think you may have a very satisfied community.

External link →
about 4 years ago - /u/UbiMorning - Direct link

Hey there Zach! Thanks for taking the time to share your initial thoughts on the patch.

Regarding the weapon buffs, I just want to reiterate what was written in the patch notes. The goal of these changes was to improve comfortability in combat. Additionally, the team felt it was better to bring weapons up towards the level of the dominant weapons (like Riot One and Ripper) rather than ultimately bringing everything down. Bullet weapons were still supposed to feel better than explosives with all of these changes.
We have been taking note of discussions and frustrations around the Komodo in particular. Personally, I enjoyed using the Komodo pre-patch and felt it was already in a fairly solid place. I do agree that the Komodo feels slightly overtuned (I died to it a bunch when playing Solos yesterday :P).

About the Atrax, how would you specifically nerf the Atrax? What was the most frustrating aspect for you? From my notes, the rate at which you could fire the projectiles seemed really quick for the amount of damage you could do. It was also confusing for some players on where you were getting shot from with the Atrax. I liked the idea of making the projectiles glow to help you see better. I think part of the frustration with the Atrax really comes in combination with the Magnet.

Regarding Magnet, the team is continuing to monitor it's usage and combinations. I know some players were partially confused on the statement mentioning that there were certain rare combinations it was being used in. When looking at the overall community, only a small portion was using it in combination with the Atrax it seems. Again, the team will continue to monitor its usage and appreciates the feedback from you guys! I personally think the activation time needs to be adjusted or the speed at which you are pulled should be tweaked.

I also felt the 15-second health regen timer would be a bit too long for some players. Although the Cat-And-Mouse chase is a favorite to most players in Hyper Scape, there does come a point where that experience it ultimately very frustrating. The use of Invis/Armor definitely amplified the strength of the regen timer. I personally think 10 seconds would be better versus the current 15. With the adjustment to the health regen timer, it also made sense to adjust the rate of the Heal hack due to the thought it would now be a must pick. Although Heal is still beneficial, the previous state would have been way too strong at max fusion. This overall change is also supposed to help adjust the flow of fights slightly to force people to think about their options upon entering and exiting fights.

Just to clarify, which platform do you play the game on? I understand you appear to be a controller player since you've been messing around with settings, but I am interested to know what platform in particular.
If you have any settings you'd like to suggest for players trying to find their new settings, be sure to shout them out!