Since the last hotfix meant to fix server crashes (about an hour and a half before this post) it seems a lot of players are individually bringing up the fact that they're observing extremely low damage against objectives in matches.
I happened to have a version pre-patch, so I tested the damage against objectives at level 1 with viscous, and in both the old and the newest version the damage stayed consistent at 6 damage per shot. (Range is being accounted for)
I've yet to observe this firsthand, but according to many comments in the discord, it seems there's supposed to be damage scaling against objectives after a certain amount of time.
I'm not sure if the Sandbox is supposed to be able to observe this, but as of right now, testing it, after 20 minutes the walker is still taking 6 damage.
Edit: Since players were mostly observing this on walkers, someone theorized it was something to do with the resistances put in place when no minions are around not being correctly applied. Just tested this in a custom match, bullet damage is reduced as normal with no minions around, as supposed to having minions around.
edit2: Yeah, i'm not really sure what this could be about, I'll play a couple of games and see if I notice it.
Some players said damage against objectives is supposed to scale over time to make it easier to knock things down, I don't remember that being a thing and I haven't observed it happening right now.
Some players said things take less damage now, from what I can see all objectives are taking 100% of the damage from a heavy melee, so I'm not sure about that.
It's odd that there are so many reports of this specifically after the last patch, so it's possible there's something happening, everyone that's mentioned it specifically said they aren't refering to spirit damage either.
Last thing I can think about is if there's some kind of HP Scaling over time for certain objectives so they don't get nuked after some powerspikes, and that scaling got wacky, but that seems hard for me to test.
I happened to have a version pre-patch, so I tested the damage against objectives at level 1 with viscous, and in both the old and the newest version the damage stayed consistent at 6 damage per shot. (Range is being accounted for)
I've yet to observe this firsthand, but according to many comments in the discord, it seems there's supposed to be damage scaling against objectives after a certain amount of time.
I'm not sure if the Sandbox is supposed to be able to observe this, but as of right now, testing it, after 20 minutes the walker is still taking 6 damage.
Edit: Since players were mostly observing this on walkers, someone theorized it was something to do with the resistances put in place when no minions are around not being correctly applied. Just tested this in a custom match, bullet damage is reduced as normal with no minions around, as supposed to having minions around.
edit2: Yeah, i'm not really sure what this could be about, I'll play a couple of games and see if I notice it.
Some players said damage against objectives is supposed to scale over time to make it easier to knock things down, I don't remember that being a thing and I haven't observed it happening right now.
Some players said things take less damage now, from what I can see all objectives are taking 100% of the damage from a heavy melee, so I'm not sure about that.
It's odd that there are so many reports of this specifically after the last patch, so it's possible there's something happening, everyone that's mentioned it specifically said they aren't refering to spirit damage either.
Last thing I can think about is if there's some kind of HP Scaling over time for certain objectives so they don't get nuked after some powerspikes, and that scaling got wacky, but that seems hard for me to test.
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