Hello! This is Super Solider, Battle Royale, SUPER PEOPLE!
Our first developer’s note received a great deal of interest, and we know that many of you have been eagerly anticipating our follow up.
As we hinted before, our second developer note will focus largely on balances to character classes and perks.
We’ll also be posting a new developer’s note video, so stay tuned for that as well! Now, let’s get to it!
1) Character Class & Perks Re-Balancing
Balance adjustments for character classes and perks were carefully reviewed by the development team with the aim of maximizing the strengths and merits of each class.
We made careful adjustments to several perks that were particularly strong during the test period, and further adjusted perks that were not conducive towards duo and squad modes.
In addition, to prevent situations where a perk for enhancing or crafting items was acquired but the necessary item(s) was not in your inventory, all necessary items will now be immediately sent to your inventory as soon as the related perk is acquired.
Please refer to the details of each class re-balancing below.

We’re adjusting the Gatling Soldier’s Dodge Roll ability so that it can make more daring plays after acquiring his/her ultimate skill. In the upcoming test period, our aim is to position Gatling Soldier as strategic class that can create unique playmaking variables with its spitfire ultimate.
① Gatling Soldier’s defense will now increase when using spitfire.
② The cooldown time for Dodge Roll will be reduced when it is used to hit an enemy player. This will open opportunities for combination plays such as roll > strike > roll techniques.
③ Gatling Solider will no longer take damage from the flames fired from his/her own spitfire bullets.

Shotgun Master’s overall high stats, such as its shotgun attack power, increased stamina, and useful ultimate skill, made it a more powerful close-quarters combat class than we originally anticipated.
So, in addition to re-balancing Shotgun Master’s close-quarters combat abilities, we also improved its medium and long-range combat abilities with perks that enhances the use other gun types.
① Damage dealt by Shotgun Master’s specialization SG weapon has been reduced, also, the maximum HP obtained from perks has been reduced.
② Knockback distance has been reduced.
③ Cooldown time for Super Jump has increased to reduce the use of strategic entry + exit play patterns. SR Enhance perk will be changed to now enhance 1 of any weapon type (excluding SG). In other words, this perk will now enhance one of either SR, DMR, AR, or SMG gun groups.

Sniper’s Amplifier ability will be improved to help players better gauge enemy distance. This will also players to better utilize its Precision Bomb ability, and further enhance Sniper as a more actively playable class.
① The mini-map will now show the range of the Amplifier when used.
② Precision Bomb has been improved to be deployed more freely regardless of the player’s actions or position.
③ Precision Bomb will no longer be blocked by trees/branches, dealing improved damage even when an enemy is behind cover.

Seeker’s perks have been reorganized to better match the class’ concept, such as seeking out hidden enemies and being the first to engage them.
① Special item, ‘Heartbeat Sensor,’ has been added to Seeker’s arsenal which can detect the heartbeat of enemies hiding in buildings. An all-new terrain-specific perk has been added that gives Seeker an advantage when positioned in rocky or wooden terrain.

Gas Soldier’s toxic smoke grenades has been improved to help teammates in duo & squad modes.
① Toxic smoke grenades will no longer deal damage to teammates.

Adjustments to Marine were made so that it can perform better in water and wet environments in line with its class characteristics. Also, a powerful new skill has been added to target enemies with high jump abilities or are positioned in high locations.
① Marine can now crouch and lie prone in water.
② Marine’s Amphibious Assault perk, which is activated upon coming out of the water, has been improved by prolonging its activation time, making Marines a more deadly threat around water.
③ A new anti-high-altitude perk has been added. This perk will target enemies in high locations and/or enemies with specialized jumping skills when nearby water.
④ Marine’s C4 has been improved to deal damage through cover and obstacles.

We adjusted Teleporter based on players’ feedback that it was difficult to notice enemy teleporters using their ultimate ability.
① When teleporting, there will be now be an animation effect in the teleporter’s original location. Don’t forget to watch your back when you see traces of Teleporter’s ultimate animation!

Some of SWAT’s engagement perks have been improved to enhance indoor breaching capabilities. We also improved SWAT’s ultimate ability for better strategic utilization in duo/squad environments.
① The activation of SWAT’s ultimate ability has been improved to be cast at the position of the player’s location when the skill’s casting is completed, rather than where the ability was initially cast.
② Allies outside of SWAT’s Blackout bubble will now be able to players inside the bubble.
③ The range of damage dealt by door breach has been increased, and a ‘shell shock’ effect will be applied to damaged enemies for a certain period of time. Also, when this skill is used, the player’s view upon entering a building will be enhanced

A perk to shorten reload times and increase magazine capacity has been added to match the Firearms Expert’s class.
Firearms Expert’s ultimate has also been improved so that it does not disorient teammates in duo and squad mode environments.
① A new tactical reload perk has been added. This greatly increases the speed of reloads and magazine capacity of the Firearms Expert’s two specialized weapons.
② Forcefield (ultimate) has been improved so that when it is activated, allies will no longer be colored by the ultimate animation, This will better allow allies to engage enemies within the forcefield, but of course, their movements will still be slowed down.

We are in the process of adjusting Driver so that it can obtain and utilize vehicles faster, aligning it better with the class’ concept. We’re also increasing the Driver’s survival abilities in Solo mode.
① Allies riding with Driver will not take damage when jumping out of a car in motion.
② The cooldown of Driver’s ultimate has been greatly reduced. Also, the driving performance of the Monster Truck has been improved to better overcome low obstacles.
③ The damage range of Nitro’s explosion has been increased.
④ A new Gunfight Noise Detection perk has been added, allowing drivers to better detect the actions of nearby enemies.
One of the most important elements of SUPER PEOPLE is that each battle is different based on the specialized weapon, perks, and abilities of different classes.
As such, we are continually analyzing gameplay data collected during the alpha test period.
We received a great deal of feedback during our initial test period regarding class balancing, and we are in the process of carefully adjusting critical factors that determine the outcome of the game.
Please note that changes mentioned here are subject to change after further internal testing, and that new character classes may also be
introduced in the future.
2) Improved Class Change System and New Survival List
As mentioned in the beginning of this developer’s note, the class system is a core element of SUPER PEOPLE, and each class possesses its own unique characteristics and abilities to counter other classes. Although classes were assigned randomly for each game, players showed a preference for certain classes that they liked, and many players asked to be able to select the class they wanted to play.
After reviewing this feedback internally, we decided to maintain the existing random class selection system (upon entering the lobby), but we will change how players can change their class in the lobby before the game begins.
We’re also working on a system that allows players to check the number of each class in a game, which should facilitate counter-class strategies and increase the diversity of different classes in each game.
① Class Change System Improvements: You can now change your class randomly OR by selection.
- You will now be able to change your class randomly OR by selection
- The cost of gold for ‘random’ class changes and ‘selection’ class changes will be different.
- However, your initial class assignment upon entering a game lobby will remain random as before.

※ Preview of the new class change system that is currently in development and is subject to change.

※ Preview of the new class change system that is currently in development and is subject to change.
② Survivor List has been added
- To further encourage class selection and class-countering strategy, a list of selected classes has been added.
- This list can be seen from the map screen, and is listed in order of the number of surviving classes.
- It is also possible to check the number of remaining classes in-game.

※ Preview of the new class change system that is currently in development and is subject to change.
With these improvements to the class change system, players will be able to select their desired class, as well as utilize more counter-class strategies based on the survival list.
This new system will be applied as a trial during the next test period and is subject to change based on test results.
3) Other Changes & Improvements
① The appearance of trap-type abilities has improved:
- Players can now see their set traps on the mini map
- A small icon and voice-over will appear to indicate that your trap has been tripped.
② Damage dealt to enemies will now appear in a more clear damage log.
③ The damage capacity of equipped guns will now appear in the in-game HUD, allowing players to see the impact of their weapon enhancements more clearly.
④ The muzzle flash of guns has been enhanced to better locate enemies shooting from a long distance.
⑤ Sound effects during item farming/dropping has been improved to provide players with better in-game feedback.
⑥ Upon cancelling a teammate revival, your gun will remain equipped in your hand for faster enemy re-engagement speeds.
⑦ The smoke from smoke grenades will now spread faster.
This concludes our second Developer’s Note!
Stay tuned for our next update about more exciting gun improvements and news!
