Hyper Scape

Hyper Scape Dev Tracker




11 Aug

Comment

Originally posted by PillBaxton

Did I miss it or is always run still not implemented?

Not yet! This is still something the team is working on. We haven't forgotten about it!

Comment

Originally posted by _michaelscarn1

is there gonna be some sort cosmetic/emblem or something for those that win a game?

Thanks for the suggestion! What kind of cosmetic, in particular, were you thinking? Like a holo-tag?

Comment

Originally posted by Arrotanis

Fix the aim assist or this game dies by the end of the week again..

Hey! The team has previously mentioned they are looking into a few options for aim assist on PC. Once we have an official update to share, we will be sure to post about it.

Comment

Originally posted by ClayPlusPlus

Overall some very interesting changes that I'm cautiously optimistic towards! While these changes look promising, I hate to be that player that raises some concern, but I want to bring up the changes with the Protocol IV.

I personally think the Protocol IV should not one shot an enemy, at least when the target is completely unaware that they are being aimed at. While it feels really good to snipe some poor unknowing soul, it also feels pretty bad to be moving and shooting to all but sudden getting one-shot from a sniper halfway across the map and all that momentum is instantly gone. There isn't much counter play to that unless they miss the shot, at which point I can attempt to move out of the snipers line of sight. Now this problem is less of an issue in most other BR's because of bullet drop and speed on most snipers, so there is even MORE skill to calculate the trajectory of the bullet and the enemy player's movement in order to...

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We do look at the comments! Thank you so much for taking the time to write out your concerns about this change in particular.

During the Open Beta, I've noted several concerns about no counterplay with the Protocol's one shot mechanic and lots of players have suggested the possibility of adding a glint of some sort. As we touched on in the Patch Notes:

We are looking at new mechanics to adjust long-range combat in the future, which will give us more tools to balance the Protocol and others. Stay tuned for more on that in the near future.

It definitely sucks to be sniped out of nowhere, especially from a super far distance, and is something the team recognizes as a risk with the Protocol. But as stated, the team is looking at a few options to help reduce this kind of frustration.

Comment

Originally posted by Yiazz

Everything looks amazing, except for:

We also decided to reintroduce the one-shot kill capacity of the Protocol V sniper rifle

See you all tomorrow! :D

I think ultimately it is worth playing the actual patch before you can answer me, but once you have a bit more experience, could you explain why you disagree with this change in particular?
Given the movement abilities within Hyper Scape, it takes a bit of skill to actually land decent shots. The one-shot kill capacity happens at full fusion, additionally.

Comment

Originally posted by catfroman

No aim assist changes? Everything else seems great

Hey! The dev team is still looking into aim assist options for PC at the moment. Once we have an official update to share on this, we will be sure to post about it!

Comment

Originally posted by prkz

Can you please answer second question as well? Thanks in advance. Hopefully someone just forgot to include aim assist adjustments into patch notes.

We are still investigating aim assist on PC and don't have an official update yet. Thanks for checking in though!


10 Aug

Comment

Originally posted by veritas670

FYI mods - the previous value of Ripper damage is incorrect according to v0.5 patch notes:

RIPPER Detailed changes:

Increased Damage to 13/13/13/13/15, up from 11/11/11/11/13.

Thanks! Its updated :)

Comment

Originally posted by veritas670

FYI mods - the previous value of Ripper damage is incorrect according to v0.5 patch notes:

RIPPER Detailed changes:

Increased Damage to 13/13/13/13/15, up from 11/11/11/11/13.

you are absolutely right, thanks for flagging, we'll update above!

Comment

Originally posted by TheInvictusTV

  1. The Komodo, Salvo, and Skybreaker all had their damage reverted, but it was not clarified if their original pushback mechanic was re-implemented. Was it added back to explosive weapons?
  2. The patch notes do not mention Aim Assist adjustments. Is this because there currently aren't any or is that still not being announced yet?

Pushback is not being re-implemented in this patch, no.

Comment

Originally posted by MagnumDopusTS

That dtap clip size must be a typo right?

Hey, it was! I've fixed it :)

Post
    Trello on Trello - Thread - Direct

Workaround: This issue is easily resolved by leaving the Playscape (the hub where you access the Store, News, etc.), either by queuing for a match, entering the Training Zone, or joining a squad.

Comment

Originally posted by kattrackarn

I'm dissapointed about sniper being able to one shot again though

We are looking at new mechanics to adjust long-range combat in the future, which will give us more tools to balance the Protocol and others. Stay tuned for more on that in the near future.

We know some folks will be, which is why we included this look at the future

" We are looking at new mechanics to adjust long-range combat in the future, which will give us more tools to balance the Protocol and others. Stay tuned for more on that in the near future. "

Post

Hello Contenders!

Hyper Scape Season One is finally here, this time both on PC and Consoles. The launch of our first season is also an opportunity for a final balancing patch following the Open Beta and all the feedback we received from the player community.

As we recently explained, our last patch v0.5 was a specific attempt to test the limits of the game and get some final learnings from the Open Beta. We are now going to take a step back on several of those changes, as well as refine the general balancing of the game. As with all the patches we’ve released since our Tech Test began last month, we will continue monitoring the game closely and consider all the feedback you send us to adjust the game as often as necessary.

Regarding Time-To-Kill, Weapons and Hacks. Although we find having a slightly faster TTK can be a good thing, we agree it should come more from balancing the Weapons rather than nerfing the Hacks. Overall, the v0.5 nerf...

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Comment

To clarify, I'm not sure where this screenshot came from, but that is not the tier 100 reward of the Free Battle Pass.

EDIT: I was misinformed, sorry about that! Indeed this is the Tier 100 reward of the FREE Battle Pass. There's also a Premium Battle Pass you can get in Season 1 which has a bunch more additional rewards.

Comment

Hey!

We know the feeling! All we can say is SOOOOON!

Thanks a million :)
AJ