ROCKET ARENA SEASON 1 UPDATE – BALANCE AND TUNING CHANGES!
Our first big update gets us ready for Season 1 with Balance and Tuning Changes.
Our goal on Rocket Arena is to be prompt with gamepl...
The 2.1.0 patch brings with it some new limited time modes and items, a player profile with stats, and some quality of life updates as well.
INTRODUCING: RUINED CITY!
Battle across theRuined City, a long-lost ancient temple that provides plenty of fast paced action. Keep your eye in the sky for great views of a few familiar Crater locales.
During the All Crater’s Eve event, limited time items will be making an appearance as well; thePumpkin Bomband theSpiderweb Magnet. Be sure to drop in and enjoy the festivities and new content taking place in the Rocket Championship Tour!
NEW FEATURE: PROFILE & STATS
Players can now view their gameplay stats in the Front End UI by selecting their player portrait or tabbing to theProfilemenu in theFriends/Partyscreen. There are a lot of interesting stats added including; Total Games Completed, Total Damage Dealt, Highest KO Streak, Total Knockouts, and more. Share high scores for the top Rocket Championship Tour bragging rights!
Competitor Edits and Bug Fixes
Leef: Flitt now bounces off (or around) Mysteen's Mirror Shield
Leef: Flitt is no longer affected by the Rocket Magnet
Fixed Flitt remaining visible for simulated clients after Leef's secondary ability activated
Fixed Topnotch's primary ability playing cook release SFX when firing uncooked shots
Fixed Flux & Plink item fetching temporarily breaking if actively fetching while knocked out
Fixed Rev secondary mine glitching out if stuck to Megarocket and then Megarocket goes away
Fixed Kayi double secondary ability FX when playing at higher net latency
Fixed some Leef and Plink getting stuck in geometry issues
Fix characters returning to arena blocking Topnotch's Zephyr Strike rocket
LIMITED TIME MODES
Mega Rocket Mayhem
Battle your opponents over Mega Rockets, but with a twist...everyone deals increased impulse and takes reduced damage! You can stay in the Arena much longer in this mode, so get ready for an epic tug-of-war! IT’S MAYHEM!
Blast Ball
In Blast Ball, the Rocketball literally explodes! Keep your eyes and ears on the timer, because once it fills up, an explosion will damage friends and foes alike, and Megablast whoever is unlucky enough to be holding the Blas…
GAME MODE CHANGES
Rocketbot Attack
Removed AoE attack from Rocketbots
Reduced Rocketbot fire rate
2v2 Knockout
Reduced the score limit from 20 to 12
Reduced time limit from 7 min to 5 min
ITEMS
Limited Time event items added!
Spider Magnet
Use theSpider Magnetto deploy a sticky web wall that will severely slow down any opponent or their rockets that get caught in it. Beware, opponent rockets can still punch through the web if they make it through!
Pumpkin Bomb
Throw thePumpkin Bombfor an explosion that’s larger than life! With its increased size, it’s easier than ever to hit with rockets and change its direction. Watch out, this goes for alliesandopponents!
UI
Crossplay can now be set to PC-Only or Console-Only
Onboarding videos now work on Xbox
Misc
Performance improvements to increase console gameplay quality
Adjusting camera shake to be less aggressive when taking damage from certain abilities
As always, we value your feedback and if you’d like to leave us some now, or in the future, hit us up on the Rocket Arena Discord, Reddit, Twitter, Twitch Streams, DMs, etc. - we read as much as we can!
Thanks for being part of our community and we’ll see you in Crater!
The 2.3.0 patch brings with it controller optimization tuning, competitor and combat updates, AI improvements, and lots of new quality of life features such as Region/Server Select and new performance based XP rewards in the Post Game sequence!
Major Controller Update
One of the main goals of this patch was to improve the controller experience of Rocket Arena. We wanted to make sure the game not only plays and feels awesome, but to help close the gap between controller and mouse and keyboard users. To do so, we’ve completely overhauled aim assist systems, added several more features under the hood, and updated our tuning values to improve overall responsiveness. Players may choose between Normal (new default) and Legacy (previous tuning) in the Controller Settings Menu.
Aim Assist Rework
We’ve reworked our entire Aim Assist system to be more intelligent and consistent. Rocket Arena is a high skill floor projectile shooter that can be difficult to play at times, especially with your thumbs. So, we’ve updated Aim Assist (and our overall balance, as you’ll see below) to really help players track and hit their targets much easier than ever before.
Region Select
Players can now switch regions if they’d like to matchmake using servers in a different location. Access the Region Select in the Settings Menu in the Front End UI.
Performance Based XP Progression
We heard your feedback about XP, so we added more! We also reworked the system to focus on rewarding players for participating and taking part of the action. Now after completing a match, players get additional XP for their personal damage, assists, and KO’s. Player’s also get combined teamwork XP for match objectives such as Mega Rockets captured. The more you and your team play, the more XP you receive. You also get match complete XP and a match win bonus.
Competitor Balance and Tuning Changes
Amphora
Charge Torpedo (Primary)
Uncharged
Projectile collision radius is now a constant 120
Previously scaled between 75 - 180 based on charge percentage
Reduced impulse from 1500 to 1100
Increased fire rate 0.5s to 0.425s
Fully Charged
Reduced impact damage from 40 to 35
Reduced impulse from 2800 to 2000
Increased projectile visual scale
Uncharged and Fully Charged
Increased projectile speed from 17000 to 17500
Increased Rocket Jump radius from 500 to 700
Improved controller force feedback
Hydro Form (Special)
Hydro Form now cancels when picking up the Rocketball or Treasure Chest instead of activating the water cyclone
Blastbeard
Rocket Cannonball (Primary)
Increased speed from 11000 to 12000
Increased arc distance from 4000 to 5000
Charged Anchor (Secondary)
Reworked functionality
Removed automatically firing after charge completed
Secondary input must now be held down until fully charged and then released to fire
Ability now cancels if:
Secondary input is released before max charge
The player uses Rocket Cannonball (Primary) or Shockwave (Special)
Ability will now start charging again after being canceled if the input is still held after 0.35s
Updated crosshair UI to make it easier to understand how the ability functions
Boone
Blunderblast (Primary)
Increased Rocket Jump radius from 500 to 700
Improved controller force feedback
Megadon Scope (Secondary)
Reduced controller sensitivity modifier from 0.6x to 0.5x (ie. input will not be slowed as much)
Improved controller force feedback
Using Zik's Vortex (Special) now also resets Boone's ability to hover during his next mid-air Megadon Scope use
Izell
Spear Rockets (Primary)
Increased speed from 15000 to 16500
Increased collision radius from 120 to 130
Increased Rocket Jump radius from 400 to 600
Improved camera animation and controller force feedback
Reduced scale of primary projectile trail
Jaaqua Charge (Special)
Reduced the distance Izell travels when Jaaqua Charge is used to pick up the Rocketball or Treasure Chest
Flux
Rockats (Primary)
Increased Rocket Jump radius from 500 to 650
Removed Flux gamepad look sensitivity modifier
Improved camera animation
Black Hold Cat (Secondary)
Reduced Black Hole Cat's maximum scale by 25%
Using Fluxverse now cancels Black Hole Cat's cast and will block it from firing again immediately. If the Secondary input is still held down after 1 sec, the Black Hole Cat will try to cast again.
Jayto
Skypiercer Rockets (Primary)
Increased collision radius from 140 to 145
Reduced impulse from 1500 to 1300
Improved controller force feedback
Reduced scale and emissive strength of the default skinned projectile VFX
Rocket Swarm (Secondary)
Removed controller sensitivity modifier
Thruster Suit (Special)
Increased Triple Skypiercer Rockets speed from 16500 to 17000
This matches the normal Skypiercer Rockets speed
Reduced Triple Skypiercer Rockets impulse from 2750 to 1750
Kayi
Charged Bolt (Primary)
Uncharged
Projectile speed is now a constant 16000
Previously scaled between 12000 - 20000 based on charge percentage
Projectile gravity is now a constant 1.5
Previously scaled between was 2.5 and 0.2 based on charged percentage
Increased collision radius from 130 to 140
Fixed fully charged VFX playing on uncharged shots
Fully Charged
Both
Improved Charged Bolt camera animation and force feedback
Leef
Charged Beam (Primary laser after hitting four shots)
Fixed issues where the damage would be blocked inconsistently by Mysteen’s Mirror Shield
Mysteen
Rocket Cards (Primary)
Decreased speed reduced from 22500 to 20000
Increased Rocket Jump radius from 400 to 700
Improved camera animation
Increased visual scale from 13.5 to 14.0 (does not affect gameplay)
Mirror Shield (Secondary)
Fixed issues where Leef’s Charged Beam (Primary laser) would be blocked inconsistently, letting damage through
Levitate (Jump)
Improved functionality while underwater on Shimmering Depths and Star of Crater
Plink
Scrap Rockets (Primary)
Increased homing distance from 3500 to 4000
Improved camera animation and controller force feedback
Boomerang (Secondary)
Increased Boomerang Rocket Jump radius from 256 to 650
Rev
Double Whammy (Primary)
Increased collision radius from 100 to 120
Reduced horizontal spread from 0.65 to 0.2
This reduces the space between her left and right barrel projectiles, making the projectiles not have as much variance and fire closer to the reticle
Reduced reticle scale by 10% to account for Double Whammy spread reduction
Improved camera animation and controller force feedback
Fixed reload animation not matching the duration
Fixed VFX from disappearing early or being delay
Added logic to help prevent Double Whammy from not firing after being attacked or using an Ability if the player is still holding the Primary input
Mag Mines (Secondary)
Hiding Mag Mines in world UI if it attaches to a player, which was the intended design
Attempt at a fix to stop players from getting knocked back really hard when a Mag Mine attaches to them
DEV REQUEST! - If you are still seeing this happen, please get a video if you can and let us know!
Topnotch
Bouncing Beauty (Primary)
Increased speed from 15000 to 16000
Increased minimum hold time required for manual detonation from 0.19s to 0.225s on controller
This helps instances of players accidentally triggering manual detonation when they didn’t mean to
Increased Rocket Jump radius from 500 to 700
Improved camera animation
Tuned visual scale curve for better visibility
Reduced conditions that could block or cancel reloading
This reduces the time it takes to consume a full fuel tank from 2s to 1.88s
Decreased Jetpack gravity multiplier from -0.4x to -0.35x
This makes gravity affect Topnotch more
Add blinking flare VFX feedback when near the KO ceiling Jetpack shutoff
Game Modes
AI
Bots can now play Mega Rocket, Rocketball, and Treasure Hunt game modes
Mega Rocket
Reduced the strength of the impulse when the zone spawns by 25%
Fixed issues where players could capture a Mega Rocket while underneath the zone
Misc.
Mysteen's Phantasm will no longer display the game mode overhead UI (Treasure Chest, Rocketball Variants, etc.)
Playlists and Matchmaking
Bots in Matchmaking
Bots will now fill in for players in all standard playlists if not enough players are found during matchmaking (both PvE and PvP)
New Scaling Bot Difficulties
Bot difficulties are Easy, Normal, Hard, and Extreme
Difficulty in PvP (Competitive Arena, Knockout, etc.)
In Matchmaking, bots will scale in difficulty based on the average skill of the players
Difficulty in PvE (Co-op Arena, etc.)
In Co-op, unlike PvP, each player will have a Bot Difficulty Level independent of their skill
Players increase their Bot Difficulty Level by winning 5 games in a row
If a player loses 3 games in a row, their Bot Difficulty Level will decrease
In Matchmaking, a bot will be added for each player’s Bot Difficulty Level
For example, if Player A has Extreme difficulty, B has Hard, and C has Easy, then there will be an Extreme, Hard, and Easy bot added to the game
If less than 3 players match into the game, the remaining bot’s difficulties will be that of the player with the lowest Bot Difficulty Level (for both the friendly and enemy team)
Play vs AI
Playlist renamedCo-op Arena
Contains Rocketbot Attack and Bot versions of Knockout, Mega Rocket, Rocketball, and Treasure Hunt
Social Arena
Playlist renamedCompetitive Arena
Knockout
The Knockout playlist returns to the Tour!
Items
Trip Mine
Impulse decreased
Maps
Shimmering Depths
Reduced the strength of the geyser
Reduced the movement penalties while in the water outside of the dome
Removed the yellow submarines
Star of Crater
Reduced the movement penalties while in the water outside of the dome
Removed the yellow submarines
Megadon Junction
The train will now impulse the Rocketball and Treasure Chest
Misc
Totems can now be rotated in the Totem Menu
Fixed issues where some controllers would not register maximum joystick input even if the user were fully pushing it in a direction, thus causing players to not move at full speed
As always, we value your feedback and if you’d like to leave us some now, or in the future, hit us up on theRocket Arena Discord,Reddit,Twitter, Twitch Streams, DMs, etc. - we read as much as we can!
Thanks for being part of our community and we’ll see you in Crater! #LETSROCKET
The3.0.0update brings with it a new Rocket Championship Tour Competitor in Gant, tuning/balance updates, AI improvements, and lots of new features such as Emotes and Totem Companions!
New Competitor
Gant joins the Rocket Championship Tour!
As Crater’s resident superhero, the Golden Gryphon, Gant is a unique Competitor in Rocket Arena who has two unique Forms with completely different abilities and attributes. Over the course of the battle, Gant transforms between his Normal and Hero Forms automatically based upon his unique resource, the Hero Gauge.
In his Normal form, Gant rapidly fires Talon Rockets at opponents, filling his Hero Gauge with each hit. When the fighting gets too intense, he can use his Guard ability to shield himself and gain the advantage on his opponents, reducing his damage taken and gaining Hero Gauge when hit. Gant’s powerful Leap helps him close the distance, helping him to finish off opponents by reloading his weapon and granting him a damage boost, or allowing him to gain Hero Gauge by jumping into the fray with his Guard ability. Additionally, Gant gains Hero Gauge passively over time while in Normal Form.
When Gant’s Hero Gauge is filled, he automatically transforms into his Hero Form, the legendary Golden Gryphon! While in Hero Form, Gant trades his Talon Rockets for Gryphon Gauntlets, allowing him to hurl mighty gusts of wind at his opponents and all evil doers alike. As a proper superhero, Gant can use his Flying Charge to bolt across the sky faster than a speeding rocket. He can also use Flying Charge to get up close and personal with his opponents in order to use his Whirlwind ability, turning Gant into a powerful spinning vortex, pulling opponents in and constantly damaging them. Additionally, Gant takes reduced damage while in Hero Form, gains increased mobility, and players can make him descend slowly by holding the Jump input while in air. Finally, while in Hero Form, the Hero Gauge depletes over time, and when it runs out, Gant will automatically transform back into Normal Form.
Gant’s Abilities
Form Switching and Hero Gauge
Gant has two unique forms:Normal FormandHero Form.
Over the course of the battle, Gant will automatically transform between his Normal and Hero Form based on his unique resource, the Hero Gauge.
While in Normal Form:
Hero Gauge is passively generated over time, and Gant’s Primary and Secondary both grant Hero Gauge when dealing or receiving damage, respectively.
When the Hero Gauge is filled, Gant automatically transforms into Hero Form, resetting his Ability and Dodge cooldowns and removing Megablast Danger.
While in Hero Form:
The Hero Gauge depletes over time.
When the Hero Gauge is empty, Gant automatically transforms into Normal Form, resetting his Ability cooldowns.
Normal Form
Talon Rockets (Primary)
Accurate, fast-moving, rapid fire rockets. Hits fill Hero Gauge.
Guard (Secondary)
Brace for attacks and take reduced damage. Being hit fills Hero Gauge.
Leap (Special)
Leap forward with a brief speed and damage boost. Reloads Primary when activated.
Hero Form (Golden Gryphon)
Normal to Hero Transformation
Gant’s Ability and Dodge cooldowns are reset and Megablast Danger is removed.
Gryphon Gauntlets (Primary)
Punch the air creating powerful blasts of wind.
Whirlwind (Secondary)
Become a spinning vortex, damaging nearby opponents.
Flying Charge (Special)
Blast through the sky with tremendous speed. Hold to fly farther.
Hero’s Cape (Jump)
Gant jumps higher in Hero Form. Hold the jump input to descend slowly.
Passive
Gant takes reduced damage and has increased mobility while in Hero Form.
Emotes
Chat Emotes
Express your thoughts or highlight a great play using the in-game Chat Emotes to make your hero play an animation, even while moving!
Press the chat button in the lower-left of the screen at any time to make the hero animate right in the middle of the action.
To start, all characters have four default animations that are automatically equipped.
In-Game Emotes never get in the way of making an epic play! Players can emote at any point without worry, as it can be interrupted by their actions or by getting hit by an opponent.
Ready Emotes
After players select their Hero in the Pre-Game menu, they will be able to use the chat buttons in the bottom left of the screen to perform Ready Emote animations and show off their style to their teammates.
There are four Ready Emote slots available for players to customize.
Players will have a default Ready Emote equipped to start for all heroes.
Mix and match Ready Emotes to create fun combinations.
Victory Poses
Players can show off their own style of celebration during the Post-Game Victory sequence. All heroes have a default Victory Pose to start for when they’re on the winning team.
When the winning team is shown after a match, the heroes will strike a Victory Pose automatically.
Player’s can equip new Victory poses to show their style.
Each hero has one Victory Pose customization slot that can be modified.
How to Equip Expressions
To equip available expressions; enter the Competitor’s tab in the Front End UI and select a hero to customize. Located next to the Outfits, Artifacts, and Progress buttons, there is a new button that says ‘Expressions’. Each Rocket Championship Tour Competitor has three different Expression categories that can be customized.
Chat Emotes have four slots available. There are four Chat Emote animations equipped to each hero by default and all of them can be rearranged or replaced with new emotes as they’re acquired.
Ready Emote has four slots available. As Ready emotes are unlocked they can be equipped into any slot, rearranged, or replaced as new Ready emotes are acquired.
Victory Pose has one slot available. There is a default animation equipped in each Expression category to start.
Totem Companions
Totem Companionshave been added as a new Totem customization option! Players can equip Totem Companions to their Totems and show them off in the Pre-Game and Post-Game screens! Companions each have a unique intro animation and come to a rest atop your Totem! Additional Companions can be acquired through the Blast Pass or through direct purchase.
Competitor Balance and Tuning
We’ve got a few balance changes to a couple of Competitors that we felt needed some immediate attention after our 2.3 update, as well as a pretty large bug fix that was pointed out by our community. In truth, we did a fairly large rebalance last update, and we wanted to see how things played out with our changes before making any knee jerk reactions. Plus, with the holiday season, our time to get larger changes into 3.0 was limited. The good news is that we have several Competitor changes lined up for our next update (3.1) that we hope will shake up the meta and shift the ol’ tier lists around, so please try to sit tight for a bit. As an aside, thank you to everyone who participated in the Rocket Arena Tournament last month, it was great to see some really high level play and definitely helped us figure out the direction we want to go in for 3.1 (congrats to team Child’s Play!).
General
Fixed issues where several Competitor’s Primary enemy AoE radius was much larger than intended
Item use is now disabled while Dodging
Amphora
Our resident deep sea diver was hit a little too hard in the last update, so we bumped up her Torpedoes a bit.
Charge Torpedo (Primary)
Uncharged
Increased projectile collision radius from 120 to 130
Fully Charged
Increased damage from 35 to 40
Leef
The input blocking on Leef’s Primary was causing some frustration, so we’ve reduced it.
Charged Beam (Fully Charged Primary)
Reduced input blocking after reaching maximum charge from 0.65s to 0.475s
Mysteen
Mysteen can soak up a lot of damage in several ways, which can make her a pretty tough KO. So, we gave players a little more time to be able to do damage to her. Skilled players could also keep her in the air for a very long time, which we aren’t getting rid of, but we are bringing her slightly more down to earth.
Mirror Shield (Secondary)
Increased cooldown from 4s to 5s
Phantasm (Special)
Reduced damage immunity upon initial activation from 0.7s to 0.55s
Levitation (Jump)
Reduced maximum duration from 2.5s to 2s
Bots and AI
Bots can now Dodge, Leef and Mysteen have joined the bot ranks, Extreme Bot nerfs, and improved navigation headline the AI improvements for this update.
New Competitor Bots!
LeefandMysteenBots can now appear as teammates or opponents
General
All Bots now have the ability to Dodge incoming projectiles
Bots will now equip cosmetic skins, megablast trails, and return trails
Extreme Bots
Increased Blast Meter regen delay from 2.25s to 4s
Passive damage reduction will now be removed while in Megablast Danger
Navigation Improvements
We’ve performed passes on several maps to improve bot navigation and movement
Artifacts
We’ve added three new Artifacts this Season and adjusted a few to change up the meta (looking at you Coldsnap Locket).
New Artifacts!
Forever Snowman(Slot 1)
Briefly become Invulnerable for(1 / 1.25 / 1.5)swhen entering Megablast Danger; Blast Meter regen delay increased by1.5s
Championship Trophy(Slot 2)
Rocket Jumps have more directional control and increase movement speed by(15 / 17.5 / 20)%for2s
Dark Matter(Slot 3)
Using an Item increases your damage and impulse dealt by5%, reduces damage and impulse taken by5%, and increases your speed by20%for(4 / 4.5 / 5)s
Current Artifact Tuning
Frozen Bubble(Slot 1)
Increased from (1 / 1.25 / 1.5)s to (1.5 / 1.75 / 2)s
Jaaqua Amulet(Slot 1)
Increased from (15 / 17.5 / 20)% to (20 / 22.5 / 25)%
Coldsnap Locket(Slot 2)
Reduced from (50 / 75 / 100)% to (30 / 40 / 50)%
Crystal Crown(Slot 3)
Reduced from (30 / 35 / 40)% to (20 / 25 / 30)%
Game Modes and Maps
Map and Mode Selection
We’ve improved our mode selection logic to better allow us to increase or decrease a mode’s probability in a playlist
We’ve added more modes to several maps they weren’t on previously for more variety in the playlist
Bug Fixes
Competitors
Flux
Black Hole Cat (Secondary)
Fixed an issue that could cause the projectile absorption effect to remain active if two Black Hole Cats merged together
Explosion AoE now properly impulses the Rocketball
Charging SFX will now end if Flux’s Secondary Ability is cancelled
Fluxverse (Special)
Fixed an exploit that allowed Flux to fire Rockats from Fluxverse without cancelling her Special Ability
Leef
Flitt Snare (Secondary)
Fixed an issue that could cause competitors to drift after being affected by this ability
Rev
Mag Mines (Secondary)
Fixed an issue causing Mag Mines to clip through some walls if thrown while very close to the surface
Items
Speed Boost
Fixed an issue where the item’s field of view increase would stack when using multiple Speed Boost items.
Maps
General
Fixed multiple areas where competitors could get stuck inside of geometry while using movement abilities
As always, we value your feedback and if you’d like to leave us some now, or in the future, hit us up on the Rocket ArenaDiscord,Reddit,Twitter, Twitch Streams, DMs, etc. - we read as much as we can!
Thanks for being part of our community and we’ll see you in Crater! #LETSROCKET
Share your thoughts about EA Originals Games and tell us about your experiences in Split Fiction, Tales of Kenzera: ZAU, Immortals of Aveum, Wild Hearts, It Takes Two, Lost in Random, or the Unravel games.3,584 PostsLatest Activity: 14 hours ago