Dev Q&A #02 | Sponsor Balance and In-Match Communication Improvements
Hey everyone, BopNSwap back with our second Flashpoint Dev Q&A. Excited to dive into meta updates for sponsors and communications improvements.
Overall, we’re super happy with where Sponsor balance landed for our launch season. All the Sponsors are viable picks and no win rate is too far out of wack. That said, we wanted to bring down the power of our best performers slightly and buff up the underperformers to shake up Season 1’s meta. We’ve particularly focused on adjusting our trap abilities which have significant map control gains for low investment.
Let’s dive into all of the changes!
[h2]Nerfs[/h2]
[h3]Ryker Industries[/h3]
—
[h3]Morrgen United[/h3]
—
[h3]Pinnacle International[/h3]
[h2]Buffs[/h2]
[h3]Umbra Reconnaissance[/h3]
—
[h3]Ghostlink Collective[/h3]
—
[h3]Muu Robotics[/h3]
We’re also shifting around the power of Dazzler a bit. Previously, enemies that were within line of sight and range of Dazzler would be flashed regardless of where they were looking. The tradeoff was that Dazzler wasn’t a “true” flash and instead distorted the vision for enemies hit. Enemies looking away from Dazzler will now be flashed for a shorter duration, but it will block more vision than it did previously.
—
[h3]Vector Dynamics[/h3]
[h2]No Changes[/h2]
[h3]Bloom Technologies[/h3]
Another Flashpoint announcement we shared was that a number of improvements are coming to our in-game communication systems. Similar to the Sponsor updates, there was much speculation on what this would look like in practice. Let’s cover a few different aspects of what we’ve been working on here.
[h2]Gameplay Chatter[/h2]
While the game feels exciting and dynamic in gunfights, it could sometimes feel empty outside of those moments, especially if teams weren’t on voice comms. We’ve added a number of new situational voice lines that you’ll hear outside of combat to liven up the gameplay space.
Characters can now make call-outs automatically when spotting enemies, getting kills, and fully eliminating an enemy. Additionally, automated voice callouts will identify enemy sponsors, so you’ll more easily and more often know what Sponsor you’re up against!
We’ve also added callouts for other key moments in the match such as “last player alive” and ZEUS detonation timing.
These changes should give you a better sense of what’s happening around the map without your teammates having to verbally say what they’re doing at all times. We hope this is particularly useful for teams playing without voice comms enabled. And don’t worry - we’ve put cooldowns in place to ensure players aren’t getting spammed with voice lines from teammates.
[h2]Ping Improvements[/h2]
Building on our desire to add more non-verbal communication options, we’ve expanded pings to be more dynamic and useful:
We’re excited about these changes and will be continuing to look for more opportunities to improve player communication in future seasons.
—
Thanks for reading and make sure to share more of your questions with us for future weeks!
We’ll see you in the new-and-improved Breakwater very soon,
BopNSwap
Sponsor Updates
Overall, we’re super happy with where Sponsor balance landed for our launch season. All the Sponsors are viable picks and no win rate is too far out of wack. That said, we wanted to bring down the power of our best performers slightly and buff up the underperformers to shake up Season 1’s meta. We’ve particularly focused on adjusting our trap abilities which have significant map control gains for low investment.
Let’s dive into all of the changes!
[h2]Nerfs[/h2]
[h3]Ryker Industries[/h3]
- Hull Mine price increased from $200 to $250
- Arc Sentry price increased from $200 to $300
—
[h3]Morrgen United[/h3]
- Hidden Grasp price increased from $200 to $300
—
[h3]Pinnacle International[/h3]
- Splinter Grenade max charges reduced from 2 to 1
- Splinter Grenade recharge time reduced from 75s to 45s.
[h2]Buffs[/h2]
[h3]Umbra Reconnaissance[/h3]
- Recon Wing radius increased from 7m to 8.5m
- Glare Burst width increased from 4m to 5m
—
[h3]Ghostlink Collective[/h3]
- Dupe cost decreased from $250 to $200
- Partition duration increased from 8s to 10s
—
[h3]Muu Robotics[/h3]
- Hyperdome health increased from 150 to 300
- Dazzler covers more of the screen, but can now be turned away from
We’re also shifting around the power of Dazzler a bit. Previously, enemies that were within line of sight and range of Dazzler would be flashed regardless of where they were looking. The tradeoff was that Dazzler wasn’t a “true” flash and instead distorted the vision for enemies hit. Enemies looking away from Dazzler will now be flashed for a shorter duration, but it will block more vision than it did previously.
—
[h3]Vector Dynamics[/h3]
- Dual Amp fire rate buff increased from 15% to 20%
- Vector Wall height increased from 3.5m to 4.5m
- Vector Wall width increased from 6m to 7m
[h2]No Changes[/h2]
[h3]Bloom Technologies[/h3]
- 🐝 All is well in the hive.
Communication Updates
Another Flashpoint announcement we shared was that a number of improvements are coming to our in-game communication systems. Similar to the Sponsor updates, there was much speculation on what this would look like in practice. Let’s cover a few different aspects of what we’ve been working on here.
[h2]Gameplay Chatter[/h2]
While the game feels exciting and dynamic in gunfights, it could sometimes feel empty outside of those moments, especially if teams weren’t on voice comms. We’ve added a number of new situational voice lines that you’ll hear outside of combat to liven up the gameplay space.
Characters can now make call-outs automatically when spotting enemies, getting kills, and fully eliminating an enemy. Additionally, automated voice callouts will identify enemy sponsors, so you’ll more easily and more often know what Sponsor you’re up against!
We’ve also added callouts for other key moments in the match such as “last player alive” and ZEUS detonation timing.
These changes should give you a better sense of what’s happening around the map without your teammates having to verbally say what they’re doing at all times. We hope this is particularly useful for teams playing without voice comms enabled. And don’t worry - we’ve put cooldowns in place to ensure players aren’t getting spammed with voice lines from teammates.
[h2]Ping Improvements[/h2]
Building on our desire to add more non-verbal communication options, we’ve expanded pings to be more dynamic and useful:
- Ping an enemy’s Arc Sentry to remind your teammates that they need to avoid getting detected.
- Ping your own Patches to encourage your teammates to run over for some healing.
- Ping a weapon on the ground to call dibs.
- Ping a teammate’s ping to let them know the message was received loud and clear.
We’re excited about these changes and will be continuing to look for more opportunities to improve player communication in future seasons.
—
Thanks for reading and make sure to share more of your questions with us for future weeks!
We’ll see you in the new-and-improved Breakwater very soon,
BopNSwap