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The third alpha test for multiplayer arena shooter Lawbreakers will take place this weekend, developer Boss Key Productions has announced.

The alpha will run from 9:00 a.m. until 9:00 p.m. PT on Saturday, July 9th and Sunday July 10th, and introduces a brand-new map called Promenade.

“Once a part of the mainland California before the cataclysmic event known as The Shattering, Promenade takes place on Santa Monica Island in the newly rebuilt California Keys,” the map’s description reads. “Known for being an affluent shopping destination, the Promenade landscape is now a contested battleground between the LAW and BREAKERS, as both forces fight for control of the location’s abundant gravity anomalies.”

Boss Key has made several changes to the game since the last alpha. You can take a look at the full list below:

Core Gameplay

  • New “Skip Jump” mechanic: press Jump (SPACE) within a few frames of landing to maintain momentum

Vanguard

  • Afterburners zero-fuel cooldown reduced from 15 to 12 seconds
  • Hydra spin-up time increased from 3.3 to 4 seconds

Assassin

  • Flux grenade cooldown reduced from 20 to 8 seconds
  • Mobility charge generation time reduced from 6 to 5 seconds
  • note: we’re in the process of removing the “auto-lock” from the Assassin’s Arc Blades. Look for that change coming in game update 0.5

Enforcer

  • Experimental new right click “alt-fire” for Badger pistol that modifies the spread pattern
  • Distortion Field zero-fuel cooldown reduced from 15 to 12 seconds
  • Electromag Charge cooldown from 20 to 10 seconds
  • Electromag Charge EMP debuff duration reduced 3 to 2.5 seconds
  • Electromag Charge EMP field duration reduced from 5 to 2 seconds

Titan

  • Pulverize cooldown reduced from 20 to 12 seconds
  • Rocket speed increased from 3000 to 3500 units per second
  • Neutron mine cooldown reduced from 20 to 10 seconds
  • Neutron mine can no longer be destroyed once activated
  • Neutron mine idle duration reduced from 60 to 30 seconds

Bug Fixes

  • Fixed bug where battery could disappear if the carrying player was gibbed
  • Fixed bug where blind fire shots would sometimes fire forward
  • Fixed bug where chat didn’t work on death screen
  • Added fail sound when Vanguard alt-fires without fuel
  • Fixed bug where quality settings couldn’t be changed
  • Alt-tabbing out of the game now properly disables chat
  • Fixed animation bug on score messages
  • Fixed multiple crashes related to gamepads being connected
  • Fixed bug where reverb was causing weapons to sound doubled in the battery room

Audio

  • Character VO performed on kills decreased from 100% to 30%

The developer adds that it will be be monitoring how the shorter cooldowns affect players’ perception of the overall speed of the game during this test.

Source: Boss Key

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About Matthew Bennett

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Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89

Lawbreakers’ third alpha test dated

Lawbreakers' third alpha test will be getting underway soon.

By Matthew Bennett | 07/8/2016 07:48 AM PT

News

The third alpha test for multiplayer arena shooter Lawbreakers will take place this weekend, developer Boss Key Productions has announced.

The alpha will run from 9:00 a.m. until 9:00 p.m. PT on Saturday, July 9th and Sunday July 10th, and introduces a brand-new map called Promenade.

“Once a part of the mainland California before the cataclysmic event known as The Shattering, Promenade takes place on Santa Monica Island in the newly rebuilt California Keys,” the map’s description reads. “Known for being an affluent shopping destination, the Promenade landscape is now a contested battleground between the LAW and BREAKERS, as both forces fight for control of the location’s abundant gravity anomalies.”

Boss Key has made several changes to the game since the last alpha. You can take a look at the full list below:

Core Gameplay

  • New “Skip Jump” mechanic: press Jump (SPACE) within a few frames of landing to maintain momentum

Vanguard

  • Afterburners zero-fuel cooldown reduced from 15 to 12 seconds
  • Hydra spin-up time increased from 3.3 to 4 seconds

Assassin

  • Flux grenade cooldown reduced from 20 to 8 seconds
  • Mobility charge generation time reduced from 6 to 5 seconds
  • note: we’re in the process of removing the “auto-lock” from the Assassin’s Arc Blades. Look for that change coming in game update 0.5

Enforcer

  • Experimental new right click “alt-fire” for Badger pistol that modifies the spread pattern
  • Distortion Field zero-fuel cooldown reduced from 15 to 12 seconds
  • Electromag Charge cooldown from 20 to 10 seconds
  • Electromag Charge EMP debuff duration reduced 3 to 2.5 seconds
  • Electromag Charge EMP field duration reduced from 5 to 2 seconds

Titan

  • Pulverize cooldown reduced from 20 to 12 seconds
  • Rocket speed increased from 3000 to 3500 units per second
  • Neutron mine cooldown reduced from 20 to 10 seconds
  • Neutron mine can no longer be destroyed once activated
  • Neutron mine idle duration reduced from 60 to 30 seconds

Bug Fixes

  • Fixed bug where battery could disappear if the carrying player was gibbed
  • Fixed bug where blind fire shots would sometimes fire forward
  • Fixed bug where chat didn’t work on death screen
  • Added fail sound when Vanguard alt-fires without fuel
  • Fixed bug where quality settings couldn’t be changed
  • Alt-tabbing out of the game now properly disables chat
  • Fixed animation bug on score messages
  • Fixed multiple crashes related to gamepads being connected
  • Fixed bug where reverb was causing weapons to sound doubled in the battery room

Audio

  • Character VO performed on kills decreased from 100% to 30%

The developer adds that it will be be monitoring how the shorter cooldowns affect players’ perception of the overall speed of the game during this test.

Source: Boss Key

0   POINTS
0   POINTS



About Matthew Bennett

view all posts

Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89