
If you swap your weapon order, the order will be remembered on a per class basis.These changes are to balance the overall strength of Medic II, as it often extended outside of its intended defensive/support niche. Medic II now has level 2 armor (down from level 3), 5 bananas (down from 10), and 5 initial tape (up from 4).Their spawn chance has also been slightly increased in SvR. Giant Emus will respawn at their original spawn location about 30 seconds after dying (if no players are nearby).When these hamster balls are broken, they will respawn after a while. Hamster balls will now spawn nearby spawn hatches.Respawning also drains fewer Reinforcement Points: now 1.5RP, down from 2.Īdditional quality of life changes to the mode include:.Flag drain now also varies based on how many flags your team owns: 1 captured flag drains the enemy at 0.5RP per second, 2 captured flags drain 1.5RP per second, and 3 captured flags drain 2.75RP per second. In v1.5 each team only decays at 0.25RP per second as a baseline, making flags more significant. In v1.4 there was a persistent RP drain of 0.667 per second for each team, and each flag owned also added another 0.667 per second drain to the opposing team.When your team holds more flags than your opponent, your Reinforcement Points now drain slower, and your enemy’s points drain faster, creating the potential for bigger swings when flags change hands, and reducing the feeling of constant decay.


The Mole will also leave behind a special reward crate when killed.The player who lands the final hit on the Mole will give their team a morale boost that rewards a 20% move speed buff for one minute.At half health, the Mole will dive back underground, emerging again shortly after in an enraged state, throwing 40% faster than before!.The crates he throws have a chance to drop ammo, so be on the lookout for mid-fight ammo restocks! To attack, he throws crates at players around him and can perform a high-damage ground slam if anyone gets too close.After 25 seconds, he’ll spawn at a fixed location. Once a team reaches 400 Reinforcement Points, there will be an announcement signaling the Mole’s approach.Before we dig into the others, here’s a rundown of the key mechanics of the mole boss fight: Overall, we wanted to avoid matches feeling too predetermined and difficult to sway at mid-game, and the mole is one of multiple ways we’re aiming to address that in this update. It can also function as an early mercy, for the winning team to secure a faster, decisive victory if they kill the mole first. Our goal with the design of the mole was to create more opportunities for comebacks, but you’ll need to work hard to earn one.

Plus, you’d be surprised how good of a shot the guy is with a wooden crate despite the near-blindness – it seems crate-chucking runs in the mole family. He’s got a bone to pick with both sides, and will make that fact known by throwing heavy crates at players within range and performing a devastating ground-slam attack if anyone gets too close. Once either team drops below 400 Reinforcement Points, a warning message will signal the Mole’s imminent approach, so you can use the time to converge on his location and join the fight, or hang back to defend or steal flags while others are distracted by the battle. He’s big, he’s angry, he’s visually impaired: the Giant Star-nosed Mole has clawed his way into S.A.W.
