Modern Combat Versus - FIRST UPDATE EVER - Did Devs Get it Right?
Modern Combat Versus - First UPDATE Ever - Did Devs Get it Right? We look at the first MCV Modern Combat Versus Update in the Game. I feel the balancing changes, faster respawn, slower charge ability were all welcome changes. Game is moving in the right direction. Also forgot to mention. Auto aim has been reduced this update. This is a good thing.
Agent Level Scaling
• Agent Health and Damage increase by 10% for each level now, instead of by 6%.
Developer comments: We felt the current stat scaling was not high enough to make players feel rewarded for upgrading an Agent so we increased the scaling factor.
Headshot Damage
• Headshot Damage increased across all Agents.
Developer comments: We saw that players were not being rewarded for having good precision and we also wanted to tighten our time to kill.
Core Charges Rates
• Core Charge rate was slowed to 5.5 seconds/charge, instead of 5 seconds/charge.
Developer comments: Previously players never had issues when to use abilities and had an abundance of core charges. By reducing the charge rate, we want players to value their abilities more and use them more appropriately during different situations.
Respawn Time
• Respawn time decreased by 38%.
Developer comments: We noticed a lot of downtime during gameplay such as when one whole team gets killed and players are trickling in towards the zone. By reducing respawn time, we want to make the action more fluid and faster.
Controls
• Increased the vertical boundaries when looking up or down by 33%.
• Default aim sensitivity increased by 10%.
AGENT BALANCING CHANGES
Lock
• Damage output increased by 21%.
• Range increased by 25%.
• Hipfire accuracy increased when sustained shooting.
Developer comments: Lock felt very underwhelming and was being outperformed by almost every Agent. We believe he needed an increase to his damage to help define his role as an Attacker in order to take down Defenders more efficiently.
We also improved his accuracy and range to make him more of a threat from mid-range.
Gh0st
• Ability cost increased from 4 to 5.
• Ability duration decreased from 12 to 10 seconds.
• Knife stab hit detection increased.
Developer comments: We like Gh0st’s overall gameplay but he can remain invisible far too often, so we reduced the duration of Neural Cloak and increased the ability cost. We also noticed players having issues landing his stab so we increased the hit detection area where he lands.
Sw1ft
• Reload speed increased by 50%.
Developer comments: Sw1ft is an Agent with a huge burst of damage followed by a long cooldown. While she can bypass her reload times by using Zone Warp, we felt her cooldown was too long and we wanted to help her get back into the action faster.
Monark
• Ability cost increased from 4 to 5.
• Lock-on time increased by 26%.
• Lock-on detection zone decreased by 28%.
Developer comments: We want to make it slightly harder for Monark to land his shots. We increased his lock on time, forcing him to keep his reticle on the target longer before his shots are fired.
We also reduced the detection area around targets that trigger the lock on, so fast moving targets can cancel the lock on. We like the current balancing with his Pistol Swap ability, but we want to increase the cost to help create wider windows of vulnerability where he can’t switch to his pistol and defend himself at close range.
Juke
• Damage increased by 11%.
• Range increased by 11%.
• Touchdown damage decreased by 11%.
Developer comments: In our efforts to decrease time to kill, we have increased the damage of Juke’s assault rifle. However, we also wanted to leave the possibility of surviving Touchdown’s stun duration for bulkier Agents, so we reduced the damage of the Touchdown ability to compensate.
Overall, Juke should feel more capable now when he’s still waiting for enough Core Charges to use Touchdown.
Bee-BQ
• Ability cost increased from 7 to 8.
• Health decreased by 33%.
• Ammo decreased by 50%.
• Movement speed while shooting decreased by 14%.
• No longer hurts himself with his Mutant Grenade.
Developer comments: Bee-BQ should be more vulnerable to mid to long range Agents, so we reduced his health and decreased his movement speed while shooting.
We also felt that his ammo was too high to have meaning in the middle of a battle so we reduced it. Mutant Grenade is a very powerful ability, so we increased the cost, but it no longer damages Bee-BQ with its blast.
Ronen
• Deflect damage increased by 50%.
• Melee hit detection range increased from 3 to 5 meters.
Mi-Nu
• Damage increased by 6%.
• Range increased by 25%.
Kult
• Ammo decreased by 50%.
• Ability cost increased from 4 to 5.
• Movement speed while shooting decreased by 14%.
• Damage increased by 6%.
• Range increased by 25%.
• Weapon accuracy increased.
Kan
• Damage increased by 23%.
• Range increased by 40%.
• Ability cost decreased from 6 to 5.
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