Hello to all proud Dummy owners!
We've been working on this MASSIVE change to the game since October last year and we've been releasing bits and pieces of all the changes on social media, but today is finally the day!
Welcome to the new Holodrive gameplay experience!
Holodrive is not the same anymore, we've revised core gameplay mechanics such as Power Ups, Health Pickups, Weapon Pickups, Ammo, Jetpack... And we changed ALL OF THEM!
Here's what you will find in this new experience:
- New Mechanic: Main Weapon
Players can only have 1 weapon in their arsenal at a time (before this update players could have up to 7 weapons in their arsenal), but you can freely change it by Pressing R when you die. Or you can steal your enemies gun by Pressing R when on top of their dropped weapon ;)
- New Mechanic: Devices
Devices are new grenade-like objects that are super situational and have a bunch of different effects! Right now you can only use Electrify (which shocks nearby enemies causing 50 damage) or the Disarm Device (which makes your enemies unable to fire weapons for a bit of time). Mastering the new Devices mechanics is key to becoming the best Holodrive player!
- New Mechanic: Super Weapons
Super Weapons are extremely powerfull weapons that you can use sparingly during the course of a match! To unlock your Super Weapon you need to fill the Super Gauge at the top left corner of the screen, when its full you unleash your Super Weapon by pressing E on the Keyboard! Beware! It only lasts for a bit of time! - When you unleash your Super your Energy is also refilled! Use it wisely -
- New Mechanic: Health Regeneration
After a while your health will regenerate now! No more health pickups and the frustration of your enemy using a health pickup and filling up 100% of their health!
- New Mechanic: Energy
Energy is your primary resource, and it auto-refills super quick! Gone are the days of picking up weapons in the map to refill your ammo! Now both your Jetpack and your Ammo uses the Energy resource, so take care! Resource management is your primary concern!
- New Weapon Unlock progression system (players can now purchase any weapon directly with bits!)
- New/Improved Particle Effects:
- Player on fire (flamethrower damage over time)
- Explosions
- Respawn
- New Tutorial - Remade from scratch to reflect the new mechanics
- Weapons do not have stacking ammo clips anymore
- Removed Weapon Pickups from the game
- Removed Power-ups from the game
- Removed Health pickups from the game
- Players can now change weapons at any time while they are inside their base
- You can freely change your Weapon, Device and Ultimate while in a match
- Added German to the game! (Set your Steam to German, the game detects automagically)
- Thanks to community member R I L E Y on our Discord!
- Revised and Spellchecked French!
- Thanks to community member NodeuSFlatcher on our Discord!
Want to become a translator and help us? Join our discord.gg/Holodrive and talk to [Dev]Ashkental !
Gameplay Balancing
- Health now regenerates after 4 seconds of not taking damage
Weapons
Basic Weapon
- Removed from the game
Plasma Gun
- Ammo count increased from 60 to 80
- Max damage reduced from 12 to 10
- Heat Charge time increased from 1.5 to 2
- Heat Decay time decreased from 1 to 0.5
Shotgun
- Ammo count increased from 12 to 18
Raygun
Changed how ammo works for Continuous weapons, instead of seconds it’s now a value, like the other weapons.
- Ammo changed from 5 seconds to 84 (It now takes 6 seconds to deplete ammo)
Grenade Launcher
- Ammo count increased from 12 to 18
- Shoot force reduced from 75 to 70
- Fire rate reduced from 1.4 to 1.3
- Explosion minimum damage radius reduced from 12 to 8
- Explosion medium damage radius reduced from 8.5 to 6
- Explosion max damage radius increased from 3.5 to 4
Grenade Bullet
Physics
- Drag increased from 0 to 0.5
- Dynamic friction increased from 0.6 to 0.8
- Bounciness reduced from 0.2 to 0.075
- Friction combine reduced from 3 to 0
- Bounce combine reduced from 3 to 0
These changes makes the grenade less bouncy and travel less after touching the floor overall
Minigun
- Ammo count reduced from 200 to 150
Shuriken Launcher
- Damage increased from 40 to 50
- Fire rate increased from 1.1 to 1.3
- Ammo count kept at 8
Shuriken Bullet
- Shuriken bullet now auto-explodes after it travels 60 units.
- Explosions range of damage reduced from 3 to 2
- Max damage deals 50 damage and has a 5 radius range
- Min damage deals 25 damage and has a 6.5 radius range
- Total damage radius reduced from 10 to 6.5
- Damage radius better reflects the activation area (it was a lot bigger before)
- Time until auto-activation reduced from 6 to 4 seconds
Sniper
- Charge time reduced from 2.2 to 2 seconds
- Ammo count reduced from 5 to 4
Flamethrower
Changed how ammo works for Continuous weapons, instead of seconds it’s now a value, like the other weapons.
- Ammo changed from 5 seconds to 60 (It now takes 6 seconds to deplete ammo)
- Reduced Damage Over Time from 24 over 3.24s to 18 over 1.5s
- Increased fire rate from 10 to 11
Brave Heart
Changed how ammo works for Continuous weapons, instead of seconds it’s now a value, like the other weapons.
- Ammo changed from 5 seconds to 90 (It now takes 6 seconds to deplete ammo)
- Fire Rate reduced from 15 to 14
- Max damage increased from 15 to 18 (at 30 or less health)
Intimidator
- Fire Rate increased from 11 to 14
- Ammo count reduced from 70 to 60
Bow
- Ammo count increased from 5 to 8
Plutonium Gun
- Ammo count increased from 14 to 16
Bazooka
- Bazooka is now a Super Weapon
- Super Weapons are time-based and have infinite ammo
- Damage increased from 75 to 100
- Fire Rate decreased from 1.1 to 0.85
- Bazooka duration is 5 seconds
- Reduced damage areas slightly
Scattergun
- Scattergun is now a Super Weapon
- Super Weapons are time-based and have infinite ammo
- Bullet Damage increased from 6 to 20
- Frag Bullet damage increased from 8 to 12
- Fire Rate increased from 1.1 to 1.2
- Scattergun duration is 5 seconds
The Dematerializer
- The Dematerializer is now a Super Weapon
- Super Weapons are time-based and have infinite ammo
- Removed charge time
- Added Fire Rate of 1.1
- The Dematerializer duration is 5 seconds
- If a player misses a shot the Super ends immediately
Phantomzooka
- Phantomzookais now a Super Weapon
- Super Weapons are time-based and have infinite ammo
- Initial travel speed increased from 65 to 85
- Wall speed slow decreased from 70% to 40% (goes through walls faster)
- Out of wall speed slow decreased from 5% to 0% (it comes out the same speed as it went in)
- Fire Rate increased from 1 to 1.3
- Phantomzooka duration is 5 seconds
Bugfixes
- Fixed a bug where explosions could cause 0 damage
- Fixed a small Jetpack recharge inconsistency which resulted into the energy recharging faster than it was supposed to sometimes.
Come and try out all the new changes! We think you'll enjoy it ;)
As always we're open to your feedbacks so join our Discord.gg/Holodrive and com talk to us! (We don't bite, promise).
Thank you all!
BitCake Studio Development Team