The Future is Now; Renewal

PredictablePredictable
First Assault Rep: 2,015
Posts: 32
Administrator
edited July 14 in Patch Notes
Greetings Operatives!

We are happy to share the “First Assault: The Future is Now; Renewal” episode with the community. Tons of changes to the game are a part of this update, many of them refined by the effort that you, the players, put in during our PTS playtest. We hope you enjoy this update as much as we do, and thank you all for your help in making this happen.

Renewal is here! Read on for the list of changes to First Assault, coming July 18th 2017.

User Interface

-The UI has undergone a complete overhaul.

We made some major updates and optimizations to the user experience and flow. Please check it out in game!

170712_153350_23.jpg?width=1206px&height=674px

170712_153401_24.jpg?width=1207px&height=675px

-Results Screen

You can now press the ESC key to immediately go to the results screen. Skipping the rewards distribution screen will still provide you with rewards.

New Operatives

Welcome these three new recruits to Section 9!

-Azuma

azuma.png?width=190px&height=428px

Azuma earned several commendations during his time in the Japan Ground Self-Defense Force [JGSDF], which guaranteed his transfer to Public Security Section 9.
His tactical shield allows him to advance on enemies quickly and make the most of his combat experience.
Despite his stern looks, Azuma tends to grow very close to his teams.

Assault Class
HP: 180
AP: 135
Tier 1 Ability: Tactical Shield. Provides a barrier in front of Azuma that absorbs incoming frontal damage. Will break under concentrated fire.
Tier 2 Ability: Tactical Dome. Provides an unbreakable dome that Azuma and his allies can shoot through from within, but enemies cannot shoot through. Enemies can walk through the dome, so watch out! Also activates a more powerful version of his Tactical Shield.


-Reiko

reiko.png?width=187px&height=421px

Coming from an affluent family, Reiko excelled at cyberbrain engineering and earned her PhD in the field two years early.
Her education gave her an edge in cyberwarfare, and she became an expert in combat diving to distract and disorient enemies.
As a new recruit to Section 9, Reiko tends to be bright and at times sarcastic with her comrades.

Infiltrator Class
HP: 135
AP: 90
Tier 1 Ability: Net Jump. Reiko dives into the Net for several seconds, removing herself from the physical world.
Tier 2 Ability: Net Jump. This Net Dive lasts longer, and provides Reiko with allied and enemy position information.


-Sitara

sitara.png?width=185px&height=416px

Sitara came to Public Security Section 9 by way of the CIA's Special Counterterrorism Unit. Growing up in the struggling American Empire left her with strong survival skills but troubles relating to others.
Unable to advance within the CIA, she jumped at the chance to join Aramaki's External Affairs team in Public Security Section 9.
With a remarkable talent for mechanical engineering, Sitara is able to maintain her own prosthetic body and support her team in combat with automated drones.

Specialist Class
HP: 175
AP: 150
Tier 1 Ability: Siphon Drone. Sitara places a hovering drone that will attack any enemy that enters its zone of control.
Tier 2 Ability: Siphon Drone. This upgraded drone can be repositioned after deployment, is more durable, and patrols a wider area.


Operative Changes (Operative 2.0)

All of the Operatives have undergone major and minor changes, whether it be attached to their class assignment or more direct changes to their abilities.

-Batou
HP: 200
AP: 150
Arm Launcher: No longer deals damage to himself. Tier 1 rocket deals 250 maximum damage. Tier 2 has been changed to fire 4 rockets in quick succession.

-Borma
HP: 220
AP: 165
Nano-Gel Armor: Tier 1 provides HP regen over time, slowly ramping up. Does not increase max HP. Does not have an activation animation. Tier 2 provides up to a maximum of 200 bonus HP.

-Ishikawa
HP: 220
AP: 125
Cyber Sentry: Now covers 360 degrees and provides ammunition to nearby allies. Tier 2 will fire rockets that deal splash damage at enemies.

-Motoko
HP: 150
AP: 100
Therm-optic Camo: Tier 1 and Tier 2 no longer have an activation animation.

-Paz
HP: 125
AP: 85
Hyper Sprint: Tier 1 and Tier 2 no longer have an activation animation. The new Infiltrator slide is augmented by his Hyper Sprint when active.

-Maven
HP: 165
AP: 110
Therm-optic Barrier: Enemies who move through the barrier suffer the effects of EMP. Both Tier 1 and Tier 2 barrier size has been increased significantly.

-Kuro
HP: 175
AP: 100
EMP: Tier 2 EMP radius has been increased significantly.

-Saito
HP: 150
AP: 150
Heat Sensor: Time between pulses increased. Tier 1 no longer has an activation animation.

-Togusa
HP: 125
AP: 125
Seeker Drone: Tier 2 spawns 3 drones.

Operative Classes

All Operatives now fall under 3 classes: Assault, Infiltrator, and Specialist. Each class has unique aspects in addition to the abilities that each Operative brings.

-Assault

The Assault class characters all feature higher Hit Points [HP] and Armor Points [AP], making them the most durable Operatives you can bring into battle. They also tend to move slower than other Section 9 Operatives. Being on the frontline, the Assault class uses Assault Rifles and Machine Guns [MG] to do battle.

Includes: Batou, Borma, Ishikawa, Azuma

-Infiltrator

The Infiltrator class features low HP and AP levels, but faster sprint speeds and the useful slide mechanic, activated by pressing your crouch key while sprinting. They are the only Operatives that have the skill to fire while sprinting at full speed. These operatives rely on their speed, stealth, or disruptive abilities to outplay their opponents. Close range combat is what the Infiltrator excels at, so they focus their skills using Sub-Machine Guns [SMG] and Shotguns.

Includes: Motoko, Paz, Maven, Reiko

-Specialist

The Specialist roles provide more nuanced abilities to assist their teammates through area denial and information gathering. Their stat values are average across the board, but they can traverse terrain in interesting ways using double jump. Specialist Operatives provide long range support with Sniper Rifles and assist their allies in close quarters with Personal Defense Weapons [PDW].

Includes: Saito, Togusa, Sitara

Weapon Balance

Nearly all weapon stats have been adjusted. Click here for detailed stat changes.
Shotgun and Sniper Rifle damage has been increased to compensate for the overall HP increase for all Operatives.

New Weapon

MG33-A

Price: 237,250 GP

mg3.png?width=412px&height=173px

Gameplay Changes

-Tier 1 abilities are now bound to the E key by default. They do not cost any Intel, and are on a low cooldown.
-Tier 2 abilities are bound to the Q key by default. They require Intel, but no longer have a cooldown. Tier 2 and Tier 1 abilities of the same name cannot be stacked.
-Skill Sync download is now bound to the F key by default.
-Allies with fully charged Tier 2 abilities will now be highlighted yellow, and can be seen through walls.
-Hacking a Tachikoma is bound to the F key by default.
-The PP-2200 and the KA-P5W are now a new class of weapon, the PDW, useable by the Specialist class.
-Free Operative Rotation: an Operative will be made available to play for free for all players, rotating every 2 weeks.
-New players will unlock Borma for free permanently.
-The capture zone in Terminal Conquest maps has been increased in size. There is now an indicator for how many allies and enemies are standing in the capture zone.
-The default target score for Terminal Conquest games has been reduced to 4 from 5.
-The default target score for Team Deathmatch games has been reduced to 8,000 from 10,000.
-Added objects in the shooting range for dynamic movement practice purposes.
-After a Quick Dive match ends, you will be moved back to the main game lobby and re-queued for another Quick Dive match.

Maps

-New Map: Electronics Center. This important information hub is a network node where most of Japan’s network traffic is routed. Due to its importance, it is the target of many cyber terrorist threats, and Section 9 is often called upon to take action here. Electronics Center provides open areas outside of the center and inside the lobby, as well as close quarters combat rooms and hallways as you delve deeper inside. This map is available in Team Death Match and Demolition modes.

170712_153238_20.jpg

170712_153206_18.jpg

-Cyber Ward has been updated with new textures and balance changes.

1.jpg

-Downtown Dejima and PSS9 Headquarters have been updated with new textures.


Modes

-Elimination

Elimination is a round-based team death match. First team to win 6 rounds wins the game. Each Elimination map features zones that become dangerous to walk through in the last 30 seconds of each game, dealing damage to anyone attempting to hide there. Elimination can be played on Port, Dubbing Site, and Urban City.

-Team Death Match

Port, Dubbing Site, and Urban City are no longer available as Team Death Match maps.

MC Shop

The Night Ops Operative skins are now available in the MC Shop!

Cyber Gate

New items have been added to the Cyber Cases and Inter Gate! The following Character and Weapon Skins have been added:

-SAITO HEATWAVE
-PAZ PLAYMAKER
-ISHIKAWA URBAN FORCE
-TOGUSA DEALER
-BORMA ARCTIC WARFARE
-MAVEN HYPER ACTIVE
-KURO ANTAGONIST
-MOTOKO SUNSET
-MOTOKO DEEP SHADOW
-BATOU HEAVY METAL
-TOGUSA CUTHROAT
-MOTOKO CYBER JUNGLE
-PAZ CYBER JUNGLE
-TOGUSA CYBER JUNGLE
-KURO CYBER JUNGLE
-REIKO CYBER JUNGLE
-K22 RACER
-F-MAS G1 DESIGNER
-S25-R FALL
-UMP-45S1 TOXIC
-KA-P5W ILLUSION
-USS 12 PUTRID HEX
-870-ICS CORROSION
-KSG G-1 JUNGLE
-M99D DECO
-SA50 WIRED
-M249-G4 COWBOY REDUX
-L86-SEO GLACIER
-VOLCANO Skins
-DOGTOOTH Skins
-SEBURO M5 PEACEMAKER
-MEGATECH KNIFE CHEETAH
-M030 GOLDMINE
-SCRAMBLER JUNGLE
-SMOKEBOMB BLOSSOM

18 new stickers, 16 new name cards, and 15 new name emblems have also been added!


DLC

Coming Soon!

Bug Fixes

We have a full change log for bug fixes posted here.
noppHakureiDuken13porcofonP4prik4CyBeR_JunkyGrey_InsanityLyphrox

Comments

  • noppnopp
    First Assault Rep: 1,825
    Posts: 171
    Member
    edited July 14
    -Team Death Match

    Port, Dubbing Site, and Urban City are no longer available as Team Death Match maps.

    Are You sure about that? In JP 2.0 they are still here.....
  • MarcyyMarcyy
    First Assault Rep: 1,460
    Posts: 35
    Member
    edited July 14
    "-New players will unlock Borma for free permanently."
    What?? Why?

    "-After a Quick Dive match ends, you will be moved back to the main game lobby and re-queued for another Quick Dive match."
    Nonsense.

    "-Team Death Match
    Port, Dubbing Site, and Urban City are no longer available as Team Death Match maps."
    Nonsense.

    Weapon lock still here?
    Ohhh this game is soo gonna die.
    MidlordGrey_InsanityDnutt20x6Ragnarok013
  • Duken13Duken13
    First Assault Rep: 2,290
    Posts: 143
    Member
    edited July 14
    Can't wait!
  • Duken13Duken13
    First Assault Rep: 2,290
    Posts: 143
    Member
    edited July 14
    Marcyy wrote: »
    "-After a Quick Dive match ends, you will be moved back to the main game lobby and re-queued for another Quick Dive match."
    Nonsense.

    It makes better sense than having multiple near empty lobbies that people have to quit and re-queue manually.
  • AnduAndu
    First Assault Rep: 4,550
    Posts: 1,096
    Member+
    edited July 14
    Port, Dubbing Site, and Urban City are no longer available as Team Death Match maps.
    Nooooooooooooooooooooooooo!!!!


    http://forums.firstassault.nexon.net/discussion/12606/poll-maps-in-2-0-on-each-modes#latest
    People voted against that change ,,,
    porcofonMidlordP4prik4Ragnarok013
  • LaurenALaurenA
    First Assault Rep: 440
    Posts: 4
    Member
    edited July 14
    By locking guns to classes will make this game hard for people who used to waste gp on intergate or random stuff like me. For people who just started in the current state and playing such as motoko with ARs or SRs now they have to play only SMGs or Shotgun. And what if they do not own any SMGs or Shotgun ? They will use the stock guns with no mods ? Will this be fair for veteran players, who spent a lot of time finding their favorite guns and mods then now, they have to re grind everything and get rekt just because they were not prepare, and have no equipment to contest the other players, who already used something such as Borma + KHX ? I mean, before you overhaul something, you might want to take a look at the consequences.
    Unless you remove all the guns and mods then give players GP back and let them rework their arsenal, this will be a hot mess on release. Trying to create diversities but you forgot to put the consequences of changes ahead will break the balance. With the changes I read, I am sure I will see Assault + Support dominate the battlefield, or players with all unlocked stuff will dominate the battlefield. With all of that being said, I am pretty sure there won't be any changes until you guys realize how much you guys messed up. Personally, I think weapon lock will kill this game. You guys can make weapon lock into something like an operative can pick 2 guns to use in a single match or so. Not just lock everything to one.
    For example, I play maven only, I do have paz and motoko but I never use them, I bought the kapow, 3 SRs. and the HK417. What can I use when 2.0 drop if I decide to stick to Maven, even with paz and motoko nothing will change beside me using the stock mp5s. Stock mp5s with no mods will take down players with fully modded weapons ? Well sure.
    MarcyyVeldrinGrey_InsanityRagnarok013
  • porcofonporcofon
    First Assault Rep: 2,615
    Posts: 321
    Member
    edited July 14
    LaurenA wrote: »
    By locking guns to classes will make this game hard for people who used to waste gp on intergate or random stuff like me. For people who just started in the current state and playing such as motoko with ARs or SRs now they have to play only SMGs or Shotgun. And what if they do not own any SMGs or Shotgun ? They will use the stock guns with no mods ? Will this be fair for veteran players, who spent a lot of time finding their favorite guns and mods then now, they have to re grind everything and get rekt just because they were not prepare, and have no equipment to contest the other players, who already used something such as Borma + KHX ? I mean, before you overhaul something, you might want to take a look at the consequences.
    Unless you remove all the guns and mods then give players GP back and let them rework their arsenal, this will be a hot mess on release. Trying to create diversities but you forgot to put the consequences of changes ahead will break the balance. With the changes I read, I am sure I will see Assault + Support dominate the battlefield, or players with all unlocked stuff will dominate the battlefield. With all of that being said, I am pretty sure there won't be any changes until you guys realize how much you guys messed up. Personally, I think weapon lock will kill this game. You guys can make weapon lock into something like an operative can pick 2 guns to use in a single match or so. Not just lock everything to one.
    For example, I play maven only, I do have paz and motoko but I never use them, I bought the kapow, 3 SRs. and the HK417. What can I use when 2.0 drop if I decide to stick to Maven, even with paz and motoko nothing will change beside me using the stock mp5s. Stock mp5s with no mods will take down players with fully modded weapons ? Well sure.

    As a veteran player, if you only bought what you said, you got to have enough GP to renew your arsenal. ;)
  • AnduAndu
    First Assault Rep: 4,550
    Posts: 1,096
    Member+
    edited July 14
    one more thing - about batou.
    Will we have Batou Arm launcher with AOE like its now or we will have arm launcher like from PTS (non aoe)?
  • Duken13Duken13
    First Assault Rep: 2,290
    Posts: 143
    Member
    edited July 14
    LaurenA wrote: »
    Unless you remove all the guns and mods then give players GP back and let them rework their arsenal, this will be a hot mess on release.

    I would be so down with this!
    Add in operative refunds, and it'll also take care of most complaints about weapon locking.

    MarcyyDarth_MittensGrey_Insanity
  • tirafesitirafesi
    First Assault Rep: 1,275
    Posts: 58
    Member
    edited July 14
    So I can't use a sniper as Maven anymore? Why dafuq would you restrict that!??
    MarcyyPandarkvadorGrey_InsanityRagnarok013
  • RetrosaurusRetrosaurus
    First Assault Rep: 520
    Posts: 17
    Member
    edited July 14
    tirafesi wrote: »
    So I can't use a sniper as Maven anymore? Why dafuq would you restrict that!??

    It's to balance the mercs out. It's not particularly fair to give players who can go invisible OSKO weapons. It's not a lot of fun matching up against that, and the only real counter is blindly spamming into a shield, hoping that they're bhind it, while they could be crouched nearby and you just gaveaway your position.
  • Darth_MittensDarth_Mittens
    First Assault Rep: 660
    Posts: 3
    Member
    edited July 14
    No sniper for Maven? Sad day indeed. Sure, why keep balance between classes 4-4-4 Why is Maven only operative in that class with placeable skill?
    "The Specialist roles provide more nuanced abilities to assist their teammates through area denial and information gathering." What is better denial than wall you cannot see through in a tight corridor?
    Overall I think weapons restriction is silly idea.
    MarcyyGrey_Insanity
  • noppnopp
    First Assault Rep: 1,825
    Posts: 171
    Member
    edited July 14
    Andu wrote: »
    one more thing - about batou.
    Will we have Batou Arm launcher with AOE like its now or we will have arm launcher like from PTS (non aoe)?

    he was buffed, radius of explosionis higher, no more selfdamage, also damage from rockets is higher
  • LaurenALaurenA
    First Assault Rep: 440
    Posts: 4
    Member
    edited July 14
    porcofon wrote: »
    LaurenA wrote: »
    By locking guns to classes will make this game hard for people who used to waste gp on intergate or random stuff like me. For people who just started in the current state and playing such as motoko with ARs or SRs now they have to play only SMGs or Shotgun. And what if they do not own any SMGs or Shotgun ? They will use the stock guns with no mods ? Will this be fair for veteran players, who spent a lot of time finding their favorite guns and mods then now, they have to re grind everything and get rekt just because they were not prepare, and have no equipment to contest the other players, who already used something such as Borma + KHX ? I mean, before you overhaul something, you might want to take a look at the consequences.
    Unless you remove all the guns and mods then give players GP back and let them rework their arsenal, this will be a hot mess on release. Trying to create diversities but you forgot to put the consequences of changes ahead will break the balance. With the changes I read, I am sure I will see Assault + Support dominate the battlefield, or players with all unlocked stuff will dominate the battlefield. With all of that being said, I am pretty sure there won't be any changes until you guys realize how much you guys messed up. Personally, I think weapon lock will kill this game. You guys can make weapon lock into something like an operative can pick 2 guns to use in a single match or so. Not just lock everything to one.
    For example, I play maven only, I do have paz and motoko but I never use them, I bought the kapow, 3 SRs. and the HK417. What can I use when 2.0 drop if I decide to stick to Maven, even with paz and motoko nothing will change beside me using the stock mp5s. Stock mp5s with no mods will take down players with fully modded weapons ? Well sure.

    As a veteran player, if you only bought what you said, you got to have enough GP to renew your arsenal. ;)

    I did not know the developers will move some SMGs to PDW and I blew 1mil GP playing around the intergate. News did not come until today and I already spent my GP last week. Yes I do have a few other guns beside just some of those.
  • WeilanWeilan
    First Assault Rep: 1,360
    Posts: 119
    Member
    edited July 14
    LaurenA wrote: »
    I did not know the developers will move some SMGs to PDW and I blew 1mil GP playing around the intergate. News did not come until today and I already spent my GP last week. Yes I do have a few other guns beside just some of those.
    The news have been around for about a month now. Except for SMG -> PDW, which is actually news, but it's not very significant.
    porcofon
  • iiShaniiShan
    First Assault Rep: 4,245
    Posts: 475
    Member
    edited July 14
    -New players will unlock Borma for free permanently.

    Huh, that's interesting.

    As for the sniper Mavens, I don't see the issue myself. I use Maven specifically to secure areas and hallways, or set it up for other snipers for those sweet assist points. Not saying that I'd be turned off if Maven got swapped to Support, but just remember that her wall now stuns enemies who walk through it, and the tier 2 is a BIG wall. I'm talking HUGE.
    porcofonRagnarok013
  • avarakeavarake
    First Assault Rep: 420
    Posts: 3
    Member
    edited July 14
    Made an account to post on this thread.

    First off, I'm super excited for the huge update. This is the first game I ever played and still pretty much the only game I stick to for longer and I love that it's getting so much new stuff.
    Conversely, I hate that something this huge is announced and people just go like "this, this and this sucks". Get it together, you entitled arseholes.

    That said, I do have my reservations about the classes. I'm no big fan of it in general since I can rarely find the perfect mix of weapons, ability and playstyle suited for me. It is still better since you have a little more freedom with the weapons you use than if every character had their own weapons but still, tieing something as widely used as ARs to only 4 operatives is questionable. But I am hopeful since the weapon balance increases damage and other stats on pretty much all weapons except ARs, making them potentially less universally viable.

    The new maps and operatives look awesome and so does the menus from those screenshots.

    I'm confident that this will be handled competently and that things that don't go over well will be changed.

    Thanks for all the hard work by everyone involved !
    Weilan
  • SkeltranSkeltran
    First Assault Rep: 685
    Posts: 20
    Member
    edited July 14
    I really like the idea of the special abilities of the characters getting boosted. It makes the game stand apart from other FPS games. BUT... the weapon lock seems like a bad idea. Instead of forcing players into pigeon holes, why not let us figure out what guns we like to use? To some extent the heavier guns already slow down players so maybe run speed should be effected by what guns are being carried not by what is active. So that if you are packing a MG you would not magically speed up by drawing a pistol out.

    Players change which gun they use based on personal preference, map, (even change on same map for plant vs. defuse or depending on the situation around the terminal.) Personally I would usually go with an AR in one slot, and a shotgun in another with an MG or SMG in the third F slot. (I always wanted more F slots to change even which SG or AR I was using and felt constrained when having to pick just three. With the quick dive system I never felt there was enough time to get ready for the map and game type and to pick character once the game type and map where chosen.) Now all this is going to be taken out of my hands? I don't think this is going to sit well with most players. I also find SR and even the 3x mag AR scopes very hard to use. Other players do great with these. Let the players figure out the play. I fear by limiting the gun to certain skills too much will be taken away from the players. It will probably drive many people out.

    Why is Maven in infiltration? Seems like she ought to be in specialist class. Ishikawa seems off too. That gun turret is primarily an area denial thing, so he should be a specialist too, right? Maybe Togusa should be assault. Sending in walking bombs seems like an assault thing. That camera on the drones chip is gimmicky and only valuable for the bombing games. When ever I used it I was as likely to get shot while looking at the drone feed as I was to gain any useful intel from it.

    Giving Borma away to new players (make more dummy accounts y'all!) seems pointless and suggests there is going to be something wrong with Borma in some way.

    Over all this looks like a great update. I fear that the weapon lock might be a deal breaker though. Why would I buy new guns if I'm not allowed to use them with the skills/characters I like. This 2.0 really ought to allow all the characters to be playable to everyone automatically. I don't see how having to grind enough to get the credits to buy enough characters to be able to find what guns you like is going to work for new players. (I just got to the point where I found the guns I liked and was starting to buy characters. That's all in the trash now I guess.) People will find the game frustrating and leave. Free to play games need to be rewarding enough to draw players in deep enough that that they actually buy something.

    GLHF!
    Ragnarok013
  • SkeltranSkeltran
    First Assault Rep: 685
    Posts: 20
    Member
    edited July 14
    So Maven's two sisters are joining the team? Same face right? iine, iine?
  • porcofonporcofon
    First Assault Rep: 2,615
    Posts: 321
    Member
    edited July 15
    My concern is not about the weapon locked to operatives but the new loadout system forcing you to choose one operative from each category. Because of this limitation, I'm sure will often encounter situations where the whole team uses the same operative. I already saw that on PTS.
    The second concern is about enemies new look. In PTS, during an elimination game, I delayed my shots to an enemy because from behind it looked like it was one of my team mates. But that could be caused by the fact that I was very tired during the PTS.
    The third is about Maven's shield. Kuro's EMP no longer affects her shield, so the only direct enemy is Batou, which is pretty nasty.
    VeldrinRagnarok013