A brand new Hyper Scape update is available to download and install right now on PC. Hyper jump your way below to read through the complete list of Hyper Scape update patch notes. Stick with us a little longer, however, to discover a selection of the July 6 update highlights. Find out everything that has been fixed and changed in the Hyper Scape July 6 update below.
Hyper Scape July 6 Update Highlights
The July 6 update for Hyper Scape is not a big download. It weighs in at just 182 MB. Unfortunately, it doesn’t add anything new to the game, but it does bring with it a host of weapon and hack fixes. Discover what the best changes and fixes are in the new battle royale contender.
Weapon Changes
Ubisoft has reduced the time-to-kill of the Hexfire Mini-gun. Following the new update, it is now less powerful than it was before. The weapon shouldn’t feel any different to use, hopefully, but it now deals less damage than it did before. The Skybreaker and Salvo weapons have also seen nerfs. Both guns have had their damage reduced. Hopefully, these nerfs to the Hexfire, Skybreaker, and Salvo will make the guns a little less commonplace and all-conquering.
It’s not all nerfs, however. The Komodo and D-Tap have been buffed. The Komodo has had its damage levels increased, whereas the D-Tap rate of fire from both hip and in ADS has been increased by 10%.
Hack Changes
The Armor Hack has been nerfed. It now lasts just six seconds, compared to its previous 8 seconds. The cooldown across Armor Hack fusion, too, has been increased by a couple of seconds in all situations. Thankfully, though, the Mine has been buffed. It now takes just half a second for a Mine to begin chasing players. The Mine now accelerates to full-speed much faster than it did before, too. For all the details, please refer to the full list of patch notes below.
Hyper Scape Update Patch Notes (July 6, 2020)
Read through the complete list of Hyper Scape update patch notes (July 6, 2020) below, courtesy of Ubisoft on Reddit:
WEAPONS
HEXFIRE
The Hexfire (aka Mini-gun, aka brrrrr!) was behaving in a much more dominant/all-purpose role than we witnessed in our own internal tests. The Time-to-kill (TTK) of the weapon is too fast if you add the benefit of a large magazine and firing stability. We want gameplay to be diverse, and so the Hexfire needs to become a less obvious choice vs. other weapons.
We are reducing the overall damage output of the weapon, but without seriously changing its core behavior & comfort for now. We will continue to monitor it moving forward.
Detailed changes:
- Damage across Fusion levels decreased to 3/3/3/3/4, down from 4/4/4/4/5
- Contextual movement Spread in Hip-fire (run, sprint & in-air states) has been slightly increased to reinforce difference with Ripper in term of mobility. Aim Down Sight (ADS) accuracy is unchanged.
SKYBREAKER
The Skybreaker’s success has broken our expectations. In our tests the Skybreaker was used as a slower but powerful/contextually great weapon. We’re pleased to see it used in fast airborne combat, but we believe it’s currently doing a bit too much damage compared to other weapons.
Only damage will be lowered, for now the gun behavior & blast radius are unchanged.
Detailed changes:
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Damage across Fusion levels decreased to 40/46/52/58/64, down from 50/57/65/72/80
SALVO
Salvo has been used a lot, and raised many comments about its brutal efficiency indoors. Although we like its accessibility, it’s become a bit too much of a short-range, fire-and-forget weapon. For now, the proximity detonation will not be modified but we will lower its damage a bit.
The small damage reduction will be enough to prevent a 4-hit kill at full Fusion.
Detailed changes:
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Damage across Fusion levels decreased to 22/22/22/22/28, down from 25/25/25/25/31
KOMODO
Komodo has seen some use but we feel it needs a little buff to be more of an option vs. Salvo or Ripper. We will adjust its damage based on the new values of Salvo.
Detailed changes:
-
Damage across Fusion levels increased to 22/22/22/22/28, up from 20/20/20/20/25
D-TAP
The first days of Technical Test have seen little usage of the D-Tap. The weapon’s auto-lock system works. However, we believe its damage output is a bit too low to make it interesting enough, so we are increasing the Rate of Fire, both in Hip-fire & ADS.
(Please note that in ADS the D-TAP already has a +15% faster RoF & an increased lock range compared to Hip-fire)
Detailed changes:
- Rate of Fire in Hip-fire +10%
- Rate of Fire in ADS +10%
HACKS
ARMOR
The Armor Hack did not have a dominant presence in our internal tests so far, which proves how useful this Technical Test with all of you has been. Armor has been heavily used in the previous days and generated a lot of discussion. We have seen players learning how to time their attacks to exploit its inherent weaknesses (while in armor you can’t shoot, you can’t use a hack, you can’t even break a barricade with melee). However, even so, the Armor remains a strong hack that we are changing to be less powerful. The fact that players have learned to use the cooldown “Fusion-reset” to double stack it (or even triple stack it) while wearing the Crown is amazing but we can’t let players get up to 24s of Armor non-stop during Showdown. Thor